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Spawning Pool of The Elder Things (10070827)

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The document discusses several series of books published by Wonderland Imprints that are aimed at helping Dungeon Masters generate random dungeon, city, treasure, and monster content for Dungeons & Dragons campaigns.

Some of the featured artists represented include Ernst Heinrich Philipp August Haeckel, Sidney Herbert Sime, and Harry Clarke, known for their illustrations of fantasy, nature, and the macabre.

Several series of books are described, including the Dungeon Crucible series for random dungeon generation, the Saga of the Elder City series for random city content, the Guy de Gaxian series focusing on classic monsters, and the Spawning Pool of the Elder Things series for Lovecraftian monsters.

(Order #10070827)

SPAWNING POOL OF THE ELDER THINGS

I!
Shub-Niggurath!

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

SPAWNING POOL OF THE ELDER THINGS

Published in the U.S.A.


First American edition, April 2016
(C) 2016 Kent David Kelly
Wonderland Imprints
Aurora, Colorado
Only the Finest Works of Fantasy

About the Cover Art: The cover features a multi-reflected detail from one of
the color plates in by Harry Clarke.

About the Featured Illustrators


This volume features classic artwork from the public domain, which have
been selected to reflect the original pulp 1970s conception of Fantasy RolePlaying Games. The pieces have each been cleaned, retouched, and formatted
by the author. Three of the most featured artists represented in this work are
as follows:

Ernst Heinrich Philipp August HAECKEL (1834-1919), a favorite of H. P.


Lovecraft, was a famed naturalist who published an amazing series of
illustrations representing marine life in his groundbreaking Kunsformen der
Natur (ten volumes, 1899-1904).
Sidney Herbert SIME (1867-1941) offered his eclectic and beautiful art to
supplement many works of classic fantasy, including foremost Lord Dunsanys
The Gods of Pegana (1905), Time and the Gods (1906), and The Sword of Welleran
and Other Stories (1908).
Harry CLARKE (1889-1931) was a versatile artist known for his stained glass
window designs, and also his meticulous and illustrations of fantasy and the
macabre. His works were featured in Edgar Allan Poes Tales of Mystery and
Imagination (1919) and especially in a celebrated edition of Faust. Concerning
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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the copyright status of Mr. Clarkes later works (the art used in this book is in
the public domain), I quote the following from Wikimedia Commons: The
illustrations are in the public domain because they were first published in the
United States between 1923 and 1963 with no copyright notice or renewal. (Refer
also for example to Grandmasgraphics.com/copyright.php.)

Document Version 1.01 September 2016

This volume references and expands upon concepts from classic authors
whose work is in the public domain, including selections from Lord Dunsany
and H. P. Lovecraft.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the
dragon ampersand, and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other
countries. This work contains material that is copyright Wizards of the Coast.
Such material is used with permission under the Community Content Agreement
for Dungeon Masters Guild. All other original material in this work is copyright
2016 by Kent David Kelly and published under the Community Content
Agreement for Dungeon Masters Guild.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

SPAWNING POOL OF THE ELDER THINGS

~ UNOFFICIAL OLD SCHOOL MODULE ~


SP1

SPAWNING POOL
~ OF THE ~

ELDER THINGS
Being a Most Profound Treatise Grimly Reflecting Upon
The Old School Dark Fantasy Paradigm
In Regards to Unearthly Monster Creation
A GRISLY MISADVENTURE FOR
DELECTABLE VICTIMS
OF EXPERIENCE LEVELS 1 TO 66

Ex Libris
Darkseraphim

OSR
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

~ BY ~

KENT DAVID KELLY


Author Of
CASTLE OLDSKULL
HAWK & MOOR
NECRONOMICON: THE CTHULHU REVELATIONS
Illustrated By
EDWIN AUSTIN ABBEY, JACQUES ACARIE-BARON,
JOHN D. BATTEN, JACOB BINCK, HARRY CLARKE,
JOSEPH CLEMENT COLL, ALFRED CROWQUILL,
GUSTAVE DORE, HENRY J. FORD, J. J. GRANDVILLE,
ERNST HAECKEL, LOUIS HUARD, TONY JOHANNOT,
EMILE LASSALLE, WALTER MCDOUGALL, GERALD
FENWICK METCALF, ARTHUR RACKHAM, ALBERT
ROBIDA, SIDNEY SIME, ET ALII

WONDERLAND IMPRINTS
MMXVI
KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

DEDICATION
This work is dedicated
To the great dreamers who devoted
Their labors to a revelation
Of other worlds:

David Lance Arneson,


Ernest Gary Gygax,
Robert Ervin Howard,
Howard Phillips Lovecraft,
&
Edward Plunkett, Lord Dunsany.

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CODEX
I
INTRODUCTION

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I.1

DESCRIPTION
SPAWNING POOL OF THE ELDER THINGS is the ultimate random monster
creation tool, created specifically for the most recent edition of the worlds first
and foremost Fantasy Role-Playing Game (FRPG).
This colossal 620 page compendium contains the largest, most
comprehensive, and most ambitious monster creation system ever devised. If
you feel that your game might be suffering from a lack of variety in monsters and
encounters; if you want straightforward help and guidance in refining your own
monster concepts; or, if you just want to inject some old school Gygax-inspired,
Arnesonian, and Lovecraftian atmosphere into your modern FRPG, then this is
the perfect resource for you. Tap into the chaos, fear and madness of the Elder
Things to animate, twitch and galvanize your game!
The SPAWNING POOL is actually a complex set of interrelated monster
customization systems. These systems follow the unifying principle of guided
randomness, ensuring that your monster is otherworldly, but also that it makes
sense and fits perfectly into your structured game world. You can selectively
pick and choose from the worksheets and various tools provided herein to
supplement your own unique method of monster design. Or, you can enjoy a
guided and example-driven mentorship approach, which will lead you through
all of the principles of monster creation, encounter development, and campaign
integration from beginning to end.
Herein, to assist the harried Game Master (GM), you will find:
POWER: Complete rules for creating any kind of monster (Abomination),
from CR 0 to 30. The variety of the monsters you can create is virtually infinite.
OPTIONS: Over 260 articulated Abomination body types to inspire your
brainstorming and the creation of ever more bizarre monstrosities. Everything
from worms to octopi to centaurs are included.

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ARSENALS:
Nearly 700 unique monster abilities, quirks, and
vulnerabilities, arranged into 30 monstrous themes, from Acidic to Water /
Aquatic and everything in between.
MATRICES: Interconnected systems to generate monster descriptions,
senses, languages, alignment, movement, ability scores, hit points, armor class,
and basic and special attacks. All you need are percentile dice and imagination.
CULTISTS AND MADMEN: Extensive guidelines for monster summoners,
binders, worshippers, cultists, and minions.
NEW HORIZONS: Suggested rules for monstrous events including
otherworldly rituals, madness, parley, trophy harvesting, adventurer
resurrection, and journeys to the campaign-widening Dream Worlds.
DARK HUMOR: A Lovecraftian glossary of over 300 obscure adjectives
and evocative terms, hungrily palpitating for your rugose and squamous
delectation.
LAVISH QUOTES AND ILLUSTRATIONS: This volume was made to honor
and celebrate the golden age of fantasy and weird fiction, and features many
quotes from the masters (Dunsany, Lovecraft, Machen, Poe, Verne, Wells, and
so forth). It also feature dozens of haunting masterworks from artists Clarke,
Haeckel, and Sime.

And much more!

SPAWNING POOL OF THE ELDER THINGS is the latest FRPG offering from
Kent David Kelly, the author of over twenty books including the popular Castle
Oldskull line of OSR gaming supplements, the acclaimed FRPG history series
Hawk & Moor, and the Lovecraftian epic Necronomicon: The Cthulhu Revelations.
This is the first in a line of extremely detailed player-requested supplements to
be published by Wonderland Imprints. You are always welcome to guide future
development and my upcoming offerings. What do you want to see? Feel free to
provide feedback, questions, and future content requests to the author at
shadowed_sky@hotmail.com.
(V1.01, 102,700 words, 782 pages.)
From Wonderland Imprints Only the Finest Works of Fantasy.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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I.2

IMAGINATION
THE DABBLERS GUIDE
TO MONSTER IDEAS
Hail, and well met.
If you want an in-depth introduction which leads directly into the lengthy
series of steps involved in random monster design, click here.
Otherwise, for a quick dip or a general overview, please continue

Welcome to the SPAWNING POOL.


This is an extremely detailed workbook the most ambitious of its kind ever
created, I believe which has been designed to help aspiring Game Masters
(GMs) in the art of becoming imaginative experts in monster design. A very deep
level of complexity is offered here if you want to dive right into the deep end, and
the process is followed all the way through with helpful examples and advice.
Due to the vast array of options offered, that means that this book is huge
and intimidating by design. It also will likely take you a long time to create your
first fully-detailed monster, and then the process will become much faster
thereafter. The first time through the labyrinth, though, you may indeed find
yourself getting lost.
If you find this book overwhelming, you may just want to browse and dabble
and use this books systems as idea generators until you want to get more
involved in the full process later on. If you just want to roll on some randomized
tables during game preparation, the following quick index will help you. Glance
through the table below for a list of common GM interests related to monster and
encounter design. Simply read through the questions until you find something
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interesting, and then follow the appropriate link or chapter heading, skip any
text that seems extraneous, and start rolling percentile dice (D100) on any table
that you find.
The only detail you need to know right now, if you wish to browse, is that this
books concept of Base Lethality Rating (BLR) is roughly equivalent to
Challenge Rating (CR). Everything else should be fairly self-explanatory.
Have fun wandering around!

TABLE 1
QUICK REFERENCE:
TOPICAL BROWSING GUIDE

If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Advice on encounter
preparation

Stratagem: Tactical Considerations

Asking the author a question

Description (end)

Calculating a new monsters


Challenge Rating

Appendix A: Calculating Abomination


Challenge Ratings

Calculating your partys power


level for Challenge Ratings and
encounters

Protagonists: Calculating Average Party


Level (APL)

Coming up with a quick


monster name

Nomina: Naming Your Creation

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Conceiving a new Aberration


monster

Body Types I: The Aberrations

Conceiving a new Beast


monster

Body Types II: The Beasts

Conceiving a new Celestial


monster

Body Types III: The Celestials

Conceiving a new Construct


monster

Body Types IV: The Constructs

Conceiving a new Dragon


monster

Body Types V: The Dragons

Conceiving a new Elemental


monster

Body Types VI: The Elementals

Conceiving a new Fey monster

Body Types VII: The Fey Ones

Conceiving a new Fiend


monster

Body Types VIII: The Fiends

Conceiving a new Giant


monster

Body Types IX: The Giants

Conceiving a new Humanoid


monster

Body Types X: The Humanoids

Conceiving a new Monstrosity


monster

Body Types XI: The Monstrosities

Conceiving a new Ooze


monster

Body Type XII: The Oozes

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Conceiving a new Plant


monster

Body Types XIII: The Plants

Conceiving a new Undead


monster

Body Types XIV: The Undead

Creating a powerful NPC as a


monster ally

Magisters: Summoners & Binders

Dealing with the unexpected


death of a PC

Immolation: When Abominations Kill

Deciding on allies for a


powerful monster

Disciples: Guardians, Worshippers, &


Cultists

Deciding on the special nature


of a monsters treasure

Reaping: Killing & Harvesting


Abominations

Describing a monster

Eidolon: Random Description Rolls

Describing a monsters color(s)

Chroma: Overall Coloration

Describing a monsters details

Shades: Coloration of Distinctive Body


Parts

Describing a new monsters


appearance

Explication: Abomination Description

Describing a new monsters


presence

Imminence: Setting the Scene &


Expectations

Describing what encountered


monsters are doing

Actionum: Abomination, Monster & NPC


Activities

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Describing what encountered


monsters are plotting

Rituals: Abominable Secrets

Determining a monsters
Condition Immunities

Insight: Further Power Considerations

Determining a monsters
Damage Immunities

Insight: Further Power Considerations

Determining a monsters
Damage Resistances

Insight: Further Power Considerations

Determining a monsters
Damage Vulnerabilities

Insight: Further Power Considerations

Determining a monsters
frequency of appearance

Denizens: Monster Population Rating

Determining a monsters
senses and detection abilities

Kinesthesia: The Monsters Senses

Determining a new monsters


abilities

Powers: Advantages & Disadvantages

Determining a new monsters


ability scores

Potentiality: Abomination Ability Score


Ranges

Determining a new monsters


alignment

Ethos: An Abominations Alignment

Determining a new monsters


Armor Class

Fortitude: Abomination Armor Class


Rating

Determining a new monsters


basic attack forms

Melee: The Basic Attack Types

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Determining a new monsters


damage per attack

Melee: The Basic Attack Types

Determining a new monsters


hit points

Lifeblood: Determining the Monsters


Average Hit Points (AHP)

Determining a new monsters


lair

Domain: Recommended Lair Locations

Determining a new monsters


languages

Comprehension: Abomination
Languages

Determining a new monsters


size

Dimensions: Monster Size

Determining a new monsters


speed

Celerity: Abomination Speed

Expanding your campaign


beyond the default game world

Wonder: Introducing the Dream Worlds


into Play

Figuring out what happens


when the PCs negotiate with
the monsters

Parley: Negotiating with Abominations

Figuring out what happens


when the PCs run away from
the monsters

Flight: Fleeing from Abominations

Figuring out what the PCs find


when they kill the monster

Reaping: Killing & Harvesting


Abominations

Giving a large monster a sizerelated ability

Powers VIII: Behemoth

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Giving a monster a Beastthemed ability

Powers IX: Bestial & Blood

Giving a monster a Bloodthemed ability

Powers IX: Bestial & Blood

Giving a monster a Diseasethemed ability

Powers XXVIII: Vermin & Disease

Giving a monster a Fey-themed


ability

Powers XI: Dream World & Faerie

Giving a monster a Firethemed ability

Powers XIV: Fire

Giving a monster a Flyingthemed ability

Powers VII: Avian

Giving a monster a Fungusthemed ability

Powers XV: Fungal

Giving a monster a Gazethemed ability

Powers XIII: The Eye

Giving a monster a Healingthemed ability

Powers XVII: Life & Healing

Giving a monster a Horrorthemed ability

Powers XIX: Madness

Giving a monster a Lightningthemed ability

Powers XVIII: Lightning

Giving a monster a
Lovecraftian ability

Powers: Advantages & Disadvantages

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Giving a monster a Magicthemed ability

Powers V: The Arcane & The Occult

Giving a monster a Planarthemed ability

Powers VI: Astral, Celestial, & Ethereal

Giving a monster a Plantthemed ability

Powers XX: Plant

Giving a monster a Poisonthemed ability

Powers XXI: Poison

Giving a monster a Psychicthemed ability

Powers XXII: Psionic

Giving a monster a Reptilianthemed ability

Powers XXIII: Reptilian

Giving a monster a Shadowthemed ability

Powers XXV: Shadow

Giving a monster a ShapeShifter-themed ability

Powers III: Amorphous

Giving a monster a Slimethemed ability

Powers XXVI: Slime

Giving a monster a Spiderthemed ability

Powers IV: Arachnid & Insectoid

Giving a monster a tail-related


ability

Powers XXIV: Sacral

Giving a monster a Tentaclethemed ability

Powers XXVII: Tentacle

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Giving a monster a Verminthemed ability

Powers XXVIII: Vermin & Disease

Giving a monster a Waterthemed ability

Powers XXIX: Water & Aquatic

Giving a monster an Acidthemed ability

Powers I: Acid

Giving a monster an Airthemed ability

Powers II: The Air

Giving a monster an Aquaticthemed ability

Powers XXIX: Water & Aquatic

Giving a monster an Earththemed ability

Powers XII: The Earth

Giving a monster an Icethemed ability

Powers XVI: Ice & Frost

Giving a monster an Insectthemed ability

Powers IV: Arachnid & Insectoid

Giving a monster an Undeadthemed ability

Powers X: Death

Making monsters more


frightening

Delerium: The Madness System

Planning a detailed encounter

Codex VI: Encounters & Campaign


Integration

Putting some Lovecraftian lore


in your FRPG

Cabala: A Legend of the Abominations

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If, at this moment, you are Then browse through and


specifically interested in
consider the following section

Reading a good book

Appendix B: Suggested Inspirational


Reading

Rolling a magic item


ingredient randomly

Reaping: Killing & Harvesting


Abominations

Rolling a material spell


component randomly

Reaping: Killing & Harvesting


Abominations

Rolling a random monster type

Taxon: Monster Types

Rolling an encountered NPCs


alignment randomly

Magisters: Summoners & Binders

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I.3

LIBRARIUM
TABLE OF CONTENTS
Title Page
Dedication

CODEX I: INTRODUCTION
I.1

Description

I.2

Imagination: The Dabblers Guide to Monster Ideas

I.3

Librarium: Table of Contents

I.4

Incantation

I.5

Awakening: An Introduction

I.6

Impossibility: An Understanding of the Elder Things

I.7

Cabala: A Legend of the Abominations

I.8

Inspiration: Creating a Monster of Your Own

I.9

Guidance: How to Use This Book

Abomination Development Worksheet #1: Abomination Overview


Abomination Development Worksheet #2: Supplemental Details
Abomination Development Worksheet #3: Powers & Disadvantages
Abomination Development Worksheet #4: Additional Combat Details
Abomination Development Worksheet #5: Description & Encounter
Preliminaries
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CODEX II: MONSTER DESIGN


II.1

Nomina: Naming Your Creation

II.2

Taxon: Monster Types

II.3

Phyla: Body Types

II.4

Body Types I: The Aberrations

II.5

Body Types II: The Beasts

II.6

Body Types III: The Celestials

II.7

Body Types IV: The Constructs

II.8

Body Types V: The Dragons

II.9

Body Types VI: The Elementals

II.10 Body Types VII: The Fey Ones


II.11 Body Types VIII: The Fiends
II.12 Body Types IX: The Giants
II.13 Body Types X: The Humanoids
II.14 Body Types XI: The Monstrosities
II.15 Body Types XII: The Oozes
II.16 Body Types XIII: The Plants
II.17 Body Types XIV: The Undead

CODEX III: THE DETAILED CONCEPTION


III.1

Natura: Predators and Prey

III.2

Denizens: Monster Population Rating

III.3

Protagonists: Calculating Average Party Level (APL)


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III.4

Antagonists: Base Lethality Rating (BLR) and Its Importance

III.5

Delirium: The Madness System

III.6

Kinesthesia: The Monsters Senses

III.7

Dimensions: Monster Size

III.8

Lifeblood: Determining the Monsters Average Hit Points (AHP)

III.9

Vitality: Determining Actual Hit Point Totals for Abominations

III.10 Potentiality: Abomination Ability Score Ranges


III.11 Aptitude: Actual Ability Scores for Abominations
III.12 Agility: Dexterity Classification
III.13 Celerity: Abomination Speed
III.14 Ethos: An Abominations Alignment

CODEX IV: DESCRIPTORS AND POWERS


IV.1

Precepts: Monster Descriptors

IV.2

Powers: Advantages & Disadvantages

IV.3

Powers I: Acid

IV.4

Powers II: The Air

IV.5

Powers III: Amorphous

IV.6

Powers IV: Arachnid & Insectoid

IV.7

Powers V: The Arcane & The Occult

IV.8

Powers VI: Astral, Celestial, & Ethereal

IV.9

Powers VII: Avian

IV.10 Powers VIII: Behemoth


IV.11 Powers IX: Bestial & Blood
IV.12 Powers X: Death
IV.13 Powers XI: Dream World & Faerie
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IV.14 Powers XII: The Earth


IV.15 Powers XIII: The Eye
IV.16 Powers XIV: Fire
IV.17 Powers XV: Fungal
IV.18 Powers XVI: Ice & Frost
IV.19 Powers XVII: Life & Healing
IV.20 Powers XVIII: Lightning
IV.21 Powers XIX: Madness
IV.22 Powers XX: Plant
IV.23 Powers XXI: Poison
IV.24 Powers XXII: Psionic
IV.25 Powers XXIII: Reptilian
IV.26 Powers XXIV: Sacral
IV.27 Powers XXV: Shadow
IV.28 Powers XXVI: Slime
IV.29 Powers XXVII: Tentacle
IV.30 Powers XXVIII: Vermin & Disease
IV.31 Powers XXIX: Water & Aquatic
IV.32 Insight: Further Power Considerations

CODEX V: CONCEPTUAL DETAILS


V.1

Fortitude: Abomination Armor Class Rating

V.2

Melee: The Basic Attack Types

V.3

Stratagem: Tactical Considerations

V.4

Explication: Abomination Description

V.5

Chroma: Overall Coloration


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V.6

Shades: Coloration of Distinctive Body Parts

V.7

Eidolon: Random Description Rolls

V.8

Domain: Recommended Lair Locations

V.9

Comprehension: Abomination Languages

V.10 Minutiae: Dealing with Nettlesome Details


V.11 Dweomercraft: Putting It All Together
FRPG Monster Template

CODEX VI: ENCOUNTERS & CAMPAIGN INTEGRATION


VI.1

Milieu: Integrating Abominations with the Game World

VI.2 Foresight: Designing Abomination Encounters and Predicting


Potential Outcomes
VI.3

Numera: Guidelines for the Number Appearing

VI.4

Disciples: Guardians, Worshippers & Cultists

VI.5

Magisters: Summoners & Binders

VI.6

Rituals: Abominable Secrets

VI.7

Actionum: Abomination, Monster & NPC Activities

VI.8

Imminence: Setting the Scene & Expectations

VI.9

Parley: Negotiating with Abominations

VI.10 Flight: Fleeing from Abominations


VI.11 Reaping: Killing & Harvesting Abominations
VI.12 Immolation: When Abominations Kill
VI.13 Wonder: Introducing the Dream Worlds into Play
A Beginning
Afterword

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APPENDICES
Appendix A: Calculating Abomination Challenge Ratings
Appendix B: Suggested Inspirational Reading

About the Author

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I.4

INCANTATION
The Old Ones were, The Old Ones are,
And the Old Ones shall be.
Not in the spaces we know,
But between them, they walk serene
And primal, undimensioned and to us unseen.

They walk unseen and foul


In lonely places where the Words
Have been spoken and the Rites
Howled through at their Seasons.
The wind gibbers with Their voices,
And the earth mutters with Their consciousness.
They bend the forest and crush the city,
Yet may not forest or city
Behold the hand that smites.

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Great Cthulhu is Their cousin,


Yet can he spy Them only dimly.
I! Shub-Niggurath!
As a foulness shall ye know Them.
Their hand is at your throats,
Yet ye see Them not

The Dunwich Horror, by H. P. Lovecraft

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I.5

AWAKENING
AN INTRODUCTION
They first created earth-life using available substances according to longknown methods. The more elaborate experiments came after the annihilation of
various cosmic enemies. They had done the same thing on other planets; having
manufactured not only necessary foods, but certain multicellular protoplasmic
masses capable of moulding their tissues into all sorts of temporary organs under
hypnotic influence and thereby forming ideal slaves

At the Mountains of Madness, by H. P. Lovecraft

What is Spawning Pool of the Elder Things? Succinctly: Its a tentacular


gaming supplement. This book will fill your favorite tabletop game with eldritch
horrors, old school gaming goodness, and a slithy plethora of burbling
Lovecraftian beasties.
Because lets face it, designing excellent new monsters for your game is never
easy. The ideas come quickly, and then the onerous details bog down the entire
process. Being a Game Master (GM) is already hard work, and selecting from
the few viable and Challenge-appropriate monsters for your ongoing gaming
sessions will always be a complex and problematic task. How can you excel with
limited tools that are still growing while new releases are being published? Is
the existing encounter system still good enough for your ongoing campaign, or
do your players always know what to expect due to the limited options? If you
dare to design your own monsters, then how do you find sufficient advice to keep
your tentative design from derailing the campaign? How can you make your new
monsters amazing, memorable, and exciting? And where is the variety when so
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many of the usable monsters are variations of grim-faced humanoid? You can
only throw Orcs and Kobolds at your heroes so many times before it all turns
into a predictable and unchallenging clich.
The modern game, quite simply, does not yet have enough quality monsters.
Even the FRPGs official 2014 bestiary beyond the highly limited System
Reference Document 5.0 (SRD5) is somewhat lacking, when one considers the
games decades-long legacy and its incredible array of creatures. How can you
convince your players that monsters should not all be in the official guides, and
change their expectations? And can you catch veteran players off guard with
fantastic new monsters, carefully built for the current edition, while remaining
true to the classic spirit of the game?
And lastly: What can you do in a world of information, where your players
are likely to own every game book that you do? They can memorize everything
official thats out there. Where is the sense of wonder? Where can adventurers,
and their players, still discover the unknown?
The fact that these questions were somewhat difficult to answer will tell you
why this book was written.
The modern game needs many more monsters, of individual craftsmanship
and high quality. And it needs them now! Thousands of good monsters are
locked away in the archives, and the official monster customization tools are
lacking. Instead of waiting for more official releases, you can begin to create
hundreds of your own monsters tonight. Using this book, together, we can even
make it fun. All you need are this volume, some ten-sided dice, some printable
worksheets (optional), a notebook or a word processor, and the power of your
imagination. Some fond supplications to Doctor Frankenstein, Herbert West,
the Elder Things, and Mana-Yood-Sushai wouldnt hurt our worthy endeavor
either.

When you decide to create monsters, youll quickly find yourself in good
creative company. But after your first experiment, the difficulty curve quickly
becomes immense. How many variations on a theme can you create before you
burn out? Are there viable alternatives to limited random monster systems with
predictable outputs, or to wild monster systems which only generate ludicrous
results? Your eternal challenge will be to frequently create new monsters that
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are evocative, intriguing, coherent, dangerous, unearthly and unique. That is a


daunting task. When your monster designs all begin to look too similar, what
you can rely upon for continued inspiration?
This book is one answer, and reading classic weird fiction in your spare time
is another. (I read every work day on the train. Check out Project Gutenberg for
a lifetimes worth of electronic classics within the public domain.) You can
always broaden your game world and keep its spirit true by delving deeper, by
digging back into the incredible past inspirations which have largely been
homogenized by the glossy-yet-distant current edition of the FRPG. When you
read the masters work you havent yet considered, you will find that you can
quickly fill your games lackluster hollows with a melange of new ideas and old
school inspirations. The worthy masters Arneson, Blackwood, Burroughs,
Chambers, Dunsany, Eddison, Gygax, Hodgson, Howard, Kuntz, Machen, de
Maupassant, Poe, Shelley, Smith, Stapledon, Verne, Ward, and Wells to name
but a few will serve in spirit as some of your finest guides.
And the games current edition, as one of its many strengths, indeed has some
very good features which you can utilize to make the task of monster creation
easier, too. By combing the SRD5 and via creative application of the Spawning
Pool, your monstrous creations can draw their power from a vast set of
thousands of already-created data elements inherent in the game. This book is
a remixer of classic hits. The myriad rules for camouflage, fire-breathing,
healing, poison, and spell casting (for example) can all be repurposed for
monstrous ends, and coherently reapplied. By balancing pulp inspirations with
these systems of the present, you can then create an entire menagerie of
outstanding modern monsters which will all possess streamlined mechanics,
evocative descriptions, and an unforgettable old school feel.
So the tools are always out there, if the GMs heart is willing. But creating
the monsters themselves is not nearly enough. You will also need to balance the
upheaval you will be creating. If you make a bold decision to rapidly introduce
dozens of new species to your campaign, you will then need a coherent reason
for doing so a reason that will not break the players willing suspension of
belief. You will therefore need to consider game balance and fairness, and you
will need some clever and subtle schemes (which I touch upon in this work) to
bridge the new monsters into your game via treasure hunts, role-playing
encounters, classic monster thralls and insane NPCs, all while hinting at the
new worlds which your fantastic creations are hailing from.

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In short, you need to convince your players that adding hundreds of deadly
new monsters to the game is going to be fun.
All of this, is easier said than done. The design workload implied by such
changes can be colossal, and you can expect to spend many years creating
incremental change in your campaign. You may well never find yourself saying
The work is done at any point in your Game Mastering career.
But there is hope!
This book is focused on hitting the challenge head on, and turning these
many problems into a singular and golden opportunity. More monsters are
needed, yes, with more color and variety, and with more inspired links to the
game and its storied past. And the modern game could certainly benefit from
more randomness, more challenge, more malleable options, more monstrous
powers, and more variety. You can work on improving all of these aspects
simultaneously with the Spawning Pool. Why not consider changing the flavor
of your entire campaign, and making it darker, more classic, more immersive,
more unpredictable, more daunting and more weird? Why not make your game
more epic and apocalyptic too, and turn the influx of new monsters into a major
campaign event that will guide the course of play into glorious realms of darkness
for years to come?
This is not just a monster book, if you want to do more. This compendiums
chapters can also be used to change your entire campaign into a living, breathing
exemplar of the Old School Renaissance (OSR) and Gygaxian play. Whether you
go there is up to you.
You dont need to embrace that drastic of a change if you dont want to, of
course. But if youre looking for the same things that I am hungry for in the
games current mostly harmless and vanilla edition excitement, atmosphere,
fear, doubt, callbacks to the old school, adventurer mortality, role-playing
opportunities, mystery, a need for scouting and party strategy, and above all a
dark and compelling sense of wonder then you will want to use most of the
features in this book.

And now that Ive probably intimidated you with the scope of this endeavor,
you will be happy to know that you can also flip through the pages for a few
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minutes and just roll on a couple tables to supplement your own ideas and
monstrous creations, without committing to any long-term project whatsoever.
Click here, for example. Feel free to roam around as you explore.
If you wish to begin the deeper journey now, we will consider the Elder Things,
their darkling spawn the Abominations, and what those Chaotic monsters mean
in relation to your campaign.

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I.6

IMPOSSIBILITY
AN UNDERSTANDING
OF THE ELDER THINGS
What are the Elder Things? What are Abominations?
The overarching premise of this book is that a powerful extra-dimensional
race the Elder Things themselves invaded the game world during the Elder
Age, when the world was primal, cooling, savage, and its magic still Chaotic.
Those Old Ones in their descending from the stars annihilated the worlds few
sentient elemental defenders. They created mankind in an alchemical pool, an
ichorous liquid filled with extra-planar matter torn from other worlds. They
warped beasts into monsters, and they concocted a thousand failed experiments.
Some even say that magic is the residual result of the Elder Things twisting of
the game worlds physical laws, and their disruption of the fundamental
dimensions which underpin the universe.
The myriad legion of creatures they created those which were not mankind
were collectively known as the Abominations.
These fell experimental creatures slithered and grew, becoming fiends and
slimes and krakens and other gibbering wonders, Things which crawled away
deeper into the nether and into the void before they could be exterminated by
their makers. The Elder Things themselves are now extinct, but the eldritch
ruins of their frigid and opalescent cities still remain. So too does their horde of
orphaned horrors, the innumerable Abominations of Chaos which hunt and feed
and journey in ascension through the unfathomable deep.
The Abominations endure, in the terrible places where prudent mortals dare
not go. Adventurers are almost always the first people to rediscover them.
Such interaction between Abomination and adventurer is actually rather
frequent. Mankind has had fleeting contact with these horrors over many
thousands of years, through the conquest of hidden Wilderlands, the breaking
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of taboos, dungeon delving, planar travel, arcane experimentation, and the


unsealing of forbidden temples. But these tumultuous instances of violent
contact frequently end in madness, or in mortal annihilation. Therefore, there
are only the legends, artifacts, technological relics, spells of unknown origin, and
indecipherable ancient texts which now remain to tell the fragmentary story of
the Elder Things and their forsaken children. Fleeting contact is still made
between these horrors and mortals through the medium of waking dreams and
living nightmares. Demi-human cultures believe it is unholy to speak of such
visions, however, and even humans tend to brand such dreamers of the truth as
heretics, idolaters, or madmen.
But an Awakening has begun. In your game world, gates between the game
world and the planar worlds of the Abominations are opening for the first time
in millennia. Humanity is about to experience a waking nightmare.
The dreams of the mad are strengthening as winter grows long, and many
rational prophets, commoners, and even kings are dreaming simultaneously of
the same impossible monsters, the same unreachable places. A song is being
sung to the collective, to the instinctual undercurrents of the human mind.
Everyone is dreaming of the King in Yellow, of Mung, and of the Great God Pan;
everyone is beginning to experience the same horrors and wonders in their sleep.
The resurgent whorls of the primal Elder Age are now impossible to ignore. Each
night, as the silent terrors and desires of mortal consciousness touch upon more
distant worlds, the dreamers find a sentient presence waiting to fill in the hazy
currents of the dream a dream made flesh with disturbing and ever-morecrystallized insinuations of the truth.
The donjons, taverns and confessionals are filling with these dreamers
whispers. There is a word that is whispered now and everywhere, of such Things
from the beyond: Abomination.
It is an old word, found in the most ancient temple texts, and a forbidden one.

To define the key concept in game terms:


An Abomination, in Spawning Pool parlance, is specifically a monster which
(a) is not native to the Material Plane, (b) is hinted at in elder lore but believed to
be only legend, and (c) has neither a divine nor an infernal point of origin. In
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other words, neither the gods nor the devils made these horrors. These entities
from the Spawning Pool of the Elder Things predate humans, even elves, and
even the elven gods. And there remains the terrible question: Where are this
worlds god-avatars, their images so fleeting now? And why do so many praying
clerics sense in their gods and goddesses an aura of divine disbelief, where before
were only gifted spells and sacred revelation? Whatever is coming, the gods fear
it. Not all of the diviners questions, now, are answered. The world is faltering
without the simple conviction of Fate, and the worlds priests are left to wonder
if everything they ever knew is merely a lie gilt over a darker Truth.
This time, this Age of Awakening, was never spoken of in prophecy. The world
the adventurers and wanderers know is no longer merely a chessboard
comprised of wilds and tribal lands and dungeons and mortal empires; it is once
again a savage garden, filled with perplexing youth and renascent ancientry.
The Abominations come. The Unknown is stirring in its sleep.
Impossible things are crawling through the sewers and the alleys. Rainbowmembraned silkworms are creeping up from fungal caverns, and strange greenpetaled flowers bloom in rooms where children wake, singing in musical
languages they never learned. Enormous, quavering, cinnamon-scented spiders
born from pearlescent eggs found deposited in the skulls of madmen, and
growing wildly now spin their scarlet webs over rooftops and minarets
throughout the City State, turning their forelegs to the wind while they engender
their own song a mewling chant of birth, of sorts through stroking the
chime-like growths clustered around their girl-like faces.
Worlds unknown are nearer and finally touching to the Fields We Know, cusp
to void. Madness has come from the Beyond to the mortal world, and much of
it is beautiful.
For not all of the Abominations are horrific; some of them are ageless, or nigh
omnipotent, or alluring and strangely beautiful. Some heal what others destroy,
many demand worship while others willingly die and so rot like enormous
flowers, creating moldy and sensuous lifeforms of another cryptic kind.
Butterflies made of emerald glass flit over whirlpools which form upon the rivers,
as the rivers foam and reverse their courses. Stones grow goatish eyes, shadows
congeal and walk away from their masters footsteps. The sole trait which all of
these impossible creatures share with one another is otherworldliness: an
inexplicable alien origin, a sudden manifestation of being which confounds all
mortal fear, hope, and even comprehension.

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Now, in your game world, a bold generation of powerful humans (and dwarves,
and elves, and others) has newly arisen as well, just as the Abominations are
making their presence known to mortal ken. For the first time in centuries, the
world of recognizable creatures and governable magic is shifting upon an
unpredictable axis. The dimensional rifts are widening, the forbidden seals lofted
over the temple ruins are disenchanted. Treasure hunters are digging too deeply
beneath the earth in search of mithral and adamantite. And everywhere the
lords and peasants nightmares are slowly manifesting themselves, living beyond
the edge of slumber, coalescing into some uneasy and oozing form of a more
pliant reality.
The monstrous horrors graven in the worlds most ancient hieroglyphs walk
the earth once again. Not the known threats of orcs, or werewolves, or trolls and
giants and dragons, no. These are the children of creatures inspired by YogSothoth, the dancing blood drops of Skarl the Eternal Drummer, the flesh-tatters
falling from the shroud of the King in Yellow, the carnal sentient memories of
Mana-Yood-Sushai. The worlds afar are converging, and the gates are opening.
The stars will soon again be made aright. This is not the End Time, for the End
Time is known and graven in the books of prophecy. This is the Time Before the
End, the unknown and penultimate future-now when terrible and wondrous
things will happen, which no sage or augur can foretell.

This is the age of the greatest heroes, and the monsters they destroyed, and
the monsters which they became.
And with your turning of this page, the Age Penultimate will begin. Welcome
to the Age of Abomination

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I.7

CABALA
A LEGEND
OF THE ABOMINATIONS
Come, child. Walk with me in rising to the cliffs, this one last time.
Madness, it is a sea, spiraling around the stone we call the world. When the
stone begins to sink, the weak must perish. As must I. The strong among us
you, and too, your sister shall quickly come to understand, when the terror
comes to swallow you, that you have always known the secret of how to swim.
You only need to believe that this is true and then it will be.
For the sea created you and I and all our sisters, droplets each unto a moment
of their own. From out of the madness we rise for merely a dawning to be puppets
in this one life, and then down shall fall our souls to deeping madness once
again. We all bear within us a primal comprehension of how to swim, yet some
of us knew only fear when we were born, and so that vulgar secret remains
unknown to us. In denial, we become the entropy which shall unweave us from
the flesh. We dare refuse to believe, because to believe would cause us in death
to believe that we are unclean.
Those who cannot bear to be unclean are born to die.
A paradox? No. It is merely timidity. Some of us forbid this wisdom of
ourselves. It is a visage of pride. When death comes tonight for me, I will go,
and with joy. When death in elder seasons comes for you and all your kith, only
those of you who dare to embrace the true origin of man as seeds of Chaos
will die in revelation, and live forever to be born unto other women. Droplets,
rising, falling, foam of tomorrows ocean.
It is good, in times of death, to fall back upon the tales which we feel we have
outgrown and become grander than. In aging, we tell ourselves the stories which
caused us to know fear as children are untrue. This is a foolishness, and it is
this mortal imprudence which the Abominations feast upon when we dream.
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Blindness creates desire, a wanting for what we know is already inside us and
yet deny.
It is wisest to revisit these childhood dreams when we find ourselves near to
death, and to remember, so that in dying the few who are strong shall
understand. Only the understanding of the un-self allows the Chaos-soul to be
reborn again, as hope. This is the gift that I cannot give myself, for I cannot
forgive my own part in this resurgence of the terror-spawn of the Old Ones. I
give this black gift of memory only to the worthy, to you.
Know this:
There was an age when the Abominations were known to our grandsires
grandsires. Still they are known instinctually to us all, in nightmare. But only
the oldest wellsprings of remembrance hold the truest secrets of these monsters,
their weaknesses, and their eventual destruction. The most ancient elven lore
masters, the most deeply-graven rune stones of the dwarves, the codices written
in the Elder Time of soaring ships, each sewn together from aethereal leather
and from spider-strand and steel these are the only arks, the true accounts,
that you shall teach your children to harbor with and to revere before your end.
The story they will unearth when you are gone, still lost in a thousand
fragments, will mayhap complete the puzzle of what little I can now unveil for
you of the forbidden, the Elder Age, which is this and this only:

When the Old Ones opened their quicksilvered star mirrors and deigned to
walk upon the earth, they destroyed the elementals which opposed them. An
ordering of wind, sand, magma and wave had been foreordained here, and the
elementals strove for aeons to craft this world as a paradise for our eventual
dawning in the name of a sacred Law that was yet to come.
The Old Ones refused this world that destiny, and turned the annihilated
elementals corpses into energy. Elementals of air became spell chaunts,
elementals of earth became treasure vessels of stony flesh, elementals of flame
became the power to instill untrue life in artifice, and elementals of wave became
the Abzu beneath the earth, the Spawning Pool of many gates and unreflected
worlds. The Old Ones first created there the Shogthai to wage war against the
Great One, and primates men and women were merely made as food, and
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murder-trinkets, and dream-slaves for the Shogthai and their twisted desires to
toy with.
When the Shogthai revolted against their masters, the surviving primates
fled. A great Sundering killed many of the Old Ones, and they in desperation
created many Things in an effort to regain control of the primates and the
Shogthai. In this final endeavor they failed, and as they died in war against the
Great One, all of their degenerate creations fled into the void, the netherworld,
the fractured star mirror and the primal sea.
After the Age of Conquest and the extinction of the Old Ones, the victorious
minions of the Great One found the planet turning upon its axis. The stars were
no longer right. Many of them leapt to other worlds, others perished, while some
few were entombed with their high priest, dead and dreaming beneath the sea.
The primates crept back up to the earths surface, and there believed that they
little gods! were masters of a world where elder powers no longer ruled.
Thus, with a fools desire, they woke the interest of the Yellow King. The primates
played with Fate as had their makers and so they cruelly mastered beasts,
learned some few secrets and legerdemain, and began to gaze toward the stars
and to wonder what ultimate Horror had long ago created them.
For you see, their desire for the unreal ensured that the Yellow King could
reign as pretender forever upon the throne of Truth, thy martyr unremembered.
In pondering this Horror, men created their own gods. But before they gave
birth to the gods and goddesses of the Fields We Know, they created dreams.
These dreams more elder-spawned desires for Otherness in a simple and shorn
life unfulfilled fed the deep Abominations, and created a language between
monsters and mortal nightmare. From this psychic union between dreamer and
dream sender were born the Dream Worlds, where sleepers explore their secretlycraved illusions, and the Abominations walk ever on as flesh toward the rind of
the world of man.
Mortals became heroes in their sleep. Men and women in the Dream Worlds
would seek out these Abominations, would harp and chant to call them from
their lairs, to ask and to entreat them of the lesser secrets such as immortality,
omniscience, meaning, and power unimaginable. From such monstrous
sharings did mortals learn of their Creator, Mana-Yood-Sushai.

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But these lore-monsters who gifted our race with revelation were wiped out
as the children of men forged weapons, and raised cities, and grew fearful of UnNature and the Unknown. Man the Questioner became the Unbeliever, and then
the Tyrant. Thus the Abominations for their truths were bloodily driven
underground, and to other planes, and from dreams of longing into the
suppression of our nightmares. There the Abominations slept in restlessness,
whispering still, waiting for the primates to forget the many secrets and to dream
of false desire and gilded wonder once again.
And now, as grand-grandchildren of such fools, we invite the final choir of
regency ere the return of the Yellow King. We tamper with the keys and seals we
do not understand. We shatter the spheres, we unlock the temples, we tilt the
world once again only to spill its contents. The stars reel as we core the
underworld. Too many treasure seekers delve deep into the earth, scratching
and goading Things which should forever be left to slumber. Feeble archmages,
craven overlords, tyrannical emperors all explore the many planes, touch the
slumbering Abominations in their tombs, and wake the Deathless simply
because they want to know what will happen when forbidden Things are made
once again to wake.
Such fools we are.
And the Deathless now are stirring to the surface, in this dusk. They are
awakening because even as we crave our own annihilation, so we desire Them.
This is how the terrors, the Abominations of legend, have come to be true again.
We who are too frightened, in questioning the void, to slay ourselves? We adore
the Things that shall be bold enough to destroy us. We desire an ultimate
Ending, a meaning for having been, and so an Ending comes for us which is
nothing like the one we love and long for.
The final word of the sacred Law the one word which, a maidens name,
would create our Paradise shall never by our unborn kindred be truly spoken.
And what will happen now, you ask? What of the heroes? What of Fate?
This is all that is known to me. I was told, in youth when I blinded myself
before the Hierophantess, that Time with valorous wisdom could be unwoven.
Only in the Un-Time can our descendants now undo our terrible destiny. Can
your childrens children learn to journey back through Time? Can the sins of
our grandsires, and our own foolishness, be erased by heroic men and women
yet unborn? This we can never know, our own moments above the sea upon the
stone droplets falling, rising are too scattered and too few. I tell you this
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all only because I swore to my grandmothers matriarch that I would pass on the
death riddles which she entrusted to me, when I first dared question All.
And so I have done. And in hearing this, you take now a blood oath to reveal
all that I have told to your own daughters, ere the dusk-in-dawning when you
too will die and come to me. You may not have understood everything I have
said, but I promise that the gates of comprehension are within you.
My last kiss to your brow, the Key.
The cliff, and I taste the salt wind. I go now, into the sea. The droplets have
no names when they deign to become free. Our stone is sinking.
Do not comprehend. That is tomorrows journey. Remember.
Swim, my loved one. Swim and be prepared to breathe beneath the Abzu
and when you surface, remember only what you have sworn to echo, to relent,
and so believe in me.

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I.8

INSPIRATION
CREATING A MONSTER
OF YOUR OWN
I beheld the wretch the miserable monster whom I had created. He held up
the curtain of the bed; and his eyes, if eyes they may be called, were fixed on me.
His jaws opened, and he muttered some inarticulate sounds, while a grin wrinkled
his cheeks. He might have spoken, but I did not hear; one hand was stretched
out, seemingly to detain me, but I escaped and rushed downstairs

Frankenstein, or The Modern Prometheus, by Mary Wollstonecraft Shelley

In a future time beyond that of mages and heroes a silver age of the
perilously-ordered magic to be known to its few disciples by the uninspired name
of Science there will be a good doctor, christened Victor, who shall prepare
an unnatural Thing in the guise of man. His readings of your work the
experiments which you are about to perform will unearth the dread secrets
which shall first inspire him.
So what are you waiting for? Lets create our very first monster!
To begin with, you might want to print out (or at least review) some of the
Spawning Pool worksheets included hereafter. These sheets were created to
speed and organize your thoughts. I will also provide you with a series of ongoing
examples, which will illustrate how I personally use the guidelines in this book,
expand upon them, twist them, and even break them when it suits me. These
detailed examples titled The Oldskull Experiment will reveal every step of
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the full creation process, and show you how a few dice rolls and some careful
decision making can create an amazing creature for your game.
You may want to consider this next question carefully as you prepare to
create your first Abomination: Do you want to test your players with a single
weird encounter, or do you want to change the entire game and create a myriad
of new foes? You can use this book to aid you in either approach.
This is also a good time to ask yourself further: Are you going to create a
race of monsters, or a singular anomaly? Memorable races such as the dark
elves, the Morlocks, the Fungi from Yuggoth, or the Deep Ones can, if you
craft them well, turn your campaign into a memorable crusade of heroic good
battling in defiance of ancient Evil.
But sometimes, an encounter can be made even more memorable if the
players (and their characters) are made to understand that the Abomination they
have discovered is a Nonesuch, and that its extinction after all these centuries
will send it back into the oblivion of legend. Consider the great Conan-conquered
demon Thog (The Slithering Shadow), the Blatant Beast (The Faerie Queene), the
Jabberwock (Through the Looking Glass), and even the Questing Beast (Le Morte
dArthur). All of these creatures of folklore remain fascinating to us today
because they defied heroes, because they were mysterious, and because they
were unique.
Whatever you decide to do, strive to make your own creation memorable. Be
ready to make your mark upon the game. And choose wisely.

The Oldskull Experiment, Session 1

I arbitrarily decide on the spur of the moment that I will create a new race of
monsters, not just a Nonesuch. That way, if my beastie gets killed I can always
bring back some more to torture the adventurers. You can feel free to use my
creation in your own campaigns. Do excuse me while I prep my worksheets

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I.9

GUIDANCE
HOW TO USE THIS BOOK
This book has been designed to render the monster creation process as
detailed, but also as streamlined, as humanly possible. Despite its old-fashioned
eccentricities, this book employs some modern tools to speed your work:

Click links are used throughout, so that you can navigate to the
appropriate tables with ease. If you click overzealously, you can use the Table
of Contents (linked here) to aid you in your return to your point of departure.
Examples are used and clearly marked, so that you can see how the
systems work at a glance.
And, the worksheets themselves are organized and coded to allow your
design efforts to flow in a logical fashion. You are hereby granted unlimited
permission to print, modify, and even program these sheets for non-profit use.
If you provide a shout out to this book in return, I would appreciate that gesture.
Also, you can receive a separate PDF file of the worksheets, separated from
everything else, if you e-mail the author.

To use this book you will need either pen and paper, or a word processor.
You will also want at least two, preferably three, ten-sided dice (D10) to make
percentile rolls (D100). One system in this book is extensive enough in its
options that you will want to make a D1000 roll, which you can do with three
dice: the first roll indicates hundreds, the second is tens, and the third is ones.
A roll of 9-8-7 for example is 987, a roll of 0-3-4 is 34, and a roll of 0-0-0 is 1000.
You can also of course use Excel (or a similar spreadsheet program) and macros
such as RANDBETWEEN(1,100) if you prefer to make your random
determinations in a more automated fashion.

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And now, the worksheets! Feel free to review them quickly, we will get into
the details further on.
The main sheets which summarize the orderly steps of monster design are:

Worksheet #1 (with sections coded 1-1 through 1-9): Abomination


Overview
Features: Monster name, type, body type, keywords, nature,
population, Average Party Level (APL), Base Lethality Rating
(BLR), madness effects.

Worksheet #2 (sections 2-1 to 2-8): Supplemental Details


Features: Monster senses, size, hit points, ability scores,
Dexterity classification, movement modes, alignment.

Worksheet #3 (sections 3-1 to 3-14): Powers & Disadvantages


Features:
Descriptors, powers, disadvantages, condition
immunities, damage immunities, damage resistances, damage
vulnerabilities.

Worksheet #4 (sections 4-1 to 4-7): Additional Combat Details


Features: Armor Class, armor type, physical damage, basic
attack types, tactical details, morale, subdual.

Worksheet #5 (sections 5-1 to 5-8):


Preliminaries

Description and Encounter

Features:
Coloration, body part descriptions, random
description rolls, recommended lair locations, preferred climate,
preferred terrain, languages known.

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The chapters in this book include parenthetical notations which correspond


with the various boxes and entries on the worksheets. Feel free to customize,
modify, enhance, or ignore any of these sections if they are not appropriate to
your campaign, your play style, or your basic monster design methodology.

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ABOMINATION DEVELOPMENT WORKSHEET #1
ABOMINATION OVERVIEW

1-1
1-2

1-3

1-4

Monster Name:
(Optional)
Monster Type:
(Check one)

Monster Body
Type:
Arms?
Legs?
Tail?
Keywords:
(Check all that
apply)

Aberration
Beast
Celestial
Construct
Dragon
Elemental
Fey One

Fiend
Giant
Humanoid
Monstrosity
Ooze
Plant
Undead

Yes: ________________
Yes: ________________
Yes: ________________
Aquatic
Arcane
Carrion Eater
Climbing
Dream Eater
Elemental
Arcane Devourer
Elemental Devourer
Carnivore
Herbivore
Nonesuch (Unique)
Very Rare Species
Rare Species

No
No
No
Flesh Eater
Levitating
Omnivorous
Plant Eater
Tunneling
Winged
Omnivore
Psionic Devourer
Carrion Eater

Uncommon Species
Common Species
Unknown at This Time

1-5

Nature:
(Check all that
apply)

1-6

Monster
Population
Rating:
(Check one)
Number of PCs in Party: _________
Number of NPCs in Party: _________
Total PC Experience Levels: ______
Total NPC Experience Levels: ______
Monster Base Lethality Rating (BLR):
Madness Effects:
(In regards to current
APL and key player
characters various
experience levels)

1-7

1-8
1-9

On Date: _____ / _____ / _____


Calculated Average Party Level (APL):

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ABOMINATION DEVELOPMENT WORKSHEET #2
SUPPLEMENTAL DETAILS

2-1

2-2
2-3
2-4
2-5
2-6
2-7

2-8

Monster Senses:
Blindsight
Darkvision
Sense Magic
Tremorsense
Monster Size:
(Check one)
Hit Point Range:
(Check one)

Intensity: __________________
Range: ____
Intensity: __________________
Range: ____
Intensity: __________________
Range: ____
Intensity: __________________
Range: ____
Tiny
Medium
Huge
Small
Large
Gargantuan
Lesser
Average Hit Points (AHP): _____
Median
Hit Point Range:
__________
Greater
Equivalent Hit Dice:
__________
Ability Scores:
Strength (STR)
Dexterity (DEX)
Constitution (CON)
Physical
_____
_____
_____
Ability Scores:
Intelligence (INT)
Wisdom (WIS)
Charisma (CHA)
Mental
_____
_____
_____
Dexterity
Low
Above Average
Classification:
Below Average
High
(Check one)
Average
Movement
Burrowing
Movement Rate:
_____
Modes:
Climbing
Movement Rate:
_____
(Check all that
Flying
Movement Rate:
_____
apply)
Ground
Movement Rate:
_____
Hovering
Movement Rate:
_____
Swimming
Movement Rate:
_____
Species
Chaotic, Primal
Lawful Good
Alignment
Chaotic Evil
LG with N Tendencies
(Check one)
CE with N Tendencies
Lawful Neutral
Chaotic Good
LN with E Tendencies
CG with N
LN with G Tendencies
Tendencies
Neutral, Primal
Chaotic Neutral
True Neutral
CN with E Tendencies
TN with C Tendencies
CN with G
TN with E Tendencies
Tendencies
TN with G Tendencies
Lawful, Primal
TN with L Tendencies
Lawful Evil
LE with N Tendencies
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ABOMINATION DEVELOPMENT WORKSHEET #3

3-1
3-2
3-3
3-4
3-5
3-6
3-7
3-8
3-9
3-10
3-11

3-12

3-13

3-14

POWERS & DISADVANTAGES


Primary Descriptor:
Power
Table:
Secondary Descriptor:
Power
Table:
Number of Powers /
Total: _____
Powers:
_____
Disadvantages:
Disadvantages:
_____
Power / Disadvantage #1:
Ref. Pg. #: _____
(Based on archetype)
Notes:
___________________
Power / Disadvantage #2:
Ref. Pg. #: _____
(From the Common
Notes:
___________________
power table))
Power / Disadvantage #3:
Ref. Pg. #: _____
(Based on 1st descriptor)
Notes:
___________________
Power / Disadvantage #4:
Ref. Pg. #: _____
(Based on 2nd descriptor)
Notes:
___________________
Power / Disadvantage #5:
Ref. Pg. #: _____
(If applicable, BLR 5+)
Notes:
___________________
Power / Disadvantage #6:
Ref. Pg. #: _____
(If applicable, BLR 10+)
Notes:
___________________
Power / Disadvantage # 7:
Ref. Pg. #: _____
(If applicable, BLR 20+)
Notes:
___________________
Additional
Blinded
Grappled
Prone
Condition
Charmed
Paralyzed
Restrained
Immunities:
Deafened
Petrified
Stunned
(Check all
Exhausted
Poisoned
Unconscious
that apply)
Frightened
Additional
Acid
Lightning
Psychic
Damage
Cold
Necrotic
Radiant
Immunities:
Fire
Poison
Thunder
(Check all that
Force
Psychic
apply)
Additional
Acid
Lightning
Psychic
Damage
Cold
Necrotic
Radiant
Resistances:
Fire
Poison
Thunder
(Check all that
Force
Psychic
apply)
Additional
Acid
Lightning
Psychic
Damage
Bludgeoning
Necrotic
Slashing
Vulnerabilities:
Cold
Piercing
Radiant
(Check all that
Fire
Poison
Thunder
apply)
Force
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ABOMINATION DEVELOPMENT WORKSHEET #4

4-1
4-2
4-3

4-4
4-5
4-6

4-7

ADDITIONAL COMBAT DETAILS


Poor
Above Average
Below Average
Excellent
Average
Armor Class:
Natural
Exotic
Armor Type:
Chitinous
Dimensional
Average Physical
# of Physical
Damage Inflicted per
Attacks per
Round:
Round:
Basic Attack Type #1:
_________________
Avg. Damage:
_____
Reach:
_____
Damage Dice:
_____
Damage Type(s):
Basic Attack Type #1:
_________________
Avg. Damage:
_____
Reach:
_____
Damage Dice:
_____
Damage Type(s):
Basic Attack Type #1:
_________________
Avg. Damage:
_____
Reach:
_____
Damage Dice:
_____
Damage Type(s):
Tactical Details for Consideration (Optional)
Willingness to
Parley:
Preferred Attack
Type(s) / Tactics
at Range:
Preferred Attack
Type(s) / Tactics
in Melee:
Preferred
Targets:
Morale /
Fearlessness:
Likelihood of
Retreat:
Likelihood of
Subdual:
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Armor Class Rating:
(Check one)

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ABOMINATION DEVELOPMENT WORKSHEET #5

5-1
5-2

5-3

5-4

5-5

DESCRIPTION & ENCOUNTER PRELIMINARIES


Overall Coloration:
Coloration of Distinctive Body Parts
Body Part #1:
Body Part #2:
Body Part #3:
Random Description Rolls
Roll Result #1: _____________________________
Roll Result #2:
Roll Result #3:
Roll Result #4:
Roll Result #5:
Tentative
Description:

_____________________________
_____________________________
_____________________________
_____________________________

Recommended
Lair Locations:
(Check all that
apply)

Color:
Color:
Color:
Use?

(Yes / No / Other)

Use?
Use?
Use?
Use?

Alternate Material
Worlds / Dimensions
Ancient Arcane
Prisons
Archmage Fortresses
Corrupted Wilderness
Dream Worlds
Dreams / Visions
Cold (Arctic / Antarctic)
Sub-Arctic / Sub-Antarctic
Temperate
Subtropical
Tropical
Forest
Freshwater
Hills
Plains

Dungeons
Planar Rifts
Post-Apocalyptic
Ruins
Ruins (Normal)
Temples
Underwater
Underworld

Mountains
Saltwater
Swamp
Wasteland

5-6

Preferred Climate:
(Check all that
apply)

5-7

Preferred Terrain:
(Check all that
apply)

5-8

Languages Known:
(List primary
languages with an
asterisk *)
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CODEX
II
MONSTER DESIGN

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II.1

NOMINA
NAMING YOUR CREATION
(Refer to Worksheet 1, Section 1-1)

Naming a new monster is, ironically, both one of the hardest and one of the
most delay-worthy aspects of the entire process. You can come up with the name
first if you like, and then let your name guide your vision and your work. Some
example names (completely off the top of my head, to be honest) which may
inspire you appear below.
Or, you can fully create your monsters details and then come back to this
section at the very end. That is the approach that I actually recommend for your
first creation, because it allows you to avoid preconceptions and may well result
in a more surprising monster design than you have otherwise anticipated.
Take the approach that you find to be the most fun.

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TABLE 2
SOME RANDOM IDEAS
FOR NAMED ABOMINATIONS
(Steal, spindle, and mutilate as you prefer)
Bloodied Spawn of
Mung

The Feaster upon


Dreams

Remonstrators of Dagon

Broodlings of Xom

The Forever Undefiled

The Seven in Crimson

Crolai Crolm

Leavings of the Yellow


King

Sheddings of Azathuul

Dancer of the Hollows

Leeching Beast

The Slithering Ones

Devourers of Kolthrai

Minions of the Unmind

Spawn of the Golden


One

Doll Fungi

The Molting and


Deceived

Typhon Shadows

Dwellers of the Kur

Moon-Ghouls

Winter Weavers

Eyeless Matriarch

Orthuul, the Twisting


Vortex

The Worshippers
Beneath

Once you have named your monster, and as you prepare for your next game
session, you may want to consider dropping the name into your campaign with
some subtle and casual deliberation. With your guidance adventurers might
hear the cryptic name of your creation as follows:

The dying whisper of an Evil priest

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The battle cry of a madman or monstrous horde

Graffiti scrawled by the fallen on the dungeon walls


Mentions in ancient tomes and grimoires, written centuries ago
Ancient hieroglyphs and pictographs (thousands of years old)
Warnings from ancient elven lore masters and sages, or their apprentices
(who might not understand, or misrepresent, the warning)
Eerie words heard during meditation, auguries, or divination (when a PC
is reacquiring depleted spells)
Scratched-in scrawls on old tombstones (perhaps by the former tomb
occupant?)
Whispers heard in dreams and nightmares
Inscriptions on treasures belonging to the undead (a lichs crown, a ghouls
pendant, a vampires inlaid coffin)
Glyphs found in ancient temples and tombs (e.g., seals on a forbidden
summoning room that was magically sealed and never reopened)
Painted trophy hides of the slain, kept by demon hunters, devils, or elder
dragons
Songs of lamentation sung by magic mouths, shadows, ghosts, wraiths,
spectres, or banshees

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Use this list extensively, if you like, and for the best effect you can even design
have a dozen Abomination types and then seed all of the names in various places
throughout your world. Let your imagination run, and build up some trepidation
and nervous expectation in your players minds.

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II.2

TAXON
MONSTER TYPES
(Worksheet 1, Section 1-2)

To generate a random monster, the first percentile dice roll you make should
be used to determine the monsters type. Abominations belong to the same 14
categories as normal FRPG monsters, although their physical descriptions tend
to vary due to extra-planar origin, planar travel and adaptation, mutation,
metamorphosis, regeneration, and the long-term effects of primordial Chaos.
Roll D100 and consult the table below to determine your Abominations type.
Of course, you can always make a selection rather than a random roll, and
override any result that does not suit your vision for the monsters creation.
Unless you have something truly brilliant in mind, I recommend the random
roll to make things interesting.

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TABLE 3
MONSTER TYPE DETERMINATION

D100
Roll

Monster
Type

Abomination Type, Definition,


& Recommended Descriptors

[01-07]

Aberration

An otherworldly entity. Aberration Abominations


have tentacles, and are often slimy or horrific in
appearance. They may have many eyes and/or
mouths. They may also be shimmering and jewellike, transparent, glowing, flying, eternally dying and
being reborn, etc.

[08-14]

Beast

A mundane animal. Beasts are creatures found on


Earth, but Beast Abominations may have unusual
coloration or features such as glowing eyes, very lithe
bodies, swift yet palsied movements, rapid natural
camouflage, oversized claws or fangs, membranous
vestigial wings, etc.
This category also includes giant versions of
mundane creatures, such as giant scorpions and
giant spiders.

[15-21]

Celestial

An angelic, astral, or ethereal entity.


Celestial
Abominations are often primal in nature, and may be
more haunting than beautiful (being faceless, or
impossibly gaunt, or weeping starlight, or with
tentacle-like glowing wings, etc.).

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D100
Roll

Monster
Type

Abomination Type, Definition,


& Recommended Descriptors

[22-28]

Construct

An artificial lifeform; an automaton, golem, or living


statue. Construct Abominations are often crafted in
the shape of gods or powerful entities, such as the
octopoid Sleeper in the Sea, the Great God Pan, the
King in Yellow, Mung, Skarl, Sish, Slid, etc.
They are typically mortal souls from other worlds and
times, whose lives have been extended by artificial
integration with stone and the elements. As such,
they do not always share the same condition and
damage immunities as normal constructs. They
are frequent objects of worship.

[29-35]

Dragon

A magical reptilian or serpentine creature. Dragon


Abominations have features which appear to be
anatomically impossible, such as dozens of writhing
coils, opalescent fangs, seven eyes, wings made of
ever-swirling oil, etc.

[36-42]

Elemental

A creature from the elemental planes (the most


primal of which are air, earth, fire, and water).
Elemental Abominations are frequently ancient, and
may appear as outsized mortals who have ascended
beyond the life of flesh. Earth Elementals may be
decaying giants dripping sand, Fire Elementals are
mummies wreathed in wrappings of flame, Water
Elementals are colossal amorphous liquid heads, Air
Elementals are boreal humanoids with frigid wings
and coiled tails, etc.

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D100
Roll

Monster
Type

Abomination Type, Definition,


& Recommended Descriptors

[43-49]

Fey One

In a fantasy world these creatures are known as


fairies or faerie kith, but Fey Abominations are
actually creatures born of the Dream Worlds. They
may have extremely long limbs and fingers, writhing
tendrils instead of hair, enormous eyes, flowering
plants growing from their flesh, etc.

[50-56]

Fiend

Fiends are Daemons, Demons, or Devils.


But
abominable Fiends do not come from the lower
planes, which are the places of mere mortal
damnation; they come from beyond them.
Fiend Abominations are horrific composites, inspired
by legendary figures in weird fiction such as the
winged octopoid Cthulhu, the coiling mass ShubNiggurath, the ever-collapsing spheres of YogSothoth, etc. Their flesh is extra-dimensional and (to
our eyes) filled with impossible depths and baroque
angles.

[57-63]

Giant

Giants are simply humanoids of large, huge, or


gargantuan size.
Giant Abominations have
malformed features, such as broken and twisted
limbs, black flesh filled with burrowing maggots, saltencrusted sea-things with coral beards, etc.

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D100
Roll

Monster
Type

Abomination Type, Definition,


& Recommended Descriptors

[64-72]

Humanoid

Humanoids are man-like creatures of tiny, small, or


medium size. Humanoid Abominations give off an
aura of incredible power (dependent on their
Challenge Rating), with features including glowing
eyes, a trailing wind that blows from nowhere, plants
that blossom and die in their wake, air that turns to
motes of crystal, skin covered in ever-undulating
tattoos, etc.

[73-79]

Monstrosity

Monstrosities are typically creatures made up of


several hybrid creatures which would not naturally
blend in reality. Examples are Griffons, Sphinxes,
Shedus, and Manticores.
Monstrous Abominations have truly garish and
impossible combinations, such as peacock-worm,
centipede-squid, mole-wasp, bear-komodo, and so
forth.

[80-86]

Ooze

Oozes are amorphous creatures such as Jellies,


Puddings, and Slimes. Oozing Abominations are
horrific, and are covered with eyes, mouths,
tentacles, translucent egg sacs, crawling spawn,
pulsating veins, half-metamorphosed prey, and so
on.

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D100
Roll

Monster
Type

Abomination Type, Definition,


& Recommended Descriptors

[87-93]

Plant

A plant monster is a vegetable creature, such as a


walking tree, flower, or creeping vine.
Plant
Abominations are beautiful and unsettling, and may
include such impossible forms as a floral mantis, a
vine-flesh humanoid, a scuttling butterfly slug, an
icy flytrap, etc.

[94-00]

Undead

Undead are magically animated corpses. Undead


Abominations can be the remains of any of the above
forms of life which strike the GMs imagination. (You
could have a skeletal bear-komodo, or a spectral
butterfly slug, or a zombie starbird-celestial, for
instance.)

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The Oldskull Experiment, Session 2

To begin creating my unnamed and mysterious beastie, I roll 1D100 and


consult the table above. The roll is an 89, which means that my Abomination
race will be Plants. I record this information by marking the Plant checkbox in
session 1-2 of Worksheet #1. Simple!

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II.3

PHYLA
BODY TYPES
(Worksheet Section 1-3, with use of Section 1-4)

Once the monsters general type has been established, you will want to
determine the monsters body type as well. Consider for example that hyenas,
giant spiders, hawks and killer whales are fall under the general classification of
Beast. With so many variations in body type, how will you be able to envision
the monster so fully that you can describe it to the players when they encounter
it?
This is where random tables suit the design process perfectly.
Indescribable monsters might be fun in theory, but your players will have a
very hard time buying into your monstrous creation if even you are unable to
describe it.
To solve that conundrum, I have offered a sampling of over 260+ body types
in the tables below. These general descriptions have been derived from careful
research into various FRPGs, world mythology, folklore, 20th-century pulp
fiction, classic monster movies, and the authors campaign and imagination.
(More types will be included in the future.) As such, this selection of body types
offers a good general overview of nearly all the major monster types found in the
current edition of the FRPG, and many more besides.
To determine a monsters body type, you can either choose one which sounds
appealing, or roll D100 on the table which is appropriate to monster type. (For
example, if you rolled a Celestial in the previous section, you would next roll on
the Celestial Body Type table.)
Please note that some of the random results which can be generated will lead
you to other tables to create a compound creature, with multiple body types. For
example, a role on the Construct Body Type table may indicate a result of
Monstrous Construct, which would then send you to the Monstrous Body Type
table to make a new D100 roll. Using this nested table feature, this sub-system
can be used to generate several thousand different body types for your random
monster needs.
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Less than 1% of the time, you may be directed to a third or even a fourth table
as a result of these successive random results. I recommend that if you find
yourself bouncing back and forth too often, you should stop after the third D100
roll. A monster with too many body types can be interesting, but it can also be
very hard to describe.
Please note also that this table represents a mere sampling of the many types
of monsters which can exist. You can choose to avoid these tables and devise
your own unusual body type if you find that my selections are lacking in any
particular area. For example, you might envision a giant sea urchin, or a
congealed multi-bodied organism, or a living crystalline structure capable of
animation and movement between various planetary habitats. These outr
creative endeavors should be celebrated, never stifled. Always, if you have a
better idea than the ones I provide here, go with your instinct and make a
monster that will be truly unique.

Each entry in the following fourteen tables has a summary of the body types
major appendages: the monsters arms / forelimbs, legs / hind limbs, and
tail. Some entries also feature Keywords, which are brief descriptors (such as
Elemental, Flesh Eater, Omnivorous, etc.) that can each have a unique effect on
your decision making process later on. Whenever you roll a body type with one
or more Keywords, you can note those by checking them off on Worksheet #1, in
section 1-4.
To randomly determine an Abominations body type, roll 1D100 and consult
the appropriate table below.

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TABLE 4
ABOMINATION BODY TYPE
DETERMINATION

Abomination
Type

Aberration

Beast

Celestial

Construct

Dragon

Elemental

Fey One

Fiend

Abomination Body Type


Table to Consult

Table 5: Aberrations

Table 6: Beasts

Table 7: Celestials

Table 8: Constructs

Table 9: Dragons

Table 10: Elementals

Table 11: Fey Ones

Table 12: Fiends

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Abomination
Type

Giant

Humanoid

Monstrosity

Abomination Body Type


Table to Consult

Table 13: Giants

Table 14: Humanoids

Table 15: Monstrosities

Ooze

Table 16: Oozes

Plant

Table 17: Plants

Undead

Table 18: Undead

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II.4

BODY TYPES I
THE ABERRATIONS
Stepping closer, he halted in sudden horror at the amorphic bulk which
sprawled before him. Its unstable outlines somewhat suggested an octopus, but
its malformed tentacles were too short for its size, and its substance was a
quaking, jelly-like stuff which made him physically sick to look at.
From among this loathsome gelid mass reared up a frog-like head, and he was
frozen with nauseated horror to realize that the sound of weeping was coming from
those obscene blubbery lips. The noise changed to an abominable high-pitched
tittering as the great unstable eyes of the monstrosity rested on him, and it hitched
its quaking bulk toward him.
He backed away and fled up the tunnel, not trusting his sword. The creature
might be composed of terrestrial matter, but it shook his very soul to look upon it,
and he doubted the power of man-made weapons to harm it. For a short distance
he heard it flopping and floundering after him, screaming with horrible laughter.
The unmistakably human note in its mirth almost staggered his reason. It was
exactly such laughter as he had heard bubble obscenely from the fat lips of the
salacious women of Shadizar, City of Wickedness, when captive girls were
stripped naked on the public auction block. By what hellish arts had Tsotha
brought this unnatural being into life?
Conan felt vaguely that he had looked on blasphemy against the eternal laws
of nature

The Scarlet Citadel, by Robert E. Howard

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TABLE 5
ABOMINATION
BODY TYPE DETERMINATION:
ABERRATIONS

D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[01-04]

Amorphous
Aberration

This monster is a
blob of amoeba-like
flesh, with
tentacular
pseudopods.
Keywords:
Climbing,
Omnivorous

Pseudo

Pseudo

No

[05-08]

Aquatic
Ichthyoid
Aberration

This monster has a


head, two tentacles
(instead of arms)
and two fish-like
legs.
Keywords: Aquatic,
Omnivorous

Tentacles

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[09-12]

Batrachian
Aberration

This frog-like
monster has a head,
two tentacles
(instead of arms)
and two bent legs.
Keywords: Aquatic,
Omnivorous

Tentacles

Yes (2)

No

[13-16]

Bipedal
Aberration

This monster has a


head, two tentacles
(instead of arms),
and two legs. Some
demon lords have
this form.
Keywords:
Omnivorous

Tentacles

Yes (2)

Yes
50%

[17-20]

Bipedal
Octopoid
Aberration

This monster has a


tentacled head, two
arms, and two legs.
The Moon-Beasts
are an example of
this form.
Keywords:
Omnivorous

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

Yes (2)

Yes

[21-24]

Bipedal
Sacral
Aberration

This monster has a


head, two tentacles
(instead of arms), a
tail, and two legs.
Keywords:
Omnivorous

Tentacles

[25-28]

Cerebral
Tentacled
Aberration

The monster is
similar to a
tentacled brain,
which may hover or
move aquatically.
Keywords: All are
Omnivorous, also:
Aquatic (50%),
Levitating (50%)

Tentacles Tentacles

No

[29-32]

Cnidarian

The monster is
similar to a
tentacled jellyfish.
It may move by
hovering or
swimming.
Keywords: All are
Omnivorous, also:
Aquatic (50%),
Levitating (50%)

Tentacles Tentacles

No

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D100
Roll

Abomination
Type

[33-36]

Four-Limbed
Pillarine

A crawling pillar
with four tentacle
arms, similar to a
Roper. Keywords:
Climbing,
Omnivorous

[37-40]

Gargante

[41-44]

Gorgonian
Aberration

Description

Arms?

Legs?

Tail?

Tentacles
(4)

No

No

The monster is
similar to a
Gargante of Greek
myth, having a
head, torso, two
arms, and two
snake-like tentacles
for legs. Keywords:
Flesh Eater.

Yes (2)

Tentacles

No

This monster has a


head covered with
serpent-like
appendages (or
tentacles), two
arms, and two legs.
Medusa is the prime
example. Keywords:
Elemental.

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[45-48]

Loathsome
Acephalus

A bipedal creature
with two tentacles
(instead of arms)
and two legs.
However, Acephali
are headless; their
fanged maws are in
their torsos. They
possess
Tremorsense
instead of eyes.
Keywords: Flesh
Eater.

Tentacles

Yes (2)

No

[49-52]

Loathsome
Sacral
Acephalus

Similar to a
Loathsome
Acephalus, but this
monster also has a
tail. Keywords:
Omnivorous

Tentacles

Yes (2)

Yes

[53-56]

Quadrupedal
Aberration

The monster has


four legs and
tentacles, similar to
an Otyugh.
Keywords:
Omnivorous

Tentacles

Yes (4)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[57-60]

Sacral
Bipedal
Aberration

The monster has a


head, two legs, two
tentacle-like
appendages for
arms, and a tail.
Keywords:
Omnivorous

Tentacles

Yes (2)

Yes

[61-64]

Serpentine
Aberration

The monster has a


head, a serpent-like
body, a tail, and two
tentacle-like
appendages for
arms. Keywords:
Flesh Eater

Tentacles

No

Yes

[65-68]

Six-Limbed
Pillarine

A crawling pillar
with six tentacle
arms, similar to a
Roper. Keywords:
Climbing,
Omnivorous

Tentacles
(6)

No

No

[69-72]

Talpidal
Quadruped

A mole-like
quadruped with four
legs, a head, and
tentacle-like
appendages on its
face. Keywords:
Omnivorous

No

Yes (4)

Yes
50%

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

[73-76]

Tentacled
Spherical
Aberration

A sphere with
tentacles, which
moves by pulling
and rolling itself
toward prey.
Keywords: Flesh
Eater

Tentacles Tentacles

No

[77-80]

Tentacled
Pillarine

A crawling pillar
with tentacle-like
arms which can
extend from inside
its body; somewhat
similar to a Violet
Fungus. Keywords:
Omnivorous

Tentacles Tentacles

No

[81-84]

Testudine
Quadrupedal
Aberration

A monster with a
head, four legs, a
tail, and two
tentacle-like
appendages;
somewhat similar to
a Rust Monster.
Keywords:
Omnivorous

Tentacles

Yes

Yes (4)

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Tail?

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[85-88]

Teuthidian

A long and slender


monster with many
tentacles, capable of
moving through the
air (like a
Darkmantle) or the
water (like a squid).
Keywords: All are
Flesh Eater, also:
Aquatic (50%),
Levitating (50%)

Tentacles

No

No

[89-92]

Tripedal
Aberration

The monster has


three legs and
tentacles, similar to
an old school
Otyugh. Keywords:
Omnivorous

Tentacles

Yes (3)

No

[93-96]

Winged
Bipedal
Octopoid
Aberration

This monster has a


tentacled head,
wings, two arms,
and two legs. The
Sleeper in the Sea
and his Star Spawn
are examples of this
form. Keywords:
Flesh Eater, Winged

Wings,
Arms

Yes (2)

No

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D100
Roll
[97-00]

Abomination
Type
Wormlike
Aberration

Description
The monster has a
head, a long body,
and a tail. It has
tentacles or a ring of
fangs, perhaps
similar to a
lamprey. Keywords:
All are Omnivorous,
also: Aquatic (50%),
Tunneling (50%)

Arms?

Legs?

Tail?

No

No

Yes

If you are done with this section and wish to proceed directly to the next
chapter, please click here.

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II.5

BODY TYPES II
THE BEASTS
A flying shadow that swept across the gleaming floor was his only warning,
and his instinctive sidelong leap all that saved his life. He had a flashing glimpse
of a hairy black horror that swung past him with a clashing of frothing fangs, and
something splashed on his bare shoulder that burned like drops of liquid hell-fire.
Springing back, sword high, he saw the horror strike the floor, wheel and scuttle
toward him with appalling speed a gigantic black spider, such as men see only
in nightmare dreams.
It was as large as a pig, and its eight thick hairy legs drove its ogreish body
over the floor at headlong pace; its four evilly gleaming eyes shone with a horrible
intelligence, and its fangs dripped venom that Conan knew, from the burning of
his shoulder where only a few drops had splashed as the thing struck and missed,
was laden with swift death.

It scuttled across the crystal floor and ran up the wall to the ceiling, where it
crouched for an instant, glaring down at him with its fiendish red eyes. Then
without warning it launched itself through space, trailing a strand of slimy grayish
stuff

The Tower of the Elephant, by Robert E. Howard

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TABLE 6
ABOMINATION
BODY TYPE DETERMINATION:
BEASTS

D100
Roll

Abomination
Type

Description

Arms?

Legs
?

Tail
?

[01-03]

Avian

A bird-like
abomination.
Keywords:
Omnivorous, Winged

Wings

Yes
(2)

Yes

[04-05]

Batrachian
Quadruped

This frog-like monster


has a head, two
forelegs, and two
powerful hind legs.
Frogs and Toads are
examples.
Keywords: Aquatic,
Omnivorous

Forelegs

Yes
(2/2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs
?

Tail
?

[06-08]

Behemoth

This is a large, huge,


or gargantuan
quadruped (typically,
but not always,
furred). Examples
include the
Mammoth,
Titanothere, and
Woolly Rhinoceros.
Keywords:
Omnivorous

Yes

Yes
(4)

Yes
50%

[09-10]

Boar-Like
Quadruped

A four-legged boar
monster. Keywords:
Omnivorous

No

Yes
(4)

Yes

[11-12]

Centipede
Abomination

The monster is
shaped like a
centipede (with 30 to
over 300 legs,
variable, as preferred
by the GM).
Keywords: All are
Omnivorous, also:
Climbing, Tunneling
(25%)

No

Yes
(30 to
300)

Yes
(1 or
2)

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D100
Roll

Abomination
Type

[13-14]

Description

Arms?

Legs
?

Tail
?

Chiropteran
Avian

This bat-like creature


has a head, two long
webbed wings with
claws, and two
truncated hind legs.
Bats and Stirges are
examples. Keywords:
All are Omnivorous,
also: Climbing (75%),
Winged

Wings

Yes
(2)

Yes

[15-16]

Coleopteran

Six-legged, and
similar in shape to a
beetle. Likely to be
winged. Keywords:
All are Omnivorous,
also: Climbing (75%),
Winged (75%)

Wings
(75%)

Yes
(6)

No

[17-18]

Crocodilian
Abomination

A reptilian
quadruped, similar in
appearance to an
alligator or crocodile.
Keywords: Aquatic,
Flesh Eater

No

Yes
(4)

Yes

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D100
Roll

Abomination
Type

[19-20]

Crustacean
Abomination

[21-22]

[23-24]

Description

Arms?

Legs
?

Tail
?

A creature similar to a
crab; typically with
ten legs (likely
including eight legs
for locomotion and
two pincer forelimbs).
Keywords: Aquatic,
Omnivorous

Forelimbs

Yes
(8)

No

Decapede

A ten-legged creature,
perhaps insectile in
appearance. Similar
to an old school
Anhkheg. Keywords:
All are Omnivorous,
also: Climbing (50%),
Tunneling (25%)

No

Yes
(10)

Yes
50%

Dipteran

A six-legged flying
insect, similar to a fly.
Keywords: Carrion
Eater, Winged

Wings

Yes
(6)

No

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D100
Roll

Abomination
Type

[25-26]

Dodecapede

[27-28]

[29-30]

Description

Arms?

Legs
?

Tail
?

A twelve-legged
creature, perhaps
insectile in
appearance. Similar
to an old school
Anhkheg. Keywords:
All are Omnivorous,
also: Climbing (50%),
Tunneling (25%)

No

Yes
(12)

Yes
50%

Elephantine
Quadruped

A quadruped with a
long trunk (perhaps a
tentacle or even a
second head on a long
neck), similar to an
elephant or
mammoth.
Keywords: Plant
Eater

No

Yes
(4)

Yes

Equine
Quadruped

A horse-like
quadruped.
Keywords: Plant
Eater

No

Yes
(4)

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs
?

Tail
?

No

Yes
(4)

Yes

[31-33]

Feline
Quadruped

A tiger-like
quadruped.
Keywords: All are
Flesh Eater, also:
Climbing (25%)

[34-35]

Flightless
Avian

This feathered
creature has a head,
two vestigial wings,
and powerful hind
legs. Emus and
Ostriches are
examples of this form.
Keywords:
Omnivorous

Wings
(Vestigial)

Yes
(2)

Yes

[36-38]

Gastropod

An amorphous
creature, similar to a
giant slug. Keywords:
All are Carrion Eater,
also: Climbing (50%),
Tunneling (25%)

No

1
Foot

No

[39-41]

Hexapede

A six-legged monster,
likely a giant insect.
Keywords: All are
Omnivorous, also:
Aquatic (10%),
Climbing (75%),
Tunneling (25%)

No

Yes
(6)

No

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D100
Roll
[42-44]

Abomination
Type
Hymenopteran

Description

Arms?

Legs
?

Tail
?

A six-legged flying
insect, similar to a
wasp. Keywords:
Flesh Eater

Wings

Yes
(6)

No

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D100
Roll

Abomination
Type

Description

[45-46]

Hystrican
Quadruped

A four-legged monster
covered in spines or
quills, perhaps
similar to a
porcupine. Keywords:
Plant Eater

[47-48]

Ichthyoid
Abomination

A fish-like monster.
Keywords: Aquatic,
Omnivorous

Arms?

Legs
?

Tail
?

No

Yes
(4)

Yes

Fins

No

Yes

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D100
Roll

Abomination
Type

[49-50]

Ixodoid
Abomination

[51-52]

Description

Arms?

Legs
?

Tail
?

An eight-legged
monster with a large
body, similar to a
giant tick. Keywords:
Flesh Eater, Climbing
(50%)

No

Yes
(8)

No

Leonine
Quadruped

A four-legged, lionlike monster.


Keywords: Flesh
Eater

No

Yes
(4)

Yes

[53-54]

Lepidopteran

A moth-like monster.
Keywords: Plant
Eater, Winged

Wings

Yes
(6)

Yes
50%

[55-56]

Lupine
Quadruped

A four-legged, wolflike monster.


Keywords: Flesh
Eater

No

Yes
(4)

Yes

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D100
Roll

Abomination
Type

[57-58]

Manta-Like
Abomination

[59-60]

[61-62]

Description

Arms?

Legs
?

Tail
?

A monster with no
limbs, but with a tail,
head, and two winglike flaps (either for
flying or swimming).
Keywords: All are
Omnivorous, also:
Aquatic (50%),
Levitating (50%)

Flaps

No

Yes

Mantodean
Abomination

A six-legged monster
(likely an insect) with
six legs. The forelegs
are raptorial, and
outsized. May be
winged.
Keywords: Flesh
Eater, also: Climbing
(75%), Winged (50%)

Forelegs
100%,
Wings
50%

Yes
(6)

Yes
50%

Muridan
Quadruped

A four-legged, rat-like
monster. Keywords:
All are Carrion Eater,
also: Climbing (25%)

No

Yes
(4)

Yes

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D100
Roll

Abomination
Type

[63-64]

Musteloid
Abomination

[65-67]

Description

Arms?

Legs
?

Tail
?

A four-legged monster
that is similar to a
skunk or wolverine in
appearance.
Keywords:
Omnivorous

No

Yes
(4)

Yes

Octopede

An eight-legged
monster, perhaps
spider-like.
Keywords: All are
Flesh Eater, also:
Aquatic (10%),
Climbing (75%),
Tunneling (25%)

No

Yes
(8)

No

[68-70]

Octopoid
Abomination

A monster similar to
an octopus, with eight
tentacle-legs. May be
capable of moving
over ground.
Keywords: Aquatic,
Flesh Eater

Forelimbs
50%

Yes
(8)

No

[71-72]

Reptilian
Quadruped

A four-legged, lizardlike monster.


Keywords: All are
Omnivorous, also:
Climbing (50%)

No

Yes
(4)

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs
?

Tail
?

[73-74]

Ruminant
Quadruped

A four-legged, staglike monster.


Perhaps similar to the
Crocuta of mythology.
Keywords:
Omnivorous

No

Yes
(4)

Yes

[75-76]

Sacral
Crustacean

A creature similar to a
crayfish; typically
with ten legs (likely
including pincers)
and a tail. Keywords:
Aquatic, Omnivorous

Forelimbs

Yes
(8)

Yes

[77-79]

Sacral
Octopede

An eight-legged
monster with a tail,
perhaps scorpion-like.
Keywords: All are
Flesh Eater, also:
Climbing (50%)

Forelimbs

Yes
(6)

Yes

[80-82]

Sacral
Quadruped

A four-legged monster
with a tail. It might
look like anything
Keywords: All are
Omnivorous, also:
Climbing (25%),
Tunneling (25%)

Forelimbs
50%

Yes
(4)

Yes

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D100
Roll

Abomination
Type

Description

[83-84]

Sauropod

A four-legged reptilian
monster with a long
neck and a long tail,
similar to a
Brontosaurus (but of
any size). Keywords:
Plant Eater

[85-86]

Selachimorph

A shark-like
Abomination.
Keywords: Aquatic,
Flesh Eater

[87-89]

Serpentine
Abomination

A monster with a
head, tail, and
slender body, but no
limbs. Keywords: All
are Flesh Eater, also:
Aquatic (10%),
Climbing (50%)

Arms?

Legs
?

Tail
?

No

Yes
(4)

Yes

Fins

No

Yes

No

No

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs
?

Tail
?

[90-91]

Tauran
Quadruped

A four-legged, bulllike monster.


Perhaps similar to a
Gorgon. Keywords:
Omnivorous

No

Yes
(4)

Yes

[92-94]

Testudine
Quadruped

An armored, fourlegged monster. May


be similar to a turtle
(with a shell), or more
like a Bulette (with
armor plating).
Keywords: All are
Flesh Eater, also:
Aquatic (25%)

No

Yes
(4)

Yes

[95-97]

Ursine
Quadruped

A four-legged, bearlike monster.


Keywords:
Omnivorous

No

Yes
(4)

Yes
50%

[98-00]

Worm

A monster similar to a
Purple Worm.
Keywords: All are
Omnivorous, also:
Aquatic (25%),
Tunneling (75%)

No

No

Yes

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II.6

BODY TYPES III


THE CELESTIALS

TABLE 7
ABOMINATION
BODY TYPE DETERMINATION:
CELESTIALS

D100
Roll
[01-08]

Abomination
Type
Amorphous
Energy

Description
This celestial being is a
cloud-like whorl of
energy. The Colour Out
of Space (Lovecraft) is a
similar monster.
Keywords: Arcane,
Levitating

Arms? Legs?
No

No

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Tail?
No

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D100
Roll

Abomination
Type

Description

Arms? Legs?

[09-17]

Astral
Aberration

Roll on the Aberration


table. The monster will
appear to be made of
translucent, starry,
nebulous, and/or noncorporeal substance.
Keywords: Arcane,
Levitating (50%)

Varies

Varies Varies

[18-25]

Astral
Construct

Roll on the Construct


table. The monster will
appear to be made of
translucent, starry,
nebulous, and/or noncorporeal substance.
Keywords: Arcane,
Levitating (25%)

Varies

Varies Varies

[26-33]

Bestial
Celestial

Roll on the Beast table.


The monster will appear
to be made of
translucent, starry,
nebulous, and/or noncorporeal substance.
Keywords: Arcane,
Levitating (25%)

Varies

Varies Varies

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Tail?

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D100
Roll

Abomination
Type

Description

Arms? Legs?
Yes
(2)

[34-42]

Bipedal
Celestial

This celestial being has a


head, two arms, and two
legs. Keywords: Arcane,
Levitating (25%)

Yes (2)

[43-50]

Celestial
Ooze

Roll on the Ooze table.


The monster will appear
to be made of
translucent, starry,
nebulous, and/or noncorporeal substance.
Keywords: Arcane,
Climbing

Varies

Varies Varies

[51-58]

Draconian
Celestial

Roll on the Dragon table.


The monster will appear
to be made of
translucent, starry,
nebulous, and/or noncorporeal substance.
Keywords: Arcane,
Levitating (50%)

Varies

Varies Varies

[59-67]

Energy
Sphere

A hovering orb of energy,


fire, or radiance, similar
to a Will-o-Wisp.
Keywords: Arcane,
Levitating

No

No

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Tail?
No

No

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D100
Roll

Abomination
Type

Description

Arms? Legs?

[68-76]

Monstrous
Celestial

Roll on the Monstrosity


table. The monster will
appear to be made of
translucent, starry,
nebulous, and/or noncorporeal substance.
Keywords: Arcane,
Levitating (50%)

Varies

Varies Varies

[77-85]

NonCorporeal
Celestial

This Abomination has no


physical body, but a
tangible image is
apparent (for example, a
humanoid silhouette that
appears as an animated
cutout of a starry sky).
Keywords: Arcane,
Levitating

Varies

Varies Varies

[86-93]

NonCorporeal
Djinnian

This bodiless celestial


being has a head, torso,
two arms, and a wispy
tail (similar to an oldschool Wraith).
Keywords: Arcane,
Levitating

Yes (2)

No

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Tail?

Yes

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D100
Roll
[94-00]

Abomination
Type
Winged
Bipedal
Celestial

Description

Arms? Legs?

This angelic being has a


head, two arms, two legs,
and two wings.
Keywords: Arcane,
Winged

Arms,
Wings

Yes
(2)

Tail?
No

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II.7

BODY TYPES IV
THE CONSTRUCTS
No word was spoken. No word was necessary. Khosatral spread his great
arms, and Conan, crouching beneath them, slashed at the giant's belly. Then he
bounded back, eyes blazing with surprise. The keen edge had rung on the mighty
body as on an anvil, rebounding without cutting. Then Khosatral came upon him
in an irresistible surge.
There was a fleeting concussion, a fierce writhing and intertwining of limbs and
bodies, and then Conan sprang clear, every thew quivering from the violence of
his efforts; blood started where the grazing fingers had torn the skin. In that
instant of contact, he had experienced the ultimate madness of blasphemed
nature; no human flesh had bruised his, but metal animated and sentient; it was
a body of living iron which opposed his.
Khosatral loomed above the warrior in the gloom. Once let those great fingers
lock and they would not loosen until the human body hung limp in their grasp. In
that twilit chamber it was as if a man fought with a dream-monster in a nightmare

The Devil in Iron, by Robert E. Howard

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TABLE 8
ABOMINATION
BODY TYPE DETERMINATION:
CONSTRUCTS

D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[01-08]

Bestial
Construct

A sculpted monster,
shaped like a beast.
Roll on the Beast table.
The Abomination will be
made of inanimate
matter (such as bone,
crystal, or stone)
encasing an ancient
remnant of organic
matter.

Varies

Varies

Varies

[09-17]

Bipedal
Construct

This construct has a


Yes (2)
head, two arms, and two
legs.

Yes (2)

No

[18-25]

Colossus

A gargantuan bipedal
construct.

Yes (2)

No

Yes (2)

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[29-33]

Draconian
Construct

A sculpted monster,
shaped like a dragon.
Roll on the Dragon
table. The Abomination
will be made of
inanimate matter (such
as bone, crystal, or
stone) encasing an
ancient remnant of
organic matter.

Varies

Varies

Varies

[34-42]

Dream World
Construct

A sculpted monster,
shaped like a Fey One.
Roll on the Fey One
table. The Abomination
will be made of
inanimate matter (such
as bone, crystal, or
stone) encasing an
ancient remnant of
organic matter.
Keywords: Dream Eater

Varies

Varies

Varies

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[43-51]

Fiendish
Construct

A sculpted monster,
shaped like a fiend. Roll
on the Fiend table. The
Abomination will be
made of inanimate
matter (such as bone,
crystal, or stone)
encasing an ancient
remnant of organic
matter.

Varies

Varies

Varies

[52-60]

Golem

A large bipedal
construct.

Yes (2)

Yes (2)

No

[61-68]

Headless
(Acephalus)
Construct

A bipedal construct with


two arms and two legs.
However, Acephali are
headless; their mouths
are in their torsos. They
possess Tremorsense
instead of eyes.

Yes (2)

Yes (2)

No

[69-76]

Juggernaut

A wheeled construct.

No

Wheeled

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[77-84]

Monstrous
Construct

A sculpted monster,
shaped like a
monstrosity. Roll on the
Monstrosity table. The
Abomination will be
made of inanimate
matter (such as bone,
crystal, or stone)
encasing an ancient
remnant of organic
matter.

Varies

Varies

Varies

[85-92]

Ossified
Pillarine

A pillar of stone-like
substance, perhaps
similar to a column,
stalagmite, or stalactite.
The monster probably
hovers to move around.
Keywords: Levitating

No

No

No

[93-00]

Ossified
Quadruped

A four-legged construct.
The monster may be
shaped like a crude
beast, but is more likely
to look like a four-legged
golem or machine.

No

Yes (4)

Yes
50%

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II.8

BODY TYPES V
THE DRAGONS

TABLE 9
ABOMINATION
BODY TYPE DETERMINATION:
DRAGONS

D100
Roll

Abomination
Type

[01-14]

[15-16]

Description

Arms?

Legs? Tail?

Draconian
Abomination

A dragon-like monster
with four legs and
wings. Keywords: All
are Flesh Eater, also:
Winged (50%)

Wings
50%

Yes
(4)

Yes

Five-Headed
Draconian

A dragon with five


heads, similar to a
Hydra. Keywords: All
are Flesh Eater, also:
Aquatic (10%), Winged
(25%)

Wings
25%

Yes
(4)

Yes

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D100
Roll

Abomination
Type

[17-18]

Description

Arms?

Legs? Tail?

Four-Headed
Draconian

A dragon with four


heads, similar to a
Hydra. Keywords: All
are Flesh Eater, also:
Aquatic (10%), Winged
(25%)

Wings
25%

Yes
(4)

Yes

[19-28]

Serpentine
Wyrm

A dragon-like monster
with four legs (two
serving as forelimbs),
and a long, slender and
wingless body. Similar
to an old school Gold
Dragon, or many
dragons of Chinese
folklore. Keywords: All
are Arcane, Flesh Eater
and Levitating, also:
Aquatic (10%)

Forelimbs

Yes
(2)

Yes

[29-38]

Six-Legged
Draconian

A dragon-like monster
with six legs and wings.
Keywords: Flesh Eater,
Winged

Wings

Yes
(6)

Yes

[39-48]

Six-Legged
Wyrm

A dragon-like monster
with six legs, but no
wings. Keywords: All
are Flesh Eater, also:
Tunneling (25%)

No

Yes
(6)

Yes

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D100
Roll
[49-58]

Abomination
Type
Testudine
Draconian

Description
A dragon-like monster
with a shell, similar to a
Dragon Turtle.
Keywords: Aquatic,
Omnivorous

Arms?
No

Legs? Tail?
Yes
(4)

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Yes

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D100
Roll
[59-60]

Abomination
Type
ThreeHeaded
Draconian

Description

Arms?

A dragon with three


heads, similar to a
Hydra. Keywords: All
are Flesh Eater, also:
Aquatic (10%), Winged
(25%)

Wings
25%

Legs? Tail?
Yes
(4)

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Yes

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D100
Roll

Abomination
Type

[61-70]

Description

Arms?

Legs? Tail?

Two-Headed
Draconian

A dragon-like monster
with two heads, four
legs, and perhaps wings
as well. Keywords: All
are Flesh Eater, also:
Winged (50%)

Wings
50%

Yes
(4)

Yes

[71-80]

Two-Headed
Viverna

A dragon with two


heads, two legs, and
wings, similar to a
Wyvern in general
appearance.
Keywords: Flesh Eater,
Winged

Wings

Yes
(2)

Yes

[81-90]

Viverna

A dragon with two legs


and wings, similar to a
Wyvern.
Keywords: Flesh Eater,
Winged

Wings

Yes
(2)

Yes

[91-00]

Wyrm

A dragon-like monster
with four legs, but no
wings.
Keywords: All are Flesh
Eater, also: Tunneling
(25%)

No

Yes
(4)

Yes

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II.9

BODY TYPES VI
THE ELEMENTALS

TABLE 10
ABOMINATION
BODY TYPE DETERMINATION:
ELEMENTALS

D100
Roll
[01-08]

Abomination
Type
Aerial
Quadruped

Description
A four-legged Air
Elemental, with a
leonine body made of
wind. Keywords:
Elemental, Levitating

Arms? Legs?
No

Yes
(4)

Tail?
Yes 50%

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D100
Roll

Abomination
Type

Description

Arms? Legs?

Tail?

[09-17]

Amorphous
Element

This monster is a blob


of shifting gas (air),
sand (earth), flame
(fire) or liquid (water).
Keywords: Elemental
for all, also: [01-25]
Aquatic (water), [2650] Levitating (air),
[51-75] Levitating
(fire), [76-00]
Tunneling (earth)

No

No

No

[18-25]

Armless
Elemental

This elemental has a


head conjoined to the
body, no arms, and
two legs. The old
school (DCS III 77)
Fire Elemental is one
example of this form.
The GM should decide
which element this
elemental belongs to.
Keywords: Elemental

No

Yes
(2)

No

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D100
Roll

Abomination
Type

Description

Arms? Legs?

Tail?

[26-34]

Bipedal
Elemental

This elemental has a


head, two arms, and
two legs.
Keywords: Elemental
for all, also: [01-25]
Aquatic (water), [2650] Levitating (air),
[51-75] No Keyword
(fire), [76-00]
Tunneling (earth).

Yes (2)

Yes
(2)

No

[35-42]

Djinnian

A monster with a
head, two arms, a
torso, and wispy
tapering legs, similar
to a Djinni. Keywords:
Elemental, Levitating

Yes (2)

No

1 Tail
50%, 2
Leg-Tails
50%

[43-51]

Elemental
Sphere

A hovering orb of wind


(air), orbiting stones
(earth), ever-burning
flame (fire) or
coruscating tides
(water). The GM
should decide which
element this elemental
belongs to. Keywords:
Elemental, Levitating

No

No

No

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D100
Roll

Abomination
Type

Description

Arms? Legs?

Tail?

[52-59]

Gaian
Quadruped

A four-legged Earth
Elemental, with a body
made of stone.
Keywords: Elemental,
Tunneling (50%)

No

Yes
(4)

Yes 50%

[60-68]

Headless
(Acephalus)
Elemental

A bipedal elemental
with two arms and two
legs. However,
Acephali are headless;
their mouths are in
their torsos. They
possess Tremorsense
instead of eyes. The
GM should decide
which element this
elemental belongs to.
Keywords: Elemental,
Tunneling (if earth)

Yes (2)

Yes
(2)

No

[69-76]

Oceanic
Quadruped

A four-legged Water
Elemental, with a
body made of
shifting water.
Keywords: Aquatic,
Elemental

No

Yes
(4)

Yes 50%

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D100
Roll

Abomination
Type

Description

[77-82]

Pyric
Quadruped

A four-legged Fire
Elemental, with a
leonine body made of
fire. Keywords:
Elemental, Levitating
(10%)

[83-87]

Thalassian

A somewhat-bipedal
liquid figure with two
arms, two legs, and
a head. Similar to
an old school Water
Elemental. Keywords:
Aquatic, Elemental

[88-92]

Whirlpool

[93-00]

Whirlwind

Arms? Legs?

Tail?

No

Yes
(4)

Yes 50%

Yes (2)

Yes
(2)

No

This aquatic-only
Water Elemental is a
living whirlpool.
Keywords: Aquatic,
Elemental

No

No

Whirlpool

A sentient cyclone
with eyes, similar to
an old school Air
Elemental. Keywords:
Elemental, Levitating

No

No

Whirlwind

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II.10

BODY TYPES VII


THE FEY ONES

TABLE 11
ABOMINATION
BODY TYPE DETERMINATION:
FEY ONES

D100
Roll
[01-07]

Abomination
Type
Capran
Dream
Worlder

Description

Arms?

Legs?

Tail?

This creature has a


head, two arms, and
back-bending legs. It
also possesses goat-like
or horse-like features.
Satyrs and Sileni are
examples. Keywords:
Climbing (25%), Dream
Eater

Yes (2)

Yes
(2)

Yes
50%

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

[08-14]

Celestial
Dreamer

Roll on the Celestial


table. This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

[15-21]

Dreaming
Aberration

Roll on the Aberration


table. This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

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Tail?

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

[22-28]

Dreaming
Beast

Roll on the Beast table.


This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

[29-35]

Dreaming
Construct

Roll on the Construct


table. This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

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Tail?

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

[36-41]

Dreaming
Dragon

Roll on the Dragon


table. This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

[42-48]

Dreaming
Fiend

Roll on the Fiend table.


This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

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Tail?

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

[49-55]

Dreaming
Giant

Roll on the Giant table.


This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

[56-61]

Dreaming
Slime

Roll on the Ooze table.


This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

Varies Varies

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Tail?

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

Yes (2)

Yes
(2)

No

[62-67]

Dream
Worlds
Acephalus

A bipedal Dream
Worlder with two arms
and two legs. However,
Acephali are headless;
their mouths are in
their torsos. They
possess Tremorsense
instead of eyes.
Keywords: Dream Eater

[68-74]

Dream
Worlds
Batrachian

This frog-like creature


Forelegs
has a head, two forelegs,
and two powerful hind
legs. Frogs and Toads
are examples.
Keywords: Aquatic,
Dream Eater

Yes
(2)

No

[75-81]

Dream
Worlds Biped

This (beautiful?)
creature has a head,
two arms, and two legs.
It may appear mostly
human, with a
distinguishing feature
(chameleon-skinned,
eyeless, horned,
transparent, etc.)
Keywords: Dream Eater

Yes
(2)

Yes
25%

Yes (2)

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D100
Roll

Abomination
Type

[82-87]

Description

Arms?

Legs?

Tail?

Flightless
Dream
Worlds Avian

This feathered creature


has a head, two vestigial
wings, and powerful
hind legs. Emus and
Ostriches are examples
of this form. Keywords:
Dream Eater

Wings

Yes
(2)

Yes

[88-94]

Monstrous
Dreamer

Roll on the Monstrosity


table. This Abomination
species entered the
Dream Worlds when it
was created as a result
of mortal dreams and
nightmares and believed
to be real. It will have
shifting features, and
likely many eyes and/or
tentacles. Keywords:
Dream Eater

Varies

[95-00]

Sacral Dream This creature has a


Worlds Biped head, two arms, a tail,
and two legs. Keywords:
Dream Eater

Yes (2)

Varies Varies

Yes
(2)

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II.11

BODY TYPES VIII


THE FIENDS

TABLE 12
ABOMINATION
BODY TYPE DETERMINATION:
FIENDS

D100
Roll
[01-06]

Abomination
Type
Amorphous
Fiend

Description

Arms?

Legs?

Tail?

This infernal monster


is a blob of amoeba-like
flesh. Similar
monsters include the
Mimic and the Ochre
Jelly, but composed of
the remains of
screaming and
reanimated creatures.
Keywords: Climbing
(50%)

Pseudo

Pseudo

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

Yes (2)

Yes (2)

Yes
50%

[07-12]

Capran Fiend This fiend has a head,


two arms, and backbending legs. It also
possesses goat-like or
horse-like features.
Satyrs and Sileni are
examples. Keywords:
Climbing (25%)

[13-18]

Cranial
Abomination

This fiend is a hovering


skull, head, or sphere
of fiendish matter.
Keywords: Arcane,
Levitating

No

No

No

[19-25]

Fiendish
Aberration

Roll on the Beast table.


The monster will be
composed of human
remains or similarly
twisted flesh.

Varies

Varies

Varies

[26-32]

Fiendish
Beast

Roll on the Beast table.


The monster will be
composed of human
remains or similarly
twisted flesh.

Varies

Varies

Varies

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[33-38]

Fiendish
Giant

Roll on the Giant table.


The monster will be
composed of human
remains or similarly
twisted flesh.

Varies

Varies

Varies

[39-44]

Four-Armed
Infernal
Biped

This fiend has a head,


four arms, and two
legs. The Glabrezu
Demon is one example.
Keywords: Flesh Eater

Yes (4)

Yes (2)

Yes
50%

[45-50]

Gorgonian
Fiend

This fiend has a head


covered with serpentlike appendages (or
tentacles), two arms,
and two legs. Medusa
is the prime example.
Keywords: Elemental

Yes (2)

Yes (2)

Yes
25%

[51-56]

Infernal
Acephalus

A bipedal fiend with


two arms and two legs.
However, Acephali are
headless; their fanged
maws are in their
torsos. They possess
Tremorsense instead of
eyes. Keywords:
Tunneling (25%)

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[57-62]

Infernal
Batrachian

This frog-like fiend has Forelegs


a head, two forelegs,
and two powerful hind
legs. The Hezrou
Demon is an example
of this form. Keywords:
Aquatic, Flesh Eater

Yes (2)

No

[63-68]

Infernal
Biped

This fiend has a head,


two arms, and two legs.
Keywords: Flesh Eater

Yes (2)

Yes (2)

No

[69-74]

Infernal
Sacral
Acephalus

Similar to an Infernal
Acephalus, but this
monster also has a tail.
Keywords: All are
Flesh Eater, also:
Tunneling (25%)

Yes (2)

Yes (2)

Yes

[75-80]

Sacral
Infernal
Biped

This fiend has a head,


two arms, a tail, and
two legs. Keywords:
Flesh Eater

Yes (2)

Yes (2)

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[81-87]

Winged
Fiend

This monster is a
winged humanoid with
infernal features and a
tale. Perhaps similar
to a Gargoyle or Pit
Fiend. Keywords:
Winged

Wings,
Arms

Yes (2)

Yes
50%

[88-94]

Winged
Infernal
Biped

This monster is a
winged humanoid with
infernal features, which
has taken on
somewhat-human
features to interact
with mortals. Perhaps
similar to a Succubus.
Keywords: Dream
Eater, Winged

Varies

Varies

Varies

[95-00]

Winged
Scorpion
Biped

This humanoid monster


has
wings
and
a
scorpion tail, similar to
a Bone Devil.
Keywords: Flesh Eater,
Winged

Wings,
Arms

Yes (2)

Yes

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II.12

BODY TYPES IX
THE GIANTS
The Lord Gro lifted the ball with both hands above his head, and it was
ponderous as a ball of lead, and according to the command of Gorice the King he
hurled it on the floor, so that it was pashed in pieces.
And, behold, a puff of thick smoke burst forth from the fragments of the ball
and took the form of one of human shape and dreadful aspect, whose two legs
were two writhing snakes; and it stood in the chamber so tall that the head of it
touched the vaulted ceiling, viewing the King and Gro malevolently and menacing
them.
The King caught down a sword that hung against the wall, and put it in Gro's
hand, shouting, Smite off the legs of it! And delay not, or thou art but dead! Gro
smote and cut off the left leg of the evil wight, easily, as it were cutting of butter.
But from the stump came forth two fresh snakes awrithing

The Worm Ouroboros, by E. R. Eddison

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TABLE 13
ABOMINATION
BODY TYPE DETERMINATION:
GIANTS

D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[01-04]

Aquatic
Ichthyoid
Giant

This giant has a head,


two arms and two
fish-like legs.
Keywords: Aquatic,
Omnivorous

Yes (2)

TailLegs (2)

TailLegs (2)

[05-08]

Batrachian
Giant

A frog-like giant with


a head, two arms, and
two powerful hind
legs.
Keywords: Aquatic,
Omnivorous

Yes (2)

Yes (2)

No

[09-18]

Bipedal
Giant

This giant has a head,


two arms, and two
legs. Keywords:
Omnivorous

Yes (2)

Yes (2)

No

[19-22]

Boar-Like
Giant

Similar to an
enormous Wereboar.
Keywords:
Omnivorous

Yes (2)

Yes (2)

Yes
50%

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D100
Roll

Abomination
Type

[23-26]

Description

Arms?

Legs?

Tail?

Capran Giant

This giant has a head,


two arms, and backbending legs. It also
possesses goat-like
features, like an
enormous Satyr.
Keywords: All are
Omnivorous, also:
Climbing (25%)

Yes (2)

Yes (2)

Yes
50%

[27-30]

Equine Giant

Similar to a Capran
Giant, but with equine
hooves and perhaps
features as well
(similar to an
enormous Silenus).
Keywords: Plant
Eater

Yes (2)

Yes (2)

Yes
50%

[31-34]

Feline Giant

Similar to an
enormous Rakshasa
or Weretiger.
Keywords: All are
Flesh Eater, also:
Climbing (10%)

Yes (2)

Yes (2)

Yes

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D100
Roll

Abomination
Type

[35-38]

Description

Arms?

Legs?

Tail?

Four-Armed
Giant

This giant has a head,


four arms, and two
legs. The Gegenees
and Hecatoncheires of
Greek mythology are
similar to this form
(although Hecatons
possess many more
limbs). Keywords:
Flesh Eater

Yes (4)

Yes (2)

No

[39-42]

Four-Armed
Insectoid
Giant

This is a four-armed
insect-like giant, such
as an ant-man-giant.
Keywords: All are
Omnivorous, also:
Climbing (25%)

Yes (4)

Yes (2)

No

[43-47]

Giant Simian

An enormous ape-like
or baboon-like biped.
Keywords: All are
Omnivorous, also:
Climbing (50%)

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[48-51]

Gorgonian
Giant

This monster has a


head covered with
serpent-like
appendages (or
tentacles), two arms,
and two legs. Similar
to a giant Medusa.
Keywords: Elemental

Yes (2)

Yes (2)

No

[52-55]

Headless
(Acephalus)
Giant

A bipedal giant with


two arms and two
legs. However,
Acephali are headless;
their fanged maws are
in their torsos. They
possess Tremorsense
instead of eyes.
Keywords: Tunneling
(10%)

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[56-59]

Ichthyoid
Giant

This giant has a head,


two arms and two
fish-like legs. Similar
monsters in folklore
include the Melusine
and the Triton.
Similar to the
Gargantes of Greek
myth, however, it can
move onto land.
Keywords: Aquatic,
Omnivorous

Yes (2)

TailLegs (2)

TailLegs (2)

[60-63]

Insectoid
Giant

An insect-like giant,
such as an ant-mangiant. Keywords: All
are Omnivorous, also:
Climbing (25%)

Yes (2
50%, 4
50%)

Yes (2)

No

[64-67]

Lupine Giant

Similar to an
enormous Werewolf.
Keywords: Flesh
Eater

Yes (2)

Yes (2)

Yes
50%

[68-71]

Muridan
Giant

Similar to an
enormous Wererat.
Keywords: Carrion
Eater

Yes (2)

Yes (2)

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[72-75]

Ossified
Giant

A stone-carapaced
giant, similar to a
Stone Giant but with
rock-like flesh.
Keywords: All are
Omnivorous, also:
Tunneling (50%)

Yes (2)

Yes (2)

No

[76-79]

Sacral Giant

This monster has a


head, two arms, a tail,
and two legs. Similar
to a giant version of
Lizardfolk.
Keywords: All are
Omnivorous, also:
Aquatic (25%)

Yes (2)

Yes (2)

Yes

[80-83]

Sacral TwoHeaded
Giant

This is a two-headed
reptilian giant with a
tail, similar to a
demon lord.
Keywords: Flesh
Eater, Dream Eater

Yes (2)

Yes (2)

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[84-87]

Scorpion
Giant

This is a giant with a


long scorpion tail,
similar to an
enormous and
wingless Bone Devil or
the Scorpion People of
Mesopotamian myth.
Keywords: All are
Flesh Eater, also:
Climbing (10%)

Yes (2)

Yes (2)

Yes

[88-91]

Tauran Giant

Similar to an
enormous Minotaur.
Keywords: Flesh
Eater

Yes (2)

Yes (2)

Yes
50%

[92-96]

Two-Headed
Giant

Similar to an Ettin,
but likely much more
intelligent and
evolved. Keywords:
Flesh Eater

Yes (2)

Yes (2)

No

[97-00]

Ursine Giant

Similar to an
enormous Werebear.
Keywords:
Omnivorous

Yes (2)

Yes (2)

No

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II.13

BODY TYPES X
THE HUMANOIDS

TABLE 14
ABOMINATION
BODY TYPE DETERMINATION:
HUMANOIDS

D100
Roll
[01-04]

Abomination
Type
Acephalus
(Headless
One)

Description

Arms?

Legs?

Tail?

A bipedal humanoid
with two arms and
two legs. However,
Acephali are headless;
their fanged maws are
in their torsos. They
possess Tremorsense
instead of eyes.
Keywords: All are
Omnivorous, also:
Tunneling (25%)

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[05-08]

Aquatic
Ichthyoid
Biped

This monster has a


head, two arms and
two fish-like legs.
Similar monsters in
folklore include the
Melusine (sometimes
known as the
Starbucks mascot)
and the Triton.
Keywords: Aquatic,
Omnivorous

Yes (2)

TailLegs (2)

TailLegs (2)

[09-12]

Batrachian
Biped

This frog-like monster


has a head, two arms,
and two powerful hind
legs.
Keywords: Aquatic,
Omnivorous

Yes (2)

Yes (2)

No

[13-16]

Boar-Like
Biped

Similar to a Wereboar.
Keywords:
Omnivorous

Yes (2)

Yes (2)

Yes
50%

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[17-20]

Capran Biped This creature has a


head, two arms, and
back-bending legs. It
also possesses goatlike or horse-like
features. Satyrs and
Fauns are examples.
Keywords: All are
Omnivorous, also:
Climbing (25%)

Yes (2)

Yes (2)

Yes
50%

[21-24]

Equine Biped Similar to a Satyr


(Capran Biped), but
with equine hooves
and perhaps features
as well (Silenus).
Keywords: Plant
Eater

Yes (2)

Yes (2)

Yes
50%

[25-28]

Feline Biped

Yes (2)

Yes (2)

Yes

This is a tiger-like
humanoid, similar to
a Rakshasa.
Keywords: All are
Flesh Eater, also:
Climbing (50%)

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D100
Roll

Abomination
Type

[29-32]

Description

Arms?

Legs?

Tail?

Four-Armed
Biped

This monster has a


head, four arms, and
two legs. Similar to
the Gegenees of Greek
mythology. Keywords:
Flesh Eater

Yes (4)

Yes (2)

No

[33-36]

Four-Armed
Insectoid
Biped

This is an insect-like
humanoid, such as an
ant-man or mantisman.
Keywords: All are
Omnivorous, also:
Climbing (50%)

Yes (4)

Yes (2)

No

[37-40]

Gorgonian
Biped

This monster has a


head covered with
serpent-like
appendages (or
tentacles), two arms,
and two legs. Medusa
is the prime example.
Keywords: Elemental

Yes (2)

Yes (2)

No

[41-45]

Ichthyoid
Biped

This is a fish-like
humanoid, similar to
a Deep One.
Keywords: Aquatic,
Flesh Eater

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[46-50]

Insectoid
Biped

This is an insect-like
(but only four-limbed)
humanoid, such as an
ant-man or mantisman. Keywords: All
are Omnivorous, also:
Climbing (50%)

Yes (2)

Yes (2)

No

[51-54]

Lupine Biped

This is a wolf-like
humanoid, similar to
a Werewolf.
Keywords: Flesh
Eater

Yes (2)

Yes (2)

Yes

[55-58]

Muridan
Biped

This is a rat-like
humanoid, similar to
a Wererat. Keywords:
All are Carrion Eater,
also: Climbing (25%),
Tunneling (25%)

Yes (2)

Yes (2)

No

[59-62]

Ossified
Biped

This is a stonecarapaced humanoid,


similar to a Magmin.
Keywords: All are
Elemental, also:
Tunneling (50%)

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[63-66]

Sacral
Acephalus

Similar to a normal
Acephalus, but this
monster also has a
tail. Keywords: All
are Omnivorous, also:
Tunneling (25%)

Yes (2)

Yes (2)

Yes

[67-71]

Sacral Biped

This monster has a


head, two arms, a tail,
and two legs. Similar
to Lizardfolk
(reptilian) or perhaps
something
mammalian.
Keywords:
Omnivorous

Yes (2)

Yes (2)

Yes

[72-75]

Sacral TwoHeaded
Biped

This is a two-headed
reptilian biped with a
tail, similar to a
demon lord.
Keywords: Flesh
Eater, Dream Eater

Yes (2)

Yes (2)

Yes

[76-80]

Sacral Ursine
Biped

This is a bear-like
biped with a tail,
similar to an Owlbear.
Keywords:
Omnivorous

Yes (2)

Yes (2)

Yes
50%

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[81-84]

Scorpion
Biped

This is a humanoid
with a long scorpion
tail, similar to a
wingless Bone Devil or
the Scorpion People of
Mesopotamian myth.
Keywords: All are
Flesh Eater, also:
Climbing (25%)

Yes (2)

Yes (2)

Yes

[85-89]

Simian

An ape-like or
baboon-like biped.
May be a degenerated
form of humanity.
Keywords: All are
Omnivorous, also:
Climbing (75%)

Yes (2)

Yes (2)

No

[90-93]

Tauran Biped Similar to a Minotaur.


Keywords:
Omnivorous

Yes (2)

Yes (2)

Yes
50%

[94-96]

Two-Headed
Biped

Yes (2)

Yes (2)

No

This humanoid has


two heads, similar to
an Ettin. Keywords:
Flesh Eater

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D100
Roll

Abomination
Type

[97-00]

Ursine Biped

Description

Arms?

Legs?

Tail?

A bear-like humanoid,
similar to a Werebear.
Keywords:
Omnivorous

Yes (2)

Yes (2)

No

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II.14

BODY TYPES XI
THE MONSTROSITIES
The nethermost caverns ... are not for the fathoming of eyes that see; for their
marvels are strange and terrific. Cursed the ground where dead thoughts live new
and oddly bodied, and evil the mind that is held by no head.
Wisely did Ibn Schacabao say, that happy is the tomb where no wizard hath
lain, and happy the town at night whose wizards are all ashes. For it is of old
rumour that the soul of the devil-bought hastes not from his charnel clay, but fats
and instructs the very worm that gnaws; till out of corruption horrid life springs,
and the dull Carrion Eaters of earth wax crafty to vex it and swell monstrous to
plague it. Great holes secretly are digged where earths pores ought to suffice,
and things have learnt to walk that ought to crawl.

The Festival, by H. P. Lovecraft

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TABLE 15
ABOMINATION
BODY TYPE DETERMINATION:
MONSTROSITIES

D100
Roll

(Order #10070827)

Abomination
Type

Description

Arms?

Legs?

Tail?

[01-04]

Centauran

An equine monster
like a centaur, with an
equine body and a
humanoid head, arms,
and torso. Keywords:
Omnivorous

Yes (2)

Yes (4)

Yes

[05-07]

Cerebral
Quadruped

A creature which
looks like a fourlegged brain, or a
quadrupedal beast
with an exposed brain.
Keywords: All are
Dream Eaters, also:
Climbing (10%)

No

Yes (4)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[08-11]

Chimeric
Beast

A monster combining
the features of two or
three animals. There
are many examples in
heraldry, such as the
Allocamelus,
Calygreyhound,
Pantheon, and Tyger.

No

Yes (4)

Yes
75%

[12-14]

Dipteran
Abomination

A creature similar to a
giant fly with a
human-like or trolllike face. Keywords:
Carrion Eater, Winged

Forelimbs
(2)

Yes (4)

No

[15-17]

Dodecapedal
Abomination

A serpentine monster
with twelve legs which
can rear up and use
its forelegs, like a
Remorhaz. Keywords:
All are Omnivorous,
also: Climbing (25%)

Forelegs
(2)

Yes
(10)

Yes

[18-21]

Evolved
Hexapede

A six-limbed monster
which moves as a
quadruped, with two
forelimbs as arms.
Keywords: All are
Omnivorous, also:
Climbing (50%)

Forelimbs
(2)

Yes (4)

Yes
50%

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D100
Roll

(Order #10070827)

Abomination
Type

Description

Arms?

Legs?

Tail?

[22-25]

Evolved
Octopede

An eight-limbed
monster which moves
on six legs, with two
forelimbs as arms.
Keywords: All are
Omnivorous, also:
Climbing (50%)

Forelimbs
(2)

Yes (6)

Yes
50%

[26-29]

Evolving
Quadruped

A monster with four


legs, which can rise
and run on two legs
and use its forelegs as
arms (for short
distances). Keywords:
Omnivorous

Forelegs
(2)

Hind
Legs
(2)

Yes
50%

[30-32]

Four-Armed
Serpentine
Abomination

A monster with a
head, four arms, and
tail, similar to a
Marilith Demoness.
Keywords: Flesh
Eater

Yes (4)

Yes (2)

Yes

[33-35]

Harpyia

A winged monster
similar to a Harpy.
Keywords: Flesh
Eater, Winged

Yes (2),
Wings

Yes (2)

Yes

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D100
Roll

Abomination
Type

[36-39]

Ichthyoid
Abomination

[40-42]

[43-45]

Description

Arms?

Legs?

Tail?

A tentacled swimming
creature, similar to an
Aboleth. Keywords:
Aquatic, Omnivorous

Tentacles

No

Yes

Leonine
Centauran

A quadrupedal beast
with a torso, head,
and two forearms,
similar to a Lamia.
Keywords: Flesh
Eater

Forearms
(2)

Yes (4)

Yes

Long-Necked
Quadruped

A monster similar to
the mythic Katobleps.
Keywords: All are
Omnivorous, also:
Aquatic (10%)

No

Yes (4)

Yes

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D100
Roll

(Order #10070827)

Abomination
Type

Description

Arms?

Legs?

Tail?

[46-49]

Monstrous
Behemoth

This is a large, huge,


or gargantuan
quadruped (typically,
but not always,
furred). The monster
will have garish
features, such as
back-bending legs,
outsized fangs, six
eyes, antlers, or
something similar.
Keywords:
Omnivorous

No

Yes (4)

Yes
50%

[50-52]

Quadrupedal
Selachimorph

A four-legged sharkthing, similar to an


amphibious Bulette.
Keywords: All are
Flesh Eater, also:
Aquatic (25%)

No

Yes (4)

Yes
50%

[53-55]

Sacral
Hexapede

A six-legged monster
with a tail, like a
Dimensional Beast.
Keywords: All are
Flesh Eater, also:
Climbing (25%)

No

Yes (6)

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[56-58]

Sacral
Octopede

An eight-legged
monster with a tail,
like an old school
Basilisk. Keywords:
Elemental

No

Yes (8)

Yes

[59-62]

Serpent
Thing

A snake with a
human-like head,
similar to an old
school Larva or Naga.
Keywords: All are
Dream Eater, also:
Climbing (25%)

No

No

Yes

[63-66]

Serpentine
Hexapede

A monster with a
head, six arms, and
tail, similar to a
Marilith Demoness.
Keywords: Flesh
Eater

Yes (6)

No

Yes

[67-70]

Serpentine /
Ichthyoid
Monstrosity

A monster with a
head, two arms /
forelegs, and a tail,
similar to a
Hippocampus,
Merman or
Salamander.
Keywords:
Omnivorous

Yes (2)

No

Yes

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D100
Roll

Abomination
Type

[71-74]

Spherical
Abomination

[75-77]

Description

Arms?

Legs?

Tail?

A hovering or
swimming spherical
monster with two
pincer limbs.
Keywords: All are
Flesh Eater, also:
Aquatic (50%),
Levitating (50%)

Forelimbs
(2)

No

No

Tripedal
Behemoth

A monster with three


legs and three arms,
similar to a Xorn.
Keywords: All are
Elemental, also:
Tunneling (50%)

Yes (3)

Yes (3)

No

[78-80]

Uraean

A winged serpent.
Keywords: Flesh
Eater, Winged

Wings

No

Yes

[81-84]

Uraean Avian

A winged serpent-like
monster with two legs,
similar to a
Cockatrice. Keywords:
Carrion Eater, Winged

Wings

Yes (2)

Yes

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[85-88]

Winged and
Serpentine

A winged serpent-like
monster with two
arms, similar to a
Dantean arch-devil.
Keywords: Flesh
Eater, Winged

Yes (2),
Wings

No

Yes

[89-92]

Winged
Chimeric
Beast

A winged monster
combining the
features of two or
three animals.
Several examples are
the mythic
Criosphinx,
Hieracosphinx, and
Hippogriff. Keywords:
Omnivorous, Winged

Wings

Yes (4)

Yes
75%

[93-96]

Winged
Equine
Quadruped

An animal with a
horse-like body and
wings, similar to the
mythic Pegasus or
Shedu. It may or may
not have a human- or
humanoid-like face.
Keywords: Plant
Eater, Winged

Wings

Yes (4)

Yes
75%

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D100
Roll
[97-00]

Abomination
Type
Winged
Leonine
Quadruped

Description

Arms?

Legs?

Tail?

An animal with a lionlike body and wings,


similar to the mythic
Dragon Beast, Griffon,
or Lion of Saint Mark.
Keywords: Flesh
Eater, Winged

Wings

Yes (4)

Yes

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II.15

BODY TYPES XII


THE OOZES
I watched, and at last I saw nothing but a substance as jelly.

For one instance I saw a Form, shaped in dimness before me, which I will not
farther describe. But the symbol of this form may be seen in ancient sculptures,
and in paintings which survived beneath the lava, too foul to be spoken of...

The Great God Pan, by Arthur Machen

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TABLE 16
ABOMINATION
BODY TYPE DETERMINATION:
OOZES

D100
Roll

Abomination
Type

[01-10]

Description

Arms?

Legs?

Tail?

Abominable
Slime

A slime covered in
mouths and eyes,
similar to a Gibbering
Mouther or Shogthai.
Keywords: Flesh Eater,
Climbing

Pseudo

Pseudo

No

[11-20]

Amorphous
Algae

This monster is a blob


of slimy plant life.
Keywords: All are
Climbing and
Omnivorous, also:
Aquatic (50%)

No

Creepers
25%

No

[21-30]

Amorphous
Energy

This monster is a cloudlike whorl of energy.


The Colour Out of Space
(Lovecraft) is a similar
monster. Keywords:
Arcane, Levitating

No

No

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[31-40]

Amorphous
Flesh

This monster is a blob


of amoeba-like flesh.
Similar monsters
include the Mimic and
the Ochre Jelly.
Keywords: Climbing,
Dream Eater

Pseudo

Pseudo

No

[41-50]

Amorphous
Sand

This monster is a blob


of shifting sand.
Keywords: All are
Climbing and
Elemental, also:
Tunneling (25%)

No

No

No

[51-60]

Cubic
Pillarine

An artificial creature of
Pseudo
cubic shape, similar to a
Gelatinous Cube.
Keywords: Carrion
Eater

No

No

[61-70]

Pillarine

A crawling pillar of
flesh. It may have many
tiny legs, or pull itself
along on muscled
pseudopods. Keywords:
All are Carrion Eaters,
also: Climbing (50%)

Pseudo
50%

No

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[71-80]

Pillarine
Slime

A crawling pillar of
slime, like a demon lord.
It may have many tiny
legs, or pull itself along
on pseudopods.
Keywords: All are
Omnivorous, also:
Climbing (50%)

No

Pseudo
50%

No

[81-90]

Serpentine
Liquid

A weird, watery monster


which looks like a liquid
or slimy serpent.
Keywords: Aquatic,
Flesh Eate

No

No

Yes

[91-00]

Two-Limbed
Pillarine

A slime with a
rudimentary head and
two arms, similar to a
Lemure. Keywords: All
are Carrion Eaters, also:
Climbing (25%)

Yes (2)

No

No

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II.16

BODY TYPES XIII


THE PLANTS

TABLE 17
ABOMINATION
BODY TYPE DETERMINATION:
PLANTS

D100
Roll

Abomination
Type

Description

[01-06]

Amorphous
Algae

This monster is a blob


of slimy plant life.
Keywords: Aquatic,
Plant Eater

[07-12]

Arboreal
Biped

A two-legged tree
monster, similar to a
Treant. Keywords:
Plant Eater

Arms?

Legs?

Tail?

No

No

No

Branches

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

Yes (2)

Yes (2)

No

[13-18]

Bipedal Plant This plant man has


a head, two arms, and
two legs. Keywords:
Plant Eater

[19-24]

Brugmansian
Abomination

A plant monster
which releases pollen
grains that can cause
confusion,
hallucinations,
madness, poisoning,
or death. Keywords:
Carrion Eater

No

Creepers
25%

No

[25-29]

Dionaena

A monster similar to a
moving Venus flytrap.
Keywords: Flesh
Eater

No

Creepers
25%

No

[30-34]

Droseran

A monster similar to a
moving sundew.
Keywords: Flesh
Eater

No

Creepers
25%

No

[35-40]

Fungal Biped

A walking sentient
mushroom-like
fungus; a fungus
man. Keywords:
Omnivorous

Yes (2)

Yes (2)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[41-46]

Fungal
Hexapede

A strange walking
fungus with six legs.
Keywords: All are
Carrion Eaters, also:
Climbing (25%),
Tunneling (10%)

No

Yes (6)

No

[47-52]

Fungal
Octopede

A strange walking
fungus with eight
legs, perhaps a
fungal spider.
Keywords: All are
Carnivores and
Carrion Eaters, also:
Climbing (25%),
Tunneling (10%)

No

Yes (8)

No

[53-58]

Fungal
Pillarine

A crawling pillar of
fungus, similar to a
Shrieker. Keywords:
All are Plant Eater,
also: Climbing (10%)

No

Creepers
50%

No

[59-64]

Fungal
Quadruped

A strange walking
fungus with four
legs. Keywords: All
are Carrion Eaters,
also: Climbing (25%),
Tunneling (10%)

No

Yes (4)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[65-70]

Gorgonian
Plant

This plant (wo)man


has a head covered
with vine-like
appendages (or
tentacles), two arms,
and two legs. Medusa
is the prime example
of this general body
type. Keywords:
Elemental

Yes (2)

Yes (2)

No

[71-76]

Hogweed
Abomination

A plant monster
which excretes acidic
sap as its basic
physical attack.
Keywords: Carrion
Eater

No

Creepers
25%

No

[77-82]

Mold

A deadly monstrous
mold, sometimes
golden or brown in
color. Keywords:
Climbing (assumed to
be mobile),
Omnivorous

No

No

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[83-86]

Slime Mold

An odd kind of sporereleasing fungus.


Keywords: Climbing
(assumed to be
mobile), Omnivorous

Pseudo
25%

Pseudo
25%

No

[87-90]

Spherical
Spore

A hovering fungoid
creature with a
spherical body. The
monster may have a
unique type of
feature, such as eye
stalks, tentacles, an
exposed brain, or a
fanged maw.
Keywords: Dream
Eater, Levitating

No

No

No

[91-95]

Viridian
Biped

A two-legged plant
monster, similar to a
Shambling Mound.
Keywords: All are
Omnivorous, also:
Aquatic (25%)

Yes (2)

Yes (2)

No

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D100
Roll
[96-00]

Abomination
Type
Viridian
Quadruped

Description
A four-legged plant
monster. Keywords:
All are Plant Eater,
also: Climbing (10%)

Arms?

Legs?

Tail?

No

Yes (4)

No

If you are done with this section and wish to proceed directly to the next
chapter, please click here.

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II.17

BODY TYPES XIV


THE UNDEAD

TABLE 18
ABOMINATION
BODY TYPE DETERMINATION:
UNDEAD

D100
Roll
[01-06]

Abomination
Type
Armless
Bipedal
Undead

Description
This damaged
monster has a head,
severed arms, and
two legs. Keywords:
Flesh Eater

Arms?

Legs?

Tail?

No
(Severed)

Yes (2)

No

If you are done with this section and wish to proceed directly to the next
chapter, please click here.

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[07-13]

Gorgonian
Undead

This monster has a


head covered with
serpent-like
appendages (or
tentacles), two arms,
and two legs.
Medusa is the prime
example. Keywords:
Flesh Eater,
Elemental

Yes (2)

Yes (2)

No

[14-19]

Headless
(Acephalus)
Undead

A bipedal undead
creature with two
arms and two legs.
However, Acephali
are headless; their
fanged maws are in
their torsos.
Alternately, the
creature might have
been decapitated in
life. Acephali possess
Tremorsense instead
of eyes. Keywords:
All are Flesh Eater,
also: Tunneling
(50%)

Yes (2)

Yes (2)

No

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D100
Roll
[20-25]

Abomination
Type
Legless
Undead

Description

Arms?

Legs?

Tail?

This damaged
monster has a head,
two arms, and
severed legs.
Keywords: Flesh
Eater

Yes (2)

No
(Severed)

No

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[26-32]

One-Armed
Bipedal
Undead

This damaged
monster has a head,
one intact arm, one
severed arm, and two
legs. Keywords:
Flesh Eater

Yes (1)

Yes (2)

No

[33-39]

Undead
Aberration

Roll on the
Aberration table. The
monster will be
partially skeletal,
rotting, zombified, or
mutilated in
appearance.

Varies

Varies

Varies

[40-46]

Undead
Beast

Roll on the Beast


table. The monster
will be partially
skeletal, rotting,
zombified, or
mutilated in
appearance.

Varies

Varies

Varies

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D100
Roll

Abomination
Type

Description

[47-53]

Undead
Behemoth

This is a large, huge,


or gargantuan
quadruped (typically,
but not always,
furred). The monster
will have garish
features, such as
back-bending legs,
outsized fangs, six
eyes, antlers, or
something similar.
Keywords: Flesh
Eater

[54-59]

Undead
Celestial

Roll on the Celestial


table. The monster
will be partially
skeletal, rotting,
zombified, or
mutilated in
appearance.
Keywords: Arcane,
Dream Eater

Arms?

Legs?

Tail?

No

Yes (4)

Yes
50%

Varies

Varies

Varies

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[60-66]

Undead
Dragon

Roll on the Dragon


table. The monster
will be partially
skeletal, rotting,
zombified, or
mutilated in
appearance.

Varies

Varies

Varies

[67-72]

Undead Fey
One

Roll on the Fey One


table. The monster
will be partially
skeletal, rotting,
zombified, or
mutilated in
appearance.

Varies

Varies

Varies

[73-79]

Undead
Fiend

Roll on the Fiend


table. The monster
will be partially
skeletal, rotting,
zombified, or
mutilated in
appearance.

Varies

Varies

Varies

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D100
Roll

Abomination
Type

Description

Arms?

Legs?

Tail?

[80-86]

Undead
Giant

Roll on the Giant


table. The monster
will be partially
skeletal, rotting,
zombified, or
mutilated in
appearance.

Varies

Varies

Varies

[87-93]

Undead
Humanoid

Roll on the Humanoid


table. The monster
will be partially
skeletal, rotting,
zombified, or
mutilated in
appearance.

Varies

Varies

Varies

[94-00]

Undead
Monstrosity

Roll on the
Monstrosity table.
The monster will be
partially skeletal,
rotting, zombified, or
mutilated in
appearance.

Varies

Varies

Varies

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The Oldskull Experiment, Session 3

My Abomination (as I determined in Oldskull Experiment Session 2) is a


Plant, which means that I proceed next to Table 17, Body Types XIII: The Plants.
Once I click through the menu, I roll D100 to determine my monsters body type.
I roll a 73, which indicates a result of Hogweed Abomination: A plant monster
which excretes acidic sap as its basic physical attack. My monster is described
as having no arms or forelimbs, and no tail. But in the Legs section, the entry
reads Creepers 25%. This means there is a 25% chance that my monster will
have vine-like creepers which allow it to drag itself around. I roll D100 again,
but my result of 57 means that it does not creepers. Perhaps it is immobile. I
cant be certain yet.
In worksheet section 1-3, I record Hogweed Abomination. I also record that
the monster has no arms, no legs, and no tail. In section 1-4, I check off the
Keyword entry Carrion Eater, since this was indicated in the Hogweed
Abomination description.
Growing curious and attempting to visualize my rough creation, I decide to
do some Internet research as well. I look up the Hogweed entry on Wikipedia
and learn that this entry refers to the real-life plant Heracleum mantegazzianum.
This plant has phototoxic sap that can blister sunburned skin. Given enough
severe contact, it can even cause scars and potentially blindness.
What fun!
Perhaps my monstrous plant will smother ancient ruins and temples in the
jungles of my world? Or maybe it will live underground, and thrive off of victim
body heat instead of photosynthesis? I dont know yet, but I keep this idea in
the back of my mind as I proceed to the next step of monster design.

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CODEX
III
THE DETAILED
CONCEPTION

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III.1

NATURA
PREDATORS AND PREY
(Worksheet Section 1-5, and referring to section 1-4)

III.1.1
COMPLEX NATURE:
BEYOND THE SCOPE OF THE SPAWNING POOL

There are many aspects of an Abominations nature nocturnal / diurnal


activity, life cycle, reproduction, lifespan, culture, history, resonance with
mythological accounts, and so forth which are far too variable to be
summarized in a book. Basically, these details will need to be developed as a
result of your own efforts.
To save time and sanity, I recommend that you allow these details to form as
a result of emergent gameplay. In other words, if the monster is first encountered
in the game at night, then it is likely nocturnal (if it is awake) or diurnal (if it is
asleep). If it is encountered guarding young, then you can determine a few basic
ideas about the Abominations life cycle as a result of its body type, movement
modes, aggression and behavior.
Did your Abomination attack during this encounter? If so, the species is
aggressive. Did it run away, despite there being eggs present? If yes, then the
species will abandon young and eggs to save itself. Virtually all needed details
can be recorded in this way as situations arise, and adopted for use.
You can also consider the life cycles of real life creatures to guide your efforts
in this direction. Spiders lay eggs, ants are evolved pupae, mammals give birth,
etc. These endless details only become crucial when they are needed in play.
You can avoid falling into the time-wasting trap of over-design by letting the
secrets manifest themselves as result of unpredictable die rolls, play, and your
players actions and questions.
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Dont overdesign until you need to. Keep moving, and keep creating new
monster types instead of obsessing over one. The overarching goal in this regard
is to make your campaigns monsters as varied as possible, and that goal is
better served by making your monster repertoire broader before you make it
deeper.

III.1.2
SIMPLE NATURE:
THE DIET AND ITS IMPLICATIONS

One detail that is easy to summarize and helpful to know, however, is the
monsters preferred diet. All Abominations regardless of nature feast on souls,
dreams, and mortal life essence; that curious distinction (we might call it
adaptive trans-planar consumption) is what allows them to keep incarnating
and surviving in the game world away from their alien home.
In addition to that basic need, Abominations can also possess one or the
following feasting preferences, based on their recorded Keywords, as follows:

Monsters with the Keyword Arcane are arcane devourers, which means
that they feast upon magical energies. These types of monsters will
prefer to eat spells, spell victims (even their own fallen kind), magic
items, and spell casters.

Monsters with the keywords Carrion Eater are scavengers, and will eat
just about anything substantive, even after it is dead and rotting.
Monsters with the keywords Dream Eater are psychic / psionic
devourers, and will seek out mortals especially dreamers who are
lost in the Dream Worlds to drain their minds of hopes and thoughts.
These monsters will focus on prey with high Intelligence and/or
Wisdom scores.
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Monsters with the keyword Elemental are elemental devourers, which


means that they feast on primal elements (winds, stone, fire, or water).
You can refine the details as you prefer (with some monsters preferring
to feast upon scents instead of winds, crystals instead of stone,
phlogiston instead of fire, oceanic petrol-ice instead of water, or
whatever).
Monsters with the keywords Flesh Eater are carnivores, and will feast
on humans and other living creatures.
Monsters with the keywords Plant Eater are herbivores, and will
consume plants (or molds, or fungi, etc.).
Monsters with the keyword Omnivorous will eat just about anything
that is alive.

Even if the appropriate Keywords are not present, you can add one or more
of these options to your monster description if they seem interesting or
appropriate.

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The Oldskull Experiment, Session 4

I know that my unnamed hogweed monster (from Oldskull Experiment


Session 3) is a Carrion Eater, because that Keyword phrase was included in the
description. So I check off that box in worksheet section 1-5. I also decide that
I like the Arcane Devourer concept, because it seems very unusual and kind of
scary for a plant. So I check off that one too. Now I know that my plant does
not just eat dead things, it eats magic and spell casters, too!

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III.2

DENIZENS
MONSTER POPULATION rating
(Worksheet Section 1-6)

While you are designing your Abomination, you may want to consider (if you
have not already done so) whether the creature is unique or representative of a
species. Unique creatures will of course not have eggs, young, nests, and so
forth in most circumstances. You can create special exceptions if you feel this
will lead to a compelling scene within the game; for example, you might create a
unique monster that is actually malformed because it has a bud on its head
that is going to drop off and turn into a new baby monster when the mommy
dies. (Surprise, disgusted adventurers!)
If you cannot imagine multiples of the monster existing, or if you want to have
the players (and PCs) learn that the creature is the last of its kind for dramatic
effect, then you will want to classify your creation as a Nonesuch as I mentioned
earlier (Section I.8).
Otherwise, you will probably want to classify the monsters frequency of
appearance, or population rating, at this time. I recommend the use of the
classic Common / Uncommon / Rare / Very Rare (CURVR) progression to
measure monster populations, with some minor modifications to approach as
explained below.
In my opinion there is a pitfall in classic editions of the FRPG, where monsters
would be listed as Very Rare but then would be found all over the place in
dungeon modules and other officially published materials. And conversely,
monsters listed as Common would often be in short supply, simply because
they tended to be mundane and uninteresting. With the Abominations, however,
every creation you make is evocative and otherworldly and you can feel
comfortable using a well-crafted monster with any level of CURVR frequency
especially if you are designing an Abomination invasion scenario in your
campaign. Creatures that are extra-planar and Very Rare right now might well
be Rare in another game year, and Uncommon after a year after that.
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Very generally, I recommend that most Abominations (CR 6 to 17) should be


classified as Rare, with the strongest types (CR 18+) being Very Rare and the
weaker ones (~CR 2 to 5) being Uncommon. The Common designation should
be reserved for swarm-type monsters (CR 0 to 1), such as weaker humanoids,
oozes, imp-fiends, insects, and minor beasts. If you dont know the monsters
CR, and cant venture a rough guess, then a Rare frequency rating is a fairly
conservative and reasonable choice.
Classically, a Gygax-recommended spread of monsters in an FRPG campaign
(circa 1977) would include 65% encounters with Common monsters, 20%
Uncommon, 11% Rare and 4% Very Rare. However, I feel that this Gygaxian
hierarchy unfairly burdens the GM with pressure to include too many Common
creatures, while ignoring the excellent Very Rare end of the spectrum. The fact
that Common monsters were uninteresting, while Very Rare monsters were
fascinating, caused GMs to favor encounters with unusual monsters despite the
recommended percentages. More reasonably then, I would suggest that the GM
should use two different frequency percentage classifications for encounters,
based on the realm the adventurers are exploring, as follows:

Encounters in Outside / Wilderness Areas: Common 40%, Uncommon


30%, Rare 20%, Very Rare 10.
Encounters Dungeon, Planar, or Dream World Areas (where the exotic
becomes the norm): Common 35%, Uncommon 30%, Rare 20%, Very
Rare 15%

As an overall note for encounter building, I also recommend that no more


than 20% (1 in 5) of a scenarios encounters should be with Abominations unless
the adventure is taking place in a planar realm or in the Dream Worlds. The
remaining 80% of the encounters or even 90-95% should be with normal
monsters, so that the Abominations do not completely change the flavor of the
game away from the classic paradigm. If you disagree with this conservative rule
of thumb, you should certainly tell your players that you are going to be changing
the campaign from a heroic one to a horror-themed one, and very quickly.

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Keep in mind as always that these are guidelines, and that to use this system
effectively you may need to classify all of the SRD5 monsters according to CURVR
frequency. If there is sufficient GM interest in knowing the frequencies of classic
monsters and other hidden data that is not in the current edition, I will include
this type of data in a future work.
And if all of this is simply too much to think about at this stage of your
monster creation process, you can simply check the Unknown at This Time box
in worksheet section 1-6 and ignore the problem for now. Just be careful not to
leave the problem unattended in the long term, because the frequent inclusion
of Abominations in your dungeons will decisively change the nature of the game.
The change will be for the better if you are careful and thoughtful in the changes
that you are making to the monster population overall.

The Oldskull Experiment, Session 5

I do not yet know the frequency of my new hogweed plant monster, and I dont
know its Challenge Rating either. My vision at this time is that this monster will
be relatively weak in the world, and I dont want to have my new Abomination
popping up everything if this experiment doesnt work. Therefore, I decide that
my monster will be Rare and I note that in worksheet section 1-6.

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III.3

PROTAGONISTS
CALCULATING
AVERAGE PARTY LEVEL
(APL)
(Worksheet Section 1-7)

To move forward with your monster design, you will need to consider more
complex meta-game intangibles beyond just the monster itself. You need to
generally know how powerful the monster could potentially be, even though you
dont yet know all of the things that allow you to calculate a specific Challenge
Rating. You also need to have a decent understanding of how the monster will
fit into your existing campaign. To do that, you need to assess your regular play
groups relative power level for all of the Player Characters (PCs), which will allow
you make informed decisions about the rough potential range of low and high
Challenge Ratings that might be appropriate for the new Abominations entering
your game world.
A PC groups power level is a very tricky thing to measure, because there are
so many variables in play which affect the actual rating. Things which this book
cannot measure, but which certainly affect relative party power level, include:
player intelligence and creativity; player skill; player teamwork; class selections,
availability, and unavailability; player attendance (do you still play when the
group is at partial strength?); group aggression and play style; min-maxing (or a
lack thereof); ruling loopholes (and how the GM responds to them when they
drastically and clearly favor a self-serving player); how forgiving the GM is (do
you fudge any rolls to save a PCs life?); the frequency and power of magical
healing, as well as the armor rewards provided to the group; and, an
understanding of how you as a GM tend to build the majority of your encounters.
Some GMs always build easy or average encounters for story purposes, while

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others build deadly and deadly+ encounters all over the place and then expect
the players to plan and react accordingly.
(Caveat emptor: The author, despite harboring a tender soft spot for veteran
players with many decades of play experience, shamelessly falls into that latter
category! ~K)
There are two helpful power variables which are easy to factor, however: [1]
the number of Player Characters in your regular group, and [2] the experience
levels of those characters and their associates. These numbers can give you a
rough measuring stick which I call the Average Party Level (APL). My system
varies somewhat from the official systems for the FRPG, but nevertheless I feel
it is fairly informative as a guideline for monster difficulty purposes.
To calculate your partys APL, simply do the following:

[1] Count the number of PCs in the regular group. This is the PC Count.

[2] Include those NPCs who frequently accompany the party (henchmen,
retainers, etc.). This is the NPC Count.

[3] Add the PC Count and NPC Count together to get the Character Count.

[4] Add all of these characters experience levels together. For example, if
your group has five characters of levels 3, 3/3 (multi-classed), 4, 5, and 6, then
the sum is (3 + 3 + 3 + 4 + 5 + 6 =) 24. This number is the Level Count.

[5] Divide the Level Count by the Character Count. This is the Average Party
Level (fraction included), or APL.

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[6] Modify the APL based on the Character Count, as follows:

[6a] If the Character Count is 2 (!), reduce the APL by 50% (x .5).
A single character death would always be catastrophic for this party.

[6b] If the Character Count is 3, reduce the APL by 33% (x .666).


This party is highly vulnerable to losing a single member, but the
loss is not a death sentence.

[6c] If the Character Count is 4, make no adjustment to the APL.


This is the baseline party power level considered in the modern
edition of the FRPG.

[6d] If the Character Count is 5, increase the APL by 15% (x 1.15).


Beyond this point, the party can be considered large by modern
standards, or average by old school standards.

[6e] If the Character Count is 6, increase the APL by 30% (x 1.3).

[6f] If the Character Count is 7, increase the APL by 45% (x 1.45).

[6g] If the Character Count is 8, increase the APL by 60% (x 1.6).

[6h] If the Character Count is 9, increase the APL by 75% (x 1.75).


(Etc., adding +0.15 per additional character if the group is very large.)

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[7] Round the APL off to get an easily workable number, as follows:

[7a] If the decimal for your APL number is 0.499 or lower, round the number
down to the next lowest integer (e.g., 6.434 becomes 6).

[7b] If the decimal for your number is 0.5, round up to the next highest
integer (i.e., 6.5 becomes 7).

[7c] If the decimal for your number is 0.501 or higher, round up to the next
highest integer (e.g., 6.934 becomes 7).

(Please note that this system can never be perfect, due to the need for simplicity
and the vagaries inherent in the obfuscated bounded accuracy paradigm of
game design. I welcome veteran GM feedback on these estimations, because Fifth
Edition is not my primary rules set, and I may modify this system in the future.
~K)

[8] Record the resulting final APL score, along with the date you made the
calculation, in Abomination worksheet section 1-7. Keep in mind that you will
want to re-crunch this number on a fairly periodic basis as the group changes;
I recommend doing so once (a) a month, or (b) whenever there is a significant
change in player membership, or (c) whenever there is a permanent character
death and you are preparing for the next session.

As always, you must be cautious in avoiding the temptation to over-trust this


approximation: this system is perilously open to your excessive reliance upon
the math without applying common sense. The APL is a guideline for your
reference, not an authoritative game balancing factor. Please also refer to the
things which this book cannot measure section, above, and personally decide
if this number is truly representative of your campaign groups power level and
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the way you play the game. You may then want to lower this power number if
your game is hard or unforgiving (meaning that the party is relatively weak in
ratio to your monsters), or increase this power number if your game is easy.
As a judgmental rule of thumb, if you do everything you can to save a PCs life
up to and including cheating, you are an easy GM.
In either direction of APL variance, low or high, be honest with yourself for
best results!
Now that you have an idea of your campaigns approximated APL, you can
move forward with the design of multiple monsters within a general range of
acceptable lethality. Refer to the next section for more concerning an
Abominations Base Lethality Rating (BLR), a calculated variable which can
be used to guide the creation of monsters possessing a tough but fair level of
difficulty.

The Oldskull Experiment, Session 6

For the sake of our continuing example, let us say that our campaign includes
six active PCs: a level 6 barbarian, a level 5 cleric, a level 5 druid, two fighters
(levels 3 and 5) and a level 7 wizard. These adventurers have three frequent NPC
companions, including a level 2 ranger, a level 3 monk, and a brown bear. Now
the bear is a bit of a wild card, so we will consider his CR of 1 (meaning hes an
easy yet respectable challenge for a low-level party) and arbitrarily give him an
experience level of 2 for calculation purposes.
The PC Count for this group is 6. The NPC Count is 3. (Bear advocacy rights
just scored, big time.) The Character Count, adding 6 and 3 together, is 9. The
experience levels are 6 + 5 + 5 + 3 + 5 + 7 + 2 + 3 + 2, totaling 38. Thats the
Level Count. The Level Count divided by the Character Count, 38 divided by 9,
is 4.222 (repeating, of course). That is our Average Party Level (APL).
Next, we modify the APL based on the Character Count, which is high at 9.
Calculation step [6h] shows us that we should apply a modifier of 1.75, basically
increasing the APL to reflect the large party size. 4.222 multiplied by 1.75 is
7.3885. Thats our new APL figure, replacing the old 4.222.

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Moving on to calculation step [7], we round the 7.3885 down to a flat 7. We


record this information in worksheet section 1-7, and move on to the next
chapter, where our formerly reliable author loses it for a little bit.
Its okay. It happens to the best of us.

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III.4

ANTAGONISTS
BASE LETHALITY RATING
(BLR)
AND ITS IMPORTANCE
(Worksheet Section 1-8)

Once you have considered the power of the heroes in your campaign, you can
then consider the power of your monster-in-progress and come to a meaningful
conclusion as to the relative power of your fiendish creation.
Unlike classic normal monsters which have all been pre-designed, play
tested, refined and balanced for the FRPG it is very difficult to create a random
monster generator, with a vast array of possibilities, that will always pop out
interesting beasties to instantly fit into a preconceived Challenge Rating (CR) that
you assign.
Balance in a creative game doesnt and cannot work that way. Creation is
messy. There needs to be some breathing room within the system prior to any
difficulty assignment, so that we can maximize the potential number of
monstrous possibilities at in design phase. If you pre-restrict your Abominations
into CRs before they even possess any generated powers, your unique monsters
will then quickly tend to resemble one another after only a few design attempts.
And why? Because the calculations involved in CR determination demand that
your monsters can barely move within the constricting difficulty box you will
shove them into. A single strong ability, or a single weakness, can significantly
alter a CR along the way as we sort the monsters powers out.
This means that some intentional chaos needs to be seeded into a quality
monster design system, so that a huge number of aberrations (each of a
reasonable magnitude!) can potentially result. We sacrifice predictive balance in
favor of infinite options.
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Some form of during-creation power measurement is certainly still helpful,


however, while were busy making everything a bit off-kilter. You will want to be
reasonably certain that (a) your new monster will be a challenge for your players
characters right now, for inclusion in the next play session, and (b) that the
monster will still remain fearsome and useful in your campaign for the
foreseeable future, as the PCs experience levels inevitably rise. To put it another
way, you will want your monsters to start out a bit overpowered so that they are
fearful right now, and so they will remain viable for at least a real-world year or
so.
These conflicting requirements create a bit of a random generator
conundrum, because all of these design considerations (involving the APL, the
CR, the monster power options, and everything else) need to be carefully
balanced with one another without stifling the interaction of the intrinsic random
design systems. After all, if you use this books systems to create a useless
monster that is either far too weak or far too powerful (or, the ultimate horror, a
new monster thats predictable and boring), then youve wasted precious design
time.

III.4.1
A NECESSARY SECTION YOU CAN SAFELY IGNORE:
(IN WHICH THE AUTHOR GOES TROMPING OFF ON A MERRY TANGENT)

(Rant on.)
If youre just going to create something safe and orthodox to replace Orcs
something that isnt very interesting then why not just stick with Orcs and
call it a day?
Dont play it safe when you design your Abomination. Go for weird, and go
for memorable. Make your monster interesting, even if you cant figure out
precisely how powerful its going to be.
And yes, I know your players will probably blame you if your monster ends
up being too dangerous and too difficult. Well, your more difficult players think
theyre smart and savvy and skilled, right? They do all of that studying, the rules
lawyering, the build sharing online, and the min-maxing to maximize their
characters power, yes? (They may role-play and make atmospheric choices and

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design well too, but any skillful player who says they dont ever try to empower
their character outside of play time is selling something.)
Theyre hero material, right? Then welcome to the proving grounds. Your
players are simply going to have to deal.
Monsters should always kill PCs at least some of the time. Skill mitigates
that risk, but it never eliminates it. The inherent danger should always be there.
Old school play is about calculated risk-taking in the face of danger. And
here, we are focused upon the most important risks inherent in the game: the
monsters themselves. Make them fearsome. When your PCs defeat them, you
want the players to feel as if they really accomplished something because they
did.

III.4.2
UNDERSTANDING THE BLR:
AN UNORTHODOX PREDICTIVE TOOL

Now, to get slightly back on track: How do we abandon Challenge Ratings for
now and still keep our monsters within a roughly predictable power bracket
while allowing enough system flexibility for near-infinite design options?
This book utilizes a compromise system which is useful for monster power
forecasting (not measurement), which is called the Base Lethality Rating (BLR).
A BLR is similar to a Challenge Rating, and will tend to range between 0 and 30.
A BLR is still a measure of an Abominations power level, but it is necessarily
hazier than a CR and it has a very different intent.
To be clear: The purpose of a CR is to estimate a monsters power after the
monster has been fully designed and play-tested, so that reliable CR calculations
can be plugged into an encounter during the pre-session scenario design phase.
A BLR, conversely, is a guideline which can be used to frame a monsters
potential power spectrum (within a fixed range of relative highs and lows) while
the monsters powers are still being generated, pondered, shifted and modified.
Where a CR is made to be restrictive and informative, a BLR is made to be
unstructured and intuitive. The looseness of the BLR therefore allows you the
maximum number of potential and random variables, while its upper and lower
limits prevent the generation of a truly ludicrous random result.
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The BLR range will (for example) prevent you from creating a tiny CR 3 batsquid with a CR of 28. But the BLR will also guide you towards powers that are
reasonable for CR 3, while still allowing for some power creep.

As you may have already surmised, I am not precisely enamored with the
Challenge Rating system. I rather believe that it is necessary to create more
powerful and varied monsters for the game, and to move the expectation away
from modern GM-driven encounter balance, and back toward player-driven
encounter appraisal.
My rather unpopular position is this: You shouldnt be creating balanced
encounters. At least, not all of the time. Your players characters should be
hiding, hiring, divining, scouting, planning, and plotting, always trying to figure
out if any given encounter is conquerable and worth it, or simply something to
be avoided.
It is an open (if controversial) secret that the current editions CR and
encounter design systems were engineered to create mostly soft and easy results,
where the PCs will almost always win an encounter unless they either (a) do
too many things in one day, (b) roll everything terribly and refuse to disengage,
or (c) make an extremely stupid tactical decision. In other words, if you have
clever players and/or a forgiving Game Mastering style, the outcome of almost
every encounter is foreordained.
This means that the excitement,
unpredictability, and danger inherent in old school play (in my opinion, which
you are probably learning can be sour!) are effectively neutered. The players in
such a campaign, which is filled with predictable encounter templating, rarely
need to make a tactical estimation of any one monsters strength. The players
can simply assume that if you put it in the game, it was put there by the book,
and therefore it was designed to be beaten. This mentality is supported, and
encouraged, by the mechanics of balanced and CR-driven encounter design.
Since this book has been designed to re-infuse the modern game with old
school principles of monster development, I recommend that you actually do not
give your Abominations a Challenge Rating at all. Tell your players the next
session will be dangerous, and let the dice fall where they may. The systems in
this book were designed to create memorable encounters that will never be
boring, predictable, easily measurable, or a pushover. Hopefully, the results will
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be surprising and exciting to the GM and players alike. Some Abominations will
be easily defeated by a skilled group, but most of the new encounters will be
challenging indeed. The classic maxim Run away, live to fight another day is
crucially missing from the game if all of your encounters are balanced to ensure
automatic monster defeats. If you are willing to change this paradigm, and to
warn your players that you are increasing the games difficulty level and mode of
play, then new Lovecraftian monsters become the perfect and justifiable nemeses
which even epic-level heroes might be eager to run away from.
All of this uncertainty in early monster power estimation is included here by
design. The BLR (and its resultant Abomination difficulty rating) is a feature,
not a bug. This supplement was written and dedicated to celebrate the Weird,
the Horrifying, and the Unknown. Much of this cumulative atmospheric effect
can be ruined if you use the current editions CR and encounter design systems
to create an easily-defeated Abomination. And as experienced GMs know, even
a Deadly encounter can be a pushover for a well-played team of Player
Characters.
With all of that being said, I do understand that these principles of design
and play are considered outmoded or at the very least esoteric by many
people who have played the FRPG for fewer than 20 or 30 years. The game has
become generational and the generations of players and GMs now see things very
differently. For that reason, I do include guidelines at the end of this tome (as
an appendix) that will allow you to approximate an Abominations CR prior to
play, if you feel that you must have that piece of information.

Click here if you would like to review the CR guidelines now.

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III.4.3
A MEASURE MOST CHAOTIC:
DECIDING UPON A BLR FOR YOUR MONSTER DESIGN

And now that you understand what a BLR is, and its predictive intent during
the design process, I can provide a recommended range of BLRs for you to
consider for your monster creation.
I recommend that the very first monster you create with the Spawning Pool
should possess a BLR equal to your campaigns Average Party Level, or APL.
In other words, if you campaigns current APL is 6, then you will probably want
to create a BLR 6 monster before you use the systems wider potential power
range.
After you create your first Abomination and grow more comfortable with the
results, you can then tinker with my systems until they suit you and your games
style and difficulty level perfectly. You may serendipitously find a sweet spot
where the Abominations are perfectly suited as a dangerous and deadly
challenge which your players will welcome with eager fear, loathing, and
anticipation. If (for example) you have a very skilled and crafty group of players
who always have memorable encounters with Abominations of a BLR equal to
their APL+2, then you can keep designing BLR=APL+2 monsters for the rest of
that campaign.
Alternately, you can later randomly determine the BLR within a fixed range
to keep the uncertainty and loathing strong. If you do so, I recommend that you
introduce monsters which possess a BLR between APL-3 and APL+3, with a
minimum BLR of 0 and a maximum of 30. For example, if your games current
APL is 8, then you would want to create new Abominations with a BLR between
APL (8 - 3 =) 5 and (8 + 3 =) 11. This spectrum keeps the monsters you worked
so hard to create relevant to the game for a long time, and it gives a good range
of unpredictability that will keep your players fearful and on their toes. The
difficulty of individual monster types can be tweaked simply by tinkering with
the number of Abominations appearing in any given encounter. Monsters with
low BLRs can appear in swarms, while those with high BLRs can be singular or
in small groups and surrounded with protective minions. (See the last portion
of this book for many ideas in that direction.)

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If you want to randomly determine Abomination BLRs later in the campaign


after you create your first monster with a BLR equal to the APL I recommend
a range that favors the middle (APL = BLR), but does not foreordain it, like this:

TABLE 19
CALCULATING
THE APPROPRIATE BLR
FOR A NEWLY-CREATED ABOMINATION

D100
Roll

Suggested Action

Potential Encounter Difficulty


(Affected by Number Appearing)

[01-03]

Create a new monster of Easy to Challenging


BLR equal to APL-3 (to a
minimum BLR of zero) [*]

[04-10]

Create a new monster of Moderate to Challenging


BLR equal to APL-2

[11-25]

Create a new monster of Challenging to Dangerous


BLR equal to APL-1

[26-75]

Create a new monster of Challenging to Deadly


BLR equal to APL

[76-90]

Create a new monster of Challenging to Horrific


BLR equal to APL+1

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D100
Roll

Suggested Action

Potential Encounter Difficulty


(Affected by Number Appearing)

[91-97]

Create a new monster of Dangerous to Horrific


BLR equal to APL+2

[98-00]

Create a new monster of Deadly to Horrific


BLR equal to APL+3

[*] Special Note on Introducing Low-Level Abominations to the Game: If


your group is of low enough power that monsters of CR 0 and 1 are still
frequently featured in the game, you may want to consider creating a monster
with a BLR of either 0 (25% chance if you wish to determine this randomly), 1/8
(25%), 1/4 (25%), or 1/2 (25%). The monster power tables have been designed
to include all of these slight BLR gradations between 0 and 1, with a fair number
of possible power options at each level of the hierarchy.

III.4.4
IN CLOSING:
BLRS ENCOURAGE UNPREDICTABILITY

Once you become comfortable with the BLR system, you will hopefully come
to find that the players are beginning to respond to the variance in encounter
difficulty levels. They may not always like it, but they will probably begin to
approach encounters differently.
Keep in mind too that because Abominations are so unusual and variable,
the players are very likely to first perceive them all as an invasive threat. As the
campaign continues and Abominations of different alignments and power levels
are introduced, their role in the campaign will expand from mere kill-on-sight
enemy to further encompass possibilities such as lucrative, entertaining,
and potentially helpful. Your adventurers will later become interested in
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tracking down specific Abomination species to seek sage advice from, to tame, to
conjure, or to kill and harvest for potion ingredients. When these possibilities
broaden naturally within the game, the BLR mechanism will become less
important to your designs.
It is hoped that the BLR forecasting technique will help you to become more
comfortable with reintroducing the principles of uncertainty, chaos, and
potential monster lethality to the modern game. If it all seems a bit much to
consider, just remember: Even though you will need to calculate a BLR to
effectively use the upcoming monster ability chapter of this book, you can always
fall back to the firmer ground of the CR appendix (Appendix A) if you are
uncomfortable with the vagaries inherent in the BLR.

The Oldskull Experiment, Session 7

In our last example, we calculated our imagined partys Average Party Level
(APL) at 7. This means two things: [1] Our first monster design, the hogweed
plant Abomination which we have not forgotten, should have a Base Lethality
Rating (BLR) equal to the APL, meaning 7; and [2] in the future, beginning with
our second monster design, we will roll percentile dice on Table 19 above to
determine the appropriate BLR for each new Abomination type. If when we
decide to create a second Abomination our partys APL is still 7, then we will be
looking at BLRs between APL-3 and APL+3, indicating a difficulty range between
4 and 10. Due to the way Table 19 is designed, 50% of the time, the BLR will be
equal to the APL; 25% of the time, the BLR will be lower; and 25% of the time,
the BLR will be higher. The players will never know exactly how powerful each
new monster is.
For now, we will keep the figure BLR=7 in mind, so that when we move on
to the next design step we know approximately how strong our hogweed plant
monster will be.

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III.5

DELIRIUM
THE MADNESS SYSTEM
(Worksheet Section 1-9)

I cannot forget Carcosa where black stars hang in the heavens; where the
shadows of men's thoughts lengthen in the afternoon, when the twin suns sink
into the lake of Hali; and my mind will bear for ever the memory of the Pallid Mask.
I pray God will curse the writer, as the writer has cursed the world with its
beautiful stupendous creation, terrible in its simplicity, irresistible in its truth a
world which now trembles before the King In Yellow.

The King in Yellow, by Robert W. Chambers

There is one excellent old school play mechanic which is already featured in
the SRD5, and the Spawning Pool works perfectly with its inclusion in your
campaign. This is the FRPGs optional Madness system.
I recommend that you read the official system in the SRD5 carefully, and
strongly consider including it in your campaign. Players frequently tend to
dislike the madness rules because they are seen as punitive, and because they
can also potentially remove player control of a PC on a temporary basis.
However, I have found that the rules perfectly complement the inclusion of
Abominations in the game, and serve to quantify the uncanny atmosphere which
is created when ungodly entities invade the mundane game world. Further,
many of the conditions are relatively minor, and enduring madness can only
commonly occur when the players insist on getting the PCs in over their heads.
The inclusion of the Madness system, in my opinion, is a clean and balanced
way to introduce the precepts of Weird Fiction to your game.
If you do decide to use the Madness rules, I recommend the following changes
and features to make the rules work perfectly with your Abominations. This
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section is necessarily suggestive rather than strict, because your campaign and
your players will be very different from mine in ways that I cannot foresee.

Firstly, I recommend that only Abominations of Neutral or Evil alignment


should be capable of inducing madness during combat.
Good-aligned
Abominations are either creatures born of the Dream Worlds (with mortal
intervention), or have evolved to the point where they seek to learn from and
interact with lesser mortals in order to sate their alien curiosity. As such, even
those Good-aligned Abominations which turn hostile should not ever engender
combat madness in Player Characters. I also recommend that non-Abomination
monsters should never cause madness at all, so that the otherworldly nature of
all Abominations is emphasized. You can then define madness as a mechanic
which is caused by hostile experience with otherworldly entities. Following
logically from this point, you may want to make an exception for Aberration
monster types on a case-by-case basis (especially those with exposed brains
and/or tentacles, as a general rule!).
You will note that the official system does not offer concrete rules for the
various levels of madness which can be caused by a monster. I suggest that the
three levels of madness defined in the SRD5 short-term, long-term, and
indefinite should each be the result of a different magnitude of power
disparity between the heroes and the monsters. In other words, if the partys
APL and the monsters BLR are relatively equal, then short-term madness might
be result; but if the APL is overwhelmed by the BLR, then indefinite madness
should become a very real possibility. Savvy players will quickly learn that the
madness system is a very accurate predictor of an Abominations relative danger
level, and will likely act accordingly in future encounters.
And mercifully, madness may actually save PCs from time to time, since
madness makes the mortal mind unguarded and easy for Abominations to probe,
feed upon, and contemplate. Madmen are frequently kept alive: Abominations
who drive mortals mad tend to keep their gibbering victims around as tasty
psychic treats.

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Since Wisdom can be regarded as a measure of a characters sanity, I


recommend that a Wisdom saving throw should be required to avoid the onset
of madness during an Abomination attack. You can decide on the particulars of
the saving throw and its modifier(s) as you consider just how much insanity you
(and your players!) want to include in the game. My own further suggestion is
that you should make the first Abomination encounter almost certain to induce
madness, so that the new mode of play is announced by the strange encounter.
Thereafter, the chance of madness onset should be reduced considerably as the
game worlds inhabitants come to terms with the encroaching reality of an extraplanar invasion by psychic assailants. You will probably want to make the
madness check an advantage saving throw for cleric and paladin PCs, because
those characters in particular draw their power from the certain knowledge that
they are to an extent divinely protected by planar powers which are greater
than the Abominations themselves.
Due to PCs generally being daring exemplars and brave adventurers, they
should not (in my opinion) suffer madness simply by viewing horrific entities.
You can certainly have that effect for low-level NPCs accompanying the party,
but PCs and stalwart henchmen should only find their sanity attacked when a
Neutral or Evil Abomination enters combat with them. When the combat
encounter with an Abomination begins, the monster(s) will make a brutally
primal empathic link with their prey. The madness saving throw should take
place, at the speed of thought, at the very moment the violence begins.
To determine the severity of madness on a failed saving throw, consider the
following:

If the Abominations BLR is less than the partys APL, then bravery should
prevail over the trauma of the psychic link, and no madness should be
possible. You can describe the onslaught of visions, of course, but the
victims willpower silences the intrusive missives.

If the Abominations BLR is equal to the APL, then short-term madness is


possible.
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If the Abominations BLR is 1 or 2 points higher than the APL, then longterm madness is possible.

If the Abominations BLR is 3 or more points higher than the APL, then
indefinite madness is possible.

The specific type of madness can be decided upon by the GM as appropriate


to the monster species, or randomly rolled using the tables already provided in
the SRD5.

In addition to these madness through psychic empathy rules, I also


encourage you to consider the possibility of madness through the death knell.
This is an additional system which can be helpful if you later want to introduce
the idea that some Abominations can become allies, conjured servitors, or
tameable familiars. Players may well become less inclined to instantly attack
every Abomination species if doing so results in bouts of madness, after all!
Skilled players will learn over time that violence is not the only way to deal with
threatening enemies.
Importantly, Good-aligned Abominations should be able to induce this form
of death knell madness, just as Neutral and Evil Abomination do.
The idea of the death knell is that the very first time a PC kills an Abomination
of any particular species, there is a psychic backlash and a moment of cosmic
revelation. Examples of cosmic revelations, if you want to get that detailed, can
include:

Seeing a glimpse of the monsters home world.

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Seeing and feeling murder by an alien intelligence through the victim


monsters senses as the killing blow strikes (i.e., the aliens and PCs
senses temporarily change places).

Seeing the primordial creation of the universe, or another universe, or


the multiverse.

Seeing the future end of humanity.


Seeing the Mad God which lies at the heart of the universe.
Realizing that most normal gods were once heroic mortals, who will
one day die (due to a lack of mortal worshippers, who go extinct) while
the Abomination races shall remain forever.

To retain game balance, each character can only suffer death knell madness
once as a result of killing any given species. In other words, if you have
Abomination species A, B, C, D, and E in the campaign, then a character will go
mad when he lands a killing blow for the first time on A, and will suffer madness
once again when killing species B for the first time as well. Killing multiples of
species A simultaneously will only result in madness once, and encountering
species B later and killing more of them will not result in madness after the first
time. However, later encountering and killing species C for the first time would
induce the death knell madness once again. You will of course need to keep a
campaign journal summary of each characters interaction with each
Abomination species to apply this ruling fairly.
If you do decide to use the death knell system, I recommend that there should
be no saving throw, unless the killing character in question is (a) a cleric, (b) a
paladin, (c) Chaotic Evil, (d) Chaotic Neutral, and/or (e) possesses a Wisdom
score in excess of 15.
The severity of the death knell madness effect can be based solely on the
monsters BLR, ignoring the characters APL, as follows:

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Minor Entities: Abominations of BLR 0 to 2 create no death knell


madness effect when slain, as they are not powerful enough to do so.

Lesser Entities:
madness.

Abominations of BLR 3 to 7 induce short-term

Greater Entities: Abominations of BLR 8 to 12 induce long-term


madness, unless the killing character has Wisdom 13+, in which case
only short-term madness is caused.
Eldritch Entities: Abominations of BLR 13 to 20 induce indefinite
madness, unless the killing character has either Intelligence 15+ or
Wisdom 15+. If either of these conditions are met, then only long-term
madness is caused. If both of these conditions are met, then only
short-term madness is caused.
Ageless Entities: Abominations of BLR 21 to 25 induce indefinite
madness, regardless of the killers Intelligence or Wisdom.
Apocalyptic Entities:
Abominations of BLR 26+ are hyperdimensional entities. They induce indefinite madness in the killer,
and indefinite madness in all mortals within 1 mile of the killer as well.
(Individual saving throws, as appropriate, do apply.) The killer(s) will
have current hit points reduced by 50%. For example, a wounded PC
with 36 hit points remaining would be reduced to 18 hit points
remaining by the psychic shock. Further, NPC mortals and monsters
of INT 5+ and CR<4 will instantly die of shock as the horror of the death
knell revelation is revealed.

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These systems should allow the logical use of the madness system in your
heroic fantasy campaign, without completely overriding player control of the PCs.
The purpose of these rules is not to punish the players, but rather to evolve their
play, and to maximize the atmospheric potential of Abominations in the game.

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III.6

KINESTHESIA
THE MONSTERS SENSES
(Worksheet Section 2-1)

Once the thorny issues surround monster power have been sorted out, it is
time to focus on some of the easier and more straightforward qualities that your
creation will possess. The first variable in this category is the monsters senses,
chiefly its sense of sight.
The following options summarize the nature of monstrous senses as
portrayed in the official SRD5. You may want to add some more elaborate
details, such as how acute the monsters hearing and perception ratings are, or
unusual senses far beyond mortal scope and certainty; but the general details
below should be sufficient to allow you to run most Abomination encounters.
The first question you will want to ask yourself in this regard is simple: Does
the monster have eyes and a sense of vision? This may seem like a very
straightforward yes/no question, but you will want to consider how you perceive
the nature of your worlds monsters before you answer this decisively. For
example, constructs typically have sculpted or jeweled eyes because they are
statue-like. But do those eyes convey vision, or do the constructs sense prey
through vibration or some other detection mechanism? Undead tend to have
eyes, even if they are non-corporeal. But if something is deathless, are its eyes
still functional and alive? Or does it use something more like Tremorsense to
find its enemies? Does a humanoid plant monster have eyes? If not, how does
it sense and interact with its environment? These finer points of contention can
go either way, depending on how you think your monsters should realistically
function in your game world.
Next, you will want to consider a monsters Perception rating. Perception is
a Skill that is based on Wisdom. It usually makes sense to give your monster
Perception or Passive Perception based on its general capabilities. My best
common sense recommendation in this regard is to consider your Abominations
BLR, and to compare it to the CRs of monsters at that same approximate level.
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As an example, if I am creating an Abomination of BLR 4 and considering its


Perception rating, I will be looking at CR 4 monsters in the SRD5 before making
my final decision. CR 4 monsters include Chuuls, Couatls, Red Dragon
Wyrmlings, Ettins, Ghosts, Lamias, Wereboars, Weretigers, Black Puddings, and
so forth. If I am designing a draconian BLR 4 Abomination, I will be looking more
closely at the Couatl and the Red Dragon Wyrmling; but if its a bestial humanoid,
I will be looking at the Wereboar and Weretiger; and so forth. By comparing your
Abomination to roughly similar monsters, you can decide what Perception rating
is most appropriate for the new monster and for your game. You can always
change the Abominations stats later if you dont like the way this initial
approximation works out in play.
Beyond the Perception matter, you will also want to decide if the monster has
a special sensing ability: Blindsight, Darkvision, Sense Magic, Tremorsense,
and/or Truesight. There is no good way to randomly determine this, but I
provide some guidelines for your consideration here:

Blindsight is appropriate for monsters that do not rely on sight as their


dominant sense, such as arachnids, bats, burrowing creatures,
constructs, dragons, fungi, insects, plants, slimes, and snakes. If your
Abomination belongs to one of these general monster types and/or body
types, I recommend imbuing it with Blindsight.

Darkvision is appropriate for netherworld dwellers, who need


enhanced sight to survive in low-light conditions. This includes many
demi-humans and humanoids, as well as any nocturnal or
subterranean predators. I recommend that you always give your new
Abomination Darkvision, unless it is (a) sightless or (b) you cannot
imagine the monster thriving in a dark setting. (A light / energy
elemental, for example, would be a good candidate for exclusion factor
(b)).
Sense Magic is a special power conferred to Chuuls. This ability
should be rare, but it makes sense to give it to Abominations that are
arcane, celestial, and/or of high Intelligence or Wisdom. I also
recommend it for all Abominations who possess the Arcane Devourer
nature, which means they feast on magic and spells.
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Tremorsense should be given to monsters that are either eyeless, or


burrowing. I recommend several specific body Acephalus (headless)
types as having Tremorsense, as listed in the tables included earlier in
this volume.
Truesight is an ability which is usually restricted to powerful extraplanar creatures, such as angels, demons and devils. However, keep
in mind that powerful extra-planar creature is basically the definition
of an Abomination. I therefore recommend a good chance that the
Abomination will possess this power; perhaps BLR x 5% if you want to
make a random determination. In other words, a BLR 5 monster would
have a 25% chance of possessing Truesight, while all Abominations of
BLR 20+ would possess it, unless you decide otherwise.

You can check off all of these appropriate senses in section 2-1 of your
Abomination worksheets.
Lastly, you will want to consider the intensity of each of the monsters
senses. This is a measurement of the senses maximum range under most
conditions. This level of micro detail can be a pain to reasonably decide on,
unless you want to wait until your monster design is almost complete. I
encourage you to determine the intensity of an Abominations special senses,
and the resultant maximum ranges, using simple random rolls on the table
below. Please note that these ranges are based on the many examples evident
in the SRD5, and that I have followed my research into that data carefully. You
can use longer ranges than these if you prefer, but keep in mind that by doing
so you are making your monsters senses more acute than just about anything
else in the game.

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TABLE 20
RANGE DETERMINATION
FOR ABOMINATION SENSES
If the
Abomination
possesses:

Roll 1D100 to determine the senses intensity and


maximum range:
[01-20]

[21-40]

[41-60]

[61-80]

[81-00]

Blindsight

Limited
(10 Range)

Normal
(20
Range)

Attuned
(30
Range)

Acute
(40
Range)

Excellent
(60 Range)

Darkvision

Limited
(30 Range)

Normal
(60
Range)

Attuned
(75
Range)

Acute
(90
Range)

Excellent
(120
Range)

Sense Magic

Instinctual
(15 Range)

Limited
(30
Range)

Attuned
(60
Range)

Acute
(90
Range)

Excellent
(120
Range)

Tremorsense

Limited
(10 Range)

Normal
(20
Range)

Attuned
(30
Range)

Acute
(45
Range)

Excellent
(60 Range)

Truesight

Instinctual
(10 Range)

Limited
(30
Range)

Attuned
(60
Range)

Acute
(90
Range)

Excellent
(120
Range)

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The Oldskull Experiment, Session 8

Continuing with the design of our BLR 7 hogweed plant monster, I now
consider the monsters senses. First, I look at the SRD5 to see which monsters
have a CR of 7 (equal to my new monsters BLR). I can see that the CR 7 roster
includes Young Black Dragons, Young Copper Dragons, Stone Giants, Oni,
Shield Guardians, and Giant Apes (ctrl-F in a PDF is a lifesaver). The Passive
Perception scores for these monsters range from 14 to 17, with the dragons at
the high end of the scale. Since I dont think my plant monster is an innate
predator or hypersensitive beastie, I stick with a Passive Perception of 14.
Next, I read and consider the entries for special senses. Blindsight seems
perfect, since this is a plant and that ability is recommended for plants. I decide
to not give it Darkvision, because as a plant I cant yet conceive that it thrives
underground.
Sense Magic its interesting, but seems inappropriate.
Tremorsense fits well, however, and so I decide that the monster will have that
too. Truesignt seems inappropriate.
Next, I roll for the intensity of its Blindsight. A roll of 29 shows that it has
Normal Blindsight, at 20 range. I then roll for the intensity of its Tremorsense:
my roll of 03 shows that it has Limited Tremorsense at lonely a 10 range.
These are lower than average rolls, so I start thinking of my plant monster as
something a bit like a Venus flytrap: it cant detect prey at a very long range,
but it exudes a pleasing fragrance to attract things to it. When things get close,
it is very aware of them and lurches into action.
Now were beginning to come up with some interesting ideas. I record this
information in section 2-1 of the worksheets and journey on.

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III.7

DIMENSIONS
MONSTER SIZE
(Worksheet Section 2-2)

Next, you should consider the monsters Size Rating: it will be either Tiny,
Small, Medium, Large, Huge, or Gargantuan. You may already have a vision of
how big your monster is based on its description. If youre designing something
like an eel, for example, you might settle on a length somewhere between about
1 and 15. (Yes, I just looked it up on the Internet.) A normal humanoid might
be regarded as being between 4 and 7 tall. When in doubt, base your monster
on something in the real world if you possibly can, and extrapolate from there.

If you prefer to use this measuring stick method of determining a


monsters Size, you can then simply use the following values to classify
the monster:

If the monsters maximum dimension is 2 1/2 or less, then it is Tiny.


If the monsters maximum dimension is between 3 and 5, then it is
Small.
If the monsters maximum dimension is between 5 and 8, then it is
Medium.
If the monsters maximum dimension is between 9 and 14, then it is
Large.

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If the monsters maximum dimension is between 15 and 20, then it


is Huge.

If the monster is bigger than this, then it is Gargantuan.

If, rather, you would prefer to randomly determine your monsters size, you
can roll 1D100 based on the monsters BLR, and consult the table below. Doing
this can create some very entertaining and surprising results what it your
vicious draconian race is actually Tiny or Small? What if your slime monster is
Gargantuan? Can you have a giant that is only 7 tall, but its body is incredibly
muscular and broad?
The results below have been limited (again based on monster BLR) so that
they do not overstrain ones credulity, as follows:

TABLE 21
CALCULATING THE SIZE
OF AN ABOMINATION
Abominations
Base Lethality
Rating
(BLR)

Roll 1D100 to determine the Abominations Size:


Tiny

Small

Medium

Large

Huge

Gargantuan

01-75

76-90

91-99

00

N/A

N/A

1/8

01-60

61-80

81-95

96-00

N/A

N/A

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Abominations
Base Lethality
Rating

Roll 1D100 to determine the Abominations Size:


Tiny

Small

Medium

Large

Huge

Gargantuan

1/4

01-45

46-70

71-90

91-00

N/A

N/A

1/2

01-40

41-60

61-85

86-00

N/A

N/A

01-25

26-50

51-80

81-00

N/A

N/A

01-10

11-40

41-75

76-99

00

N/A

01-05

06-20

21-65

66-95

96-00

N/A

01

02-10

11-60

61-90

91-00

N/A

N/A

01-05

06-55

56-85

86-00

N/A

N/A

01

02-50

51-80

81-00

N/A

N/A

N/A

01-45

46-75

76-00

N/A

N/A

N/A

01-40

41-70

71-00

N/A

N/A

N/A

01-35

36-67

68-00

N/A

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Abominations
Base Lethality
Rating

Roll 1D100 to determine the Abominations Size:


Tiny

Small

Medium

Large

Huge

Gargantuan

10

N/A

N/A

01-30

31-63

64-99

00

11

N/A

N/A

01-27

28-65

66-95

96-00

12

N/A

N/A

01-24

25-60

61-90

91-00

13

N/A

N/A

01-21

22-55

56-90

86-00

14

N/A

N/A

01-18

19-55

56-80

81-00

15

N/A

N/A

01-15

16-50

51-75

76-00

16

N/A

N/A

01-12

13-45

46-70

71-00

17

N/A

N/A

01-10

11-40

41-65

66-00

18

N/A

N/A

01-08

09-35

36-60

61-00

19

N/A

N/A

01-06

07-30

31-55

56-00

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Abominations
Base Lethality
Rating

Roll 1D100 to determine the Abominations Size:


Tiny

Small

Medium

Large

Huge

Gargantuan

20

N/A

N/A

01-04

05-25

26-50

51-00

21

N/A

N/A

01-02

03-20

21-45

46-00

22

N/A

N/A

01

02-15

16-40

41-00

23

N/A

N/A

N/A

01-10

11-35

36-00

24

N/A

N/A

N/A

01-10

11-30

31-00

25

N/A

N/A

N/A

01-10

11-25

26-00

26

N/A

N/A

N/A

01-10

11-20

21-00

27

N/A

N/A

N/A

01-05

06-15

16-00

28

N/A

N/A

N/A

01-03

04-10

11-00

29

N/A

N/A

N/A

01-02

03-05

06-00

30

N/A

N/A

N/A

01

02

03-00

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The Oldskull Experiment, Session 9

For the sake of fun and demonstrating the random system, I decide that my
hogweed monster races size will be completely random. The BLR is 7, and I roll
a 58. That means that my monster is Large: a plant species that grows to
between 9 and 14 high. This little tidbit gets recorded in worksheet section 22.

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III.8

LIFEBLOOD
DETERMINING THE MONSTERS
AVERAGE HIT POINTS
(AHP)
(Worksheet Section 2-3)

Once you know an Abominations BLR and Size, you can determine its
Average Hit Points (AHP). This is the value you can use for the monsters hit
points on short notice, or if you prefer not to roll monster hit points randomly.
For speed and convenience, the following researched Hit Point variables have
been designed to fit into three potential brackets:

Fragile Abominations, with a Lesser Average Hit Point (AHP)


rating, will be randomly generated 20% of the time.

Average Abominations, with a Median AHP rating, will be randomly


generated 50% of the time.
Tough Abominations, with a Greater AHP rating, will be generated
30% of the time.

To determine your monster types AHP, either choose one of these three
brackets (whatever seems best for your monstrous vision so far), or roll D100.
Then consult the BLR-sequenced table below.
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Please note that these values were derived not from the official monster
creation guidelines, but rather from a detailed analysis of the actual HP totals
listed in the SRD5 monster descriptions. In other words, actual values have
been relied upon rather than theoretical ones. You can always adjust these
recommended numbers upward or downward if you feel the need to do so.
The recommended AHP ratings for Abominations, based on BLR, are as
follows:

TABLE 22
CALCULATING AN ABOMINATIONS
AVERAGE HIT POINTS
Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

Tiny

Small

10

Medium

12

Large

10

15

1/8

Tiny

10

1/8

Small

12

1/8

Medium

11

17

1/8

Large

15

22

1/4

Tiny

13

1/4

Small

11

17

1/4

Medium

16

24

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Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

1/4

Large

12

22

32

1/2

Tiny

13

22

1/2

Small

17

27

1/2

Medium

11

22

33

1/2

Large

14

27

41

Tiny

17

28

Small

10

21

32

Medium

15

32

50

Large

20

39

58

Tiny

21

35

Small

12

25

39

Medium

20

40

60

Large

28

54

81

Huge

36

61

86

Tiny

25

42

Small

14

30

47

Medium

25

47

70

Large

36

64

93

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Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

Huge

49

74

100

Tiny

29

49

Small

16

35

55

Medium

35

60

85

Large

50

77

105

Huge

70

97

125

Small

18

42

66

Medium

45

72

100

Large

60

90

120

Huge

85

112

140

Small

20

49

78

Medium

55

82

110

Large

75

102

130

Huge

90

120

150

Medium

65

92

120

Large

85

115

145

Huge

100

132

165

Medium

75

102

130

Large

95

125

155

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Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

Huge

110

142

175

Medium

85

112

140

Large

105

135

165

Huge

120

152

185

10

Medium

95

122

150

10

Large

115

147

180

10

Huge

130

165

200

10

Gargantuan

150

182

225

11

Medium

105

132

160

11

Large

125

157

190

11

Huge

140

175

210

11

Gargantuan

160

197

235

12

Medium

115

142

170

12

Large

140

170

200

12

Huge

155

182

220

12

Gargantuan

175

210

245

13

Medium

125

152

180

13

Large

155

182

210

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Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

13

Huge

170

200

230

13

Gargantuan

190

222

255

14

Medium

135

162

190

14

Large

170

195

220

14

Huge

185

212

240

14

Gargantuan

205

237

270

15

Medium

145

172

200

15

Large

185

207

230

15

Huge

200

225

250

15

Gargantuan

230

257

285

16

Medium

155

182

210

16

Large

200

220

240

16

Huge

215

237

260

16

Gargantuan

245

270

295

17

Medium

165

192

220

17

Large

215

232

250

17

Huge

230

252

275

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Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

17

Gargantuan

260

285

310

18

Medium

175

202

230

18

Large

230

245

260

18

Huge

245

265

285

18

Gargantuan

275

297

320

19

Medium

185

212

240

19

Large

245

260

275

19

Huge

260

280

300

19

Gargantuan

290

312

335

20

Medium

195

222

250

20

Large

260

275

290

20

Huge

280

300

320

20

Gargantuan

310

332

355

21

Medium

205

232

260

21

Large

275

290

305

21

Huge

295

315

335

21

Gargantuan

325

347

370

22

Medium

215

242

270

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Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

22

Large

290

305

320

22

Huge

310

330

350

22

Gargantuan

345

367

390

23

Large

305

322

340

23

Huge

325

347

370

23

Gargantuan

360

385

410

24

Large

320

340

360

24

Huge

340

365

390

24

Gargantuan

375

402

430

25

Large

335

357

380

25

Huge

355

382

410

25

Gargantuan

390

420

450

26

Large

350

375

400

26

Huge

370

400

430

26

Gargantuan

405

437

470

27

Large

365

392

420

27

Huge

385

417

450

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Base
Lethality
Rating

Size

Lesser AHP
[01-20]

Median AHP
[21-70]

Greater AHP
[71-00]

27

Gargantuan

420

455

490

28

Large

380

410

440

28

Huge

400

435

470

28

Gargantuan

440

477

515

29

Large

395

427

460

29

Huge

415

452

490

29

Gargantuan

455

495

535

30

Large

410

445

480

30

Huge

440

480

520

30

Gargantuan

480

522

565

The Oldskull Experiment, Session 10

Considering my hogweed monsters BLR of 7, and its Large size, I roll 1D100
and the result is 54. Cross-referencing on the table above, I therefore learn that
my monsters Average Hit Point (AHP) rating is Median, at 115.
This seems a bit high for a plant, but I can justify it by saying that the monster
is (a) very tough despite its nature, and (b) it possesses a dense bundle of
subterranean roots under the ground. In other words, the visible monster is
Large, but its actually bigger than that if you dig it up.
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Hmm, a huge twisted root bundle now I have a place to put the monsters
brain! Heheh

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III.9

VITALITY
DETERMINING ACTUAL
HIT POINT TOTALS
FOR ABOMINATIONS
(Worksheet Section 2-3)

This section is somewhat optional, depending on the way that you play. You
only need to use this section if (a) you want to consider your monsters hit points
beyond the AHP rating, and/or (b) you want to calculate your monsters Hit Dice.

III.9.1
METHOD 1:
QUICK AND EASY (FLAT VALUE)

The actual Hit Point totals for your creations, when they are played in the
game, depends on how you personally prefer to roll monster HP overall. If you
want quick-and-easy totals so that you can design encounters quickly and
account for wandering monster rolls on the fly, then you should always use the
numbers given in the previous section.

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III.9.2
METHOD 2:
SLIGHT VARIANCE (D20 RANGE)

If you instead want a slight range of variation so that individual monsters will
differ from one another, then you can use the AHP from the tables in the previous
section, subtract 10, and add 1D20. Note that this method does not work well
for Average Hit Point values below 15; below 15, you may want to use AHP6+1D12, AHP-5+1D10, AHP-4+1D8, or AHP-3+1D6 instead, with a minimum
possible HP total of 1.
As an example, if you have a Large BLR 5 Abomination with a Median AHP of
90, you can then state that the monster species actual HP totals for individuals
range at (90 minus 10 plus 1D20 equals) 80+1D20, which gives individual scores
between 81 and 101 inclusive, averaging 90.5. This will make every monster
slightly different within a predictable averaging scale.
This method is slightly confusing at first, but it has the advantages of (a)
giving you random hit point totals within a fixed range and (b) requiring only a
single die roll per monster encountered.

III.9.3
METHOD 3:
SIGNIFICANT RESEARCHED VARIANCE (FULL HD CALCULATION)

(Warning complexity ahead!)


At the far end of the spectrum, if you want individual monsters to have wildly
different HP totals, you can determine your Abominations Hit Dice (HD) at this
time. Please note that this can be a laborious process, and that you will not find
appropriate dice to use for all of the AHP values listed in the previous section
without doing some serious crunch research on your own.
I have provided some research here to aid you. Below are 55 actual HD values
which have been drawn directly from the SRD5, so that you can estimate the
final Hit Dice rating (number of hit dice + hit die type + final modifier) to
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use for your monster type. And if you are very detail-oriented, you will note that
the actionable data sample is rather sparse and that you have may well have
some serious additional research work to do.
(Preemptive author alibi: I did not make these values, I just report them. Kindly
do not shoot the messenger! ~K)

TABLE 23
CALCULATING AN ABOMINATIONS
HIT DICE

And a
roughly
equivalent
official
monsters
CR is
therefore:

And your
monsters
Size is:

And its AHP


rating is
approximately:

Then you may


want to use,
or slightly
modify,
Hit Dice
value:

Tiny

2D4

Small

10

3D6

Medium

13

3D8

1/8

1/8

Small

2D6

1/8

1/8

Medium

13

3D8

1/8

1/8

Large

15

2D10+4

1/4

1/4

Small

17

5D6

1/4

1/4

Medium

18

4D8

If the
monsters
calculated
BLR is:

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And a
roughly
equivalent
official
monsters
CR is
therefore:

And your
monsters
Size is:

And its AHP


rating is
approximately:

Then you may


want to use,
or slightly
modify,
Hit Dice
value:

1/4

1/4

Large

19

3D10+3

1/2

1/2

Medium

13

3D8

1/2

1/2

Large

16

3D10

Medium

27

5D8+5

Medium

33

6D8+6

Medium

39

6D8+12

Large

33

6D10

Large

39

6D10+6

Medium

52

8D8+16

Huge

90

12D12+12

Medium

97

13D8+39

Large

93

11D10+33

Medium

110

13D8+52

If the
monsters
calculated
BLR is:

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And a
roughly
equivalent
official
monsters
CR is
therefore:

And your
monsters
Size is:

And its AHP


rating is
approximately:

Then you may


want to use,
or slightly
modify,
Hit Dice
value:

Large

94

9D10+45

Medium

104

16D8+32

Large

114

12D10+48

Large

110

13D10+39

Huge

157

15D12+60

Medium

78

12D8+24

Large

78

12D10+12

Large

157

15D10+75

Huge

200

16D12+96

10

10

Medium

136

16D8+64

10

10

Large

135

18D10+36

11

11

Huge

168

16D12+64

If the
monsters
calculated
BLR is:

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And a
roughly
equivalent
official
monsters
CR is
therefore:

And your
monsters
Size is:

And its AHP


rating is
approximately:

Then you may


want to use,
or slightly
modify,
Hit Dice
value:

11

11

Gargantuan

248

16D20+80

12

12

Medium

99

18D8+18

12

12

Medium

153

18D8+72

13

13

Large

184

16D10+96

13

13

Huge

200

16D12+96

14

14

Large

180

19D10+76

14

14

Huge

195

17D12+85

15

15

Medium

97

13D8+39

15

15

Huge

207

18D12+90

16

16

Large

200

16D10+112

16

16

Huge

225

18D12+108

17

17

Huge

256

19D12+133

If the
monsters
calculated
BLR is:

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And a
roughly
equivalent
official
monsters
CR is
therefore:

And your
monsters
Size is:

And its AHP


rating is
approximately:

Then you may


want to use,
or slightly
modify,
Hit Dice
value:

17

17

Gargantuan

341

22D20+110

19

19

Huge

262

21D12+126

20

20

Large

300

24D10+168

20

20

Gargantuan

333

18D2+144

21

21

Large

243

18D10+144

21

21

Gargantuan

350

20D20+140

22

22

Gargantuan

385

22D10+154

23

23

Gargantuan

487

25D20+225

24

24

Gargantuan

546

28D20+252

30

30

Gargantuan

676

33D20+330

If the
monsters
calculated
BLR is:

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The Oldskull Experiment, Session 11

For the sake of example and general crunchy masochism, I decide that I want
to know the exact details of my hogweed monsters hit dice.
You may recall from earlier examples that my monster is BLR 7, Large, and
with a Median AHP, meaning that monsters of this new species have an average
of 115 hit points.

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Looking at the table above, I use this information to compare my monster to


the existing monsters published in the SRD5. It turns out that an average Large
monster of CR 7 (equivalent to BLR 7 for this comparison purpose) has an AHP
of 110. That means that the official monsters in that classification have Hit Dice
equal to 13D10+39. Considering that my own monster has AHP 115, and that
this is 5 points higher than the official baseline of AHP 110, I then add (115
minus 110 equals) 5 points to that suggested 13D10+39 Hit Dice equation. This
means that my hogweed monster races Hit Dice are 13D10+44.
If I am filled with self-loathing, I can do a little more math to play around with
this number and to punish myself even further. The average roll on 1D10,
statistically speaking, is 5.5. If were rolling 13D10, then this means that the
average roll is (13 times 5.5 equals) 71.5. When we add the 44 modifier as listed
above, we learn that a completely average hogweed monster has (71.5 plus 44
equals) 115.5 hit points.
Further, the lowest hit point total possible is now (13 D10 rolls of 1, plus 44
equals) 57, and the highest hit point total possible is (13 D10 rolls of 10, plus 44
equals) 174. We can double check our work by adding the lowest and highest
totals together and dividing by 2, which gives (57 plus 174 equals 231, divided
by 2 equals) 115.5.
And now, with the money we saved on this most excellent and affordable
Darkseraphim book, we can go buy another handful of D10s at the local gaming
store. Its time to crunch up some hogweed hit points for an encounter scheduled
for tomorrows session. Happy rolling!

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III.10

POTENTIALITY
ABOMINATION
ABILITY SCORE RANGES
(Worksheet Sections 2-4 and 2-5)

In order to effectively use your Abomination in the game, you will need to
quantify its three physical ability scores (Strength (STR), Dexterity (DEX), and
Constitution (CON)) as well as its three mental ability scores (Intelligence
(INT), Wisdom (WIS), and Charisma (CHA)).
It can at times seem a bit facetious to attempt calculation of an unearthly
entitys capabilities on a scale of mortal and earthly measures, but nevertheless
these scores can be very helpful to determine a monsters saving throws, skills,
accuracy, and so forth. The game is easier to run when you know these scores
beforehand.
When considering an Abominations ability scores, consider the following
definitions that I recommend:

The monsters STRENGTH is based on its size, composition on the


Material Plane, and its otherworldly essence.

The monsters DEXTERITY is based on its size, speed, movement


modes, and the incarnation of its flickering extra-planar flesh.
The monsters CONSTITUION is based on pain
supernatural origin, and innate regenerative healing.

resistance,

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The monsters INTELLIGENCE is based on the species age, history,


and the implied existence of an instinctual racial hive mind.

The monsters WISDOM is based on its detached observation of mortals


and comprehension of the cosmos.
The monsters CHARISMA is in no way based on its beauty, but is
rather a measure of its awe factor and intimidation power, as well as
its latent psychic ability to influence mortal minds (which leads to the
inevitable attraction of cultists and worshippers).

An Abominations six ability score ranges (that is, the minimum and
maximum possible scores for each of the listed attributes) are all dependent upon
the monsters BLR and its Size. Similar to the earlier chapter on Average Hit
Points (AHP), this section is the result of a deep and synthesized analysis of the
official monsters featured in the existing SRD5. Some additional smoothing and
(to my mind) logical coherence has been built in to these findings, to eliminate
or at least reduce the chance of creating impractical and unusable
monstrous outsiders.

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TABLE 24
ABOMINATION ABILITY SCORE RANGES

BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

Tiny

1 to 10

5 to 13

8 to 10

1 to 5

3 to 5

1 to 4

Small

1 to 11

5 to 12

8 to 11

1 to 5

3 to 5

1 to 4

Medium

2 to 12

5 to 11

8 to 12

1 to 5

3 to 5

1 to 4

Large

4 to 14

5 to 10

8 to 14

1 to 5

3 to 5

1 to 4

1/8

Tiny

1 to 10

5 to 14

8 to 10

1 to 6

3 to 6

1 to 5

1/8

Small

2 to 11

5 to 13

8 to 11

1 to 6

3 to 6

1 to 5

1/8

Medium

3 to 12

5 to 12

8 to 12

1 to 6

3 to 6

1 to 5

1/8

Large

5 to 14

5 to 11

8 to 14

1 to 6

3 to 6

1 to 5

1/4

Tiny

1 to 11

6 to 15

8 to 11

1 to 7

3 to 7

1 to 6

1/4

Small

3 to 12

6 to 14

8 to 12

1 to 7

3 to 7

1 to 6

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

1/4

Medium

3 to 13

6 to 13

8 to 13

1 to 7

3 to 7

1 to 6

1/4

Large

5 to 15

6 to 12

8 to 15

1 to 7

3 to 7

1 to 6

1/2

Tiny

1 to 11

6 to 16

8 to 11

1 to 8

3 to 8

1 to 7

1/2

Small

3 to 13

6 to 15

8 to 13

1 to 8

3 to 8

1 to 7

1/2

Medium

4 to 13

6 to 14

8 to 13

1 to 8

3 to 8

1 to 7

1/2

Large

6 to 15

6 to 13

8 to 15

1 to 8

3 to 8

1 to 7

Tiny

1 to 12

7 to 16

8 to 12

1 to 9

3 to 9

1 to 8

Small

4 to 13

7 to 15

8 to 13

1 to 9

3 to 9

1 to 8

Medium

5 to 13

7 to 14

8 to 13

1 to 9

3 to 9

1 to 8

Large

7 to 15

7 to 13

8 to 15

1 to 9

3 to 9

1 to 8

Tiny

1 to 12

7 to 17

8 to 12

2 to 10

3 to 10

1 to 9

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

Small

5 to 13

7 to 16

8 to 13

2 to 10

3 to 10

1 to 9

Medium

6 to 13

7 to 15

8 to 13

2 to 10

3 to 10

1 to 9

Large

8 to 15

7 to 14

8 to 15

2 to 10

3 to 10

1 to 9

Huge

10 to
17

7 to 13

10 to
17

2 to 10

3 to 10

1 to 9

Tiny

1 to 13

8 to 17

8 to 13

3 to 11

3 to 11

2 to 10

Small

5 to 14

8 to 16

8 to 14

3 to 11

3 to 11

2 to 10

Medium

6 to 14

8 to 13

8 to 14

3 to 11

3 to 11

2 to 10

Large

8 to 16

8 to 12

8 to 16

3 to 11

3 to 11

2 to 10

Huge

10 to
18

8 to 11

10 to
18

3 to 11

3 to 11

2 to 10

Tiny

1 to 13

8 to 16

8 to 13

4 to 12

4 to 12

3 to 11

Small

6 to 14

8 to 16

8 to 14

4 to 12

4 to 12

3 to 11

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

Medium

6 to 15

8 to 14

8 to 15

4 to 12

4 to 12

3 to 11

Large

8 to 17

8 to 13

8 to 17

4 to 12

4 to 12

3 to 11

Huge

10 to
19

8 to 12

10 to
19

4 to 12

4 to 12

3 to 11

Small

6 to 15

9 to 16

8 to 15

5 to 13

5 to 13

4 to 12

Medium

6 to 16

9 to 15

8 to 16

5 to 13

5 to 13

4 to 12

Large

8 to 18

9 to 14

8 to 18

5 to 13

5 to 13

4 to 12

Huge

10 to
20

9 to 13

10 to
20

5 to 13

5 to 13

4 to 12

Small

7 to 15

10 to
16

8 to 15

6 to 14

6 to 14

5 to 13

Medium

7 to 16

10 to
15

8 to 16

6 to 14

6 to 14

5 to 13

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

Large

9 to 18

10 to
14

9 to 18

6 to 14

6 to 14

5 to 13

Huge

11 to
20

10 to
13

11 to
20

6 to 14

6 to 14

5 to 13

Medium

7 to 17

10 to
16

8 to 17

7 to 15

7 to 15

6 to 14

Large

9 to 19

10 to
15

9 to 19

7 to 15

7 to 15

6 to 14

Huge

11 to
21

10 to
14

11 to
21

7 to 15

7 to 15

6 to 14

Medium

8 to 17

11 to
17

8 to 17

8 to 16

8 to 16

7 to 15

Large

10 to
19

11 to
16

10 to
19

8 to 16

8 to 16

7 to 15

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

Huge

12 to
21

11 to
15

12 to
21

8 to 16

8 to 16

7 to 15

Medium

8 to 18

11 to
18

8 to 18

9 to 17

9 to 17

8 to 16

Large

10 to
20

11 to
17

10 to
20

9 to 17

9 to 17

8 to 16

Huge

12 to
22

11 to
16

12 to
22

9 to 17

9 to 17

8 to 16

10

Medium

9 to 18

12 to
18

9 to 18

10 to
18

10 to
18

9 to 17

10

Large

11 to
21

12 to
17

11 to
21

10 to
18

10 to
18

9 to 17

10

Huge

13 to
23

12 to
16

13 to
23

10 to
18

10 to
18

9 to 17

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

10

Gargantuan

15 to
25

12 to
15

15 to
25

10 to
18

10 to
18

9 to 17

11

Medium

9 to 19

12 to
19

9 to 19

11 to
19

11 to
19

10 to
18

11

Large

12 to
21

12 to
18

12 to
21

11 to
19

11 to
19

10 to
18

11

Huge

14 to
23

12 to
17

14 to
23

11 to
19

11 to
19

10 to
18

11

Gargantuan

16 to
25

12 to
16

16 to
25

11 to
19

11 to
19

10 to
18

12

Medium

9 to 20

13 to
19

9 to 20

12 to
20

12 to
20

11 to
19

12

Large

13 to
22

12 to
18

13 to
22

12 to
20

12 to
20

11 to
19

12

Huge

15 to
24

12 to
17

15 to
24

12 to
20

12 to
20

11 to
19

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

12

Gargantuan

17 to
26

12 to
16

17 to
26

12 to
20

12 to
20

11 to
19

13

Medium

10 to
20

13 to
20

10 to
20

13 to
21

13 to
21

12 to
20

13

Large

14 to
22

12 to
18

14 to
22

13 to
21

13 to
21

12 to
20

13

Huge

16 to
24

12 to
17

16 to
24

13 to
21

13 to
21

12 to
20

13

Gargantuan

18 to
26

12 to
16

18 to
26

13 to
21

13 to
21

12 to
20

14

Medium

11 to
20

14 to
20

11 to
20

14 to
22

14 to
22

13 to
21

14

Large

15 to
22

12 to
18

15 to
22

14 to
22

14 to
22

13 to
21

14

Huge

17 to
24

12 to
17

17 to
24

14 to
22

14 to
22

13 to
21

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

14

Gargantuan

19 to
26

12 to
16

19 to
26

14 to
22

14 to
22

13 to
21

15

Medium

12 to
20

14 to
20

12 to
20

15 to
22

15 to
22

14 to
22

15

Large

16 to
23

12 to
18

16 to
23

15 to
22

15 to
22

14 to
22

15

Huge

18 to
25

12 to
17

18 to
25

15 to
22

15 to
22

14 to
22

15

Gargantuan

20 to
27

12 to
16

20 to
27

15 to
22

15 to
22

14 to
22

16

Medium

13 to
20

15 to
20

13 to
20

16 to
23

16 to
23

15 to
23

16

Large

17 to
23

12 to
18

17 to
23

16 to
23

16 to
23

15 to
23

16

Huge

19 to
25

12 to
17

19 to
25

16 to
23

16 to
23

15 to
23

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

16

Gargantuan

21 to
27

12 to
16

21 to
27

16 to
23

16 to
23

15 to
23

17

Medium

14 to
20

15 to
20

14 to
20

17 to
23

17 to
23

16 to
24

17

Large

18 to
23

12 to
18

18 to
23

17 to
23

17 to
23

16 to
24

17

Huge

20 to
25

12 to
17

20 to
25

17 to
23

17 to
23

16 to
24

17

Gargantuan

22 to
27

12 to
16

22 to
27

17 to
23

17 to
23

16 to
24

18

Medium

15 to
20

16 to
20

15 to
20

18 to
24

18 to
24

17 to
25

18

Large

18 to
24

12 to
18

18 to
24

18 to
24

18 to
24

17 to
25

18

Huge

20 to
26

12 to
17

20 to
26

18 to
24

18 to
24

17 to
25

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

18

Gargantuan

22 to
28

12 to
16

22 to
28

18 to
24

18 to
24

17 to
25

19

Medium

16 to
20

16 to
20

16 to
20

19 to
24

19 to
24

18 to
26

19

Large

19 to
24

12 to
18

19 to
24

19 to
24

19 to
24

18 to
26

19

Huge

21 to
26

12 to
17

21 to
26

19 to
24

19 to
24

18 to
26

19

Gargantuan

23 to
28

12 to
16

23 to
28

19 to
24

19 to
24

18 to
26

20

Medium

17 to
20

17 to
20

17 to
20

20 to
25

20 to
25

19 to
27

20

Large

20 to
24

12 to
18

20 to
24

20 to
25

20 to
25

19 to
27

20

Huge

22 to
26

12 to
17

22 to
26

20 to
25

20 to
25

19 to
27

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

20

Gargantuan

24 to
28

12 to
16

24 to
28

20 to
25

20 to
25

19 to
27

21

Medium

18 to
20

17 to
20

18 to
20

21 to
25

21 to
25

20 to
28

21

Large

21 to
25

12 to
18

21 to
25

21 to
25

21 to
25

20 to
28

21

Huge

23 to
27

12 to
17

23 to
27

21 to
25

21 to
25

20 to
28

21

Gargantuan

25 to
29

12 to
16

25 to
29

21 to
25

21 to
25

20 to
28

22

Medium

19 to
20

18 to
20

19 to
20

22 to
26

22 to
26

21 to
29

22

Large

22 to
25

12 to
18

22 to
25

22 to
26

22 to
26

21 to
29

22

Huge

24 to
27

12 to
17

24 to
27

22 to
26

22 to
26

21 to
29

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

22

Gargantuan

26 to
29

12 to
16

26 to
29

22 to
26

22 to
26

21 to
29

23

Large

23 to
25

12 to
18

23 to
25

23 to
26

23 to
26

22 to
30

23

Huge

25 to
27

12 to
17

25 to
27

23 to
26

23 to
26

22 to
30

23

Gargantuan

27 to
29

12 to
16

27 to
29

23 to
26

23 to
26

22 to
30

24

Large

24 to
26

12 to
18

24 to
26

24 to
27

24 to
27

23 to
30

24

Huge

26 to
28

12 to
17

26 to
28

24 to
27

24 to
27

23 to
30

24

Gargantuan

28 to
30

12 to
16

28 to
30

24 to
27

24 to
27

23 to
30

25

Large

24 to
26

12 to
18

24 to
26

25 to
27

25 to
27

24 to
30

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

25

Huge

26 to
28

12 to
17

26 to
28

25 to
27

25 to
27

24 to
30

25

Gargantuan

28 to
30

12 to
16

28 to
30

25 to
27

25 to
27

24 to
30

26

Large

24 to
26

12 to
18

24 to
26

26 to
28

26 to
28

25 to
30

26

Huge

26 to
28

12 to
17

26 to
28

26 to
28

26 to
28

25 to
30

26

Gargantuan

28 to
30

12 to
16

28 to
30

26 to
28

26 to
28

25 to
30

27

Large

24 to
26

12 to
18

24 to
26

26 to
28

26 to
28

26 to
30

27

Huge

26 to
28

12 to
17

26 to
28

26 to
28

26 to
28

26 to
30

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BLR Abomination
Size

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

27

Gargantuan

28 to
30

12 to
16

28 to
30

26 to
28

26 to
28

26 to
30

28

Large

24 to
26

12 to
18

24 to
26

27 to
29

27 to
29

27 to
30

28

Huge

26 to
28

12 to
17

26 to
28

27 to
29

27 to
29

27 to
30

28

Gargantuan

28 to
30

12 to
16

28 to
30

27 to
29

27 to
29

27 to
30

29

Large

24 to
26

12 to
18

24 to
26

27 to
29

27 to
29

28 to
30

29

Huge

26 to
28

12 to
17

26 to
28

27 to
29

27 to
29

28 to
30

29

Gargantuan

28 to
30

12 to
16

28 to
30

27 to
29

27 to
29

28 to
30

30

Huge

26 to
28

12 to
17

26 to
28

28 to
30

28 to
30

28 to
30

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BLR Abomination
Size
30

Gargantuan

STR
Score
Range

DEX
Score
Range

CON
Score
Range

INT
Score
Range

WIS
Score
Range

CHA
Score
Range

28 to
30

12 to
16

28 to
30

28 to
30

28 to
30

28 to
30

The Oldskull Experiment, Session 12

Considering my hogweed monster example: our monster is Large, with a BLR


of 7. Looking up the values on the table above, this means that the races ability
scores will fall somewhere within the following ranges.

Physical Ability Scores


Strength

Between 9 and 19, inclusive

Dexterity

Between 10 and 15

Constitution

Between 9 and 19

Mental Ability Scores


Intelligence

Between 7 and 15

Wisdom

Between 7 and 15

Charisma

Between 6 and 14

I dont yet know the exact scores appropriate for this race, but that will be the
subject of our next chapter.

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III.11

APTITUDE
ACTUAL ABILITY SCORES
FOR ABOMINATIONS
(Worksheet Sections 2-4 and 2-5)

Similar to the situation with hit point generation complexity, your approach
to determining an Abominations actual viable ability score values is dependent
upon the level of detail and variance that you want to put into your game.
If you want to keep it simple, you can pick scores at random from the ranges
provided in the previous chapter; or, to be more methodical, you can choose one
of the following approaches to suit your preferred level of game complexity.

III.11.1
METHOD 1:
QUICK AND EASY (FLAT CALCULATED VALUE)

If you want quick ability scores with no personal preference involved, take the
average of the provided range and round up. For example, if the range for
Strength is listed as 12 to 17, the average score is then (12 plus 17 equals 29,
divided by two equals 14.5, rounded up equals) 15.
Continue this method to determine the monsters Dexterity, Constitution,
Intelligence, Wisdom, and Charisma.

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III.11.2
METHOD 2:
CHOOSE WISELY (FLAT DECIDED VALUE)

If you want quick ability scores dependent upon your own opinion, simply
choose a number within the range. For example, if the range is listed as 12 to
17, choose the number you prefer between 12 and 17 inclusive. This is my
recommended method.
Instead of making this a completely arbitrary process, you can consider the
Abominations monster type, body type, and general characteristics (so far) to
inform your decisions. A slender plant monster would like be weaker than a
construct, for example, meaning that the plant monster would probably have a
Strength score at the low end of the range while the construct would have a
Strength score at the high end.

III.11.3
METHOD 3:
DETERMINE THE RANGES DIE CLASSIFICATION, AND ROLL
(COMPLEX CALCULATED AND RANDOMIZED VALUE)

(Warning complexity ahead!)


If you want to determine the races ability scores randomly, you need to give
this process a little thought. The calculations may take you a fair amount of
time the first time through.
The easiest way to do this is with Excel, or a similar spreadsheet volume. For
example, if the ability score range is Strength 13 to 20, you can build a quick
formula reading =RANDBETWEEN(13,20), and the program will assign your
Strength via random selection.
If you want to be old school and roll dice instead of using a formula, you need
to do quite a bit more work, as follows:

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[1] Count the number of possible ability score results. For example, if the
ability score range is 20 to 26, then there are seven possible results: 20, 21, 22,
23, 24, 25, or 26. The number of options (seven in this case) is the Range
Breadth.

[2] Write down the number 1, and also the Range Breadth. To continue the
above example, you would write 1 to 7 on a piece of scratch paper. The number
that is not 1 (in this case, 7) is your Base Die Range (BDR).

[3] Note the lowest possible score. This is the Range Minimum. Continuing
the above example, the lowest possible score is 20.

[4] Subtract 1 from the Range Minimum. Continuing the above example, the
lowest possible score minus 1 is (20 minus 1 equals) 19. This is your Die Roll
Modifier (DRM).

[5] Determine the type of die you need to roll. For example:

[5a] If your BDR is 2, you need to roll 1D2. Most GMs simulate this with a
coin toss.

[5b] If your BDR is 3, you need to roll 1D3. You can do this by rolling 1D4
and rerolling a result of 4, or you can buy special three-sided dice.

[5c] If your BDR is 4, you need to roll 1D4.

[5d] If your BDR is 5, you need to roll 1D5. You can do this by rolling 1D6
and rerolling a result of 6.

[5e] If your BDR is 6, you need to roll 1D6.

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[5f] If your BDR is 7, you need to roll 1D7. You can do this by rolling 1D8
and rerolling a result of 7, or by buying a special die.

[5g] If your BDR is 8, you need to roll 1D8.

[5h] If your BDR is 9, you need to roll 1D9. You can do this by rolling 1D10
and rerolling a result of 0 / 10.

[5i] If your BDR is 10, you need to roll 1D10.

[5j] If your BDR is 11, you need to roll 1D11. You can do this by rolling
1D12 and rerolling a result of 12.

To continue the above example, the BDR is 7, which means we will be rolling
1D8 and ignoring a result of 8.

[6] Roll the die / dice indicated by the BDR. For the sake of example, let us
say that you rolled 1D7 (1D8, rerolling if you roll an 8) and you got a 6. This is
the Random Result.

[7] Add the DRM (Step 4) to the Random Result (Step 6). Continuing the
above example, the DRM was 19, and 6+19 = 25. Congratulations, in the
recommended range of 20 to 26, you have randomly determined that this ability
score for this monster is 25.

(And now you know why I recommend simply choosing a value within the
range )

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And please, for your own sanity, dont ever consider rolling separate and
unique sets of ability scores for each individual monster encountered! If you
truly want to roll each individual monsters ability scores separately, then
congratulations: You have officially surpassed the highest level of complexity
that I am willing to support within this 600-page volume. You have some design
work to do!

The Oldskull Experiment, Session 13

For the sake of authorial sanity, we will say that I chose Method 2: Choose
Wisely to determine the ability scores for my hogweed monster. I will show you
the thought process that I used to develop my monsters ability scores within the
earlier-determined ranges.

Physical Ability Scores

Strength: The monsters Strength score, as calculated previously


in example session 10, can be between 9 and 19. Because this is a
plant monster and not a muscular beast, I decide on a relatively low
value: Strength 12. This will allow the monster to drag weak prey,
like kobolds or men-at-arms, but most Player Characters should be
able to put up a decent fight.

Dexterity: The monsters Dexterity can range between 10 and 15.


I dont yet know if my plant is mobile, but even if it is, it wont be
very fast. Therefore, I decide a Dexterity of 10 is most reasonable.

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Constitution: The monsters Constitution can range between 9 and


19. I already decided that this race would have a thick, tough root
bundle hidden underground. I consider that to be a decidedly above
average level of hardiness. Therefore, I decide on a Constitution
score of 17.

Mental Ability Scores

Intelligence: The monsters Intelligence can range between 7 and


15. I dont yet know what is appropriate, but I did decide earlier
that this species would have a hidden brain inside its root bundle.
Therefore, somewhat arbitrarily, I decide to give it an Intelligence of
13. This will give me some flexibility to give the monster a culture,
history, and some behavioral notes if I decide I like it.

Wisdom: The monsters Wisdom can range between 7 and 15 as


well. I already decided that the monsters senses were poor, and the
fact that its a plant does not bode well for its Wisdom even if it is
fairly intelligent. Therefore, I give it a Wisdom of 8.
Charisma: The monsters Constitution can range between 6 and
14. Keeping in mind that I earlier explained that Abomination
charisma is a rating of its psychic powers, and ability to control
worshippers and cultists, I look over my design notes before
deciding. I have noted that my monster will have the ability to lure
prey like a Venus flytrap, and it will need to have some kind of
psychic compulsion to draw prey near especially if it is mostly
immobile (which I dont know yet). Therefore I give it a surprisingly
high Charisma score, at 14.
I record these scores in worksheet sections 2-4 and 2-5: STR 12,
DEX 10, CON 17, INT 13, WIS 8, CHA 14.

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Hopefully, these notes show some of the general thought process behind
selecting a monsters ability scores. You can always change things around if
your design themes change during the creation process, or if the monster proves
to be too weak or too strong during play.

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III.12

AGILITY
DEXTERITY CLASSIFICATION
(Worksheet Section 2-6)

A whimpering gasp escaped her lips. The darkness was taking form.
Something huge and bulky grew up out of the void. She saw a great misshapen
head emerging into the light. At least she took it for a head, though it was not the
member of any sane or normal creature. She saw a great toad-like face, the
features of which were as dim and unstable as those of a specter seen in a mirror
of nightmare. Great pools of light that might have been eyes blinked at her, and
she shook at the cosmic lust reflected there. She could tell nothing about the
creature's body. Its outline seemed to waver and alter subtly even as she looked
at it; yet its substance was apparently solid enough. There was nothing misty or
ghostly about it.
As it came toward her, she could not tell whether it walked, wriggled, flew or
crept. Its method of locomotion was absolutely beyond her comprehension

The Slithering Shadow, by Robert E. Howard

Once you have determined the Abominations body type, and you know its
Size Rating and Dexterity, you can figure out which movement modes the
monster is capable of and how quickly it can move.
There are six general modes of movement considered in the FRPG:
Burrowing, Climbing, Flying, Ground (the default), Hovering, and Swimming.
Flying and Hovering are generally distinguished as follows: Flying requires
wings, and is at the mercy of realistic flight dynamics; while Hovering is a magical
or otherworldly effect which allows floating, levitation, and unpredictable (but
maybe also slow) movement. You can choose whichever one is appropriate for
your monster, or you can choose neither.
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You can quickly determine a monsters movement modes by looking over the
keywords you have recorded (in worksheet section 1-4), as follows:

Monsters with the keyword Aquatic are capable of Swimming.

Monsters with the keyword Climbing are capable of Climbing.


Monsters with the keyword Levitating are capable of Hovering.
Monsters with the keyword Tunneling are capable of Burrowing.
Monsters with the keyword Winged are capable of Flying.

Beyond these general suggestions, you can add additional movement modes
for the monster as you feel are appropriate. A ghost of a supernatural aquatic
beast, for example, might be capable of both Hovering (above the waters surface)
and Swimming (below it).
(Special Note: A specific Power which will appear later in this book, Unnatural
Celerity, can increase an Abominations Dexterity to 20. If this occurs, the DEX
20 rating should supersede the guidelines given hereafter.)
When in doubt, the monster can always move via Ground, unless you have a
reason to believe otherwise (e.g., a jellyfish is typically incapable of breathing or
moving on land).

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The Oldskull Experiment, Session 14

And now, I need to decide whether my hogweed plant monster can move. This
will be an example of creative problem solving rather than a detailed explanation
of me following the rules.
You may recall way, way back in experiment session 3 that my hogweed
monster had a 25% chance of having creepers (vine-like tendrils) as a form of
locomotion due to its body type. The result was negative, which means that the
monster does not have a conventional form of movement.
My monster does not have any of the Keywords (above) that denote assured
forms of movement either. However, I am not fully content with having my
monster being completely immobile, and I want to make sure that it is eerie,
surprising and otherworldly. Therefore, I have to think about this for a bit.
First, I think about how a plant monster might move around. I already
decided that it has a large root bundle beneath the surface, and that it is
intelligent, and that it has a brain inside there. This means that the most
vulnerable parts of the plant are hidden underground. Then I think about plant
monsters in general. This makes me think of Tolkiens Ents animating trees
(they uproot and walk around), mandrake roots in folklore (they get plucked) and
the moss folk of German folklore, the Waldschrat (presumably, they walk around,
but who really knows?).
If you hadnt read Tolkien (gasp!) and you didnt have my deep reading in
folklore and mythology (understandable), you could probably get some ideas by
Googling killer plant monster or something similar. Inspiration comes from
books, movies, dreams, videogames, other monster designs, and yes: random
Internet searches for wild trivial information.
Idea repository sites like
Wikipedia, TVTropes, IMDB, Goodreads, Theoi Greek Mythology (theoi.com),
Google Image Search, and Project Gutenberg can be very helpful when youre
trying to find some unusual ideas from unexpected sources. You probably have
your own favorites to add to this list; and there are of course the D&D forums
too if you need some input from other Game Masters. Have fun out there.

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Basically, this thought process makes me decide that the monster can move
on a limited basis, but that doing so is odd and dangerous in some way. Im not
aware of the exact game mechanics yet, but I decide on a basic concept: painful
uprooting. The monster has Ground movement, but it only does this when
necessary, because it causes damage. The hogweed uproots itself when there
are no enemies around, which makes its root bundle vulnerable, and it crawls
along on its roots with surprising rapidity. However, to do this it needs to snap
its taproot, which causes it to take 10% or so of its hit points as immediate selfinflicted damage. This means that the monster will not move to charge (it will
either camouflage itself against strong enemies or lure weak ones with
fragrance), and will only move to flee if it has no other option.
This will require some further thought later on, but is an example of emergent
design: the only reason I came up with this unique ability is because I was trying
to solve a design problem in my monsters ability set, and the rules and
guidelines had not yet offered a solution.
So, in short, my monsters movement mode is Ground (Special).

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III.13

CELERITY
ABOMINATION SPEED
When you know the monsters movement mode(s), you can determine its
relative speed(s) by consulting the appropriate table for its Size Rating, below.
Per the official FRPG, very generally speaking: smaller creatures tend to have
high Dexterity, while larger monsters have average Dexterity. Speed seems to be
based on a combination of size / gait and agility, and those implied guidelines
have been statistically smoothed and clarified here for your ease of use.
Simply use the table column that is appropriate for your monsters Dexterity
score, and record the rate of each movement mode on the worksheet for future
reference.

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TABLE 25
PREDETERMINED SPEEDS
FOR TINY ABOMINATIONS

Low DEX
(5 or 6)

Below
Above
Average DEX Average DEX Average DEX
(7, 8, or 9)
(10 or 11)
(12, 13, or
14)

High DEX
(15+)

Burrowing
10

Burrowing
10

Burrowing
15

Burrowing
15

Burrowing
15

Climbing 20

Climbing 20

Climbing 25

Climbing 30

Climbing 30

Flying 20

Flying 25

Flying 30

Flying 35

Flying 40

Ground 10

Ground 20

Ground 25

Ground 30

Ground 40

Hovering 20

Hovering 25

Hovering 30

Hovering 35

Hovering 40

Swimming
15

Swimming
15

Swimming
20

Swimming
25

Swimming
25

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TABLE 26
PREDETERMINED SPEEDS
FOR SMALL ABOMINATIONS

Low DEX
(5 or 6)

Below
Above
Average DEX Average DEX Average DEX
(7, 8, or 9)
(10 or 11)
(12, 13, or
14)

High DEX
(15+)

Burrowing
10

Burrowing
10

Burrowing
15

Burrowing
15

Burrowing
20

Climbing 20

Climbing 25

Climbing 30

Climbing 35

Climbing 40

Flying 20

Flying 30

Flying 40

Flying 50

Flying 60

Ground 15

Ground 20

Ground 25

Ground 30

Ground 40

Hovering 20

Hovering 30

Hovering 40

Hovering 50

Hovering 60

Swimming
20

Swimming
20

Swimming
25

Swimming
30

Swimming
30

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TABLE 27
PREDETERMINED SPEEDS
FOR MEDIUM ABOMINATIONS

Low DEX
(5, 6, or 7)

Below
Average DEX
(8, 9, 10, or
11)

Average DEX
(12 or 13)

Above
Average DEX
(14, 15, 16,
or 17)

High DEX
(18+)

Burrowing
10

Burrowing 15

Burrowing
20

Burrowing 25

Burrowing
30

Climbing 20

Climbing 25

Climbing 30

Climbing 35

Climbing 40

Flying 20

Flying 35

Flying 50

Flying 65

Flying 80

Ground 10

Ground 20

Ground 30

Ground 40

Ground 50

Hovering 20

Hovering 35

Hovering 50

Hovering 65

Hovering 80

Swimming
20

Swimming 25

Swimming
30

Swimming 35

Swimming
40

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TABLE 28
PREDETERMINED SPEEDS
FOR LARGE ABOMINATIONS

Low DEX
(5, 6, or 7)

Below
Average DEX
(8, 9, or 10)

Average DEX
(11 or 12)

Above
Average
(13, 14, or
15)

High DEX
(16+)

Burrowing
15

Burrowing 20

Burrowing
25

Burrowing 30

Burrowing
40

Climbing 20

Climbing 25

Climbing 30

Climbing 35

Climbing 40

Flying 30

Flying 60

Flying 90

Flying 120

Flying 150

Ground 15

Ground 25

Ground 35

Ground 45

Ground 55

Hovering 20

Hovering 35

Hovering 50

Hovering 60

Hovering 80

Swimming
20

Swimming 25

Swimming
30

Swimming 35

Swimming
40

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TABLE 29
PREDETERMINED SPEEDS
FOR HUGE ABOMINATIONS

Low DEX
(7 or 8)

Below
Average DEX
(9, or 10)

Average DEX
(11, 12, or
13)

Above
Average
(14 or 15)

High DEX
(16+)

Burrowing
20

Burrowing 25

Burrowing
30

Burrowing 35

Burrowing
40

Climbing 25

Climbing 30

Climbing 30

Climbing 35

Climbing 40

Flying 30

Flying 60

Flying 90

Flying 120

Flying 150

Ground 20

Ground 30

Ground 40

Ground 50

Ground 60

Hovering 20

Hovering 35

Hovering 50

Hovering 60

Hovering 80

Swimming
25

Swimming 30

Swimming
30

Swimming 35

Swimming
40

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TABLE 30
PREDETERMINED SPEEDS
FOR GARGANTUAN ABOMINATIONS

Low DEX
(12)

Below
Average DEX Average DEX
(13)
(14)

Above
Average
(15)

High DEX
(16+)

Burrowing
30

Burrowing
35

Burrowing
35

Burrowing
40

Burrowing
40

Climbing 30

Climbing 35

Climbing 40

Climbing 45

Climbing 50

Flying 80

Flying 100

Flying 120

Flying 140

Flying 160

Ground 20

Ground 30

Ground 40

Ground 50

Ground 60

Hovering 20

Hovering 35

Hovering 50

Hovering 60

Hovering 80

Swimming
30

Swimming
30

Swimming
35

Swimming
40

Swimming
40

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III.14

ETHOS
AN ABOMINATIONS ALIGNMENT
(Worksheet Section 2-8)

He knew he was face to face with a demon of the Elder World, and the
realization robbed him of all his faculties except sight.
The trunk of the horror was lifted and quested about, the topaz eyes stared
unseeingly, and Conan knew the monster was blind. With the thought came a
thawing of his frozen nerves, and he began to back silently toward the door.
But the creature heard.
The sensitive trunk stretched toward him, and Conan's horror froze him again
when the being spoke, in a strange, stammering voice that never changed its key
or timbre. The Cimmerian knew that those jaws were never built or intended for
human speech.
Who is here? Have you come to torture me again, Yara? Will you never be
done? Oh, Yag-kosha, is there no end to agony?
Tears rolled from the sightless eyes, and Conan's gaze strayed to the limbs
stretched on the marble couch. And he knew the monster would not rise to attack
him

The Tower of the Elephant, by Robert E. Howard

Once you have determined the monsters Intelligence score, you can consider
its alignment. Classically, most otherworldly entities are interpreted (by mortal
prey) as being something akin to Chaotic Evil or Neutral Evil. In practice,
however, I recommend giving your Abominations a Chaotic Neutral alignment
whenever you do not want to make a random determination. This will make the
monster malicious when provoked, but will also leave you with rich opportunities
for negotiation, tense circumstances, and role-playing. Do remember in all
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honesty, we are trying to build new monsters into the game in a special way so
that we can (a) give smart and adaptable PCs a more challenging time, and (b)
kill, maim, or punish PCs who are stupid and stubborn. A Chaotic Neutral
alignment for most Abominations tends to fit both of these opportunities quite
nicely.
There is a common exception to my Chaotic Neutral recommendation: In
accordance with implied FRPG parameters, I recommend that most
Abominations of low Intelligence should be considered Unaligned. This
simply means that they are self-interested, instinctual, and/or uncaring of
mortal ethics.
I recommend the following rule of thumb overall:

Unintelligent Monsters: Abominations with an INT score of 1, 2, or 3,


should always be Unaligned, unless the GM decides otherwise.

Pseudo-Sentient Monsters: Abominations with an INT score of 4


should be Unaligned 50% of the time. If they are not Unaligned, you
can determine their alignment randomly or by choice.
Sentient Monsters:
Abominations of INT 5+ should never be
Unaligned; they should always have an opinion as far as mortal
philosophies are concerned. Again, if you are undecided, you can either
roll randomly or decided on the Chaotic Neutral alignment as the
default.

If for whatever reason you do not want to use a Chaotic Neutral alignment
without considering a random determination, I have developed a more complex
system which includes all of the FRPGs alignments (with some extra old school
flavor thrown in).
Below, I give a random alignment determination table which emphasizes the
fact that Abominations are otherworldly intelligences existing beyond mortal
concerns. I reintroduce a mostly forgotten old 1970s detail the idea of
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alignment tendencies although I use it in a slightly different manner than in


Gygaxs methodology. I further offer a new set of alignments appropriate to
aliens, the Primal aspects of Chaos, Law, and Neutrality.

Primal Alignment is an outlook which cannot be held by a creature with a


mortal lifespan. A Primal ethos basically means that the Abomination existed
before mortals could worship gods, because their gods did not yet exist. These
(timeless?) monsters existed before there could be any divine or infernal
influence over human philosophy. Communication with Primal-aligned entities
can be difficult due to their alien perspective, but these Abominations will have
frequently make an attempt often via superior Wisdom and/or Intelligence
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to grasp encountered adventurers limited comprehension of the sentient


entropic universe. In other words, Primal Abominations tend to welcome parley.
(They might be fascinated enough by humans to speak with them for an hour,
and then annihilate them out of boredom, but hey, its a start in the rough realm
of inter-planar diplomacy!)
The table below also makes a distinction between Species Alignment and
Individual Alignment. This should apply to all Abominations that are not
Nonesuch (unique status, meaning only one is in existence). Basically, the
Species Alignment tells you what philosophy the majority of that Abomination
race embraces; while the Individual Alignment should be rolled for each separate
encounter that you design with that creature type. In this way, the adventurers
will occasionally encounter Abominations with surprising alignments, even after
they have a general idea of the races general inclination.
(Humanity, as an example, with everyone from Mother Theresa to Adolf Hitler
represented in our philosophical makeup offers a rather broad spectrum of all
the alignments, even though most of us are either Neutral or Good.)
To randomly determine an Abominations alignment, roll twice on the table
hereafter. The first roll should be made in the D100 Roll column, and will
determine the Species Alignment. The second roll should be made in the
Individual Alignment column, and can be used to generate each separate
encounter with that race.

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TABLE 31
ABOMINATION ALIGNMENT
SEPARATE DETERMINATION
FOR SPECIES AND INDIVIDUALS

D100
Roll

Abomination
Species Alignment

[01-05]

Chaotic, Primal

[06-11]

Chaotic Evil

[12-13]

Chaotic Evil with


Neutral Tendencies

[14-19]

Chaotic Good

[20-21]

Chaotic Good with


Neutral Tendencies

Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)
C (P)

CE

CE (N)

CG

CG (N)

[01-25] CE, [26-50] CG, [5100] CN


[01-92] CE
[93] CG, [94] CN, [95] LE,
[96] LG, [97] LN, [98] NE,
[99] NG, [00] TN
[01-50] CE, [51-75] CN, [7600] NE
[01-92] CG
[93] CE, [94] CN, [95] LE,
[96] LG, [97] LN, [98] NE,
[99] NG, [00] TN
[01-50] CG, [51-75] CN, [7600] NG

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D100
Roll

Abomination
Species Alignment

Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)

[22-27]

Chaotic Neutral

CN

[28-29]

Chaotic Neutral
with Evil
Tendencies

CN (E)

[01-50] CN, [51-75] CE, [7600] NE

[30-31]

Chaotic Neutral
with Good
Tendencies

CN (G)

[01-25] CG, [26-75] CN, [7600] NG

[32-36]

Lawful, Primal

L (P)

[01-25] LE, [26-50] LG, [5100] LN

[37-42]

Lawful Evil

[43-44]

Lawful Evil with


Neutral Tendencies

[45-50]

Lawful Good

LE

LE (N)

LG

[01-92] CN
[93] CE, [94] CG, [95] LE,
[96] LG, [97] LN, [98] NE,
[99] NG, [00] TN

[01-92] LE
[93] CE, [94] CG, [95] CN,
[96] LG, [97] LN, [98] NE,
[99] NG, [00] TN
[01-50] LE, [51-75] LN, [7600] NE
[01-92] LG
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LN, [98] NE,
[99] NG, [00] TN

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Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)

D100
Roll

Abomination
Species Alignment

[51-52]

Lawful Good with


Neutral Tendencies

LG

[01-50] LG, [51-75] LN, [7600] NG

[53-58]

Lawful Neutral

LN

[01-92] LN
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] NE,
[99] NG, [00] TN

[59-60]

Lawful Neutral with


Evil Tendencies

LN (E)

[01-25] LE, [26-75] LN, [7600] NE

[61-62]

Lawful Neutral with


Good Tendencies

LN (G)

[01-50] LN, [51-75] LG, [7600] NG

[63-67]

Neutral, Primal

N (P)

[01-20] CN, [21-40] LN, [4160] NE, [61-80] NG, [81-00]


TN

[68-73]

Neutral Evil

[74-75]

Neutral Evil with


Chaotic Tendencies

NE (C)

[01-25] CE, [26-50] CN, [5100] NE

[76-77]

Neutral Evil with


Lawful Tendencies

NE (L)

[01-25] LE, [26-50] LN, [5100] NE

NE

[01-92] NE
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] LN,
[99] NG, [00] TN

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D100
Roll

Abomination
Species Alignment

Species
Alignment
Individual Alignment
Abbreviation (Second D100 Roll)

[78-83]

Neutral Good

NG

[84-85]

Neutral Good with


Chaotic Tendencies

NG (C)

[01-25] CG, [26-50] CN, [5100] NG

[86-87]

Neutral Good with


Lawful Tendencies

NG (L)

[01-25] LG, [26-50] LN, [5100] NG

[88-92]

True Neutral

[93-94]

True Neutral with


Chaotic Tendencies

TN (C)

[01-25] CN, [26-00] TN

[95-96]

True Neutral with


Evil Tendencies

TN (E)

[01-25] NE, [26-00] TN

[97-98]

True Neutral with


Good Tendencies

TN (G)

[01-25] NG, [26-00] TN

[99-00]

True Neutral with


Lawful Tendencies

TN (L)

[01-25] LN, [26-00] TN

TN, or N

[01-92] NG
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] LN,
[99] NE, [00] TN

[01-92] TN
[93] CE, [94] CG, [95] CN,
[96] LE, [97] LG, [98] LN,
[99] NE, [00] NG

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The Oldskull Experiment, Session 15

For the sake of example, I decide to determine my plant monsters alignment


via the random and complex method.
We already know that the species is intelligent, with an INT score of 13.
Therefore the species will not be Unaligned. I roll D100, and the result is 16.
This means that the species alignment is Chaotic Good. Its certainly a bizarre
result, but is it too bizarre to work with? Probably not.
Now, my former visions of having the PCs face somewhat predictable plant
monsters in combat has changed: my campaign will soon feature encounters
with chatty psychic plants that want to communicate with mortals out of
curiosity, and then eat the ones who misbehave. Its a bit Little Shop of Horrors,
but thats not necessarily a bad thing!
I record this odd bit of info in worksheet section 2-8.
Next, I decide to roll the alignment of the first hogweeds encountered randomly
too. This is the Individual Alignment as opposed to the Species Alignment not
all of them will be Chaotic Good. Reading across the Chaotic Good table entry,
I can see that there is a 92% chance that any one particular hogweed colony will
be Chaotic Good, and an 8% chance that the alignment will be something else
(1% chance per differing alignment type). The roll is an 02, and the first group
that the PCs encounter will be Chaotic Good. Once the players get comfortable
with that, however, they might have a rude surprise waiting for them in the
future in the form of Evil plant monsters.

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CODEX
IV
DESCRIPTORS
AND POWERS

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IV.1

PRECEPTS
MONSTER DESCRIPTORS
(Worksheet Sections 3-1 and 3-2)

Now that you have struggled through the laborious details of guided yet
random monster creation, and chosen your preferences from a myriad of
complexity levels, the real fun of monster design can finally begin! This next
major section is the heart of the book, featuring hundreds of different powers,
characteristics, and disadvantages that will collectively allow you to generate an
effectively infinite number of reasonable and fascinating monsters.
To make your creation truly unique, it will need Descriptors. The Descriptors
are basically a pair of special keyword adjectives, which define the creatures
inherent (super)nature. With two rolls, you can create monsters that are Bestial
and Burning, Earthen and Eldritch, Ocular and Oozing, or Savage and
Slithering. Simply roll D100 on the table below, and put the first result in the
Primary Descriptor section of your worksheet (3-1); and then roll again and
put a Secondary Descriptor in section 3-2. If the Secondary Descriptor ends
up being identical to the Primary Descriptor, you should then reroll until you
receive a different result.
The decision to give every Abomination two Descriptors was not arbitrary on
my part. I have found that giving monsters a single descriptor is insufficient,
because it reduces the potential amount of monster variety by over 90%. And
worse, experiments with three Descriptors led to diluted monsters designs
which tended to be sillier than they were thematic. The monsters with too many
Descriptors seemed too random and were difficult to envision or believe in.
I strongly recommend that you should give every monster two Descriptors,
no more and no less, unless you have a very specific beastie in mind that would
benefit from more or less thematic detail.

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The Descriptor system is the major nexus of this volume. The master
monster engine table which powers it also determines which tables you will be
rolling on to determine your monsters random abilities.
When you use this table repeatedly, you will notice that some of the options
have a higher percentage chance of being selected than others, with no logically
apparent reason for the distinction. The reason for this is that due to various
cross-referencing systems (such as special Behemoth powers for large
monsters, Water powers for aquatic monster body types, and Sacral monsters
with tails), the rarer results are compensated for in other aspects of this work.
These varying levels of probability are balanced in the table below so that you
will have the widest theoretical array of monster powers and types available with
every roll.
To determine your monsters Primary and Secondary Descriptors, roll twice
on the table following and record the results on your worksheet.

TABLE 32
ABOMINATION DESCRIPTORS
AND ASSOCIATED POWER TABLES

D100
Roll

Lo, the
Abomination
Shall Be

You will later be rolling on the following table


to discern the Abominations some few of the
secrets:

[01-03]

Airy

Air Power Table

[04-06]

Bestial

Bestial & Blood Power Table

[07-09]

Burning

Fire Power Table

[10-13]

Corrosive

Acid Power Table

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D100
Roll

Lo, the
Abomination
Shall Be

You will later be rolling on the following table


to discern the Abominations some few of the
secrets:

[14-15]

Earthen

Earth Power Table

[16-18]

Eldritch

Arcane & Occult Power Table

[19-20]

Entropic

Death Power Table

[21-23]

Flying

Avian Power Table


(Special Note: If the monster does not have
Flying or Hovering movement mode, add the
Hovering movement mode now, and calculate the
movement rate.)

[24-29]

Frigid

Ice & Frost Power Table

[30-32]

Fungoid

Fungal Power Table

[33-36]

Insectoid

Arachnid & Insectoid Power Table


(Special Note: If the monster has fewer than six
legs, give it six legs now if that is feasible, and
make a note on the worksheets.)

[37-39]

MindShattering

Madness Power Table

[40-43]

Ocular

Eye Power Table

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D100
Roll

Lo, the
Abomination
Shall Be

You will later be rolling on the following table


to discern the Abominations some few of the
secrets:

[44-46]

Oozing

Slime Power Table

[47-48]

Otherworldly

Dream World & Faerie Power Table

[49-51]

Pestilent

Vermin & Disease Power Table

[52-55]

Psychic

Psionic Power Table


(Special Note: Please note that Abominations can
be Psionic regardless of their ratable INT and
WIS, as these creatures have incomprehensible
alien hive mind intellects of collective
sentience.)

[56-58]

Savage

Beast & Blood Power Table

[59-62]

Shifting

Amorphous Power Table

[63-65]

Slithering

Reptilian Power Table

[66-71]

Tailed

Sacral Power Table


(Special Note: If the monster does not have a tail
and can feasibly have one, give it one now; if you
cannot picture it, reroll this Descriptor.)

[72-75]

Tenebrous

Shadow Power Table

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D100
Roll

Lo, the
Abomination
Shall Be

You will later be rolling on the following table


to discern the Abominations some few of the
secrets:

[76-77]

Thalassic

Water & Aquatic Power Table

[78-84]

Thundering

Lightning Power Table

[85-88]

Undying

Life & Healing Power Table

[89-90]

Unearthly

Astral, Celestial, & Ethereal Power Table

[91-93]

Venomous

Poison Power Table

[94-96]

Verdant

Plant Power Table

[97-00]

Writhing

Tentacle Power Table

If after rolling the Secondary Descriptor you think it conflicts with the
Primary, you can feel free to reroll. However, do consider that many seemingly
contradictory combinations can actually work just fine with a little imagination.
A monster with both Fire and Water / Aquatic Descriptors for example can be
conceived as a Steam Abomination. Similarly, the powers of Death and Life &
Healing are consistently found in world mythology as being coupled in one divine
being despite the paradox; and a shape-shifter could certainly be both Avian and
Earthen. Use your creativity to make unlikely combinations memorable!

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The Oldskull Experiment, Session 16

Although I already know that my hogweed Abomination will be a plant


monster with some fragrance-related powers, I still roll on the Descriptor table
to see what other ideas I can come up with to further my design. The Chaotic
Good alignment thing honestly took me by surprise, and now I have decided to
leave some preconceptions behind and to see what the random determination
system can offer me.
My first roll is an 85, which means that (a) the Primary Descriptor is
Unearthly, and (b) I will be rolling some powers on the Astral, Celestial, &
Ethereal Power Table. I record this information in worksheet section 3-1.
My second roll is 43, which means that (a) the Secondary Descriptor is
Ocular, and (b) I will be rolling some other powers on the Eye Power Table. I
record this information in worksheet section 3-2.
So now I have two new unexpected ideas to work with as I try to envision my
Chaotic Good predatory plant: [1] It is either starry, or wraith-like in nature;
and [2] It has a big eye of some kind. Neither of these features are easy to grasp
upon first consideration.
Thinking it over, however, I decide on the following rationalizations:
Point One, Unearthly: My plants are phantom-like. They look more like
gooey shadows than they do plain old plants. This makes them more sinister
and interesting, and underlines the fact that they come from another world.
Point Two, Ocular: My plants do have improved senses after all. I think
about the living flowers in Lewis Carrolls Through the Looking-Glass, for
example, and decide (to maximize the fear potential) that the central stalk of the
plant will be topped by a flower-like appendage that opens to reveal a horrific
eye of many separate, swiveling facets that looks like a lotus seed pod.
(If you have a strong stomach, I now strongly encourage you to Google the
phrase lotus seed pod to see how creepy they are, if you didnt know already.
You are about to find out if you have Trypophobia! And now you will have some
great and horrible images to print out to creep your players out when they
encounter the hogweed, too. And if you dont have a strong stomach, dont look.)
Now, I can think of my weird monster as being something more like an
Invasion of the Body Snatchers pod, with a well-meaning alignment. Perhaps
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they are not only invading our world, but they feel it is for our own good, and
they mean to save some few of us that prove ourselves worthy? Are they planning
to Terraform the game world a la War of the Worlds with the red vines? Its a
truly odd situation, but I think it has a lot of potential for role-playing, mystery,
and strange and deadly combat scenarios too.
My monster is now becoming quite surprising, colorful, disturbing and
potentially campaign-changing. Just as it should be. Are these plants the first
sign of an invasion from another world? Is it like Stephen Kings The Mist, but
with plants and seeds instead of insects and arachnids?
And now I have also decided on a name for my monster based on these deeper
Descriptor details: the Gazer Lotus.
I am happy to see it all coming together, although I dont know where the
design is taking me. (Oh, the joy of writing actual game design examples using
completely random results )
In the next experiment, we will get to determine our hogweeds special powers.
Stay tuned!

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IV.2

POWERS
ADVANTAGES & DISADVANTAGES
(Worksheet Sections 3-4 through 3-10)

Having determined both Descriptors, you can now roll your monsters
random Powers (and Disadvantages). Your monster will have between 4 and 7
separate Powers, with weaker Abominations having fewer abilities and stronger
ones having more. The Power selector system has been set up so that high-BLR
monsters have the most powers, while weaker Abominations still have a few
tactical options.
This approach balances things so that each Abomination is unique and
memorable, while ensuring that (a) most of the monsters powers will come into
play during an encounter and (b) you will not be wasting your time creating an
over-detailed monster. You can always override this 4 to 7 approach if you feel
that is wise for your campaign, but I strongly recommend that the BLR limitation
on Power strength should remain in place.
(The one change I do always recommend is this: If you can think of a power
that is absolutely perfect for your monster, but the random roll does not select
it, then you should right the situation. In that case, remove the one random
power that does not seem to fit with the rest, and replace it with the one power
that you really feel your monster still needs. But watch those power levels when
you make the changes!)
I also recommend creating a new Abomination species whenever you want
more variety, rather than adding power detail to an existing type, so that you
can keep the players encountering new and exciting things. Keep in mind that
the primary purpose of this supplement is to ensure that the players and their
PCs frequently come into contact with the unknown. You can make your
monsters interesting, but you should try to avoid overdeveloping a new monster
to the point that you feel reluctant to create a new monster type.

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The next step is to roll up your monsters powers, as follows hereafter. Each
power has a separate technique of random determination, so that the monsters
type, body type, Descriptors, movement mode, and so forth have a chance to be
reasonably represented.

IV.2.1
DETERMINING THE ABOMINATIONS FIRST POWER

The first powers rules of determination have been designed to ensure that
the body type, monster type, and/or Keyword(s) you recorded early on are
reflected in the monsters final design.
Therefore, to determine the appropriate table for the first Power, you will need
to answer the following 11 questions, in order. You can do so by referring to the
information recorded so far in your Abomination worksheets.
The questions, in order, are as follows:

Considering the design information which you have accumulated so far

[1] Is the monster something you envision as being aquatic or waterthemed?


If yes, then the first power is a WATER & AQUATIC power.
Stop answering these questions and move on to the Water & Aquatic
Power table.

[2] Is the monster type Celestial?


If yes, then the first power is an ASTRAL, CELESTIAL, &
ETHEREAL power.
Stop answering these questions and move on to the Astral, Celestial,
& Ethereal Power table.

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[3] Is the monster type Fey One?


If yes, then the first power is a DREAM WORLD & FAERIE power.
Stop answering these questions and move on to the Dream World &
Faerie Power table.

[4] Is the monster type Plant, but not described as a fungus?


If yes, then the first power is a PLANT power.
Stop answering these questions and move on to the Plant Power
table.

[5] Is the monster type Plant, and also described as a fungus?


If yes, then the first power is a FUNGAL power.
Stop answering these questions and move on to the Fungus Power
table.

[6] Is the monster type Undead?


If yes, then the first power is a DEATH power.
Stop answering these questions and move on to the Death Power
table.

[7] Does the monster move by either (amongst all its movement modes) either
Flying or Hovering?
If yes, then the first power is an AVIAN power.
Stop answering these questions and move on to the Avian Power
table.

[8] Is the monsters Size Rating Large, Gargantuan, or Huge?


If yes, then the first power is a BEHEMOTH power.

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Stop answering these questions and move on to the Behemoth Power


table.

[9] Is the monster described as an arachnid, insect, insectoid, spider, or


scorpion?
If yes, then the first power is an ARACHNID & INSECTOID power.
Stop answering these questions and move on to the Arachnid &
Insectoid Power table.

[10] Is the monster described as a reptile or lizard?


If yes, then the first power is a REPTILIAN power.
Stop answering these questions and move on to the Reptilian Power
table.

[11] Is the monsters body type described as having a tail, but it is not a
Dragon?
If yes, then the first power is a SACRAL power.
Stop answering these questions and move on to the Sacral Power
table.

If the answer to all of these questions was no, then the monsters first power
will be determined randomly. The roll will depend on the monster type. Roll
1D100 and consult the table below:

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TABLE 33
RANDOM DETERMINATION
OF AN ABOMINATIONS FIRST POWER
Monster Type

To determine the monsters first Power, roll next


on the

Aberration

[01-25]
[26-50]
[51-75]
[76-00]

Amorphous Power Table


Madness Power Table
Slime Power Table
Tentacle Power Table

Beast

[01-50]
[51-60]
[61-80]
[81-00]

Bestial & Blood Power Table


Eye Power Table
Poison Power Table
Vermin & Disease Power Table

Celestial

[01-25]
[26-40]
[41-80]
[81-90]
[91-00]

Air Power Table


Arcane & Occult Power Table
Astral, Celestial, & Ethereal Power Table
Eye Power Table
Psionic Power Table

Construct

[01-20] Arcane & Occult Power Table


[21-90] Earth Power Table
[91-00] Eye Power Table

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Monster Type

To determine the monsters first Power, roll next


on the

Dragon

[01-15]
[16-25]
[26-40]
[41-50]
[51-60]
[61-75]
[76-00]

Acid Power Table


Bestial & Blood Power Table
Fire Power Table
Ice & Frost Power Table
Lightning Power Table
Poison Power Table
Reptilian Power Table

Elemental,
Indeterminate
Element

[01-25]
[26-50]
[51-75]
[76-00]

Air Power Table


Earth Power Table
Fire Power Table
Water & Aquatic Power Table

Elemental, Air

[01-80] Air Power Table


[81-90] Astral, Ethereal, & Celestial Power Table
[91-00] Lightning Power Table

Elemental, Earth

[01-80] Earth Power Table


[81-90] Life & Healing Power Table
[91-00] Shadow Power Table

Elemental, Fire

[01-20] Arcane & Occult Power Table


[21-00] Fire Power Table

Elemental, Water

[01-10] Acid Power Table


[11-20] Ice & Frost Power Table
[21-00] Water & Aquatic Power Table

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Monster Type

To determine the monsters first Power, roll next


on the

Fey One

[01-10]
[11-20]
[21-30]
[31-70]
[71-80]
[81-90]
[91-00]

Air Power Table


Arcane & Occult Power Table
Astral, Celestial, & Ethereal Power Table
Dream World & Faerie Power Table
Life & Healing Power Table
Psionic Power Table
Shadow Power Table

Fiend

[01-10]
[11-20]
[21-40]
[41-60]
[61-80]
[81-90]
[91-00]

Acid Power Table


Arcane & Occult Power Table
Death Power Table
Fire Power Table
Madness Power Table
Poison Power Table
Vermin & Disease Power Table

Giant

[01-15]
[16-55]
[56-70]
[71-85]
[86-00]

Air Power Table


Earth Power Table
Fire Power Table
Ice & Frost Power Table
Water & Aquatic Power Table

Humanoid

[01-20]
[21-40]
[41-60]
[61-80]
[81-00]

Dream World & Faerie Power Table


Madness Power Table
Psionic Power Table
Shadow Power Table
Vermin & Disease Power Table

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Monster Type

To determine the monsters first Power, roll next


on the

Monstrosity

[01-35]
[36-45]
[46-60]
[61-75]
[76-00]

Bestial & Blood Power Table


Dream World & Faerie Power Table
Eye Power Table
Life & Healing Power Table
Poison Power Table

Ooze

[01-15]
[16-30]
[31-45]
[46-85]
[86-00]

Amorphous Power Table


Fungal Power Table
Madness Power Table
Slime Power Table
Tentacle Power Table

Plant

[01-10]
[11-20]
[21-30]
[31-40]
[41-80]
[81-90]
[91-00]

Acid Power Table


Earth Power Table
Fungal Power Table
Life & Healing Power Table
Plant Power Table
Poison Power Table
Slime Power Table

Undead

[01-40]
[41-60]
[61-75]
[76-85]
[86-00]

Death Power Table


Disease & Vermin Power Table
Madness Power Table
Poison Power Table
Shadow Power Table

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IV.2.2
SELECTING THE POWERS VIA BASE LETHALITY RATING (BLR):
ROLLING, SELECTING, AND DE-SELECTING RANDOM ABOMINATION
POWERS

As you roll on the first appropriate Table (there are 30 in all), you will need
some crucial information to assist you in selecting Powers from the correct list.
Firstly, you will want to keep the Abominations Basic Lethality Rating (BLR)
in mind. This determines whether the monster can actually have the Power that
you randomly roll. You should carefully avoid abilities that your monstrous
creation does not qualify for, because this is the failsafe system that prevents
(for example) a CR 2 creature from having a 90-point breath weapon. If you
ignore the BLR ratings on the powers, you will end up with hugely overpowered
monsters and lots of Total Party Kills (TPKs), no matter how well the players
manage to perform.
The abilities are all measured by minimum required BLR, with each rating
expressed with a + indicator (3+, 5+, 12+, etc.). So if your monster has a BLR
of 3, and you randomly roll an ability that requires a BLR of 10+ (meaning 10 or
higher), you will not be able to select that power due to the systems balance
controls, and you will need to make a new determination.
To save you time, you do not need to reroll when this occurs. Rather, you
can keep scanning through the Power entries sequentially until you get to the
next available Power that fits. Continuing the above example, after your BLR
3 monster has a roll that indicates a BLR 10+ Power, you will ignore the roll and
keep reading down through the table entries until you get to one that has a BLR
requirement of 0+, 1/8+, 1/4+, 1/2+, 1+, 2+, or 3+. Then, you select that Power
and add it to your worksheet. If you get to the bottom of the table with no valid
Power being available with a usable BLR rating, then simply start again at the
top of the table and keep reading down. Every table has powers rated at low
levels to account for this necessary workaround.
Some readers may find this counter-intuitive and prefer to reroll; but I have
found that after you use these systems multiple times, the ignore and read
down method is actually faster in most instances. You can reroll if you choose
to but that method can become laborious especially if you are designing a

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weak monster with a low BLR, where very few of the potential Powers will actually
apply.

IV.2.3
SUCCINCT & APPROXIMATED DEFINITIONS:
AN IMPORTANT NOTE CONCERNING VAGUE SPECIAL ABILITIES

The significant majority of the Powers in these 30 tables have been remixed
from their original appearances in the SRD5 document. This means that the
powers are made available away from their original source. This allows you to
use cool monster powers for other monster types in a logical fashion, without
needing to create new rules to outline the abilitys effects. For example, the
ability Scorpion Claws is defined as follows: The monster can grapple and
claw, similar to a Giant Scorpion. This is a double-claw attack. This notation
allows you to look up the Giant Scorpion entry in the SRD5 (Ctrl-F will save you
time), and there you will find all of the needed details for using that attack in
play.
Some abilities, however, are either derived from spells, or there is insufficient
information in the SRD5. (The length of such entries, to be perfectly honest, has
been kept to a strict and succinct limit so that this book does not run to over
800 pages.)
In these instances, you may need to make up a few of the details on your own.
As one specific example, if a powers maximum rate of use is not stated, I
recommend that a mystery special ability cannot be used by an individual
monster more than three times in a single battle. You can make exceptions to
this rule of thumb whenever it feels appropriate keeping in mind, of course,
that frequent use of a mystery ability can make a monster significantly more
powerful! Turn this design knob with caution.

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The Oldskull Experiment, Session 17

This step in the design of my monster (the Gazer Lotus) is a bit involved,
but it is simply a matter of following the 11 design questions. The questions are
as follows:

[1] Is the monster aquatic or water-themed? (No, continue to question


#2.)
[2] Is the monster celestial? (No.)
[3] Is the monster a fey one? (No.)
[4] Is the monster a plant, and not a fungus? (Yes, after I read up on
hogweed a bit more to determine that this is definitely true.)

Therefore, I skip questions 5 through 11, since I have a Yes, and I roll on
the Plant Power table as directed. I am moving a bit forward into the rules here,
but to continue the example: I then go to the Plant Power table and roll D100,
and get a 75. This gives me the Power Song of the Black Goat, which is defined
as follows: Similar to the Animate Trees ability of a Treant. The BLR rating on
this Power is 4+, and my monsters BLR is 7, so this power fits effectively. But
is it appropriate?
Next, I go to the SRD5 and search for the term Animate Trees, in the Treant
monster description. This gives me a long paragraph describing the ability and
its game effects.
At first, it might seem that this power is inappropriate for the lotus / hogweed
plant monster concept I have developed so far. Animate Trees is a tree ability,
not a flowering plant one. But I think the problem through like this:
First, the Black Goat is actually an associative reference which can be
interpreted as pertaining to the Lovecraftian deity Shub-Niggurath. (If you did
not know this, you would learn it by entering the term black goat into Google,
or you would follow a different creative path than mine which is fine, because
the point of this book is to create different monsters depending on your unique
creative input.) We will use Lovecrafts inspiration to create a memorable
creature of our own. Shub-Niggurath is a huge monster that creates plant-like
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monsters as buds that fall from her body mass. This works fairly well, because
it tells me that my Gazer Lotus monsters probably come from the same world /
dimension as Lovecrafts Shub-Niggurath.
I then remember my monsters Chaotic Good alignment, which is another
problem Shub-Niggurath (imagined from a distance in game terms) is probably
Evil, or at the very least Neutral. So my plants are not the brood of ShubNiggurath herself, since I am not including that entity in my campaign. I decide
that they are an intelligent plant species from her home world, and that they are
being wiped out by her and her servants, which has resulted in the Gazer Lotus
invasion of the game world on the Material Plane. My monsters are invading
because they are being wiped out in their home, and need a new place to survive.
So theres an interesting piece of background the PCs might pick up if they chat
with my monster at length!
Secondly, the Animate Trees entry in the Treant description in the SRD5
mentions how the trees uproot themselves to move around and attack. Since
this fits in well with the root bundle / uprooting movement system Ive already
roughed out, this is actually a good fit. Why would my Gazer Lotus animate
trees? Probably (a) to hide itself when it needs to move and relocate while at its
most vulnerable, and (b) to attack enemies that prove to be too strong for it.
Therefore, after thinking about this for a while I like the Animate Trees power
quite a bit. I put this information in worksheet section 3-4, and also write a note
about the Treant entry and the SRD5 page where I can look up the abilitys
particulars.
Done! My monsters first power has been selected, justified, and elaborated
and I have accidentally added some detail my creation through problem
solving.

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IV.2.4
DETERMINING THE ABOMINATIONS SECOND POWER
When compared to the complex questions required to select the monsters
first Power, the method for determining the second Power is very easy. Every
monster will have at least one ability derived from a random roll on the Common
Abomination Power table. You will want to be sure to follow the BLR
requirement rule (i.e., do not select Powers that your monsters BLR do not
qualify it for), when using this table.
This ability can be determined by rolling 1D100 on the table below, as follows:

TABLE 34
COMMON ABOMINATION POWERS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-04]

Ambusher (D10)

3+

Similar to the Surprise Attack


ability of a Doppelganger (10
extra damage).

[05-08]

Born of the
Labyrinth

0+

Similar to the Labyrinthine Recall


ability of a Minotaur.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[09-12]

Clawed
Appendage /
Slashing Horns /
Brutal Strikes
(D5)

2+

The monster can claw (or slash,


strike, etc.) for an average of 5
damage (2D4). The damage type
may be piercing, slashing, or
bludgeoning, depending on the
attack type chosen by the GM.

[13-16]

Cruel Strikes
(D10)

3+

The monsters attack inflicts an


average 10 damage, similar to the
Claw attack of a Sea Hag (2D6+3).
The attack may be slashing
(claws),
impaling
(horns),
bludgeoning (pummel or charge),
etc.)

[17-19]

Damage
Immunity,
Bludgeoning

7+

The monster takes no damage


from (non-magical) bludgeoning
attacks or effects.

[20-22]

Damage
Immunity,
Piercing

7+

The monster takes no damage


from
(non-magical)
piercing
attacks or effects.

[23-25]

Damage
Immunity,
Slashing

7+

The monster takes no damage


from
(non-magical)
slashing
attacks or effects.

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D100
Roll

Abominations
Special Ability

[26-29]

Eye of the
Serpent

[30-32]

Required
Base
Lethality
Rating
(BLR)

Effect Description

1/2+

Similar to the Keen Sight ability of


a Griffon. Reroll if the monster
has a more powerful sight ability.

Eyeless

2+

The creature has no eyes (empty


eye sockets if appropriate), but
can sense life. This confers the
Blindsight ability.

[33-36]

Foul Stench
(Lovecraftian
Foetor)

5+

Similar to the Stench ability of a


Hezrou Demon (DC 140. For
Dream World, plant, or other
pretty monsters where a death
theme is inappropriate, this
ability can be reimagined as
Overpowering Musk.

[37-40]

Glowing
Crimson Eyes

0+

The
Abomination
Darkvision ability.

[41-44]

Gnawing Face /
Long Stinger /
Piercing Spine /
Slashing Claws
(D3)

1/4+

has

A disturbing feature of the


monster can bite (or sting, pierce,
slash, etc.) for an average 3
damage (1D6). The damage type
will depend on the attack type
chosen by the GM.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[45-47]

Heightened
Sense of Hearing

1/4+

Similar to the Keen


ability of a Grimlock.

Hearing

[48-50]

Heightened
Sense of Smell

1/4+

Similar to the Keen Smell ability


of a Cloud Giant.

[51-54]

Lying in Wait
(D7)

2+

Similar to the Surprise Attack


ability of a Bugbear (7 extra
damage).

[55-57]

Merciless
Onslaught

7+

The
monsters
attacks
are
magical, similar to the Magic
Weapons ability of a Golem. This
applies to any weapons wielded
by the monster, and also to its
unarmed attacks.

[58-61]

Motionless

1+

The monster has the False


Appearance advantage in a
dungeon setting (or wilderness
setting, as appropriate to the
species), similar to Animated
Armor or a Cloaker.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[62-64]

Stalking
Between the
Worlds

3+

The monster is invisible until it


attacks.

[65-68]

Stench of the
Grave

4+

Similar to the Stench ability of a


Ghast (DC 10). For Dream World,
plant, or other pretty monsters
where
a
death
theme
is
inappropriate, this ability can be
reimagined as Pungent Musk.

[69-71]

Summoned and
Earthbound

5+

The Abomination gains a damage


sharing ability similar to the
Bound ability of a Shield
Guardian. The monster will be
accompanied by at least one Evil
summoner (monster or NPC) of a
higher CR (6+).

[72-74]

Swarm Tactics

4+

Similar to the Martial Advantage


ability of a Hobgoblin. Reroll if
the monster is being conceived as
a solitary aberration.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[75-77]

They Walk
Serene

8+

Similar to the Invisibility of an


Invisible Stalker. The invisibility
is not broken by attacks, and will
not
be
broken
until
the
Abomination suffers at least 20%
of its total hit points in damage.

[78-81]

Thorny
Carapace or
Flesh / Deadly
Blood (D5)

1+

Similar to the Barbed Hide ability


of a Barbed Devil. The damage
type may be piercing (carapace) or
acid (deadly blood), depending on
the defense type chosen by the
GM.

[82-84]

Thorny
Protrusion (D2)

1/8+

The monster can claw (or bite,


strike, etc.) for an average of 2
slashing damage (1D4).

[85-87]

Two-Headed
Monstrosity

5+

The Abomination has two heads,


and gains powers similar to the
Two Heads and Wakeful abilities
of an Ettin.

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D100
Roll

Abominations
Special Ability

[88-90]

Unnatural
Celerity

[91-93]

Required
Base
Lethality
Rating
(BLR)

Effect Description

10+

The
Abominations
Dexterity
score is raised to a minimum of
20. The monster is also Reactive
in combat, similar to the ability of
a Marilith Demon.

Unsleeping One

2+

Similar to the Wakeful ability of a


Hydra.

[94-97]

Vicious Strikes
(D13)

4+

The monsters attack inflicts an


average 13 damage, similar to the
Claw attack of a Green Hag
(2D8+4).
The attack may be
slashing
(claws),
impaling
(horns), bludgeoning (pummel or
charge), etc.

[98-00]

Wild Aggressor

1/2+

Similar to the Reckless ability of a


Minotaur.

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The Oldskull Experiment, Session 18

To figure out my Gazer Lotuss second Power, I roll D100 and come up with
a 37. That results in Glowing Crimson Eyes, which has a BLR requirement of
0+. This means that it is a descriptive note / minor ability, rather than a strong
combat power. The definition is: The Abomination has the Darkvision ability.
This works perfectly fine, because I already decided that my monster is
shadowy, that it moves only in secrecy, and that it has an eye stalk. So I enter
this information in worksheet section 3-5, and also make a note in section 2-1
(Senses) to indicate this logical upgrade.
Things are moving along nicely
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IV.2.5
DETERMINING THE ABOMINATIONS THIRD POWER

The Abominations third Power should be rolled on the table that is


appropriate for its Primary Descriptor. For example, referring back to the
Monster Descriptor Table and to your worksheets, if the Primary Descriptor is
Frigid then the Power should be determined by rolling 1D100 on the
corresponding Frost & Ice Power Table.

IV.2.6
DETERMINING THE ABOMINATIONS FOURTH POWER

The Abominations fourth Power should be rolled on the table that is


appropriate for its Secondary Descriptor. For example, if the Secondary
Descriptor is Corrosive, then the Power should be determined by rolling 1D100
on the Acid Power Table.
If your monsters BLR is between 0 and 4 inclusive, then the selection of
Powers is complete with this fourth power selection, and you can move on to
the next chapter.

IV.2.7
DETERMINING THE ABOMINATIONS FIFTH POWER

If the monsters BLR is 5 or higher, you should roll a fifth power on the same
table as the third power. That is, you should roll again on the table indicated by
the Abominations Primary Descriptor. If the fifth Power roll result is identical
to that for the third Power, you should reroll.
If your monsters BLR is lower than 10, then the selection of Powers is
complete with this fifth power selection, and you can move on to the next
chapter.

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IV.2.8
DETERMINING THE ABOMINATIONS SIXTH POWER

If the monsters BLR is 10 or higher, you should roll a sixth power on the
same table as the fourth power. That is, you should roll again on the table
indicated by the Abominations Secondary Descriptor. If the sixth Power roll
result is identical to that for the fourth Power, you should reroll.
If your monsters BLR is lower than 20, then the selection of Powers is
complete with this sixth power selection, and you can move on to the next
chapter.

IV.2.9
DETERMINING THE ABOMINATIONS SEVENTH AND FINAL POWER

If the monsters BLR is 20 or higher (a rarity), you should select a seventh


power and final without rolling dice. I recommend that you review the tables
used to generate the 3rd, 4th, 5th, and 6th powers, and selecting the one Power
which you feel most perfectly fits the design of your monstrous creation. You
may want to look at all of the appropriate tables before you make your selection.

The Oldskull Experiment, Session 19

In this example, I show how I came up with the third, fourth, and fifth powers
for my Gazer Lotus monster. You may recall that my monster has a Primary
Descriptor: Unearthly, and a Secondary Descriptor: Ocular.
The Unearthly Descriptor means that I roll up the monsters third power on
the Astral, Celestial, & Ethereal Power Table. I roll an 02, which gives the
ability Astral Entity. However, the BLR requirement on this Power is 10+, and
my monsters BLR is only 7, so I read down the table until I come to an entry
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with a BLR requirement of 7+ or lower. The next appropriate entry is Astral


Gaze, which is defined as: The monster can concentrate to witness remote
events, similar to casting a Clairvoyance spell. This not only fits perfectly with
my eye theme (surprise, even though Im rolling on a different table!), but it also
tells me a little bit about how these monsters interact with the world(s) they
explore while they remain immobile. In fact, its a little scary how perfectly this
fits; Ill need to make sure that I take full credit for this random selection as a
stunning example of my crafty intelligence and my masters degree in monster
design. I knew that was going to happen. (*Cough*)

The Ocular Descriptor means that I roll up the monsters fourth Power on the
Eye Power Table. I roll a 36, which gives me the rather boring ability Damage
Resistance, Psychic (Psionic): The monster takes reduced damage from psychic
attacks and effects. Not very exciting, and it doesnt make perfect sense; and
unfortunately its not eye-themed either. Therefore, I now break my own rules
and decide to select a power on this table, instead of just rolling this randomly.
(Yes, you should do this too; the book is not in command, you are! The book is
just here to help you.)
I consider the Dread Gaze ability, but that one is very powerful and seems
a bit unfair for a mere plant-thingy to be as strong in its gaze as an angelic Solar.
So I settle for the more reasonable and yet still well-themed ability Deeping
Sight: Similar to the Devils Sight ability of an Imp or similar Devil. Looking up
Devils Sight in the SRD5, this simply means: Magical darkness doesnt
impede the devils Darkvision. Thats perfectly reasonable to go along with my
monsters shadow and secrecy theme, so thats what I go with.
My monsters BLR is between 5 and 10, and that means that it also qualifies
for a fifth and final Power roll. The fifth Power is again based on the Primary
Descriptor, which is Unearthly. So I go back to the Astral, Celestial, & Ethereal
Power Table for one more roll. I roll a 27, which gives Condition Immunity,
Unconscious: The monster cannot be afflicted with the unconscious condition.
Thats uninteresting, but its also perfectly logical, so I take it.
With that, all of my monsters abilities are fully selected. It still doesnt have
a nasty and atmospheric main attack form (outside of animating trees), but we
will worry about that later theres another system to deal with such
circumstances.
Moving on!
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(The extensive monster power tables follow alphabetically hereafter.)

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IV.3

POWERS I
ACID

TABLE 35
ABOMINATION
POWERS DETERMINATION:
ACID

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

[01-04]

Acid Arc (D15)

6+

The monster hurls an acid strike 90


for an average 15 damage, similar to
the Acid Arrow spell.

[05-08]

Acid Quills
(D45)

10+

The monster hurls an acid strike 90


three times for an average 15
damage per strike, similar to a triple
casting of the Acid Arrow spell.

Effect Description

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[09-12]

Acid Spines
(D30)

8+

The monster hurls an acid strike 90


twice for an average 15 damage per
strike, similar to a double casting of
the Acid Arrow spell.

[13-16]

Acidic Fangs
(D9)

3+

The monsters fangs (or similar


attack) hit at melee range for an
average 9 damage, similar to the
Bite attack of a Black Dragon
Wyrmling.

[17-20]

Acidic Nature

9+

The Abomination is healed by acid,


similar to the Acid Absorption
ability of a Clay Golem.

[21-24]

Acidic Spittle
(D22)

6+

The monster exhales acid 15 for an


average 22 damage, similar to the
Acid Breath of a Black Dragon
Wyrmling.

[25-28]

Acidic Spray
(D10)

4+

The monster exhales acid 30 for an


average 10 damage, similar to the
Acid Spray of an Anhkheg.

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D100
Roll

Abominations
Special Ability

[29-32]

Acidic Vapor
(D3)

[33-36]

Required
Base
Lethality
Rating
(BLR)

Effect Description

1/2+

The monster exudes a cloud of acid


60 for an average 3 damage, similar
to the Acid Splash spell.

Blinding
Spittle

3+

The monsters mild but clotting


acidic goo (or ichor, energy, etc.)
strikes at 30 range and causes
Blindness, similar to the Blinding
Spittle ability of a Gibbering
Mouther.

[37-40]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[41-44]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[45-48]

Corrosive Acid
Spittle (D49)

9+

The monster exhales acid 30 for an


average 49 damage, similar to the
Acid Breath of a Young Black
Dragon.

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Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[49-52]

Corrosive Bite
(D11)

3+

The monsters fangs (or similar


attack) hit at melee range for an
average 11 damage, similar to the
Bite attack of a Mimic.

[53-56]

Corrosive
Flesh

6+

The monster is corrosive and causes


damage to attackers and objects,
similar to the Corrosive Form ability
of a Black Pudding.

[57-60]

Damage
Immunity,
Acid

7+

The monster takes no damage from


acid attacks or effects.

[61-64]

Damage
Immunity,
Poison

7+

The monster takes no damage from


poison attacks or effects.

[65-69]

Damage
Resistance,
Acid

4+

The monster takes reduced damage


from acid attacks and effects.

[70-74]

Damage
Resistance,
Poison

4+

The monster takes reduced damage


from poison attacks and effects.

Effect Description

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[75-78]

Deathly Acid
Spittle (D67)

12+

The monster exhales acid 90 for an


average 67 damage, similar to the
Acid Breath of an Ancient Black
Dragon.

[79-82]

Dangerous
Acidic Fangs
(D19)

5+

The monsters fangs (or similar


attack) hit at 5 (if smaller than
large) or 10 (if large+) range for an
average 19 damage, similar to the
Bite attack of a Young Black
Dragon.

[83-86]

Gargantuan
Acidic Fangs
(D28)

7+

The monsters fangs (or similar


attack) hit at 10 (if smaller than
huge) or 15 (if huge or gargantuan)
for an average 28 damage, similar to
the Bite attack of an Ancient Black
Dragon. Reroll if the monster is not
large, huge, or gargantuan.

[87-91]

Irritating
Vapor (D1)

0+

The monster exudes a cloud of mild


acid 40 for an average 1 damage
(1D2), similar to a weaker version of
the Acid Splash spell.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[92-96]

Sinister Acid
Spittle (D54)

10+

The monster exhales acid 60 for an


average 54 damage, similar to the
Acid Breath attack of an Adult
Black Dragon.

[97-00]

Swallow and
Consume

11+

The monster swallows prey whole


and consumes them with acid,
similar to the Swallow attack of a
Remorhaz. Reroll if the monster is
not huge or gargantuan.

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IV.4

POWERS II
THE AIR

TABLE 36
ABOMINATION
POWERS DETERMINATION:
AIR

D100
Roll

Abominations
Special Ability

[01-04]

Airy Essence

[05-08]

Airy Flesh

[09-12]

Beckon the
Aerial Spirits

Required
Base
Lethality
Rating
(BLR)
Effect Description
2+

Similar to the Mist Form effect of a


Vampires Shapechanger ability.

1/8+

Similar to the Air Form ability of an


Air Elemental.

5+

The monster can summon air


creatures (either elementals or lesser
Abominations), similar to casting the
Air Elemental effect of a Conjure
Minor Elementals spell.

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Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[13-16]

Celerity of the
Wind

8+

Similar to the Haste ability of a Clay


Golem.

[17-19]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted with


the deafened condition.

[20-22]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted with


the grappled condition.

[23-25]

Condition
Immunity,
Prone

3+

The monster cannot be afflicted with


the prone condition.

[26-28]

Condition
Immunity,
Restrained

3+

The monster cannot be afflicted with


the restrained condition.

[29-32]

Cyclonic Force
(D14)

4+

The monster can blast enemies with


wind, similar to the Slam ability of an
Air Elemental (average damage 14).

[33-35]

Damage
Immunity,
Cold

7+

The monster takes no damage from


cold attacks or effects.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[36-38]

Damage
Immunity,
Lightning

7+

The monster takes no damage from


lightning attacks or effects.

[39-41]

Damage
Immunity,
Thunder

7+

The monster takes no damage from


thunder attacks or effects.

[42-45]

Damage
Resistance,
Cold

4+

The monster takes reduced damage


from cold attacks and effects.

[46-49]

Damage
Resistance,
Lightning

4+

The monster takes reduced damage


from lightning attacks and effects.

[50-53]

Damage
Resistance,
Thunder

4+

The monster takes reduced damage


from thunder attacks and effects.

[54-57]

Damage
Vulnerability,
Bludgeoning

0+

The monster takes additional damage


from bludgeoning attacks and effects.

[58-61]

Defiance of
Gravity

0+

The monster can hover momentarily


(enough to give someone a good
fright, but not to move while flying).

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[62-65]

Dissipation
upon Death

0+

Similar to the Elemental Demise


ability of a Djinni.

[66-69]

Enslaved Wind
Spirit

3+

The monster can (even if it does not


appear to fly) unexpectedly lift into
the air, similar to a Fly spell. Reroll if
the monster is already classified as
winged, flying, or hovering.

[70-73]

Gaseous
Metamorphosis

4+

The monster can temporarily turn


into living gas, similar to the Gaseous
Form spell.

[74-77]

Gather the
Tempest

7+

The monster can beckon powerful


winds over time, similar to the Wind
effect of a Control Weather spell.

[78-81]

Greater
Whirlwind

9+

Similar to the Create Whirlwind


ability of a Djinni.

[82-85]

Ill Wind

1/4+

The monster can create strange


winds which pull instead of push,
accompanied by eerie hooting echoes.
Similar to casting a Feather Fall spell.

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Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[86-89]

Incarnation of
Wind

7+

The Abomination can summon a


powerful (and disturbing-looking)
whirlwind creature, similar to the Air
Elemental effect of a Conjure
Elemental spell.

[90-93]

Shantak Wind

4+

The Abomination can create (foulsmelling) winds, similar to a Gust of


Wind smell.

[94-96]

Undying
Aethereal
Essence

11+

Similar to the Misty Escape ability of


a Vampire.

[97-00]

Whirlwind

5+

Similar to the Whirlwind ability of an


Air Elemental.

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IV.5

POWERS III
AMORPHOUS
I then fixed my eyes quietly on what was before me. Though horror and
revolting nausea rose up within me, and an odour of corruption choked my breath,
I remained firm. The skin, and the flesh, and the muscles, and the bones, and
the firm structure of the human body that I had thought to be unchangeable, and
permanent as adamant, began to melt and dissolve

The Great God Pan, by Arthur Machen

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TABLE 37
ABOMINATION
POWERS DETERMINATION:
AMORPHOUS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-03]

Condition
Immunity,
Blinded

3+

The monster cannot be afflicted with


the blinded condition.

[04-06]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted with


the charmed condition.

[07-09]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted with


the deafened condition.

[10-12]

Condition
Immunity,
Exhausted

3+

The monster cannot be afflicted with


the exhausted condition.

[13-15]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted with


the frightened condition.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[16-18]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted with


the grappled condition.

[19-21]

Condition
Immunity,
Prone

3+

The monster cannot be afflicted with


the prone condition.

[22-24]

Condition
Immunity,
Restrained

3+

The monster cannot be afflicted with


the restrained condition.

[25-27]

Damage
Resistance,
Acid

4+

The monster takes reduced damage


from acid attacks and effects.

[28-30]

Damage
Resistance,
Bludgeoning

4+

The monster takes reduced damage


from
(non-magical)
bludgeoning
attacks and effects.

[31-33]

Damage
Resistance,
Cold

4+

The monster takes reduced damage


from cold attacks and effects.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[34-36]

Damage
Resistance,
Lightning

4+

The monster takes reduced damage


from lightning attacks and effects.

[37-39]

Damage
Resistance,
Piercing

4+

The monster takes reduced damage


from (non-magical) piercing attacks
and effects.

[40-42]

Damage
Resistance,
Slashing

4+

The monster takes reduced damage


from (non-magical) slashing attacks
and effects.

[43-46]

Face Dancer

1+

The monster can twist the flesh of its


face (if it has one, or can create one),
similar to casting the Change
Appearance effect of the Alter Self
spell.

[47-51]

Flesh Twisting

4+

The Abomination can temporarily


change into the shape of a relatively
small mundane monster species
equal to its Base Lethality Rating or
less; similar to the Change Shape
ability of a Couatl.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[52-56]

Flickering
Shapes

0+

Similar to the Ephemeral limitation of


a Will-o-Wisp.

[57-61]

Greater
Shape-Shifter

5+

Similar to Flesh Twisting, but the


monster can change into any
creature (mundane, monstrous, or
supernatural) of its BLR or less,
provided it does not grow in size.

[62-66]

Humanoid
Shape-Shifter

2+

The monster can temporarily change


into the shape of a human, demihuman, or humanoid, similar to the
Shapechanger
ability
of
a
Doppelganger.

[67-73]

Malleable
Shape-Shifter

3+

The monster can temporarily change


into the shape of an object or room
feature, similar to the Shapechanger
ability of a Mimic.

[74-80]

Planar ShapeShifter

7+

Similar to Greater Shape-Shifter, but


the monster can grow to be anything
up to huge in size.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[81-87]

Shifting
Features

0+

The monsters face


body part) is forever
shifting to reflect its
proximity to other
disturbing effect.

(or equivalent
changing and
thoughts and
creatures, a

[88-94]

Supernatural
Shape-Shifter

10+

Similar to Greater Shape-Shifter, but


the monster can grow to be anything
up to gargantuan in size.

[95-00]

Swarming
Embrace

1/8+

Similar to the Swarm ability of a


Swarm of Bats, even if the monster is
singular and unaccompanied.

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IV.6

POWERS IV
ARACHNID & INSECTOID
The stairway led up to two folding doors, and they stood a little ajar, and
through the crack Leothric entered and tried to continue straight on, but could get
no farther, for the whole room seemed to be full of festoons of ropes which swung
from wall to wall and were looped and draped from the ceiling. The whole chamber
was thick and black with them. They were soft and light to the touch, like fine
silk, but Leothric was unable to break any one of them, and though they swung
away from him as he pressed forward, yet by the time he had gone three yards
they were all about him like a heavy cloak. Then Leothric stepped back and drew
Sacnoth, and Sacnoth divided the ropes without a sound, and without a sound the
severed pieces fell to the floor. Leothric went forward slowly, moving Sacnoth in
front of him up and down as he went. When he was come into the middle of the
chamber, suddenly, as he parted with Sacnoth a great hammock of strands, he
saw a spider before him that was larger than a ram, and the spider looked at him
with eyes that were little, but in which there was much sin, and said: Who are
you that spoil the labour of years all done to the honour of Satan?
And Leothric answered: I am Leothric, son of Lorendiac.
And the spider said: I will make a rope at once to hang you with

The Fortress Unvanquishable, Save for Sacnoth, by Lord Dunsany

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TABLE 38
ABOMINATION
POWERS DETERMINATION:
ARACHNID & INSECTOID
Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[01-04]

A Touch upon
the Stands

2+

Similar to the Web Sense ability of


an Ettercap. This also means that
the monster can cast webs (but
not quickly enough to create new
webs to influence combat), and
move upon them (Web Walker).

[05-08]

Arachnid
Spinnerets

3+

The monster can create webs,


similar to the Web ability of an
Ettercap. This also provides the
Abomination with the associated
Web Sense and Web Walker
abilities.

[09-11]

Beetle Pincers
(D2)

1/8+

The monster can attack with


pincers, similar to the Bite attack
of a Giant Fire Beetle (average 2
slashing damage).

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Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[12-14]

Centipede
Shapechanger

1+

The monster can temporarily turn


into a centipede, similar to the
Centipede effect of a Quasits
Shapechanger ability.

[15-17]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[18-20]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[21-24]

Cruel Spider
Bite (D10)

3+

The monster can attack with a


poisonous bite, similar to the Bite
attack of an Ettercap.

[25-27]

Damage
Immunity,
Poison

7+

The monster takes no damage


from poison attacks or effects.

[28-30]

Damage
Resistance,
Acid

4+

The monster takes reduced


damage from acid attacks and
effects.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[31-33]

Damage
Resistance,
Poison

4+

The monster takes reduced


damage from poison attacks and
effects.

[34-36]

Damage
Vulnerability,
Cold

0+

The monster takes additional


damage from cold attacks and
effects.

[37-39]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks and
effects.

[40-43]

Deathly Spider
Bite

9+

Similar to the Bite attack of a


Phase spider, but inflicting triple
damage.

[44-47]

Eyes of the
Hungering
Spider

0+

The monster has eight glowing


eyes.

[48-51]

Horrific Spider
Bite

6+

Similar to the Bite attack of a


Phase spider, but inflicting double
damage.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[52-54]

Mantid Eyes

0+

The monster has large eyes, with


tiny fierce-looking pupils hovering
in the orbs.

[55-58]

Paralyzing
Sting

4+

The monster can sting (or insert


an anesthetizing spine), similar to
the Sting attack of a Giant Wasp.

[59-61]

Scorpion Claw

3+

The monster can grapple and


claw, similar to a Giant Scorpion.
This is a single-claw attack

[62-65]

Scorpion Claws

4+

The monster can grapple and


claw, similar to a Giant Scorpion.
This is a double-claw attack.

[66-69]

Scorpion Sting

1+

The monster can sting, similar to


the attack of a Scorpion.

[70-73]

Spider Bite
(D11)

2+

Similar to the Bite attack of a


Drider.

[74-77]

Spider Lunge

2+

The monster can dash (similar to


casting an Expeditious Retreat
spell), but only to charge and
attack.

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[78-81]

Spider Senses

4+

The monster has an always on


internal effect similar to an Alarm
spell.

[82-85]

Spider
Shapechanger

1+

The monster can temporarily turn


into a spider, similar to the Spider
effect of an Imps Shapechanger
ability.

[86-89]

Spontaneous
Vermin
Blossom

6+

The Abomination can cause


insects or arachnids to burst forth
from the earth, similar to casting a
Giant Insect spell.

[90-92]

Sprouting
Maxillae

0+

When the monster is hungry or


frightened,
its
mouth
(or
equivalent body part) sprouts beelike mouth parts that quiver and
search the air.

[93-96]

Uncanny
Climbing
Ability

2+

The monster can climb virtually all


surfaces, similar to the Spider
Climb ability of a Drider. This also
gives
the
Abomination
the
Climbing movement mode if it did
not already possess it.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[97-00]

Virulent Spider
Bite

Required
Base
Lethality
Rating
(BLR)
Effect Description
4+

Similar to the Bite attack of a


Phase Spider.

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370

SPAWNING POOL OF THE ELDER THINGS

IV.7

POWERS V
THE ARCANE & THE OCCULT

TABLE 39
ABOMINATION
POWERS DETERMINATION:
ARCANE & OCCULT

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-04]

Arcane Spine
(D17)

6+

The monster can summon a


ghostly spine-like stinger, similar
to casting an Arcane Sword spell.

[05-09]

Arcane Thorns
(D33)

7+

The monster can summon a


ghostly swarm of whirling thorns in
an unoccupied area, similar to
casting a Blade Barrier spell.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[10-13]

Cabalistic
Annihilation

4+

The monster can destroy magical


effects with a sibilant hiss, like
casting a Dispel Magic spell.

[14-17]

Chimeric Mantle

1+

Similar to the Illusory Appearance


ability of a Green Hag.

[18-21]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

[22-25]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[26-29]

Damage
Immunity,
Psychic (Psionic)

7+

The monster takes no damage from


psychic attacks or effects.

[30-33]

Damage
Resistance,
Psychic (Psionic)

4+

The
monster
takes
reduced
damage from psychic attacks and
effects.

[34-37]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks and
effects.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[38-41]

Eldritch Eye

5+

The monster can summon a


ghostly staring eye, similar to
casting an Arcane Eye spell.

[42-46]

ExtraDimensional
Essence

14+

Similar to the Limited Magic


Immunity ability of a Rakshasa.

[47-51]

Fundamental
Unreality

8+

The monsters extra-dimensional


physics (derived from its home
plane) cause it to negate many
magical effects, similar to the
Magic Resistance of a Deva or
Demon.

[52-55]

Greater Arcane
Mantle

2+

Similar to the Shimmering Shield


ability of a Unicorn, and capable of
benefitting the monsters allies and
the monster itself.

[56-59]

Guise of
Revelation

3+

Similar to the Unnerving Mask


ability of a Chain Devil.

[60-64]

Hunt the Arcane

1/8+

The Abomination can detect


magical effects and objects while
concentrating at short range,
similar to a Detect Magic spell.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[65-69]

HyperDimensional
Essence

[70-73]

Required
Base
Lethality
Rating
(BLR)
Effect Description
20+

The monster is completely immune


to magic. Use with care!

Lesser Arcane
Mantle

1+

Similar to the Shimmering Shield


ability of a Unicorn, but can only
benefit the monster itself.

[74-78]

Remembrance of
Fallen Prey

0+

The
monster
is
continually
surrounded by phantasmal faces,
which scream in silence. The effect
ranges from barely discernable
(when the monster is peaceful) to
very disturbing (when the monster
is enraged).

[79-84]

Scent the
Arcane

1/2+

The Abomination can detect


magical effects and objects at will,
similar to the Sense Magic ability of
a Chuul.

[85-90]

Shimmering
Aura

0+

The monster is surrounded by a


faint colored glow. The glows hue
can be dependent on the monsters
nature (blue for water, green for
plant, etc.).

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[91-95]

Sorcerous
Severance

3+

The monster can nullify magical


effects in others, like casting the
Break Enchantment effect of a
Dispel Evil and Good spell.

[96-00]

Visages of
Deception

5+

Similar to the Phantasm ability of a


Cloaker.

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375

SPAWNING POOL OF THE ELDER THINGS

IV.8

POWERS VI
ASTRAL, CELESTIAL,
& ETHEREAL

TABLE 40
ABOMINATION
POWERS DETERMINATION:
ASTRAL, CELESTIAL, & ETHEREAL

D100
Roll

Abominations
Special Ability

[01-02]

Astral Entity

[03-04]

Astral Gaze

Required
Base
Lethality
Rating
(BLR)

Effect Description

10+

The Abomination can phase


away itself and willing allies at
will, similar to casting an Astral
Projection spell.

4+

The monster can concentrate to


witness remote events, similar
to casting a Clairvoyance spell.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[05-06]

Beckoning of the
Stars

6+

Similar to casting a Conjure


Celestial spell.

[07-08]

Blade of the Void


(D18)

5+

The creature can telekinetically


control a hovering blade-like
shard, which is filled with
burning stars and blackest
night. This is similar to the
Angelic Weapons ability of a
Deva (average 18 damage).

[09-10]

Celestial Sanctum

9+

Similar to casting a Forcecage


spell.

[11-12]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

[13-14]

Condition
Immunity,
Exhausted

3+

The monster cannot be afflicted


with the exhausted condition.

[15-16]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[17-18]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted


with the grappled condition.

[19-20]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[21]

Condition
Immunity,
Petrified

3+

The monster cannot be afflicted


with the petrified condition.

[22-23]

Condition
Immunity, Prone

3+

The monster cannot be afflicted


with the prone condition.

[24-25]

Condition
Immunity,
Restrained

3+

The monster cannot be afflicted


with the restrained condition.

[26-27]

Condition
Immunity,
Unconscious

3+

The monster cannot be afflicted


with
the
unconscious
condition.

[28-29]

Damage
Immunity, Cold

7+

The monster takes no damage


from cold attacks or effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[30-31]

Damage
Immunity,
Lightning

7+

The monster takes no damage


from lightning attacks or
effects.

[32-33]

Damage
Immunity, Poison

7+

The monster takes no damage


from poison attacks or effects.

[34-35]

Damage
Immunity,
Radiant (Light)

7+

The monster takes no damage


from radiant attacks or effects.

[36-37]

Damage
Resistance, Acid

4+

The monster takes reduced


damage from acid attacks and
effects.

[38-39]

Damage
Resistance, Cold

4+

The monster takes reduced


damage from cold attacks and
effects.

[40-41]

Damage
Resistance, Fire

4+

The monster takes reduced


damage from fire attacks and
effects.

[42-43]

Damage
Resistance,
Lightning

4+

The monster takes reduced


damage from lightning attacks
and effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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379

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[44-45]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced


damage from necrotic attacks
and effects.

[46-47]

Damage
Resistance, Poison

4+

The monster takes reduced


damage from poison attacks
and effects.

[48-49]

Damage
Resistance,
Radiant (Light)

4+

The monster takes reduced


damage from radiant attacks
and effects.

[50-51]

Damage
Resistance,
Thunder

4+

The monster takes reduced


damage from thunder attacks
and effects.

[52-53]

Damage
Vulnerability,
Force (Arcane)

0+

The monster takes additional


damage from force attacks and
effects.

[54-55]

Damage
Vulnerability,
Necrotic (Death)

0+

The monster takes additional


damage from necrotic attacks
and effects.

[56-57]

Dimensional
Rupture

5+

Similar to casting a Dimension


Door spell.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[58-59]

Eyes of the
Cosmos

0+

The monsters eyes (or similar


sensory organs) are jet black
and filled with glimmering
stars.

[60-61]

Fade and Remain

7+

Similar to the Teleport ability of


a Solar.

[62-63]

Flickering Flesh

2+

Similar to casting a Blur spell.

[64-65]

Flickering
Presence

0+

The monster flickers at all


times, as if it is only transiently
present in the material world.

[66-67]

Golden Radiance

1/8+

Similar to the Illumination


ability of an Azer.

[68-69]

Halo of the Black


Star

9+

The creature can protect itself


with a translucent shell of
starry night, similar to casting
a Globe of Invulnerability spell.

[70-71]

Membranous
Planar Wound

8+

Similar to casting a Demiplane


spell.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

[72-73]

Moebius Gate

7+

Similar
to
casting
Forbiddance spell.

[74-75]

One with the


Aether

4+

Similar to the Etherealness


ability of a Ghost.

[76-77]

One with the Stars

4+

Similar to the Etherealness


ability of a Ghost, but used to
reach the Astral Plane instead
of the Ethereal Plane.

[78-79]

Planar Expulsion

6+

Similar
to
casting
Banishment spell.

[80-81]

Planar Flickering

0+

The monster is surrounded by


tears in reality through which
brief glimpses of other worlds
can be seen. These fissures are
neither wide nor stable enough
to be considered traversable
dimensional gates.

[82-83]

Planar Shifting

4+

Similar to the Ethereal Jaunt


ability of a Phase Spider.

Effect Description

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[84-85]

Planar Strike

5+

Similar to the Teleport (and


attack) ability of a Blink Dog.

[86-87]

Planar Whorl

8+

Similar to casting the Dismissal


effect of a Dispel Good spell.

[88-89]

Presence of ManaYood-Sushai

2+

The monster is Steadfast,


similar to a Bearded Devil.

[90-91]

Prismatic Blur

2+

Similar to casting a Color Spray


spell.

[92-93]

Radiant Wisps

1/4+

Similar to casting a Dancing


Lights spell. The lights emerge
from the monster.

[94-95]

Revelation of
Kadath

12+

The creature can reveal a frigid


and
soul-wracking
mental
vision
of
Kadath,
which
destroys
lesser
creatures.
Similar to casting a Divine
Word spell.

[96-97]

Sublime Radiance

0+

The monster is surrounded in


flickering golden light, like a
halo of candlelight.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[98]

The Stars Are


Right

[99-00]

Touch and
Illumine

Required
Base
Lethality
Rating
(BLR)

Effect Description

13+

Similar to casting a Gate spell.

2+

Similar to casting a Daylight


spell. The monster touches the
air with its fingers / gaze /
tentacles, leaving traces of
filmy phosphorescence.

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384

SPAWNING POOL OF THE ELDER THINGS

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385

SPAWNING POOL OF THE ELDER THINGS

IV.9

POWERS VII
AVIAN

TABLE 41
ABOMINATION
POWERS DETERMINATION:
AVIAN

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-04]

Beckon Bat
Swarms

5+

The monster can summon swarms


of bats (only), similar to the
Summon Bat Swarms effect of a
Vampires Children of the Night
Ability.

[05-08]

Beckon Bats

2+

Similar to the Summon Bat


Swarms effect of a Vampires
Children of the Night ability, but
only 1 swarm of bats can be
summoned.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[09-12]

Brutal Wing
Sweep

[13-16]

Chiropteran
Shape-Shifter

[17-20]

Required
Base
Lethality
Rating
(BLR)

Effect Description

5+

Upon takeoff, the monster sweeps


it wings into assailants for an
average of 13 bludgeoning damage,
similar to an Adult Black Dragon.

1/2+

The monster can temporarily


change into a bat, similar to the
Bat
effect
of
a
Quasits
Shapechanger ability.

Chiropteran
Snout

0+

The monster has a disturbing leaflike snout, like a giant bat.

[21-24]

Chromatic
Quills

0+

The monster is covered in brightlycolored plumage.


The body /
remains of the creature may be
valuable to collectors, sages,
mages,
or
alchemists.
(Recommended value BLR x 200
GPV per damaged specimen, twice
that for pristine specimens.)

[25-27]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted


with the deafened condition.

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SPAWNING POOL OF THE ELDER THINGS

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388

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[28-30]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[31-33]

Condition
Immunity,
Prone

3+

The monster cannot be afflicted


with the prone condition.

[34-36]

Damage
Immunity,
Cold

4+

The monster takes no damage from


cold attacks or effects.

[37-40]

Damage
Resistance,
Cold

4+

The
monster
takes
reduced
damage from cold attacks and
effects.

[41-44]

Damage
Resistance,
Lightning

4+

The
monster
takes
reduced
damage from lightning attacks and
effects.

[45-48]

Damage
Resistance,
Thunder

4+

The
monster
takes
reduced
damage from thunder attacks and
effects.

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[49-51]

Damage
Vulnerability,
Acid

0+

The monster takes additional


damage from acid attacks and
effects.

[52-54]

Damage
Vulnerability,
Fire

0+

The monster takes additional


damage from fire attacks and
effects.

[55-57]

Damage
Vulnerability,
Poison

0+

The monster takes additional


damage from poison attacks and
effects.

[58-61]

Deafening
Screech

6+

Similar to the Stunning Screech


ability of a Vrock Demon.

[62-65]

Diving Blur

1/8+

Similar to the Flyby ability of a


Flying Snake.

[66-69]

Echolocation

1+

The Abomination has limited


Blindsight, similar to a Bat.

[70-73]

Flying Mount

1+

The monster, when willing, can


carry a creature of its own size in
flight (medium, large, etc.).

Effect Description

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390

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[74-77]

Gargantuan
Beak (D27)

6+

The monsters beak can strike for


an average 27 piercing damage,
like that of a Roc. Reroll if the
monster is not huge or gargantuan.

[78-80]

Gargantuan
Talons (D23)

7+

The monsters talons can grapple


and strike for an average 23
slashing damage, similar to a Rocs
attack. Reroll if the monster is not
huge or gargantuan.

[81-84]

Gift of the
Winged Ones

2+

The monster can temporarily


change into a humanoid or winged
humanoid,
similar
to
the
Shapechanger
ability
of
a
Succubus (but retaining the power
of flight if the new form is winged).

[85-88]

Harpy Talons /
Sharp Beak
(D6)

2+

The monsters talons or beak can


strike for an average 6 slashing
damage, similar to the claws of a
Harpy (or the beak of an Axe Beak).

[89-92]

Raven ShapeShifter

1/2+

The monster can temporarily


change into a raven or crow,
similar to the Raven effect of an
Imps Shapechanger ability.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[93-96]

Vulture Beak
(D10)

3+

The monsters powerful beak can


bite for an average 10 piercing
damage, similar to a Vrock Demon.

[97-00]

Vulture Talons
(D14)

4+

The Abominations talons can


strike for an average 14 slashing
damage, similar to a Vrock Demon.

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IV.10

POWERS VIII
BEHEMOTH

TABLE 42
ABOMINATION
POWERS DETERMINATION:
BEHEMOTH

D100
Roll

Abominations
Special Ability

[01-03]

A Mountain
Walks

[04-07]

Blunt Goring
Horns (D9)

Required
Base
Lethality
Rating
(BLR)
Effect Description
13+

The monster can ignore difficult


terrain and slowing effects, similar
to the Freedom of Movement ability
of a Kraken.

3+

The monsters horns can crush for


an average 9 bludgeoning damage,
like the Gore attack of a
Rhinoceros.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[08-10]

Claws of the
Tarrasque (D28)

7+

The monsters claws can reach 15


and inflict an average 28 slashing
damage, similar to the Tarrasque.

[11-13]

Condition
Immunity,
Exhausted

3+

The monster cannot be afflicted


with the exhausted condition.

[14-16]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted


with the grappled condition.

[17-19]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[20-22]

Condition
Immunity,
Prone

3+

The monster cannot be afflicted


with the prone condition.

[23-25]

Condition
Immunity,
Restrained

3+

The monster cannot be afflicted


with the restrained condition.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[26-28]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[29-32]

Crushing
Trample (D22)

5+

The monster can charge and


trample foes, similar to the
Trampling Charge and Stomp
abilities of a Triceratops.

[33-35]

Damage
Resistance,
Bludgeoning

4+

The monster takes reduced damage


from bludgeoning attacks and
effects.

[36-38]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced damage


from necrotic attacks and effects.

[39-41]

Damage
Resistance,
Poison

4+

The monster takes reduced damage


from poison attacks and effects.

[42-45]

Deadly Goring
Horns (D24)

5+

The monsters horns can impale for


an average 24 piercing damage, like
the Gore attack of a Triceratops.

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D100
Roll

Abominations
Special Ability

[46-49]

Deafening Roar

[50-53]

Required
Base
Lethality
Rating
(BLR)
Effect Description
9+

Similar to the Second Roar ability of


an Androsphinx.

Extra-Planar
Monstrosity

15+

Similar to the Reflective Carapace


ability of the Tarrasque.

[54-57]

Gargantuan
Claws (D15)

4+

The monsters claws can strike for


an average 15 slashing damage,
like an Ancient Black Dragon.

[58-61]

Garish
Coloration

0+

The monster has dangerouslooking coloration on its hide


(stripes, blotches, facial markings,
etc.) which make it clear that it is a
dangerous force to be reckoned
with. (Smaller monsters frequently
have similar patterns as a means of
deception.)

[62-64]

Goring Horns
(D13)

3+

The Abominations horns can


impale for an average 13 piercing
damage, like the Gore attack of a
Minotaur Skeleton.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[65-68]

Goring Tusks
(D19)

4+

The monsters tusks can impale for


an average 19 piercing damage, like
the Gore attack of an Elephant.

[69-71]

Heavy Tail
Swipe (D15)

4+

The monsters tail can smash for an


average 15 bludgeoning damage,
like an Adult Black Dragon.

[72-75]

Jaws of the
Tarrasque (D36)

10+

The monsters fangs can grapple


and impale for an average 36
piercing damage, like the Bite
attack of the Tarrasque.

[76-78]

Massive Club
Tail (D24)

5+

The monsters tail can smash for an


average 24 bludgeoning damage,
like the Tail attack of a Pit Fiend.

[79-81]

Mighty
Trampling
Charge

7+

The monster can charge and


trample foes, similar to the
Trampling Charge and Stomp
abilities of a Mammoth.

[82-85]

Savage
Trampling
Charge

6+

The monster can charge and


trample foes, similar to the
Trampling Charge and Hooves
abilities of a Gorgon.

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Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[86-89]

Swallow Whole
(D22)

12+

The monster can swallow prey,


similar to the Bite attack of a Purple
Worm (average piercing damage
22).

[90-93]

Terrifying Roar

7+

Similar to the First Roar ability of


an Androsphinx.

[94-96]

Thundering
Roar

11+

Similar to the Third Roar ability of


an Androsphinx.

[97-00]

Tyrannic Fangs
(D33)

8+

The monsters fangs can grapple


and impale for an average 33
piercing damage, like the Bite
attack of a Tyrannosaurus.

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IV.11

POWERS IX
BESTIAL & BLOOD
And then, as I peered, curiously, a new terror came to me; for away up among
the dim peaks to my right, I had descried a vast shape of blackness, giantlike. It
grew upon my sight. It had an enormous equine head, with gigantic ears, and
seemed to peer steadfastly down into the arena. There was that about the pose
that gave me the impression of an eternal watchfulness of having warded that
dismal place, through unknown eternities. Slowly, the monster became plainer to
me

The House on the Borderland, by William Hope Hodgson

A Note on Powers from the Bestial & Blood Table: This list is a necessary
conglomeration of many possible sub-types, including: bestial frenzy, lupine
qualities, ursine qualities, and so forth. I have decided (in the interests of variety
and atmosphere) that Bestial Abominations should be mixed hybrids of normal
types, instead of following mundane precepts too closely.

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TABLE 43
ABOMINATION
POWERS DETERMINATION:
BESTIAL & BLOOD

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-02]

Beast of
Burden

2+

Similar to the Beast of Burden ability


of a Mule; the monster is considered
to be one size larger for the purposes
of carrying capacity determination.

[03-04]

Beast Charge
(D15)

4+

Similar to the Charge and Hooves


abilities of an Elk.
Reroll if the
monster is tiny or small.

[05-06]

Bestial
Leaping

1+

Similar to the Running Leap ability of


a Lion.

[07-08]

Bleeding Beast

0+

The monster cries / sweats delicioussmelling blood when it is agitated and


entering combat. The effect causes
only mild discomfort to the monster,
but is deeply unsettling.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[09-10]

Blood Drain
(D5+)

3+

Similar to the Blood Drain attack of a


Stirge.

[11-12]

Blood Frenzy

7+

Similar to the Slimy Doom effect of a


Contagion spell.

[13-14]

Blood Speaks
to Blood

1/4+

Similar to the Speak with Beasts


ability of a Dryad (but cannot
communicate with plants).

[15-16]

Bloodthirst
(D4)

1+

Similar to the Rampage and Bite


abilities of a Gnoll. (The GM may
substitute a more damaging attack as
appropriate to the monster and its
nature.)

[17-18]

Boar Charge
(D7)

3+

Similar to the Charge and Tusk


abilities of a Boar.
Reroll if the
monster is tiny or small.

[19-20]

Bull Charge
(D22)

5+

Similar to the Charge and Gore


abilities of a Minotaur. Reroll if the
monster is tiny, small, or medium.

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D100
Roll

Abominations
Special Ability

[21-22]

Charging
Strike (D10)

[23-24]

Required
Base
Lethality
Rating
(BLR)
Effect Description
3+

Similar to the Charge ability of a


Centaur. Reroll if the monster is tiny
or small. Reroll if the monster is tiny
or small.

Claws (D3)

1/2+

Similar to the Claw attack of a Barbed


Devil.

[25]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted with


the charmed condition.

[26]

Condition
Immunity,
Exhausted

3+

The monster cannot be afflicted with


the exhausted condition.

[27]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted with


the frightened condition.

[28]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted with


the grappled condition.

[29-30]

Corner and
Devour

4+

Similar to the Pack Tactics ability of


a Hell Hound.

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Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[31-32]

Crushing Leap
(D28)

7+

Similar to the Deadly Leap ability of a


Bulette. Reroll if the monster is tiny,
small, or medium.

[33]

Damage
Resistance,
Bludgeoning

4+

The monster takes reduced damage


from bludgeoning attacks and effects.

[34]

Damage
Resistance,
Piercing

4+

The monster takes reduced damage


from piercing attacks and effects.

[35]

Damage
Resistance,
Slashing

4+

The monster takes reduced damage


from slashing attacks and effects.

[36]

Damage
Vulnerability,
Fire

0+

The monster takes additional damage


from fire attacks and effects.

[37-38]

Deadly Claws
(D17)

5+

Similar to the Claw attack of an


Androsphinx. Reroll if the monster is
tiny, small, or medium.

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D100
Roll

Abominations
Special Ability

[39-40]

Deceptive
Cries

[41-42]

Required
Base
Lethality
Rating
(BLR)
Effect Description
1/4+

Similar to the Mimicry ability of a


Green Hag.

Equine Charge
(D8)

3+

Similar to the Hooves attack of a


Riding Horse. Reroll if the monster is
tiny or small.

[43-44]

Equine
Feature

0+

The monster has a distinctive equine


feature (hooves, a flowing mane, or it
snorts, etc.).

[45-46]

Fangs

1/2+

Similar to the Bite attack of a Gnoll.

[47-48]

Feline
Appearance

0+

The monster has a distinctive feline


feature (whiskers, a flicking tail, a
lions mane, etc.).

[49-50]

Gouging
Spines /
Antlers (D10)

3+

Similar to the Horns attack of a


Chimera.

[51-52]

Great Ursine
Claws (D13)

4+

Similar to the Claw attack of a


Werebear. Reroll if the monster is
tiny or small.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[53-54]

Great Ursine
Fangs (D15)

4+

Similar to the Bite attack of a


Werebear. Reroll if the monster is
tiny, small, or medium.

[55-56]

Hooved Strike
(D11)

3+

Similar to the Hooves attack of a


Centaur. Reroll if the monster is tiny
or small.

[57-58]

Hurl Deadly
Quills (D7)

3+

Similar to the Tail Spike and Tail


Spike Regrowth abilities of a
Manticore.

[59-60]

Impaling Horn
(D7)

3+

Similar to the Horn attack of a


Unicorn. Reroll if the monster is tiny.

[61-62]

Instinctual
Empathy

6+

By concentrating, the monster can


create an effect similar to a Dominate
Beast spell.

[63-64]

Leonine
Celerity

3+

The monster is capable of bursts of


swift action. Similar to the Cats
Grace effect of an Enhance Ability
spell.

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Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[65-66]

Leonine Claws
(D11)

3+

Similar to the Claw attack of a


Chimera. Reroll if the monster is
tiny.

[67-68]

Leonine Fangs
(D11)

3+

Similar to the Bite attack of a


Chimera. Reroll if the monster is tiny
or small.

[69-70]

Lupine Howl

0+

The creature can howl, growl, or


make similar wolf-like noises.

[71-72]

Mane of Quills

0+

The monster is covered in dangerouslooking (but non-projecting) quills


and needles.

[73-74]

Mauling Tusks
(D10)

3+

Similar to the Maul attack of a


Wereboar. Reroll if the monster is
tiny or small.

[75-76]

Mighty Boar
Charge (D17)

5+

Similar to the Charge and Tusks


abilities of a Wereboar. Reroll if the
monster is tiny or small.

[77-78]

Pounce (D7)

3+

Similar to the Pounce and Claw


abilities of a Weretiger.

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Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[79-80]

Powerful Leap

2+

Similar to the Standing Leap ability of


a Bulette.

[81-82]

Prey on the
Wounded

1+

Similar to the Blood Frenzy ability of


a Giant Shark.

[83-84]

Retractable
Claws

2+

The monster can expose hidden claws


when threatened, like casting the
Natural Weapons (Claws) effect of an
Alter Self spell.

[85-86]

Sure-Footed

1/2+

Similar to the Sure-Footed ability of a


Giant Goat.

[87-88]

Twisting Flesh
of the Boar

2+

Similar to the Shapechanger ability of


a Wereboar.

[89-90]

Twisting Flesh
of the Wildcat

2+

Similar to the Shapechanger ability of


a Weretiger.

[91-92]

Unearthly
Mount

1+

When choosing to do so, the monster


can server as a mount for 1 rider of
its own size (for example, a Medium
creature can carry 1 Medium
creature, or perhaps 2 Small or 3 Tiny
creatures).

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[93-94]

Unerring
Stalker of
Prey

6+

Similar to the Faultless Tracker


ability of an Invisible Stalker.

[95-96]

Voice of Ursus

0+

The monster can growl, huff, roar,


and make other fearsome sounds like
a bear.

[97-98]

Wild Blood

1+

Similar to the Berserk disadvantage


of a Flesh Golem. The disadvantage
is activated when the monster is
reduced below 50% of its full hit
points.

[99-00]

Yellowed
Tusks

0+

The monster has dangerous-looking


decayed
tusks,
or
tusk-like
protrusions of some kind. These
tusks are too small to be used as
weapons, but clearly indicate that the
monster is a predator of some kind.

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IV.12

POWERS X
DEATH

TABLE 44
ABOMINATION
POWERS DETERMINATION:
DEATH

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-02]

Adoration of
Mung (D21+)

13+

Similar to the Life Drain ability of


a Wraith.

[03-04]

Annihilating
Gaze of Mung

13+

A
disembodied
cosmic
eye,
bloodshot with black hole tracers,
flickers above the monster as it
momentarily erupts from the
dimension of entropy. Similar to
casting a Disintegrate spell.

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Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[05-06]

Beckon Ghouls
of the Nether

7+

The monster can turn the slain


into Ghouls, similar to casting a
Create Undead spell automatically
whenever a mortal is slain.

[07-08]

Beckon the
Spectral Fallen

7+

The monster can turn the slain


into Specters, similar to an at will
version of the Create Specter
ability of a Wraith.

[09-10]

Black Heart

10+

Similar to the Rejuvenation ability


of a Mummy Lord.

[11-12]

Chaunt of the
Priests of Mung
(D5+)

3+

Similar to the Life Drain ability of


a Wight.

[13-14]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

[15-16]

Condition
Immunity,
Exhausted

3+

The monster cannot be afflicted


with the exhausted condition.

Effect Description

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[17-18]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[19-20]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[21-22]

Condition
Immunity,
Unconscious

3+

The monster cannot be afflicted


with the unconscious condition.

[23-24]

Damage
Immunity,
Necrotic (Death)

7+

The monster takes no damage


from necrotic attacks or effects.

[25-26]

Damage
Immunity,
Poison

7+

The monster takes no damage


from poison attacks or effects.

[27-28]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced


damage from necrotic attacks and
effects.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[29-30]

Damage
Resistance,
Poison

4+

The monster takes reduced


damage from poison attacks and
effects.

[31-32]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks and
effects.

[33-34]

Death Curse

8+

Similar to the Channel Negative


Energy ability of a Mummy Lord.

[35-37]

Death
Premonition

2+

The monster uses the equivalent


of a Find Traps spell immediately
before every encounter.

[38-39]

Draining Touch
(D9)

5+

Similar to the Strength Drain


ability of a Shadow, inflicting an
average 9 necrotic damage and
draining strength.

[40-42]

Entropic
Affliction

3+

Similar to casting a Bane spell.

[43-44]

Feast upon the


Fallen

4+

Similar to the Consume Life ability


of a Will-o-Wisp.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[45-47]

Foetor of Decay

0+

The monster smells like death.


Adventurers
will
detect
the
monster from several hundred feet
away (which could make players
paranoid if the encounter is
several
dungeon
chambers
distant).

[48-49]

Frenzy of
Oblivion

8+

Similar
to
the
Berserk
disadvantage of a Clay Golem.

[50-52]

Ghast Claws
(D10)

6+

Similar to the Claw attack of a


Ghast, inflicting an average 10
slashing damage and possibly
inducing paralysis.

[53-55]

Ghoul Claws
(D7)

5+

Similar to the Claw attack of a


Ghoul, inflicting an average 7
slashing damage and possibly
inducing paralysis.

[56-58]

Life Drain (D36)

12+

The monster depletes the life force


of all nearby creatures, similar to
casting a Circle of Death spell.

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D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[59-60]

Lingering
Undeath

1/8+

Similar to the Undead Fortitude


ability of a Zombie.

[61-63]

Lure of Death

12+

Similar to the Charm ability of a


Vampire.

[64-65]

Necrotic Blight
(D36)

9+

The monster causes a rain of


entropic dark energy to fall,
similar to casting a Blight spell.

[66-68]

Necrotic Curse
(D4)

2+

The monsters attacks inflict an


average 4 extra necrotic damage,
similar to casting the Necrotic
Damage effect of a Bestow Curse
spell.

[69-70]

Necrotic Rot
(D21)

6+

Similar to the Disrupt Life ability


of a Lich.

[71-73]

Oath of
Deliverance

1/2+

The monster has promised its


essence to the Elder Things upon
annihilation, so that its life force
will return to the plasm and vats
of the Elder Things once death
occurs. This causes the monster
to automatically use an effect
similar to a False Life spell,
immediately before death.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[74-75]

Shriveling
Touch (D17)

4+

Similar to the Withering Touch of


a Ghost, inflicting an average 17
necrotic damage.

[76-78]

Soul Drinker
(D32)

10+

Similar to the Draining Kiss ability


of a Succubus, but the attack can
also be used against unwilling
targets.

[79-80]

Sphere of
Entropy

7+

The monster exudes an aura of


repulsive negative planar energy,
similar to casting an Antilife Shell
spell.

[81-83]

Sphere of
Nullification

11+

The monster exudes an aura of


disenchanting negative planar
energy, similar to casting an
Antimagic Field spell.

[84-85]

Time, the Hound


of the Gods

15+

The monster casts a death ray


which inflicts an average 42
damage and forces a death save,
similar to the Slaying Longbow of
a Solar.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

[86-88]

Touch of Death

6+

Similar to the Paralyzing Touch


ability of a Lich.

[89-90]

Tremors of the
Progenitor

1+

The monster can sense positive life


forces, which is similar to casting
a Detect Good spell before every
encounter.

[91-93]

Unconquerable
Death

9+

Similar to the Regeneration ability


of a Vampire.

[94-95]

Visage of Death

7+

Similar to the Frightening Gaze


ability of a Lich.

[96-98]

Whispers of
Mung

6+

Similar to the Life Drain ability of


a Specter.

[99-00]

Your Gods Are


False, Priest

5+

Undead; similar to the Turning


Defiance ability of a Ghast.

Effect Description

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SPAWNING POOL OF THE ELDER THINGS

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422

SPAWNING POOL OF THE ELDER THINGS

IV.13

POWERS XI
DREAM WORLD & FAERIE

TABLE 45
ABOMINATION
POWERS DETERMINATION:
DREAM WORLD & FAERIE
Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[01-03]

Admonition of
Kaman-Thah

6+

The monster causes the target


to experience a vision of the
hoary
priest
Kaman-Thah;
similar to casting the Asleep
effect of an Eyebite spell.

[04-07]

Beckon Kith of the


Dream Worlds

6+

Similar to casting a Conjure Fey


spell,
but
the
creatures
summoned will be otherworldly
and disturbing.

Effect Description

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[08-11]

Beguiling
Phantastes

4+

Similar to the Charm ability of a


Succubus.

[12-15]

Citadel of Dreams

9+

The monster can cause Dream


Worlds effects to impinge upon
its reality immediately before it
is attacked; similar to casting a
Guards and Wards spell.

[16-18]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

[19-21]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[22-24]

Condition
Immunity,
Unconscious

3+

The monster cannot be afflicted


with the unconscious condition.

[25-27]

Damage
Immunity, Force
(Arcane)

7+

The monster takes no damage


from force attacks or effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[28-30]

Damage
Immunity,
Necrotic (Death)

7+

The monster takes no damage


from necrotic attacks or effects.

[31-33]

Damage
Resistance, Force
(Arcane)

4+

The monster takes reduced


damage from force attacks and
effects.

[34-36]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced


damage from death attacks and
effects.

[37-39]

Damage
Vulnerability,
Psychic (Psionic)

0+

The monster takes additional


damage from psychic attacks
and effects.

[40-42]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks
and effects.

[43-46]

Defiant Unreality

11+

Similar to the Rejuvenation


effect of a Guardian Naga.

[47-50]

Dream Journey

4+

Similar to the Etherealness


ability of a Night Hag.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[51-54]

Dreamers Insight

[55-57]

Required
Base
Lethality
Rating
(BLR)

Effect Description

1/8+

Similar to the Heart Sight ability


of a Sprite.

Dreamers Walk
with Me

7+

Similar to the Ethereal Stride


ability of a Nightmare.

[58-61]

Entice Beyond the


Fields We Know

3+

The
monster
can
beguile
mortals with strong impressions
of the beauty of the Dream
Worlds, similar to the Fey
Charm ability of a Dryad.

[62-65]

Guise of Nodens

1+

The monster can cause its


presence to be overlain by a
spectral image of Nodens.
Similar to casting the Eagles
Splendor effect of an Enhanced
Ability spell, cast on self.

[66-68]

Lamentations of
Leng

5+

Similar to casting a Glibness


spell before every encounter.

[69-72]

Mantle of the
Moon-Beast

2+

Similar to casting a Faerie Fire


spell, creating a blue-lit aura
around a target.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

[73-76]

Many Maidens

3+

Similar to the Change Shape


ability of a Night Hag.

[77-80]

Of a Dream Within
a Dream

2+

The monster is immune to


magical
sleep,
and
has
improved saving throws vs.
charm; similar to the Fey
Ancestry ability of a Drider or a
Drow.

[81-84]

Slowing Nightmare

8+

Similar to the Slow ability of a


Stone Golem.

[85-88]

Song of Celephais

1+

The monster can cause the air


to be filled with mournful
chimes and siren calls. Similar
to casting an Enthrall spell.

[89-92]

Twisted Shadows
of the Dream
Worlds

6+

Similar to casting a Conjure


Woodland Beings spell, but the
monsters summoned will be
disturbing,
shadowy,
and
translucent in appearance.

Effect Description

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[93-96]

Unsettling Allure

0+

The monster is very enticing in


some way, no matter how
horrific it might be (it smells like
exotic spices, has beautiful
coloration, or makes a pleasing
sound before it attacks, etc.).

[97-00]

Visions of Lost
Pegana

7+

Similar
to
the
Nightmare
Haunting ability of a Night Hag.

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428

SPAWNING POOL OF THE ELDER THINGS

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429

SPAWNING POOL OF THE ELDER THINGS

IV.14

POWERS XII
THE EARTH

TABLE 46
ABOMINATION
POWERS DETERMINATION:
EARTH

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-03]

Beckoning of
Chthon

5+

The creature can summon eerie,


disturbing-looking creatures of
stone, like casting the Earth
Elemental effect of a Conjure
Minor Elementals spell.

[04-06]

Blood of Dust

1/2+

Similar to the Death Burst ability


of a Dust Mephit.

[07-09]

Bore Through
Stone

1/4+

Similar to the Tunneler ability of a


Purple Worm. The diameter of the
tunnel left behind will depend on
the size of the Abomination.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[10-11]

Burrowing of the
Great Worms

[12-13]

Required
Base
Lethality
Rating
(BLR)
Effect Description
12+

The monster can cause the Great


Worms of the nether to burrow
near to the surface, similar to
casting an Earthquake spell.

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[14-15]

Condition
Immunity,
Petrified

3+

The monster cannot be afflicted


with the petrified condition.

[16-17]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[18-19]

Corundum
Extrusion

1+

The creature can create a weaponlike extension for itself, or for an


ally, like casting the Gem effect of
a Creation spell.

[20-22]

Crumble
Foundations

6+

Similar to the Siege Monster


ability of an Earth Elemental.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[23-24]

Damage
Resistance,
Bludgeoning

4+

The monster takes reduced


damage from bludgeoning attacks
and effects.

[25-26]

Damage
Resistance, Cold

4+

The monster takes reduced


damage from cold attacks and
effects.

[27-28]

Damage
Resistance,
Lightning

4+

The monster takes reduced


damage from lightning attacks
and effects.

[29-30]

Damage
Resistance,
Piercing

4+

The monster takes reduced


damage from piercing attacks and
effects.

[31-32]

Damage
Resistance,
Slashing

4+

The monster takes reduced


damage from slashing attacks and
effects.

[33-34]

Damage
Vulnerability,
Acid

0+

The monster takes additional


damage from acid attacks and
effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[35-36]

Damage
Vulnerability,
Radiant (Light)

[37-39]

Devourer of Iron

[40-42]

Doom of
Calcification

[43-45]

[46-48]

Required
Base
Lethality
Rating
(BLR)
Effect Description
0+

The monster takes additional


damage from radiant attacks and
effects.

1/4+

The monster can use the Iron


Scent ability of a Rust Monster,
but cannot necessarily use an
ability to quickly consume the
metal. (The monster will dearly
covet iron nevertheless.)

10+

The monster can petrify enemies


at range, similar to the Petrifying
Breath ability of a Gorgon.

Dust Halo

0+

The monster is always surrounded


by a chalk-like cloud of powdered
stone. Attackers will cough and
have stinging eyes, but not
sufficiently to suffer a negative
effect.

Earth Incarnate

3+

Similar to the Immutable Form


ability of a Golem.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[49-51]

Earthen
Carapace

[52-54]

Required
Base
Lethality
Rating
(BLR)
Effect Description
1/8+

Similar to the Stone Camouflage


ability of a Grick.

Earthen Claws
(D4)

1+

The monsters Claw attack is


similar to that of a Dust Mephit
(average 4 slashing damage).

[55-57]

Earthen Maw
(D13)

4+

The monster can attack with a


dangerous bite, similar to the Bite
attack of a Xorn (average 13
piercing damage).

[58-60]

Exhalation of
Dust

3+

Similar to the Blinding Breath


ability of a Dust Mephit.

[61-62]

Fearful of Water

0+

Similar to the Harmed by Running


Water disadvantage of a Vampire.

[63-65]

Hammer of
Stone (D14)

4+

The monster can slam foes with a


stone-like appendage, similar to
the Slam attack of an Earth
Elemental (average bludgeoning
damage 14).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[66-68]

Heavy Hurlstone
(D21)

6+

Similar to the ranged Rock attack


of
a
Hill
Giant
(average
bludgeoning damage 21).

[69-71]

Hurl Enormous
Boulder (D30)

7+

Similar to the ranged Rock attack


of a Cloud Giant (average
bludgeoning damage 30).

[72-73]

Immortal
Sandstorm

11+

Similar to the Whirlwind of Sand


ability of a Mummy Lord.

[74-76]

Incarnation of
Stone

7+

The creature can summon an


eerie, disturbing-looking creature
of stone, like casting the Earth
Elemental effect of a Conjure
Elemental spell.

[77-79]

Kiss of
Calcification

8+

The creature can petrify prey by


touch, similar to casting a Flesh to
Stone spell.

[80-82]

Pelting Stones
(D6)

2+

Similar to the ranged Rock attack


of an Ape (average 6 bludgeoning
damage).

[83-85]

Phase Through
Stone

5+

Similar to the Earth Glide ability of


an Earth Elemental.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[86-88]

Rusting
Carapace

6+

Similar to the Rust Metal ability of


a Rust Monster. (Please note that
this is separate from the Antenna
ability of the same monster; in
other words, this ability is
defensive and rusts weapons
which attack the Abomination.)

[89-91]

Rusting Touch

8+

Similar to the Antennae ability of


a Rust Monster. (See also Rusting
Carapace.)

[92-94]

Seeker of the
Precious

2+

Similar to the Treasure Sense


ability of a Xorn.

[95-97]

Tremor Strike

7+

Similar to the Slam ability of a


Clay Golem.

[98-00]

Whorl of Stone
Dust

6+

Similar to the Blinding


ability of a Mummy Lord.

Dust

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SPAWNING POOL OF THE ELDER THINGS

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SPAWNING POOL OF THE ELDER THINGS

IV.15

POWERS XIII
THE EYE

TABLE 47
ABOMINATION
POWERS DETERMINATION:
EYE

D100
Roll

Abominations
Special Ability

[01-06]

Baleful Stare of
Annihilation

[07-12]

Behold the
Aether

[13-18]

Behold the
Futility of All

[19-24]

Behold the Glory


of Chaos

Required
Base
Lethality
Rating
(BLR)
Effect Description
9+

Similar to the Death Glare ability


of a Sea Hag.

1/2+

Similar to the Ethereal Sight


ability of a Ghost.

11+

Similar to the Dreadful Glare


ability of a Mummy Lord (DC 16).

8+

Similar to the Dreadful Glare


ability of a Mummy (DC 11).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[25-30]

Bloodshot Eyes

0+

The monster has huge, panicstricken eyes.

[31-35]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[36-40]

Damage
Resistance,
Psychic (Psionic)

4+

The monster takes reduced


damage from psychic attacks and
effects.

[41-46]

Damage
Vulnerability,
Acid

0+

The monster takes additional


damage from acid attacks and
effects.

[47-52]

Damage
Vulnerability,
Piercing

0+

The monster takes additional


damage from piercing attacks and
effects.

[53-58]

Damage
Vulnerability,
Slashing

0+

The monster takes additional


damage from slashing attacks
and effects.

[59-64]

Deeping Sight

1/4+

Similar to the Devils Sight ability


of an Imp or similar Devil.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[65-70]

Detect Prey

1+

Similar to the Perception ability of


an Aboleth.

[71-76]

Dread Gaze

7+

Similar to the Blinding Gaze


attack of a Solar (DC 15).

[77-82]

The Eye of
Nothingness

1+

The creature has no eyes (empty


eye sockets if appropriate), but
can sense life. A spectral eye
appears above the monsters head
when it is tracking prey. This
confers the Blindsight ability in a
manner similar to a Grimlocks
Blind Senses.

[83-88]

Haunting Gaze

4+

Similar to the Blinding Gaze


attack of a Solar, but easier to
resist (DC 11) and the effect will
wear off naturally in 1D4+4 days.

[89-94]

Horrific
Petrifying Gaze

12+

Similar to the Petrifying Gaze


ability of a Medusa (DC 14).

[95-00]

Petrifying Gaze

10+

Similar to the Petrifying Gaze


ability of a Basilisk (DC 12).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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440

SPAWNING POOL OF THE ELDER THINGS

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441

SPAWNING POOL OF THE ELDER THINGS

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442

SPAWNING POOL OF THE ELDER THINGS

IV.16

POWERS XIV
FIRE

TABLE 48
ABOMINATION
POWERS DETERMINATION:
FIRE

D100
Roll
[01-02]

Abominations
Special Ability
Annihilate Water

Required
Base
Lethality
Rating
(BLR)
Effect Description
1+

The monster can destroy water,


similar to casting a Destroy
Water spell. However, the water
does not just vanish; it dies in a
squealing burst of steam and
then dissipates with a wave of
moist heat.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[03-04]

Beckoning of the
Pyre

5+

The creature can summon eerie,


disturbing-looking creatures of
flame, similar to casting the Fire
Elemental effect of a Conjure
Minor Elementals spell.

[05-06]

Bequeathal of
Flame Essence

4+

Similar to the Confer Fire


Resistance
ability
of
a
Nightmare, but the resistance
can be granted to any one ally
within 10 of the Abomination.

[07-08]

Blue-Lit Fumes

0+

Subtle licks of bluish flame


coruscate off of the monsters
body.
The
flames
are
uncomfortable to the touch,
painful but not quite damaging.

[09-10]

Burning Carapace
(D10)

3+

Similar to the Heated Body


ability of a Remorhaz (average 10
fire damage).

[11-12]

Burning Coils
(D18)

6+

A burning and grappling attack,


similar to the Tail attack of a
Salamander.

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[13-14]

Burning Fangs
(D20)

5+

The monsters bite attack is


similar to that of a Young Red
Dragon (average damage 20).

[15-16]

Burning and
Healing Flesh

5+

The monsters flesh is constantly


burning,
healing
and
regenerating, and gives the effect
of a Fire Shield spell.

[17-18]

Burning Vortex
(D28)

7+

The monster can erupt in a


whirling sheet of flame, similar to
casting a Flame Strike spell
(centered upon itself).

[19-20]

Bursting Pyre
Eggs (D42)

9+

Strange pulsating spores, shot


through with fiery light, burst
out of the ground near the
monster (or out of the monster
itself) and soon detonate in a
fiery conflagration. The effect is
similar to a Delayed Blast
Fireball spell.

[21-22]

Chimeric Fire
Breath (D31)

8+

The monster exhales fire, similar


to a Chimera (average fire
damage 31).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[23-24]

Cinder Spray (D7)

3+

Similar to the Fire Breath ability


of a Magma Mephit.

[25-26]

Condition
Immunity,
Blinded

3+

The monster cannot be afflicted


with the blinded condition.

[27-28]

Cruel Burning
Fangs (D26)

6+

The monsters bite attack is


similar to that of an Adult Red
Dragon (average damage 26).

[29-30]

Cruel Sheet of
Fire (D14)

4+

Similar to the Hurl Flame ability


of a Horned Devil (average 14 fire
damage).

[31-33]

Damage
Immunity, Fire

7+

The monster takes no damage


from fire attacks and effects.

[34-35]

Damage
Immunity,
Lightning

7+

The monster takes no damage


from lightning attacks and
effects.

[36-38]

Damage
Resistance, Fire

4+

The monster takes reduced


damage from fire attacks and
effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[39-40]

Damage
Resistance,
Lightning

4+

The monster takes reduced


damage from lightning attacks
and effects.

[41-42]

Damage
Resistance,
Radiant (Light)

4+

The monster takes reduced


damage from radiant attacks and
effects.

[43-44]

Damage
Vulnerability,
Cold

0+

The monster takes additional


damage from cold attacks and
effects.

[45-46]

Deadly Burning
Fangs (D34)

7+

The monsters bite attack is


similar to that of an Ancient Red
Dragon (average damage 34).

[47-48]

Devastating Fire
Breath (D63)

12+

Similar to the Fire Breath of an


Adult Red Dragon (average fire
damage 63).

[49-50]

Fiery Blood (D7)

3+

Similar to the Death Burst ability


of a Magma Mephit (average 7
fire damage).

[51-52]

Fingers of Flame
(D21)

5+

Similar to the Fire Breath ability


of a Hell Hound (average fire
damage 21).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[53-54]

Fire Breath (D24)

6+

Similar to the Fire Breath of a


Red Dragon Wyrmling (average
fire damage 24).

[55-56]

Fire Needles (D4)

1/2+

Similar to the Claw attack of a


steam mephit (average damage
4).

[57-58]

Flesh of Fire

4+

Similar to the Fire Form ability of


a Fire Elemental.

[59-60]

Flickering Flames

1/8+

Similar
to
the
Ignited
Illumination ability of a Magmin
(10, at will).

[61-62]

Gnashing
Inferno (D50)

10+

A grappling and burning bite


attack, similar to the Bite of a
Remorhaz. Reroll if the monster
is not huge or gargantuan.

[63-64]

Halo of Fire

5+

Similar to the Fire Aura of a


Balor Demon.

[65-66]

Heated Carapace
(D5)

2+

Similar to the Heated Body


ability of an Azer (average 5 fire
damage).

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[67-68]

Illuminating
Flames

[69-70]

Incarnation of the
Balefire

[71-72]

Incinerating Fire
Breath (D56)

[73-74]

Required
Base
Lethality
Rating
(BLR)
Effect Description
1/2+

Similar to the Illumination ability


of a Fire Elemental (30).

7+

The creature can summon an


eerie,
disturbing-looking
creature of loving fire, similar to
casting the Fire Elemental effect
of a Conjure Elemental spell.

10+

Similar to the Fire Breath of a


Young Red Dragon (average fire
damage 56).

Incinerating
Touch (D10)

4+

Similar to the Touch ability of a


Fire Elemental.

[75-76]

Infernal Life
Force (D70)

15+

The monster explodes upon


death.
Similar to the Death
Throes ability of a Balor Demon.

[77-78]

Infernal Nature

9+

The Abomination is healed by


fire,
similar
to
the
Fire
Absorption ability of an Iron
Golem.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[79-80]

Obsidian
Carapace

1+

The monster has the False


Appearance advantage in a fiery
setting, similar to a Magma
Mephit (but more stone-like).

[81-82]

Pyric Oil Bubbles


(D27)

7+

The monster erupts with floating


oil bubbles which are filled with
flammable bursts of acid. This is
similar to a Fireball spell,
although there is a 1 round delay
between the bubble emergence
and impact.

[83-84]

Pyroclasm (D38)

8+

The monster can creature a


whirlwind of fire, with itself at
the eye of the storm. This effect
is similar to a Fire Storm spell.

[85-86]

Pyroclastic Fire
Breath (D91)

17+

Similar to the Fire Breath of an


Ancient Red Dragon (average fire
damage 91).

[87-88]

Pyrolosis upon
Death

1/8+

Similar to the Elemental Demise


ability of an Efreeti.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[89-90]

Scorching Fangs /
Fiery Strikes
(D12)

3+

An attack similar to the bite


attack of a Red Dragon Wyrmling
(average damage 12).

[91-92]

Seed of a Dying
Star (D7)

3+

The monster can create rolling


balls of star-like flame, similar to
casting a Flaming Sphere spell.

[93-94]

Sheet of Fire
(D10)

3+

Similar to the Hurl Flame ability


of a Barbed Devil (average 10 fire
damage).

[95-96]

Sheet of Infernal
Fire (D17)

5+

Similar to the Hurl Flame ability


of an Efreeti (average 17 fire
damage).

[97-98]

Spine of Living
Fire (D10)

5+

The creature can telekinetically


control a hovering blade-like arc
of fire, similar to casting a Flame
Blade spell.

[99-00]

Witch Fires

1/4+

The creature can create eerie


floating flames which give light
but no heat, similar to casting a
Continual Flame spell.

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SPAWNING POOL OF THE ELDER THINGS

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452

SPAWNING POOL OF THE ELDER THINGS

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SPAWNING POOL OF THE ELDER THINGS

IV.17

POWERS XV
FUNGAL

TABLE 49
ABOMINATION
POWERS DETERMINATION:
FUNGAL

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-03]

Beguiling
Spores

3+

Similar to casting a Charm Person


spell.

[04-06]

Blinding Spores

6+

Similar to casting the Blinding


Sickness effect of a Contagion
spell.

[07-09]

Cloud of
Scintillant
Spores

3+

Allows the monster to see


enemies within a 30 radius;
provides the Abomination with the
Tremorsense ability.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[10-11]

Condition
Immunity,
Blinded

3+

The monster cannot be afflicted


with the blinded condition.

[12-13]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

[14-15]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted


with the deafened condition.

[16-17]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[18-19]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[20-22]

Cordyceps
Fungus

4+

The Abomination is able to use


fungal creepers to inhabit and
animate corpses, similar to casting
an Animate Dead spell.

[23-24]

Damage
Immunity, Acid

7+

The monster takes no damage from


acid attacks or effects.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[25-26]

Damage
Immunity,
Poison

7+

The monster takes no damage from


poison attacks or effects.

[27-28]

Damage
Immunity,
Psychic
(Psionic)

7+

The monster takes no damage from


psychic attacks or effects.

[29-30]

Damage
Resistance,
Acid

4+

The
monster
takes
reduced
damage from acid attacks and
effects.

[31-32]

Damage
Resistance,
Poison

4+

The
monster
takes
reduced
damage from poison attacks and
effects.

[33-34]

Damage
Resistance,
Psychic
(Psionic)

4+

The
monster
takes
reduced
damage from psychic attacks and
effects.

[35-36]

Damage
Vulnerability,
Cold

0+

The monster takes additional


damage from cold attacks and
effects.

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[37-38]

Damage
Vulnerability,
Fire

0+

The monster takes additional


damage from fire attacks and
effects.

[39-40]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks and
effects.

[41-43]

Delirium Spores

7+

Similar to casting the Mindfire


effect of a Contagion spell.

[44-46]

Devils Finger
Fungus (D4)

1+

Similar to the Rotting Touch ability


of a Violet Fungus.

[47-49]

Foul
Debilitating
Spores

7+

The monster exudes a stream of


paralyzing spores, similar to the
Paralyzing Breath of a Silver
Dragon Wyrmling (DC 13).

[50-52]

Fungal Guise

0+

The monster is covered in


mushroom-like fungal protrusions.

[53-55]

Hallucinatory
Spores

6+

Similar to casting a Confusion


spell.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[56-58]

Hooting Fungus

1/8+

Similar to the Shriek ability of a


Shrieker.

[59-61]

Inescapable
Paralyzing
Spores

15+

The monster exudes a stream of


paralyzing spores, similar to the
Paralyzing Breath of an Ancient
Silver Dragon (DC 24).

[62-64]

Irresistible
Sleep Spores

13+

The monster exudes a stream of


sleep spores, similar to the Sleep
Breath of an Ancient Brass Dragon
(DC 21).

[65-67]

Overpowering
Slowing Spores

13+

The monster exudes a stream of


slowing spores, similar to the
Slowing Breath of an Ancient
Copper Dragon (DC 22).

[68-70]

Overwhelming
Weakness
Spores

14+

The monster exudes a stream of


weakness spores, similar to the
Weakening Breath of an Ancient
Gold Dragon (DC 24).

[71-72]

Paralyzing
Spores

9+

The monster exudes a stream of


paralyzing spores, similar to the
Paralyzing Breath of a Young Silver
Dragon (DC 17).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[73-74]

Poisonous
Spores (D5)

5+

Similar to the Spores ability of a


Vrock Demon.

[75-76]

Potent Slowing
Spores

9+

The monster exudes a stream of


slowing spores, similar to the
Slowing Breath of an Adult Copper
Dragon (DC 18).

[77-78]

Powerful
Paralyzing
Spores

12+

The monster exudes a stream of


paralyzing spores, similar to the
Paralyzing Breath of an Adult Silver
Dragon (DC 20).

[79-80]

Pungent
Weakness
Spores

12+

The monster exudes a stream of


weakness spores, similar to the
Weakening Breath of an Adult Gold
Dragon (DC 21).

[81-82]

Sleep Spores

8+

The monster exudes a stream of


sleep spores, similar to the Sleep
Breath of a Young Brass Dragon
(DC 14).

[83-84]

Slowing Spores

7+

The monster exudes a stream of


slowing spores, similar to the
Slowing Breath of a Young Copper
Dragon (DC 14).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[85-86]

Somnolent
Spores

[87-88]

Required
Base
Lethality
Rating
(BLR)
Effect Description
5+

The monster exudes a stream of


sleep spores, similar to the Sleep
Breath of a Brass Dragon Wyrmling
(DC 11).

Spores of Deep
Slumber

10+

The monster exudes a stream of


sleep spores, similar to the Sleep
Breath of an Adult Brass Dragon
(DC 18).

[89-90]

Spores of
Enfeeblement

6+

The monster exudes a stream of


weakness spores, similar to the
Weakening Breath of a Gold
Dragon Wyrmling (DC 13).

[91-92]

Spores of
Lethargy

4+

The monster exudes a stream of


slowing spores, similar to the
Slowing Breath of a Copper Dragon
Wyrmling (DC 11).

[93-94]

Spores of Spice

0+

Unnervingly, the monster smells


delicious.

[95-96]

Sprout Edible
Fungi

1/8+

As a goodwill gesture, the monster


can employ this effect, which is
similar to casting a Create Food
and Water spell. Yum!

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[97-98]

Violet Tentacle

7+

Similar to casting the Flesh Rot


effect of a Contagion spell.

[99-00]

Weakness
Spores

8+

The monster exudes a stream of


weakness spores, similar to the
Weakening Breath of a Young Gold
Dragon (DC 17).

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461

SPAWNING POOL OF THE ELDER THINGS

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462

SPAWNING POOL OF THE ELDER THINGS

IV.18

POWERS XVI
ICE & FROST

TABLE 50
ABOMINATION
POWERS DETERMINATION:
ICE & FROST

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-05]

Bastion of
Glacial Ice

7+

Similar to casting a Wall of Ice


spell, like an Ice Devil.

[06-09]

Boreal Shards
(D18)

5+

The monster breathes ice like a


Winter Wolf (average cold damage
18).

[10-14]

Boreal Tempest
(D35)

8+

The monster can hurl spheres of


howling frost, similar to a Freezing
Sphere spell.

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[15-19]

Burst of Sleet
(D5)

3+

Similar to the Frost Breath ability


of an Ice Mephit.

[20-23]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[24-28]

Cruel Frigid
Fangs (D19)

4+

The monster bites like a Young


White Dragon (average damage
19).

[29-34]

Damage
Immunity, Cold

7+

The monster takes no damage


from cold attacks or effects.

[35-40]

Damage
Resistance, Cold

4+

The monster takes reduced


damage from cold attacks and
effects.

[41-45]

Damage
Vulnerability,
Fire

0+

The monster takes additional


damage from fire attacks and
effects.

[46-49]

Deathly Ice
Blast (D72)

18+

The monster breathes ice like an


Ancient White Dragon (average
cold damage 72).

Effect Description

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[50-53]

Frigid Breath
(D22)

6+

The monster breathes ice like a


White Dragon Wyrmling (average
cold damage 22).

[54-58]

Frigid Fangs
(D9)

3+

The monster bites like a White


Dragon
Wyrmling
(average
damage 9).

[59-62]

Frigid Mandibles
/ Frozen Fangs
/ Icy Tentacle
(D22)

5+

Similar to the Bite or Tail attack of


an Ice Devil.

[63-66]

Frigid Needles
(D5)

2+

Similar to the Claw attack of an Ice


Mephit.

[67-70]

Frost Breath
(D40)

8+

Similar to casting a Cone of Cold


spell.

[71-74]

Glacial Blast
(D45)

9+

The monster breathes ice like a


Young White Dragon (average cold
damage 45).

[75-78]

Glacial
Maelstrom (D54)

10+

The monster breathes ice like an


Adult White Dragon (average cold
damage 54).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[79-82]

Icy Blood

1+

Similar to the Death Burst ability


of an Ice Mephit.

[83-86]

Icy Hide

1/4+

Similar to the False Appearance


ability of an Ice Mephit.

[87-90]

Lurk in Frost

1/8+

Similar to the Snow Camouflage


ability of a Winter Wolf.

[91-95]

Path of Ice

0+

When the monster moves, it leaves


a trail of crackling ice behind it.

[96-00]

Wendigo Walker

1+

Similar to the Ice Walk ability of a


White Dragon.

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SPAWNING POOL OF THE ELDER THINGS

IV.19

POWERS XVII
LIFE & HEALING

TABLE 51
ABOMINATION
POWERS DETERMINATION:
LIFE & HEALING

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-04]

Aura of Life

3+

Similar to an Aid spell, which can


be cast on the monster itself and
its allies simultaneously.

[05-08]

Benediction of
Ptah

5+

Similar to casting the Greater


Restoration spell. The monster
can use this ability on itself or on
another chosen creature.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[09-12]

Breath of the
Progenitor

1+

This ability protects the dead and


prevents them from becoming
undead.
Similar to casting a
Gentle Repose spell.

[13-16]

Chant of the Life


Gods

6+

Similar to the Healing Touch


ability of a Planetar (average
healing 30 hit points). However,
this ability can be used on the
Abomination itself or on another
chosen creature.

[17-20]

Crawling Blood

0+

When the creatures blood (ichor,


energy, etc.) is spilled, the blood
can be seen to crawl back to the
monsters body.
This effect
persists for 1D6 rounds after
death,
which
may
cause
considerable alarm.

[21-24]

Damage
Immunity,
Necrotic (Death)

7+

The monster takes no damage


from X attacks or effects.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[25-28]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced


damage from necrotic attacks and
effects.

[29-32]

Damage
Vulnerability,
Necrotic (Death)

0+

The monster takes additional


damage from death attacks and
effects.

[33-36]

Embrace of the
Life Gods

8+

Similar to the Healing Touch


ability of a Solar (average healing
40 hit points).
However, this
ability can be used on the
Abomination itself or on another
chosen creature.

[37-41]

Enduring Life
Force

3+

Similar to the Bears Endurance


effect of an Enhance Ability spell,
cast on self.

[42-45]

Ever-Knitting
Flesh

7+

Similar to the Regeneration


ability of an Oni (10 points of
healing per round).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[46-51]

Greater Condition
Immunity

6+

The monster cannot be afflicted


with three different types of
conditions. The GM can choose
these based on the creatures
nature, or determine them
randomly: [01-08] Blinded, [0915] Charmed, [16-23] Deafened,
[24-32]
Exhausted,
[33-40]
Frightened, [41-48] Grappled,
[49-56]
Paralyzed,
[57-64]
Petrified, [65-73] Poisoned, [7480] Prone, [81-87] Restrained,
[88-94]
Stunned,
[95-00]
Unconscious.

[52-57]

Greater Damage
Resistance

8+

The monster takes reduced


damage from three different types
of attacks and effects. The GM
can choose these based on the
creatures nature, or determine
them randomly: [01-08] Acid,
[09-15] Bludgeoning, [16-23]
Cold, [24-31] Fire, [32-39] Force,
[40-47]
Lightning,
[48-55]
Necrotic, [56-62] Piercing, [63-70]
Poison, [71-78] Psychic, [79-85]
Radiant, [86-92] Slashing, [9300] Thunder.

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D100
Roll

Abominations
Special Ability

[58-62]

Grim Vitality

[63-66]

Intimations of
Immortality

[67-71]

Required
Base
Lethality
Rating
(BLR)
Effect Description
3+

Similar to the Relentless ability of


a Wereboar.

11+

Similar
to
the
Legendary
Resistance of an Ancient Black
Dragon.

Laying of Hands

4+

Similar to the Healing Touch


ability of a Deva (average healing
20 hit points).
However, this
ability can be used on the
Abomination itself or on another
chosen creature.

[72-76]

Life Force Omen

2+

Similar to the Healing Touch


ability of a Unicorn (average
healing 11 hit points). However,
this ability can be used on the
Abomination itself or on another
chosen creature.

[77-80]

Life Without End

10+

Similar to the Rejuvenation


ability of a Lich (and tied to a
powerful amulet or talisman,
similar to a phylactery).

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[81-84]

Path of Creation

0+

When the monster moves, it


leaves behind it a trail of life
(blossoming flowers, sprouting
grass, or even moist flesh) which
slowly shrivels and crumbles
away.

[85-88]

Progenitor
Symbiosis

5+

Similar to casting the Death Ward


spell. The monster can use this
ability on itself or on another
chosen creature.

[89-92]

Resilient Vitality

5+

Similar to the Regeneration


ability of a troll (10 points of
healing per round, but cannot
heal fire or acid damage).

[93-96]

Tremors of
Empathy

1/2+

The monster can sense negative


life forces, which is similar to
casting a Detect Evil spell before
every encounter.

[97-00]

Undying Flesh

10+

Similar to the Regeneration


ability of a Vampire (20 points of
healing per round).

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SPAWNING POOL OF THE ELDER THINGS

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473

SPAWNING POOL OF THE ELDER THINGS

IV.20

POWERS XVIII
LIGHTNING

TABLE 52
ABOMINATION
POWERS DETERMINATION:
LIGHTNING

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-03]

Condition
Immunity,
Blinded

3+

The monster cannot be afflicted


with the blinded condition.

[04-06]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted


with the deafened condition.

[07-09]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[10-12]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[13-16]

Damage
Immunity, Fire

7+

The monster takes no damage from


fire attacks or effects.

[17-20]

Damage
Immunity,
Lightning

7+

The monster takes no damage from


lightning attacks or effects.

[21-24]

Damage
Immunity,
Radiant (Light)

7+

The monster takes no damage from


radiant attacks or effects.

[25-28]

Damage
Immunity,
Thunder

7+

The monster takes no damage from


thunder attacks or effects.

[29-32]

Damage
Resistance, Fire

4+

The
monster
takes
reduced
damage from fire attacks and
effects.

[33-36]

Damage
Resistance,
Lightning

4+

The
monster
takes
reduced
damage from lightning attacks and
effects.

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[37-40]

Damage
Resistance,
Radiant (Light)

4+

The
monster
takes
reduced
damage from radiant attacks and
effects.

[41-44]

Damage
Resistance,
Thunder

4+

The
monster
takes
reduced
damage from thunder attacks and
effects.

[45-48]

Damage
Vulnerability,
Bludgeoning

0+

The monster takes additional


damage from bludgeoning attacks
and effects.

[49-52]

Deadly Storm
Maw (D31)

8+

Similar to the Bite attack of an


Ancient Blue Dragon.

[53-56]

Deathly
Lightning Arc
(D66)

13+

Similar to the Lightning Breath


ability of an Adult Blue Dragon (66
average lightning damage).

[57-60]

Forked
Thunderbolt
(D45)

9+

Similar to casting
Lightning spell.

[61-64]

Gathering
Storm (D17)

5+

Similar to castling a Call Lightning


spell.

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Chain

476

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[65-68]

Gnashing Storm
(D11)

3+

Similar to the Bite attack of a Blue


Dragon Wyrmling.

[69-72]

Lightning Arc
(D22)

6+

Similar to the Lightning Breath


ability of a Blue Dragon Wyrmling
(22 average lightning damage).

[73-76]

One with the


Tempest

9+

The Abomination is healed by


lightning, similar to the Lightning
Absorption ability of a Flesh
Golem.

[77-80]

Savage
Lightning Arc
(D55)

10+

Similar to the Lightning Breath


ability of a Young Blue Dragon (55
average lightning damage).

[81-84]

Shocking Arc
(D9)

3+

Similar to the Shock ability of a


Will-o-Wisp.

[85-88]

Sinuous
Thunderbolt
(D22)

7+

Similar to the Lightning Storm


ability of a Kraken.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[89-92]

Static Aura

0+

Being near to the creature,


adventurers will feel the air crackle
and their hair begin to stand on
end. In darkness, brief cascades of
sparks will appear when the
monster moves.

[93-96]

Storm Maw
(D23)

7+

Similar to the Bite attack of an


Adult Blue Dragon.

[97-00]

Tempestuous
Lightning Arc
(D88)

16+

Similar to the Lightning Breath


ability of an Ancient Blue Dragon
(average 88 lightning damage).

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SPAWNING POOL OF THE ELDER THINGS

IV.21

POWERS XIX
MADNESS

TABLE 53
ABOMINATION
POWERS DETERMINATION:
MADNESS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

[01-05]

Aura of Dread

6+

Similar to the Fear Aura of a Pit


Fiend (DC 21, 1turn).

[06-09]

Aura of Terror

8+

Similar to the Frightful Presence of


an Ancient Black Dragon (DC 19,
1 minute).

[10-14]

Babbling of
Skarl

4+

Similar to the Gibbering ability of


a Gibbering Mouther.

Effect Description

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[15-19]

Comprehension
of the Spheres

3+

Similar to the Foxs Cunning effect


of the Enhance Ability spell, cast
on self.

[20-23]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[24-27]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[28-31]

Damage
Immunity,
Necrotic (Death)

7+

The monster takes no damage


from necrotic attacks or effects.

[32-35]

Damage
Immunity,
Psychic (Psionic)

7+

The monster takes no damage


from psychic attacks or effects.

[36-39]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced


damage from necrotic attacks and
effects.

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[40-43]

Damage
Resistance,
Psychic (Psionic)

4+

The monster takes reduced


damage from psychic attacks and
effects.

[44-47]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks and
effects.

[48-52]

Ghastly
Appearance

0+

The monster has a very unsettling


appearance (covered in eyes,
appears to be inside out,
completely transparent skin, etc.)
which will not quite cause magical
fear, but will certainly disturb
anyone nearby.

[53-57]

Indescribable
Appearance

4+

Similar to the Horrific Appearance


ability of a Sea Hag (DC 11, 1
minute).

[58-62]

Instinctual
Possession

11+

Similar to casting a Dominate


Monster spell.

[63-67]

Maddening
Revelation

10+

Similar to the Horrifying Visage


and aging abilities of a Ghost.

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[68-72]

Name of the
King in Yellow

9+

Similar to the Blasphemous Word


ability of a Mummy Lord.

[73-76]

One with
Oblivion

3+

Similar to the Owls Wisdom effect


of the Enhance Ability spell, cast
on self.

[77-81]

Revelation of
the True Form

5+

Similar to the Horror Nimbus


ability of a Nalfeshnee Demon (DC
15, 1 minute).

[82-86]

Sibilance of
Dorozhand

4+

Similar to the Moan ability of a


Cloaker (DC 13, 1 turn).

[87-91]

Song of the
Fluting Ones
(D14)

13+

Similar to casting a Feeblemind


spell.

[92-95]

Stirring of
Mana-YoodSushai

12+

Similar to casting a Geas spell.

Effect Description

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll
[96-00]

Abominations
Special Ability
Whisper with
the Hound of
the Gods

Required
Base
Lethality
Rating
(BLR)
4+

Effect Description
Similar to casting a Divination
spell for an adventurer. Even a
malicious Abomination is likely to
engage
in
telepathic
communication and to offer this at
the beginning of an encounter.

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483

SPAWNING POOL OF THE ELDER THINGS

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SPAWNING POOL OF THE ELDER THINGS

IV.22

POWERS XX
PLANT
He was looking into a broad cell, and a space of this was caged off with closely
set bars extending from floor to ceiling, set firmly in the stone. Within these bars
lay a figure, which, as he approached, he saw was either a man, or the exact
likeness of a man, twined and bound about with the tendrils of a thick vine which
seemed to grow through the solid stone of the floor. It was covered with strangely
pointed leaves and crimson blossoms not the satiny red of natural petals, but a
livid, unnatural crimson, like a perversity of flower-life. Its clinging, pliant
branches wound about the man's naked body and limbs, seeming to caress his
shrinking flesh with lustful avid kisses. One great blossom hovered exactly over
his mouth. A low bestial moaning drooled from the loose lips; the head rolled as if
in unbearable agony, and the eyes looked full at Conan. But there was no light of
intelligence in them; they were blank, glassy, the eyes of an idiot.
Now the great crimson blossom dipped and pressed its petals over the writhing
lips. The limbs of the wretch twisted in anguish; the tendrils of the plant quivered
as if in ecstasy, vibrating their full snaky lengths. Waves of changing hues surged
over them; their color grew deeper, more venomous

The Scarlet Citadel, by Robert E. Howard

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SPAWNING POOL OF THE ELDER THINGS

TABLE 54
ABOMINATION
POWERS DETERMINATION:
PLANT

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-04]

Blossoming
Wilderness

4+

Similar to casting a Plant Growth


spell.

[05-07]

Condition
Immunity,
Blinded

3+

The monster cannot be afflicted


with the blinded condition.

[08-10]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

[11-13]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted


with the deafened condition.

[14-16]

Condition
Immunity,
Exhausted

3+

The monster cannot be afflicted


with the exhausted condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[17-19]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[20-22]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[23-25]

Damage
Immunity, Poison

7+

The monster takes no damage


from poison attacks or effects.

[26-28]

Damage
Immunity,
Psychic (Psionic)

7+

The monster takes no damage


from psychic attacks or effects.

[29-31]

Damage
Resistance, Cold

4+

The monster takes reduced


damage from cold attacks and
effects.

[32-34]

Damage
Resistance,
Lightning

4+

The monster takes reduced


damage from lightning attacks
and effects.

[35-37]

Damage
Resistance,
Poison

4+

The monster takes reduced


damage from poison attacks and
effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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487

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[38-40]

Damage
Resistance,
Psychic (Psionic)

4+

The monster takes reduced


damage from psychic attacks and
effects.

[41-43]

Damage
Vulnerability, Fire

0+

The monster takes additional


damage from fire attacks and
effects.

[44-46]

Damage
Vulnerability,
Lightning

0+

The monster takes additional


damage from lightning attacks
and effects.

[47-49]

Damage
Vulnerability,
Slashing

0+

The monster takes additional


damage from slashing attacks and
effects.

[50-53]

Emerald
Wanderer

8+

Similar to casting Transport via


Plants spell. In game terms, it can
be assumed that the monster is
capable of traveling to a hidden
plan many hundreds of miles
distant (which is basically a total
escape from an encounter with
adventurers).

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SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[54-56]

Guardian of the
Eternal
Wilderland

14+

Similar to the Watcher of the


Forests ability described in this
table, but two spirits can be
summoned simultaneously.

[57-60]

Photosynthesis

0+

This green-hued monster basically


feeds on light (but will not be
above adding something more
substantial to its diet).

[61-64]

Rhytid Flesh

2+

Similar to casting a Barkskin spell


(with the Abomination either
targeting itself, or an allied
monster).

[65-68]

Rooted and
Waiting

1/4+

Similar to the False Appearance


ability of a Treant. This ability
may allow the monster to appear
as a tree, or may (at the GMs
option) allow it to look like a
different plant type depending on
the monsters description. For
example, a serpentine monster
may appear as a twisted bundle of
vines.

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489

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[69-72]

Stinging Nettles
(D6)

3+

Similar to the Beard attack of a


Bearded Devil.

[73-76]

Song of the Black


Goat

4+

Similar to the Animate


ability of a Treant.

[77-80]

Swallowing Vines

5+

Similar to the Engulf ability of a


Shambling Mound.

[81-84]

Thorn Slash (D1)

1/8+

Similar to the Rake attack of an


Awakened Shrub.

[85-88]

Tread of the
Black Goat

1+

Similar to the Tree Stride ability of


a Dryad.

[89-92]

Verdant Empathy

1/8+

Similar to the Speak with Plants


ability of a Dryad (but not allowing
communication with beasts).

[93-96]

Viridian
Awakening

4+

Similar to casting an Awaken spell


(targeting plants, but not beasts).

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Trees

490

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[97-00]

Watcher of the
Forests

Required
Base
Lethality
Rating
(BLR)
Effect Description
10+

The monster can summon a living


tree spirit to defend it, which is
similar to an eerie-looking Treant
of the same alignment as the
summoner.

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491

SPAWNING POOL OF THE ELDER THINGS

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SPAWNING POOL OF THE ELDER THINGS

IV.23

POWERS XXI
POISON

TABLE 55
ABOMINATION
POWERS DETERMINATION:
POISON

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-04]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[05-08]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[09-11]

Damage
Immunity, Poison

7+

The monster takes no damage


from poison attacks or effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

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493

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[12-14]

Damage
Resistance, Acid

4+

The monster takes reduced


damage from acid attacks and
effects.

[15-17]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced


damage from necrotic attacks
and effects.

[18-20]

Damage
Resistance,
Poison

4+

The monster takes reduced


damage from poison attacks and
effects.

[21-24]

Deadly Poison
Fangs (D29)

7+

Similar to the Bite attack of an


Ancient Green Dragon.

[25-28]

Deadly Vapor
Cloud (D22)

5+

Similar to casting a Cloudkill


spell.

[29-32]

Deathly
Envenomed
Breath (D45)

9+

The monster can exhale poison


gas at short range, similar to the
Poison Breath attack of an Iron
Golem (average 45 poison
damage).

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494

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[33-36]

Envenomed
Breath (D21)

6+

The monster can exhale poison


gas, similar to the Poison Breath
attack of a Green Dragon
Wyrmling (average 21 poison
damage).

[37-40]

Envenomed Fangs
(D10)

3+

Similar to the Bite attack of a


Green Dragon Wyrmling.

[41-44]

Fatal Poison
Exhalation (D77)

19+

The monster can exhale


gas, similar to the Poison
attack of an Ancient
Dragon (average 77
damage).

[45-48]

Loathsome Poison
Exhalation (D56)

10+

The monster can exhale poison


gas, similar to the Poison Breath
attack of an Adult Green Dragon
(average 56 poison damage).

[49-52]

Nettling Fangs
(D1)

1+

Similar to the Bite attack of a


Homunculus.

[53-56]

Noxious Fangs
(D7+)

7+

Similar to the Bite attack of a


Spirit Naga.

poison
Breath
Green
poison

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495

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

[57-60]

Noxious Vapors

1/2+

Similar to the Fetid Cloud ability


of a Dretch.

[61-64]

Poisoned Quills
(D4)

2+

A ranged attack, similar to the


Poisoned Dart ability of a Deep
Gnome.

[65-68]

Poisonous
Exhalation (D42)

9+

The monster can exhale poison


gas, similar to the Poison Breath
attack of a Young Green Dragon
(average 42 poison damage).

[69-72]

Poisonous Fangs
(D22)

5+

Similar to the Bite attack of a


Young Green Dragon.

[73-76]

Poisonous Nettles
(D5)

2+

Similar to the Claw attack of a


Quasit.

[77-80]

Poisonous Spittle
(D45)

8+

Similar to the Spit Poison attack


of a Guardian Naga, afflicting
one target.

[81-84]

Serpent Bite
(D6+)

4+

Similar to the Bite attack of a


Giant Poisonous Snake.

Effect Description

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496

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

[85-88]

Vermin Blight

0+

Small insects and other tiny


creatures which are near to the
monster are seen to shrivel and
die.

[89-92]

Vicious
Envenomed Fangs
(D22+)

8+

Similar to the Bite attack of a Pit


Fiend, inflicting slashing damage
as well as deadly poison.

[93-96]

Vile Strikes (D13)

5+

Similar to the Hellish Weapons


ability of an Erinyes; the
monsters attacks (whether they
are weapons or not) inflict an
average of +13 poison damage in
addition to their other effects.

[97-00]

Virulent Poison
(D8+)

8+

Similar to the Bite attack of a


Guardian Naga.

Effect Description

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497

SPAWNING POOL OF THE ELDER THINGS

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498

SPAWNING POOL OF THE ELDER THINGS

IV.24

POWERS XXII
PSIONIC

TABLE 56
ABOMINATION
POWERS DETERMINATION:
PSIONIC

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-03]

Beguile the
Beast

2+

This
power
allows
the
Abomination
to
psychically
communicate and compel a tiny
animal, similar to casting an
Animal Messenger spell.

[04-06]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

499

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[07-08]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[09-11]

Condition
Immunity,
Unconscious

3+

The monster cannot be afflicted


with the unconscious condition.

[12-13]

Creature of
Guile

3+

Similar to the Gnome Cunning


ability of a Deep Gnome.

[14-15]

Damage
Immunity,
Psychic (Psionic)

7+

The monster takes no damage


from psychic attacks or effects.

[16-17]

Damage
Resistance,
Psychic (Psionic)

4+

The monster takes reduced


damage from psychic attacks and
effects.

[18-20]

Damage
Resistance,
Radiant (Light)

4+

The monster takes reduced


damage from radiant attacks and
effects.

[21-23]

Damage
Vulnerability,
Force (Arcane)

0+

The monster takes additional


damage from force attacks and
effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

500

SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[24-26]

Deceptive Mind
Mask

3+

Similar to the Mask effect of an


Arcanists Magic Aura spell.

[27-28]

Dominate Mortal

8+

Similar to the Enslave ability of


an Aboleth.

[29-31]

Enigmatic
Entity

5+

Similar to the Inscrutable ability


of an Androsphinx.

[32-33]

Greater
Telekinetic
Surge

12+

Similar to the Repulsion Breath


ability of an Ancient Bronze
Dragon (DC 23).

[34-35]

Impenetrable
Thoughts

4+

Similar to the Shielded Mind


ability of a Couatl.

[36-37]

Memory of
Fallen Magi

6+

Similar to the Spell Storing ability


of a Shield Guardian.
(It is
implied that the mage who
stored the spell in the monster
has been slain as a sacrifice.)

Effect Description

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

501

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[38-39]

Mind Leech

4+

Similar to the Psychic Drain


ability of an Aboleth.
If the
monsters BLR is 8+, this also
gives the monster the Dominate
Mortal ability. If the monsters
BLR is 7 or less, reroll to select a
more appropriate ability.

[40-41]

Moment of
Premonition

3+

Similar to the Ambusher ability of


a Doppelganger.

[42-44]

Primal Empathy

1+

Similar to the Limited Telepathy


ability of an Otyugh (120).

[45-46]

Primal Visions

1/2+

Similar to the Limited Telepathy


ability of a Pseud-Dragon (100).

[47-49]

Probe the
Weaker Mind

3+

Similar to the Read Thoughts


ability of a Doppelganger.

[50-52]

Psionic
Beguiling

11+

Similar to casting a Sympathy


spell.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

502

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[53-55]

Psychic Narcosis

4+

Similar to casting the Cursed


Intelligence,
Wisdom,
or
Charisma effect of a Bestow
Curse spell.

[56-57]

Psychic
Possession

6+

Similar to the Possession ability


of a Ghost.

[58-59]

Psychic
Symbiosis

5+

Similar to casting a Beacon of


Hope spell on allies and the
monster itself.

[60-61]

Psychic Terror

10+

Similar to casting an Antipathy


spell.

[62-64]

Psychic
Tranquility

3+

Similar to casting
Emotions spell.

[65-66]

Psychic Veil

3+

Similar to the False Aura effect of


an Arcanists Magic Aura spell.

[67-69]

Telekinetic
Barrier

5+

Similar to the Interposing Hand


effect of an Arcane Hand spell.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

Calm

503

SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[70-71]

Telekinetic
Bludgeon (D18)

6+

Similar to the Clenched Fist effect


of an Arcane Hand spell.

[72-74]

Telekinetic
Force

6+

Similar to the Repulsion Breath


ability of a Young Bronze Dragon
(DC 15).

[75-77]

Telekinetic
Strangulation

7+

Similar to the Grasping Hand


effect of an Arcane Hand spell.

[78-80]

Telekinetic
Surge

9+

Similar to the Repulsion Breath


ability of an Adult Bronze Dragon
(DC 19).

[81-82]

Telekinetic
Wave

3+

Similar to the Repulsion Breath


ability of a Bronze Dragon
Wyrmling (DC 12).

[83-85]

Telepathic
Compulsion

2+

Similar to casting a Command


spell.

[86-87]

Telepathic
Contact

3+

Similar to casting
Thoughts spell.

[88-90]

Telepathic
Imagery

1/2+

Effect Description

Similar to casting a Comprehend


Languages spell.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

Detect

504

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[91-92]

Telepathic
Isolation

3+

Similar to casting a Deafness


spell.

[93-95]

Telepathic
Scrutiny

4+

Similar to the Divine Awareness


ability of a Planetar.

[96-98]

Unveil the
Mortal Will

4+

Similar to the Probing Telepathy


ability of an Aboleth.

[99-00]

Whispering Mind

0+

When the monster approaches


and makes eye contact, all
intelligent creatures (INT 8+) hear
a strange yet unintelligible voice
within their minds. The voices
character will depend on the
monster (enticing, enigmatic,
haunting, terrifying, etc.).

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KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

505

SPAWNING POOL OF THE ELDER THINGS

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

506

SPAWNING POOL OF THE ELDER THINGS

IV.25

POWERS XXIII
REPTILIAN

TABLE 57
ABOMINATION
POWERS DETERMINATION:
REPTILIAN

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-04]

Behir Fangs (D22)

5+

Similar to the Bite attack of a


Behir. Reroll if the monster is
not large, huge, or gargantuan.

[05-07]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted


with the deafened condition.

[08-10]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

507

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[11-13]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted


with the grappled condition.

[14-16]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[17-20]

Condition
Immunity, Prone

3+

The monster cannot be afflicted


with the prone condition.

[21-24]

Constriction (D6)

3+

Similar to the Constrict ability of


a Constrictor Snake.

[25-28]

Constricting Coils
(D10)

4+

Similar to the Constrict ability of


a Couatl.

[29-32]

Damage
Resistance,
Bludgeoning

4+

The monster takes reduced


damage
from
bludgeoning
attacks and effects.

[33-36]

Damage
Resistance,
Psychic (Psionic)

4+

The monster takes reduced


damage from psychic attacks
and effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

508

SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[37-40]

Damage
Vulnerability,
Cold

0+

The monster takes additional


damage from cold attacks and
effects.

[41-44]

Damage
Vulnerability,
Piercing

0+

The monster takes additional


damage from piercing attacks
and effects.

[45-48]

Deadly
Constricting Coils
(D34)

8+

Similar to the Constrict attack of


a Behir.

[49-52]

Draconian Maw
(D22+)

10+

Similar to the Bite and Swallow


attacks of a Behir. Reroll if the
monster
is
not
huge
or
gargantuan.

[53-56]

Five-Headed
Monstrosity

9+

Similar to the Multiple Heads,


Multiattack, and Bite abilities of
a Hydra.

[57-60]

Flicking Tongue

1+

Similar to casting a Detect


Poison and Disease spell.

Effect Description

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

509

SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)

D100
Roll

Abominations
Special Ability

[61-64]

Gargantuan
Snapping Beak
(D26)

6+

Similar to the Bite attack of a


Dragon Turtle.
Reroll if the
monster is not large, huge, or
gargantuan.

[65-68]

Horns of the
Tarrasque (D32)

7+

Similar to the Horns attack of a


Tarrasque.

[69-72]

Maw of
Annihilation
(D36+)

16+

Similar to the Bite and Swallow


attacks of a Tarrasque. Reroll of
the monster is not gargantuan.

[73-76]

Pebble-Like Hide

0+

Similar to the Stone Camouflage


ability of a Stone Giant.

[77-80]

Powerful
Constricting Coils
(D15)

5+

Similar to the Tail attack of a


Marilith Demon.

[81-84]

Reptilian Feature

0+

The monster has a striking


reptilian feature (a flicking
tongue, scales, dewlap, frill, etc.).

[85-88]

Reptilian Venom
(D17)

5+

Similar to the Bite attack of a


Basilisk.

Effect Description

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

510

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[89-92]

Retractable Fangs

2+

The monster can expose hidden


fangs, similar to the Natural
Weapons (Fangs) effect of the
Alter Self spell.

[93-96]

Serpent Strikes

6+

Similar to the Reactive ability of


a Marilith Demon.

[97-00]

Serpentine Fangs
(D8)

4+

Similar to the Bite attack of a


Couatl.

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KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

511

SPAWNING POOL OF THE ELDER THINGS

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

512

SPAWNING POOL OF THE ELDER THINGS

IV.26

POWERS XXIV
SACRAL

TABLE 58
ABOMINATION
POWERS DETERMINATION:
SACRAL

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-07]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted


with the grappled condition.

[08-14]

Condition
Immunity, Prone

3+

The monster cannot be afflicted


with the prone condition.

[15-22]

Deadening Sting
(D4+)

2+

Similar to the Sting attack of a


Pseudo-Dragon.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

513

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

[23-31]

Envenomed
Stinger (D5+)

[32-39]

Required
Base
Lethality
Rating
(BLR)
Effect Description
3+

Similar to the Sting attack of an


Imp.

Gargantuan
Stinger (D19+)

11+

Similar to the Tail Stinger attack


of a Purple Worm. Reroll if the
monster
is
not
huge
or
gargantuan.

[40-48]

Sacral Feature

0+

The creature has a strange tail of


some kind (prehensile and able to
hold
small
objects,
always
swishing, changing color when
agitated, becomes bushy when
frightened, can be dropped when
the monster is grappled by its tail,
etc.).

[49-57]

Scorpion Sting
(D13+)

6+

Similar to the Sting attack of a


Bone Devil.

[58-66]

Tail Swipe (D15)

4+

Similar to the Tail attack of an


Aboleth.

[67-74]

Tail of the
Tarrasque

6+

Similar to the Tail attack of a


Tarrasque.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

514

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[75-83]

Weakening Sting
(D10+)

9+

Similar to the Tail attack of a


Horned Devil.

[84-91]

Wrath of the
Mantichoras

3+

Similar to the Tail Spike and Tail


Spike Regrowth abilities of a
Manticore.

[92-00]

Wyvern Sting
(D11+)

7+

Similar to the Stinger attack of a


Wyvern.

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KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

515

SPAWNING POOL OF THE ELDER THINGS

IV.27

POWERS XXV
SHADOW

TABLE 59
ABOMINATION
POWERS DETERMINATION:
SHADOW
Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[01-03]

Collapse of the
Flesh

3+

Similar to casting a Reduce spell.

[04-06]

Colour Out of
Space

1+

Similar to casting a Faerie Fire


spell. The light may appear as an
ultraviolet radiance (purplish yet
undulating along an indeterminate
wavelength).

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

516

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[07-09]

Condition
Immunity,
Blinded

3+

The monster cannot be afflicted


with the blinded condition.

[10-12]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[13-15]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted


with the grappled condition.

[16-18]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[19-21]

Condition
Immunity,
Petrified

3+

The monster cannot be afflicted


with the petrified condition.

[22-24]

Condition
Immunity,
Prone

3+

The monster cannot be afflicted


with the prone condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

517

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[25-27]

Condition
Immunity,
Restrained

3+

The monster cannot be afflicted


with the restrained condition.

[28-30]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[31-33]

Condition
Immunity,
Unconscious

3+

The monster cannot be afflicted


with the unconscious condition.

[34-36]

Creep, Shadow

3+

Similar to the Invisibility ability of


a Quasit.

[37-38]

Damage
Immunity, Cold

7+

The monster takes no damage from


cold attacks or effects.

[39-40]

Damage
Immunity,
Poison

7+

The monster takes no damage from


poison attacks or effects.

[41-43]

Damage
Resistance,
Cold

4+

The monster takes reduced damage


from cold attacks and effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

518

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[44-46]

Damage
Resistance,
Necrotic (Death)

4+

The monster takes reduced damage


from necrotic attacks and effects.

[47-49]

Damage
Resistance,
Poison

4+

The monster takes reduced damage


from poison attacks and effects.

[50-52]

Damage
Resistance,
Psychic
(Psionic)

4+

The monster takes reduced damage


from psychic attacks and effects.

[53-55]

Damage
Vulnerability,
Force (Arcane)

0+

The monster takes additional


damage from force abilities and
effects.

[56-58]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks and
effects.

[59-61]

Daylight Is
Death

0+

Similar
to
the
Sunlight
Hypersensitivity disadvantage of a
Vampire.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

519

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[62-64]

Drained by
Sunlight

0+

Similar to the Sunlight Weakness


disadvantage of a Shadow.

[65-67]

Enshrouded
One

1/2+

Similar to the Darkness


ability of a Darkmantle.

[68-70]

Flitting
Shadows

1/4+

Similar to the Nimble


ability of a Goblin.

[71-73]

Quadrupedal
Shadow

5+

Similar to casting a Faithful Hound


spell.

[74-76]

Ride with
Shadow

3+

Similar to casting a Find Steed


spell.

[77-79]

Shadow
Ambush

1+

Similar to the Surprise Attack


ability of a Bugbear.

[80-82]

Shadow Whorl

2+

Similar to casting an Expeditious


Retreat spell.

[83-85]

Spook

1+

Similar to the Scare ability of a


Quasit.

Escape

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

Aura

520

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[86-88]

Tenebrous

0+

The monster has a shadowy form in


twilight (translucent and somewhat
flat), which becomes more solid in
darkness (become black) or light
(becoming normal).

[89-91]

TwoDimensional

2+

Similar to the Amorphous ability of


a Shadow.

[92-94]

TwoDimensional
Flesh

7+

Similar to casting
Invisibility spell.

[95-97]

Umbral Shroud

[98-00]

Wither in
Daylight

Greater

1/2+

Similar to the Shadow Stealth


ability of a Shadow.

0+

Similar to the Sunlight Sensitivity


disadvantage of a Drider.

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chapter, please click here.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

521

SPAWNING POOL OF THE ELDER THINGS

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

522

SPAWNING POOL OF THE ELDER THINGS

IV.28

POWERS XXVI
SLIME
It dropped the girl, wheeling toward its attacker, and the maddened
Cimmerian's saber, shrilling through the air, sheared clear through the black
viscous bulk and rang on the stone floor, showering blue sparks. Conan went to
his knees from the fury of the blow; the edge had not encountered the resistance
he had expected. As he bounded up, the thing was upon him.
It towered above him like a clinging black cloud. It seemed to flow about him
in almost liquid waves, to envelop and engulf him. His madly slashing saber
sheared through it again and again, his ripping poniard tore and rent it; he was
deluged with a slimy liquid that must have been its sluggish blood. Yet its fury
was nowise abated.
He could not tell whether he was slashing off its members or whether he was
cleaving its bulk, which knit behind the slicing blade. He was tossed to and fro in
the violence of that awful battle, and had a dazed feeling that he was fighting not
one, but an aggregation of lethal creatures. The thing seemed to be biting, clawing,
crushing and clubbing him all at the same time. He felt fangs and talons rend his
flesh; flabby cables that were yet hard as iron encircled his limbs and body, and
worse than all, something like a whip of scorpions fell again and again across his
shoulders, back and breast, tearing the skin and filling his veins with a poison
that was like liquid fire.
They had rolled beyond the circle of light, and it was in utter blackness that the
Cimmerian battled. Once he sank his teeth, beast-like, into the flabby substance
of his foe, revolting as the stuff writhed and squirmed like living rubber from
between his iron jaws

The Slithering Shadow, by Robert E. Howard

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

523

SPAWNING POOL OF THE ELDER THINGS

TABLE 60
ABOMINATION
POWERS DETERMINATION:
SLIME

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-03]

Amorphous
Passage

3+

Similar to the Amorphous ability of


a Black Pudding.

[04-05]

Beslimed Earth

2+

Similar to the Aberrant Ground


ability of a Gibbering Mouther.

[06-07]

Condition
Immunity,
Blinded

3+

The monster cannot be afflicted


with the blinded condition.

[08-09]

Condition
Immunity,
Charmed

3+

The monster cannot be afflicted


with the charmed condition.

[10-11]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted


with the deafened condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

524

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[12-13]

Condition
Immunity,
Exhausted

3+

The monster cannot be afflicted


with the exhausted condition.

[14-15]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted


with the frightened condition.

[16-17]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted


with the grappled condition.

[18-19]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[20-21]

Condition
Immunity,
Prone

3+

The monster cannot be afflicted


with the prone condition.

[22-23]

Condition
Immunity,
Restrained

3+

The monster cannot be afflicted


with the restrained condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

525

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[24-25]

Condition
Immunity,
Stunned

3+

The monster cannot be afflicted


with the stunned condition.

[26-27]

Condition
Immunity,
Unconscious

3+

The monster cannot be afflicted


with the unconscious condition.

[28-29]

Corrosive
Pseudopod
(D11)

3+

Similar to the Pseudopod attack of


a Gray Ooze.

[30-31]

Corrosive Slime

2+

Similar to the Corrosive Metal


effect of a Gray Ooze. (This is a
defensive ability which corrodes
weapons which strike the monster;
for the similar offensive ability,
refer to Corrosive Pseudopod.)

[32-34]

Crawling and
Lurking

2+

Similar to the Spider Climb ability


of a Black Pudding.

[35-36]

Damage
Immunity, Acid

7+

The monster takes no damage from


acid attacks or effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

526

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[37-38]

Damage
Immunity,
Poison

7+

The monster takes no damage from


poison attacks or effects.

[39-40]

Damage
Immunity,
Psychic
(Psionic)

7+

The monster takes no damage from


psychic attacks or effects.

[41-42]

Damage
Resistance,
Acid

4+

The
monster
takes
reduced
damage from acid attacks and
effects.

[43-44]

Damage
Resistance,
Lightning

4+

The
monster
takes
reduced
damage from lightning attacks and
effects.

[45-46]

Damage
Resistance,
Piercing

4+

The
monster
takes
reduced
damage from piercing attacks and
effects.

[47-48]

Damage
Resistance,
Poison

4+

The
monster
takes
reduced
damage from poison attacks and
effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

527

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[49-50]

Damage
Resistance,
Psychic
(Psionic)

4+

The
monster
takes
reduced
damage from psychic attacks and
effects.

[51-52]

Damage
Resistance,
Slashing

4+

The
monster
takes
reduced
damage from slashing attacks and
effects.

[53-54]

Damage
Vulnerability,
Cold

0+

The monster takes additional


damage from cold attacks and
effects.

[55-56]

Damage
Vulnerability,
Fire

0+

The monster takes additional


damage from fire attacks and
effects.

[57-58]

Damage
Vulnerability,
Lightning

0+

The monster takes additional


damage from lightning attacks and
effects.

[59-60]

Draining
Pseudopod

4+

Similar to casting the Cursed


Dexterity effect of a Bestow Curse
spell.

[61-62]

Enveloping
Attacks

2+

Similar to the Damage Transfer


ability of a Rug of Smothering.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

528

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[63-64]

Flesh of the
Shogthai

5+

Similar to a Freedom of Movement


spell, which the Abomination casts
on itself.

[65-66]

Gluey Slime

3+

Similar to the Adhesive ability of a


Mimic.

[67-68]

Lethal
Corrosive
Pseudopod
(D24)

5+

Similar to the Pseudopod attack of


a Black Pudding.

[69-70]

Luminous Slime
Vapor

1+

Similar to casting a green-hued


Faerie Fire spell.

[71-73]

Lurking in Wait

1/2+

Similar to the False Appearance


ability of a Gray Ooze.

[74-76]

Oozing Path

0+

The monster drips sticky slime


wherever it goes, leaving a stinking
trail that does not dry for several
hours.

[76]

Reactive
Cytokinesis

4+

Similar to the Split ability of a


Black Pudding.
Reroll if the
monster is tiny or small.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

529

SPAWNING POOL OF THE ELDER THINGS

D100
Roll
[77]

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

Slime Pool

1+

Similar to casting a Grease spell.

[78-79]

Slimy
Pseudopod (D7)

2+

Similar to the Pseudopod attack of


a Mimic.

[80-81]

Smothering
Slime (D10+)

3+

Similar to the Smother attack of a


Rug of Smothering.

[82-83]

Splitting
Amoebic Flesh

3+

Similar to casting an Enlarge spell,


which the Abomination casts on
itself.

[84-85]

Swallowing
Slime

3+

Similar to the Engulf ability of a


Gelatinous Cube.

[86]

Swarm of
Mouths (D17)

4+

Similar to the Bites attack of a


Gibbering Mouther.

[87-88]

Toxoplasmic
Vapor

5+

Similar to casting the Confusion /


Inaction effect of a Bestow Curse
spell.

[89-90]

Transformative
Slime Globules

4+

Similar to the Mucous Cloud ability


of an Aboleth.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

530

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[91-92]

Translucent
Pseudopod
(D10)

3+

Similar to the Pseudopod attack of


a Gelatinous Cube.

[93-94]

Translucent
Slime

1/2+

Similar to the Transparent ability


of a Gelatinous Cube.

[95-96]

Vaporous Slime
Globs

6+

Similar to casting the Sickened


effect of an Eyebite spell. Some of
the monsters slime bursts into a
glob-filled mist, and chokes the
victim.

[97-98]

Weakening
Pseudopod

4+

Similar to casting the Cursed


Strength effect of a Bestow Curse
spell.

[99-00]

Withering
Pseudopod

4+

Similar to casting the Cursed


Constitution Effect of a Bestow
Curse spell.

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KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

531

SPAWNING POOL OF THE ELDER THINGS

IV.29

POWERS XXVII
TENTACLE
Two large dark-coloured eyes were regarding me steadfastly. The mass that
framed them, the head of the thing, was rounded, and had, one might say, a face.
There was a mouth under the eyes, the lipless brim of which quivered and panted,
and dropped saliva. The whole creature heaved and pulsated convulsively. A
lank tentacular appendage gripped the edge of the cylinder, another swayed in
the air. There was something fungoid in the oily brown skin, something in the
clumsy deliberation of the tedious movements unspeakably nasty. Even at this
first encounter, this first glimpse, I was overcome with disgust and dread

The War of the Worlds, by H. G. Wells

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

532

SPAWNING POOL OF THE ELDER THINGS

TABLE 61
ABOMINATION
POWERS DETERMINATION:
TENTACLE

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-03]

Barbed
Ensnaring
Tentacles (D11+)

4+

Similar to the Chain attack of a


Chain Devil.

[04-06]

Burrowing
Tentacles

5+

Similar to casting
Tentacles spell.

[07-09]

Climbing
Tentacles

2+

Similar to the Spider Climb ability


of a Roper.

[10-12]

Clutching
Tentacles (D10)

4+

Similar to the Tentacle Slam ability


of an Otyugh.

[13-15]

Condition
Immunity,
Grappled

3+

The monster cannot be afflicted


with the grappled condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

Black

533

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[16-18]

Condition
Immunity,
Restrained

3+

The monster cannot be afflicted


with the restrained condition.

[19-22]

Crushing
Tentacles (D6)

2+

Similar to the Crush attack of a


Darkmantle.

[23-25]

Damage
Resistance,
Bludgeoning

4+

The
monster
takes
reduced
damage from bludgeoning attacks
and effects.

[26-28]

Damage
Resistance,
Piercing

4+

The
monster
takes
reduced
damage from piercing attacks and
effects.

[29-31]

Damage
Vulnerability,
Fire

0+

The monster takes additional


damage from fire attacks and
effects.

[32-34]

Damage
Vulnerability,
Radiant (Light)

0+

The monster takes additional


damage from radiant attacks and
effects.

[35-37]

Deflecting
Armored
Tentacles

3+

Similar to the Parry ability of an


Erinyes, but the monster does not
to be wielding a weapon to employ
the effect.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

534

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[38-40]

Erupting Barbed
Tentacles

4+

Similar to the Animate Chains


ability of a Chain Devil.

[41-43]

Erupting
Tentacles

3+

Similar to the Bulls Strength effect


of an Enhance Ability spell, which
the monster casts on itself.
Grasping tentacles (which are too
short to attack, but ready to clutch
nearby prey) burst out of the
monster.

[44-46]

Gargantuan
Tentacle (D20)

5+

Similar to the Tentacle attack of a


Kraken. One tentacle.

[47-49]

Grasp of the
Great Sleeper
(D20+)

18+

Similar to the Tentacle attack of a


Kraken. Eight tentacles.

[50-52]

Grasping
Tentacles

3+

Similar to the Tentacles attack of a


Chuul.

[53-55]

Hurling
Tentacles

6+

Similar to the Fling ability of a


Kraken. Reroll if the Abomination
is not huge or gargantuan.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

535

SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[56-58]

Lithe Tentacles

1+

Similar to the Grappler ability of a


Mimic.

[59-61]

Metamorphosing
Tentacle Attack
(D12+)

7+

Similar to the Tentacle attack of an


Aboleth.

[62-64]

Missile Snaring
Tentacles

4+

Similar to the Rock Catching ability


of a Stone Giant, but usable on all
non-magical missiles.

[65-67]

Octopoid
Tentacles (D10)

3+

Similar to the Tentacles attack of a


Giant Octopus.

[68-70]

Pair of
Gargantuan
Tentacles (D20+)

7+

Similar to the Tentacle attack of a


Kraken. Two tentacles.

[71-73]

Reeling
Tentacles

3+

Similar to the Reel ability of a


Roper. Reroll if the monster is tiny,
small, or medium.

[74-76]

Regenerating
Tentacles

5+

Similar to the Grasping Tendrils


and Tendril abilities of a Roper.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

536

SPAWNING POOL OF THE ELDER THINGS

Required
Base
Lethality
Rating
(BLR)
Effect Description

D100
Roll

Abominations
Special Ability

[77-79]

Slashing
Tentacles (D9)

2+

Similar to the Tentacles attack of a


Grick.

[80-82]

Small Venomous
Tentacles (D18)

4+

Similar to the Snake Hair ability of


a Medusa.

[83-85]

Spiny Tentacle
(D11)

3+

Similar to the Tentacle attack of an


Otyugh. One tentacle.

[86-88]

Spiny Tentacles
(D11+)

5+

Similar to the Tentacle attack of an


Otyugh. Two tentacles.

[89-91]

Tentacle of the
Great Sleeper

12+

Similar to casting a Finger of Death


spell. The tentacle erupts from a
dimensional portal inside the
monsters mouth.

[92-94]

Tentacular
Sporelings

2+

Similar to casting an Entangle


spell.
Pieces fall off of the
Abomination
and
turn
into
tentacles, and begin slithering up
the victims legs.

[95-97]

Triad of
Gargantuan
Tentacles (D20+)

10+

Similar to the Tentacle attack of a


Kraken. Three tentacles.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

537

SPAWNING POOL OF THE ELDER THINGS

D100
Roll
[98-00]

Abominations
Special Ability
Vestigial
Tentacles

Required
Base
Lethality
Rating
(BLR)
Effect Description
0+

The monster has small, writhing


tentacles in a strange place
(around its mouth, on the back of
its head, embedded in its
fingertips, at the tip of its tongue,
etc.).

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KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

538

SPAWNING POOL OF THE ELDER THINGS

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

539

SPAWNING POOL OF THE ELDER THINGS

IV.30

POWERS XXVIII
VERMIN & DISEASE

TABLE 62
ABOMINATION
POWERS DETERMINATION:
VERMIN & DISEASE

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[01-05]

Beckon the Rats

5+

The monster can summon swarms


of rats (only), similar to the
Summon Rat Swarms effect of a
Vampires Children of the Night
Ability.

[06-10]

Blighting Palsy

8+

The monster can induce plague


seizures in prey, similar to casting
the Seizure effect of a Contagion
spell.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

540

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[11-15]

Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted


with the paralyzed condition.

[16-20]

Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted


with the poisoned condition.

[21-25]

Curse of the RatThing (D4)

2+

Similar to the Bite attack of a


Wererat.
Instead of inflicting
Wererat Lycanthropy, however, the
attack has the potential to cause
the victim to degenerate into a RatThing (a rat with a human-like
face).

[26-29]

Damage
Immunity,
Necrotic (Death)

7+

The monster takes no damage from


necrotic attacks or effects.

[30-33]

Damage
Immunity,
Poison

7+

The monster takes no damage from


poison attacks or effects.

[34-37]

Damage
Resistance,
Necrotic (Death)

4+

The
monster
takes
reduced
damage from necrotic attacks and
effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

541

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[38-41]

Damage
Resistance,
Poison

4+

The
monster
takes
reduced
damage from poison attacks and
effects.

[42-46]

Deadly Plague
Strikes (D21+)

7+

Similar to the Rotting Fist attack of


a Mummy Lord.

[47-51]

Diseased Bite
(D5+)

2+

Similar to the Bite attack of a


Death Dog.

[52-56]

Diseased Fangs
(D12+)

4+

Similar to the Bite attack of an


Otyugh.

[57-60]

Dripping Flesh

0+

In an horrific effect, bits of the


monster continually drop off and
crawl away.

[61-65]

Gift of the RatThing

2+

Similar to the Shapechanger ability


of a Wererat.

[66-70]

Leprous Plague

5+

The monster can afflict enemies


with leprosy, similar to casting the
Filth Fever effect of a Contagion
spell.

[71-75]

Plague Strikes
(D10+)

3+

Similar to the Rotting Fist attack of


a Mummy.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

542

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special Ability

Required
Base
Lethality
Rating
(BLR)
Effect Description

[76-80]

Rat ShapeShifter

1+

The monster can temporarily turn


into a rat, similar to an Imp.

[81-85]

Rat-Thing ShapeShifter

2+

The monster can temporarily turn


into a rat with a human-like face
(otherwise similar to the ability of
an Imp).

[86-90]

Ratman ShapeShifter

2+

The monster can temporarily turn


into a rat-like biped, similar to a
Wererat.

[91-95]

Trail of Vermin

0+

Wherever the monster goes, it is


followed by a trail of living vermin
(ants, chiggers, maggots, mites,
worms, etc.).

[96-00]

Vermin Bite
(D4+)

1+

Similar to the Bite attack of a


Diseased Giant Rat.

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KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

543

SPAWNING POOL OF THE ELDER THINGS

IV.31

POWERS XXIX
WATER & AQUATIC
Something, too, was tugging at the rudder, twisting and jerking it until the tiller
strained and creaked in my hand. All at once it snapped; the tiller swung useless
and the boat whirled around, heeling in the stiffening wind, and drove shoreward.
It was then that I, ducking to escape the boom, caught a glimpse of something
ahead something that a sudden wave seemed to toss on deck and leave there,
wet and flapping a man with round, fixed, fishy eyes, and soft, slaty skin. But
the horror of the thing were the two gills that swelled and relaxed spasmodically,
emitting a rasping, purring sound two gasping, blood-red gills, all fluted and
scolloped and distended

In Search of the Unknown, by Robert W. Chambers

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

544

SPAWNING POOL OF THE ELDER THINGS

TABLE 63
ABOMINATION
POWERS DETERMINATION:
WATER & AQUATIC

D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[01-02] Amphibious
Adaptation

0+

For one hour, gain effect equivalent to


the Aquatic Adaptation effect of the
Alter Self spell.

[03-04] Animate
Water

5+

Similar to casting the Part Water effect


of a Control Water spell.

[05-06] Aquatic

0+

Similar to the Water Breathing


limitation of a Giant Seahorse and
other creatures.

[07-08] Aquatic Form

1/2+

Similar to the Underwater Camouflage


ability of an Octopus.

[09-10] Batrachian
Leap

1/2+

Similar to the Standing Leap ability of


a Giant Frog.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

545

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[11-12] Batrachian
Shape-Shifter

2+

The monster can temporarily turn into


a frog / toad (as appropriate), similar
to a Quasit.

[13-14] Beckon
Sharks

2+

Similar to the Shark Telepathy ability


of a Sahuagin.

[15-16] Beckoning of
the Sea

5+

Similar to casting the Water Elemental


effect of a Conjure Minor Elementals
spell.

[17]

Condition
Immunity,
Deafened

3+

The monster cannot be afflicted with


the deafened condition.

[18]

Condition
Immunity,
Frightened

3+

The monster cannot be afflicted with


the frightened condition.

[19-20] Condition
Immunity,
Grappled

3+

The monster cannot be afflicted with


the grappled condition.

[21-22] Condition
Immunity,
Paralyzed

3+

The monster cannot be afflicted with


the paralyzed condition.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

546

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[23-24] Condition
Immunity,
Poisoned

3+

The monster cannot be afflicted with


the poisoned condition.

[25-26] Condition
Immunity,
Prone

3+

The monster cannot be afflicted with


the prone condition.

[27-28] Crashing
Waves (D13)

3+

The monster can hit with a powerful


surge of water, like the Slam attack of
a
Water
Elemental
(average
bludgeoning damage 13).

[29-30] Damage
Resistance,
Acid

0+

The monster takes additional damage


from acid attacks and effects.

[31-32] Damage
Resistance,
Cold

4+

The monster takes reduced damage


from cold attacks and effects.

[33-34] Damage
Resistance,
Poison

4+

The monster takes reduced damage


from poison attacks and effects.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

547

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[35-36] Damage
Vulnerability,
Fire

0+

The monster takes additional damage


from fire attacks and effects.

[37-38] Damage
Vulnerability,
Lightning

0+

The monster takes additional damage


from lightning attacks and effects.

[39-40] Deluge

6+

Similar to casting the Flood effect of a


Control Water spell.

[41-42] Diving Beast

1/8+

Similar to the Hold Breath ability of a


Plesiosaurus.

[43-44] Ensnaring
Pincer (D11)

3+

Similar to the Pincer attack of a


Chuul.

[45-46] Expulsion of
Mist

1+

Similar to casting a Fog Cloud spell.

[47-48] Eye Stalks

0+

The monsters eyes (or eye-like


appendages) are on creepy-looking
stalks, which shift about when the
beast is agitated.

KENT DAVID KELLY (DARKSERAPHIM) WONDERLAND IMPRINTS

(Order #10070827)

548

SPAWNING POOL OF THE ELDER THINGS

D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[49-50] Eyes of the


Star Spawn

3+

The monster has the Truesight ability.

[51-52] Fear of Fire

0+

Similar to the Aversion of


disadvantage of a Flesh Golem.

[53-54] Gathering
Vapors

7+

Similar to casting the Precipitation


effect of a Control Weather spell.

1/8+

The monster is amphibious, similar to


an Aboleth and other creatures.

[57-58] Grappling
Pincer (D16)

4+

Similar to the Pincer attack of a


Glabrezu Demon. One pincer.

[59-60] Grappling
Pincers (D16+)

6+

Similar to the Pincer attack of a


Glabrezu Demon. Two pincers.

[61-62] Ink Cloud

3+

Similar to the Ink Cloud ability of a


Giant Octopus.

10+

Similar to the Steam Breath attack of


a Dragon Turtle (average fire damage
52).

[55-56] Gills

[63-64] Lethal Steam


Blast

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D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[65-66] Maelstrom

6+

Similar to casting the Whirlpool effect


of a Control Water spell.

[67-68] Maw of the


Kraken (D23+)

9+

Similar to the Bite attack of a Kraken.


Reroll if the monster is not huge or
gargantuan.

[69-70] Needle-Like
Fangs

3+

Similar to the
Plesiosaurus.

[71-72] Octopoid
Feature

0+

The monster has a very prominent


octopoid feature (snapping beak,
suction cups on limbs, tentacles, etc.)

[73-74] Planar Waves

2+

Similar to casting a Create Water


spell.

[75-76] Rippling Form

0+

The monsters flesh is rippling and


strangely translucent, as well as cool
to the touch. The monsters blood is
thin and watery, and smells heavily of
salt.

[77-78] Scalding
Steam (D4)

1+

Similar to the Steam Breath ability of


a Steam Mephit.

Bite

attack

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D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

Siren Song

2+

Similar to the Luring Song ability of a


Harpy.

[81-82] Slimy
Amphibian

0+

Similar
to
the
Limited
Amphibiousness disadvantage of a
Sahuagin.

[83-84] Snapping
Beak (D5)

1+

Similar to the Beak attack of a Grick.

[85-86] Steaming
Ichor (D4)

1+

Similar to the Death Burst ability of a


Steam Mephit.

[87-88] Thalassic
Flesh

2+

Similar to the Water Form ability of a


Water Elemental.

[89-90] Thalassic
Incarnation

7+

Similar to casting the Water Elemental


effect of a Conjure Elemental spell.

[91-92] Tidal
Engulfment
(D13+)

5+

Similar to the Whelm ability of a Water


Elemental. If the monster is tiny,
small or medium, the effect is a
summoned wave of water rather than
the monsters form itself.

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D100
Roll

Abominations
Special
Ability

Required
Base
Lethality
Rating
(BLR)

Effect Description

[93-94] Venomous Ink


Cloud

5+

Similar to the Ink Cloud ability of a


Kraken.

[95-96] Vulnerable to
Freezing

0+

Similar to the Freeze disadvantage of


a Water Elemental.

[97-98] Waters of
Rlyeh

5+

Similar to casting the Redirect Flow


effect of a Control Water spell.

[99-00] Whelm and


Devour

2+

Similar to the Swallow ability of a


Giant Frog. Reroll if the monster is
tiny or small.

If you are done with this section and wish to proceed directly to the next
chapter, please click here.

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Then the bo'sun sung out to us to haul the crab aboard, that we had it most
securely; yet on the instant we had reason to wish that we had been less
successful; for the creature, feeling the tug of our pull upon it, tossed the weed in
all directions, and thus we had full sight of it, and discovered it to be so great a
crab as is scarce conceivable a very monster. And further, it was apparent to
us that the brute had no fear of us, nor intention to escape; but rather made to
come at us

The Boats of the Glen Carrig, by William Hope Hodgson

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IV.32

INSIGHT
FURTHER POWER
CONSIDERATIONS
(Worksheet Sections 3-11 through 3-14)

During the design process, you may have noticed that various Condition
Immunities, Damage Immunities, Damage Resistances, and Damage
Vulnerabilities appear in the Abomination Power selection tables. This was done
so that Abominations would feature different, random, and reasonable strengths
and weaknesses which reflect the several hundred examples given for classic
monsters in the SRD5.
However, these entries were kept to a percentile minimum, so that their
inclusion would not overwhelm the more interesting Powers and Disadvantages
in each table. Therefore, once you are done with the Power selection process,
you may want to consider your monsters full repertoire of abilities and ask
yourself if these four categories of detail need to be further assessed.
Below is a summary of Condition Immunities, Damage Immunities, Damage
Resistances, and Damage Vulnerabilities which can commonly exist, based on
the monsters two Descriptors. You will probably want to review these lists, and
decide if any additional strengths and weaknesses need to be added. For
example, if you are making an Acid / Frost Ooze monster, and you can see that
the Condition Immunity: Paralyzed is suggested for both monster types, you will
want to strongly consider adding that advantage to your monsters worksheet.
Refer to worksheet sections 3-11 through 3-14 for details.
After you have performed this review, you can add any additional resistances
or vulnerabilities that you feel are appropriate; but this list, combined with the
many Power tables, should ensure that you will not need add anything further
unless you really have something that youve just been dying to add.
How many immunities you add, and whether you add any vulnerabilities, is
really a matter of personal Game Master taste. This is why these entries have
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been split into the Power tables (as general fleeting reminders and invitations for
deeper consideration) and then more extensively here (for the GMs who love to
load up their monsters with immunities, like me).
I should note in all honesty that I find that condition applications (Grappled,
Restrained, Stunned, and all the rest) are a cheap and unfair way for parties
to smack down powerful monsters before they have a chance to fight back. For
that reason, I use this table extensively. But if you disagree, you are welcome to
avoid these considerations and to move on to the next chapter.

TABLE 64
ABOMINATION
POWER & DISADVANTAGE
CONSIDERATIONS
Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

ALL

N/A

Bludgeoning N/A
Piercing
Slashing

N/A

(Considerations
for All
Abominations)
ALL:
BEHEMOTH
(Considerations
for All
Abominations
if They Are
Large, Huge,
or
Gargantuan)

(NonMagical)
Exhausted
Grappled
Poisoned
Prone
Restrained
Stunned

N/A

Necrotic
Poison

N/A

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

ALL: TAILED

Grappled
Prone

N/A

N/A

N/A

Deafened
Grappled
Prone
Restrained

Cold
Lightning
Thunder

Cold
Lightning
Thunder

Bludgeoning

Charmed
Exhausted
Frightened
Grappled

N/A

N/A

Fire

Blinded

Fire
Lightning

Fire
Lightning
Radiant

Cold

(Considerations
for Sacral
Abominations,
and those
described as
having tails)
Descriptor:
AIRY
(For monsters
which use the
Air Power
Table)
Descriptor:
BESTIAL
(For monsters
which use the
Bestial &
Blood Power
Table)
Descriptor:
BURNING
(For monsters
which use the
Fire Power
Table)

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

Descriptor:
CORROSIVE

Paralyzed
Poisoned

Acid
Poison

Acid
Poison

N/A

Paralyzed
Petrified
Stunned

N/A

Cold
Lightning

Acid
Radiant

Charmed
Frightened

Psychic

Psychic

Radiant

Charmed
Exhausted
Frightened
Poisoned
Unconscious

Necrotic
Poison

Necrotic
Poison

Radiant

(For monsters
which use the
Acid Power
Table)
Descriptor:
EARTHEN
(For monsters
which use the
Earth Power
Table)
Descriptor:
ELDRITCH
(For monsters
which use the
Arcane &
Occult Power
Table)
Descriptor:
ENTROPIC
(For monsters
which use the
Death Power
Table)

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

Descriptor:
FLYING

Deafened
Paralyzed
Prone

Cold

Cold
Lightning
Thunder

Acid
Fire

Paralyzed

Cold

Cold

Fire

Charmed
Deafened
Frightened
Poisoned

Acid
Poison
Psychic

Acid
Poison
Psychic

Cold
Fire
Radiant

Paralyzed
Poisoned

Poison

Acid
Poison

Cold
Radiant

(For monsters
which use the
Avian Power
Table)
Descriptor:
FRIGID
(For monsters
which use the
Ice & Frost
Power Table)
Descriptor:
FUNGOID
(For monsters
which use the
Fungal Power
Table)
Descriptor:
INSECTOID
(For monsters
which use the
Arachnid &
Insectoid
Power Table)

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

Descriptor:
MINDSHATTERING

Frightened
Stunned

Necrotic
Psychic

Necrotic
Psychic

Radiant

Stunned

N/A

Psychic

Acid
Piercing
Slashing

Blinded
Charmed
Deafened
Exhausted
Frightened
Grappled
Poisoned
Prone
Restrained
Stunned
Unconscious

Acid
Poison
Psychic

Acid
Lightning
Poison
Psychic

Cold
Fire
Lightning

(For monsters
which use the
Madness
Power Table)
Descriptor:
OCULAR
(For monsters
which use the
Eye Power
Table)

Descriptor:
OOZING
(For monsters
which use the
Slime Power
Tabe)

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

Descriptor:
OTHERWORLDLY

Charmed
Frightened
Unconscious

Force
Necrotic

Force
Necrotic

Psychic
Radiant

Paralyzed
Poisoned

Necrotic
Poison

Necrotic
Poison

N/A

Charmed
Stunned
Unconscious

Psychic

Psychic
Radiant

Force

Blinded
Charmed
Deafened
Exhausted
Frightened
Grappled
Prone
Restrained

N/A

Acid
Cold
Lightning

N/A

(For monsters
which use the
Dream World
& Faerie
Power Table)
Descriptor:
PESTILENT
(For monsters
which use the
Vermin &
Disease Power
Table)
Descriptor:
PSYCHIC
(For monsters
which use the
Psionic Power
Table)
Descriptor:
SHIFTING
(For monsters
which use the
Amorphous
Power Table)

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

Descriptor:
SLITHERING

Deafened
Frightened
Grappled
Poisoned
Prone

N/A

Psychic
Cold

Piercing

Blinded
Frightened
Grappled
Paralyzed
Petrified
Prone
Restrained
Stunned
Unconscious

Cold
Poison

Cold
Necrotic
Poison
Psychic

Force
Radiant

Acid
Cold
Poison

Fire
Lightning

Fire
Lightning
Radiant
Thunder

Bludgeoning

(For monsters
which use the
Reptilian
Power Table)
Descriptor:
TENEBROUS
(For monsters
which use the
Shadow
Power Table)

Descriptor:
THALASSIC
(For monsters
which use the
Water &
Aquatic Power
Table)
Descriptor:
THUNDERING
(For monsters
which use the
Lightning
Power Table)

Deafened
Frightened
Grappled
Paralyzed
Poisoned
Prone

Blinded
Deafened
Paralyzed
Stunned

Fire
Lightning
Radiant
Thunder

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

Descriptor:
UNDYING

N/A

Necrotic

Necrotic

Necrotic

Cold
Lightning
Poison
Radiant

Acid
Cold
Fire
Lightning
Necrotic
Poison
Radiant
Thunder

Force
Necrotic

(For monsters
which use the
Astral,
Celestial &
Ethereal
Power Table)

Charmed
Exhausted
Frightened
Grappled
Paralyzed
Petrified
Prone
Restrained
Unconscious

Descriptor:
VENOMOUS

Paralyzed
Poisoned

Poison

Acid
Necrotic
Poison

N/A

Charmed
Deafened
Exhausted
Frightened
Poisoned

Poison
Psychic

Cold
Lightning
Poison
Psychic

Fire
Lightning
Slashing

(For monsters
which use the
Life &
Healing Power
Table)
Descriptor:
UNEARTHLY

(For monsters
which use the
Poison Power
Table)
Descriptor:
VERDANT
(For monsters
which use the
Plant Power
Table)

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Abomination
Possible
Descriptor and Condition
Power Type
Immunities

Possible
Damage
Immunities

Possible
Possible
Damage
Damage
Resistances Vulnerabilities

Descriptor:
WRITHING

N/A

N/A

Grappled
Restrained

Fire
Radiant

(For monsters
which use the
Tentacle
Power Table)

The Oldskull Experiment, Session 20

As an example of how I load up my monsters with well-conceived immunities


(your methodology may vary, or just be an arbitrary intuitive selection):
First, you will notice that there are two entries at the top of the table: one for
all Abominations, and one for monsters of Large+ size. Obviously, my Gazer
Lotus monster fits both of these qualifications. Also, my monster has the
Descriptors Unearthly and Ocular. When I use some scratch paper and tally up
the appearance of the immunities and such for each of these four table sections,
I come up with the following list:

Possible Condition Immunities


Charmed: 1 mention.
Exhausted: 2 mentions.
Frightened: 1 mention.
Grappled: 2 mentions.
Paralyzed: 1 mention.
Petrified: 1 mention.
Poisoned: 1 mention.
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Prone: 2 mentions.
Restrained: 2 mentions.
Stunned: 2 mentions.
Unconscious: Automatically selected, because I rolled this as
one of my monsters random powers.
I decide to select all of those Condition Immunities that were mentioned twice:
Exhausted, Grappled, Prone, Restrained, and Stunned (in addition to
Unconscious).

Possible Damage Immunities


Bludgeoning (Non-Magical): 1 mention.
Cold: 1 mention.
Lightning: 1 mention.
Piercing (Non-Magical): 1 mention.
Poison: 1 mention.
Radiant: 1 mention.
Slashing (Non-Magical): 1 mention.

The stats dont help me here as much, so I decide to see what the Damage
Resistance possibilities are (below) before I make my final decisions.

Possible Damage Resistances


Acid: 1 mention.
Cold: 1 mention.
Fire: 1 mention.
Lightning: 1 mention.
Necrotic: 2 mentions.
Poison: 2 mentions.
Radiant: 1 mention.
Thunder: 1 mention.
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To consider all of these possibilities alphabetically:

Acid: This does not seem to fit (my plant has a vulnerable
eye organ and leaves), so I do not take this.

Bludgeoning: I decide not to take this immunity, because


the eye would be vulnerable.

Cold: This seems very likely, since we are dealing with a


tough sentient plant that hides its fragile bits
underground. So the question is, should this be an
immunity or a resistance? I go with resistance, because
plants tend to be cold resistant while still falling prey to
extreme cold.

Fire: I cant think of a logical reason why my monster


would have this resistance.

Lightning: This is mentioned as a possible immunity or


resistance. I choose resistance, because my plants are
grounded.

Necrotic: Two mentions as a possible resistance, which


seems like a strong enough recommendation to make it so.

Piercing (Non-Magical):
considering the eye organ.

Poison: Mentioned as a potential immunity and as a


resistance. I go with resistance its probably vulnerable
to some poisons, but its otherworldly nature will help it
out.

Radiant: Ive described my monster as shadowy, so I dont


give it this resistance. Light probably hurts it.

Slashing (Non-Magical): As a plant with thin stalks, I


cant justify this one either.

Thunder: This one has one mention, but it doesnt seem


to make sense as a plant resistance.

cant

justify

this

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Possible Damage Vulnerabilities


Acid: 1 mention.
Force: 1 mention.
Necrotic: 1 mention.
Piercing: 1 mention.
Slashing: 1 mention.

This is a bit tricky, because I only have a little guidance from the tables
suggestions, and I want my monster to have one secret weakness (but no more)
so that I can reward intelligent players who use divination, trial and error,
research, and so on. I do not take acid, piercing, or slashing, simply because
they were mentioned above as possible resistances. So that leaves force and
necrotic. Since my monster is a tough blossoming thing that is learning how to
thrive in another world, I decide that its symbolic of life. That means that
necrotic is the perfect weakness. Therefore, I decide on necrotic as its one
damage vulnerability.
Phew! That was a fair amount of work. Confident that Ive considered these
matters carefully (a level of quality that will show in the monsters final design),
I record all of this information into the appropriate sections of my worksheets for
later reference.

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CODEX
V
DESCRIPTIONS
& CONCEPTUAL
DETAILS

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V.1

FORTITUDE
ABOMINATION
ARMOR CLASS RATING
(Worksheet Section 4-1)

After the Powers have determined (which is really the heavy lifting part of
monster design), its time to focus on some more of the combat-related and
conceptual details.

The next consideration involves the Abominations Armor Class (AC) rating.
Unlike normal monsters, most Abominations even humanoids tend to
avoid wearing mundane types of armor such as leather, mail, and plate. This is
because they are infrequent visitors to the Material Plane, and adopting foreign
materials as a trusted form of protection is actually a rare occurrence for these
Otherworlders. Just as we would be unlikely to wear slime and dead exotic
plants when visiting an oozy verdant world, the Abominations tend to favor forms
of protection which are natural to their own native environment even when they
are far from home.
Instead of crafted leather and metal, Abominations tend to possess armor
(inherent protection) that is either Exotic, Chitinous, or Dimensional in nature.
Exotic Armor is composed of material which mortals would deem bizarre.
Possible examples include: hardened resinous secretions; lightweight crystalline
material; bone or leather (stitched skin) armor created from the bodies of past
victims; woven vines or molted tentacles; or unidentifiable metallic alloys which
absorb light and which crumble when the life force of the Abomination is
extinguished.

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Chitinous Armor is an insect-like exoskeleton, a lightweight yet hardened


shell which surrounds the creature. Plates and segmentation allow for limb
movement and surprising speed in many cases. Abomination chitin will
probably have a disturbingly beautiful jewel-like appearance; you can view realworld examples by searching for images of iridescent beetles, jewel beetles, jewel
scarabs, chitin refractive index and so forth. The chitin might be the
abominations own exoskeleton, or it might be harvested from other slain
creatures and crafted to fit.
Dimensional Armor is not really armor per se; it is simply a form of
protection for Abominations where you cannot envision them having significant
physical protection. Example candidates for dimensional armor include oozes,
slimes, avians, many elementals, shadows, and non-corporeal creatures. Such
creatures resist damage simply be being present in two dimensions
simultaneously their own, and the Material Plane. These Abominations will
flicker in a very unusual yet clearly identifiable way which adventurers will
come to know very well.

Thankfully, you can avoid complex calculations and simply roll an


Abominations Armor Class on the table below. The figures hereafter were
derived by analyzing all of the official SRD5 monsters and their AC ranges, and
then smoothing the results to account for Base Lethality Rating and Dexterity.
To use the table below, roll 1D100 and add the Abominations Dexterity. For
example, if you roll a 54 and the Abominations DEX is 13, then the result would
be (54 + 13 =) 67. This will indicate whether the monsters AC is relatively Poor,
Below Average, Average, Above Average, or Excellent. Cross-reference the
resulting column with the monsters BLR and the figure shown as the Armor
Class. And on the off chance that you roll 00, you should add +2 to the listed
Excellent AC figure.

(The table follows on the next page.)

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TABLE 65
ABOMINATION
ARMOR CLASS DETERMINATION

Base
Lethality
Rating

Poor
Armor
Class
[01-10]

Below
Average
Armor
Class
[21-30]

Average
Armor
Class
[31-70]

Above
Average
Armor
Class
[71-90]

Excellent
Armor
Class
[91+]

10

10

11

12

1/8

10

10

11

12

1/4

10

10

11

12

13

1/2

10

11

11

12

13

11

11

12

13

14

11

12

12

13

14

12

12

12

14

15

12

12

13

14

15

12

13

13

15

16

13

13

13

15

16

13

13

14

16

17

13

14

14

16

17

14

14

14

16

18

10

14

14

15

17

18

11

14

15

15

17

19

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Base
Lethality
Rating

Poor
Armor
Class
[01-10]

Below
Average
Armor
Class
[21-30]

Average
Armor
Class
[31-70]

Above
Average
Armor
Class
[71-90]

Excellent
Armor
Class
[91+]

12

15

15

15

17

19

13

15

15

16

18

20

14

15

16

16

18

20

15

16

16

17

18

20

16

16

17

17

19

21

17

17

17

18

19

21

18

17

18

18

19

21

19

18

18

19

20

22

20

18

19

19

20

22

21

19

19

20

21

22

22

19

20

20

21

23

23

20

20

21

22

23

24

20

21

21

22

23

25

21

21

22

23

24

26

21

22

22

23

24

27

22

22

23

23

24

28

22

23

23

24

25

29

23

23

24

24

25

30

23

24

24

25

26

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The Oldskull Experiment, Session 21

Armor Class is a simple matter; for my Gazer Lotus, I just consider its BLR of
7 and its Dexterity (DEX) of 10. I roll 1D100, and the result is a 93. I add 10 to
this (for the DEX) to get a final result of 103. This gives the monster an Excellent
Armor Class, which for BLR 7 (referencing the table) is AC 17. This is a bit hard
to justify given that my creature is a plant, but I can rationalize the situation as
follows:
[1] the monsters most vulnerable parts (except the eye) are
underground; [2] it is partly made of shadow; and [3] the monsters writhing
foliage does not feel pain, so its probably hard to slash enough of it away to get
in a good hit on the stalk. Considering all of this, I decide that the Gazer Lotus
has mostly Dimensional Armor, mixed in with some thick crystalline resin which
hardens and protects the stem and root bundle.

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V.2

MELEE
THE BASIC ATTACK TYPES
(Worksheet Sections 4-3 to 4-6)

Despite all of the determination of random abilities so far, your monster may
still be lacking a significant basic attack type. Basic attack forms are either
strong natural appendages (such as claws, fangs, horns, etc.) or swift violent
actions (bear hug, slam, stomp, etc.). If you feel that your monster still needs
an additional set of mundane attack types before its repertoire of abilities is
complete, you can use this section to flesh out your design with a reasonable set
of attack forms. Unfortunately, there are so many variables that this deliberation
process can be difficult to systemize, but I have provided some detailed
guidelines here to aid your decisions.
First, you should consider the Abominations physical attributes and
appendages, and choose one or two appropriate attack types. You can do this
by considering the monsters type and body type, and then looking up an official
monster that is roughly similar to your creation. A fluid creature might be
analogous to a Water Elemental, a serpentine one could be equivalent to a
Constrictor Snake or Naga, a winged humanoid could be similar to a Gargoyle,
and so forth. I recommend that you choose either one type of basic attack, or
two (with claw / claw / bite being the classic example of a dual basic attack
form).
The table below provides a summary of the most common basic attack types,
and a notation on the associated damage type. You can change the damage type
as needed; for example, a slime will typically have an envelopment attack that
causes bludgeoning damage, but if it is covered in thorny spines you might
decide that this inflicts piercing damage instead.
Here is a recommended set of about thirty basic attack types for your
consideration:

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TABLE 66
ABOMINATION
BASIC ATTACK TYPES

Common Attack
Type

Most Commonly
Associated
Damage Type

Example Mundane Monsters or


Creatures Possessing This
Attack Form

Antlers

Bludgeoning

Caribou, Moose, Stag

Beak

Slashing

Axe Beak, Griffon, Vrock Demon

Bear Hug

Bludgeoning

Bear, Owlbear

Blunted Horns

Bludgeoning

Brontotheres, Titanothere

Claws

Slashing

Demons, Devils, Dragons

Coils / Constriction Bludgeoning

Behir, Couatl, Constrictor Snake

Envelopment

Bludgeoning

Lurking Slime, Trapping Slime

Fangs / Bite

Piercing

Dragon, Manticore, Vampire

Fist

Bludgeoning

Giant, Glabrezu Demon, Mummy

Gnashing Teeth

Bludgeoning or
Slashing

Bovines, Equines, Sauropods

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Common Attack
Type

Most Commonly
Associated
Damage Type

Example Mundane Monsters or


Creatures Possessing This
Attack Form

Goring Antlers

Slashing

Caribous, Moose, Stag

Goring Tusks

Slashing

Boar, Elephant, Mammoth

Hooves

Bludgeoning

Equines, Ungulates

Horns

Bludgeoning or
Slashing

Chimera, Rhinoceros

Impaling Horns

Piercing

Minotaur, Tarrasque

Pincers

Slashing

Chuul, Crab, Glabrezu Demon

Pseudopod

Bludgeoning

Black Pudding, Gray Ooze, Mimic

Raking / Slamming
Branches

Bludgeoning or
Slashing

Awakened Shrub, Treant

Razor Beak

Piercing

Owlbear, Roc

Slam

Bludgeoning

Air Elemental, Animated Armor

Spiked Tail

Piercing

Manticore, Stegosaurus

Spines / Quills

Piercing

Porcupine, Urchin

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Common Attack
Type

Most Commonly
Associated
Damage Type

Example Mundane Monsters or


Creatures Possessing This
Attack Form

Stinger

Piercing

Giant Wasp, Purple Worm,


Wyvern

Stomp

Bludgeoning

Behemoth, Elephant, Triceratops

Tail Swipe

Bludgeoning

Aboleth, Dragon

Talons

Slashing

Eagle, Owl, Vrock Demon

Tentacles

Bludgeoning

Chuul, Grick, Kraken, Otyugh

Thorns or Nettles

Piercing

Plant Abominations

Trample

Bludgeoning

Baluchitherium, Behemoth,
Elephant

Wing Swipe

Bludgeoning

Dragon

Once you have decided upon the basic attack type(s), you should consider the
number of attacks (Multiattack) which you think is fair for the monster, its
size, and its speed. The number of attacks does not necessarily need to equate
to the number of attacking appendages, however; a fast serpentine monster
might attack twice a round with its bite, or a large quadruped might only attack
with one forelimb while it uses the other to maintain balance.

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For simplicitys sake, I recommend that an Abomination should use a basic


attack either once, twice, three times, or four times per round. If you cannot
decide, stick with an attack rate of two attacks per round instead of one, three
or four, as long as the monsters BLR is lower than 20.
(Reasoning: A single huge attack can result in spiky damage and sudden
kills which disrupt play, and a triple or quadruple attack simply involves more
calculations and die rolling. So I recommend two attacks per round as a happy
medium between these two extremes. But above BLR 20, you will need huge
handfuls of dice regardless, unless you use a triple or quadruple attack form to
keep the number of rolled dice reasonable to deal with.)
Of course, if a different number of basic attacks suggests itself based on your
design so far, use that number. For example, if your monster has four heads
and two clawed forelegs, you might simply decide that your exceptional beastie
should attack six times per round: once per head, and once per forelimb.

To determine the damage per attack, you can compare your monsters BLR to
the CR of official monsters listed in the SRD5; or, you can refer to the monster
creation guidelines featured in your FRPGs GMs Guidebook.
You may also need to consider how many total attacks the monster can make
in a single round of combat can it claw and also bite? Can it strike two targets
at once? Does it have multiple heads? How fast is it, even if it is relatively
immobile? (Consider the blinding speed of an angry snapping turtle, for
instance.) These variables cannot be codified in a work of this size, but I again
recommend that you use official monsters templates as examples to guide your
design.
And concerning the damage inflicted by basic attacks, based on an
Abominations BLR, my own rough recommendations follow hereafter:

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TABLE 67
DAMAGE PER ATTACK
CALCULATIONS & ESTIMATIONS

Average
Damage per
Round

Average
Damage per
Attack, 1
Attack per
Round

Average
Damage per
Attack, 2
Attacks per
Round

Average
Damage per
Attack, 3
Attacks per
Round

Average
Damage per
Attack, 4
Attacks per
Round

.5

N/A

N/A

1/8

1.5

N/A

1/4

2.5

1/2

3.5

2.5

1.5

4.5

11

11

5.5

3.5

2.5

14

14

4.5

3.5

18

18

4.5

24

24

12

30

30

15

10

7.5

36

36

18

12

42

42

21

14

10.5

48

48

24

16

12

10

54

54

27

18

13.5

11

60

60

30

20

15

BLR

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Average
Damage per
Round

Average
Damage per
Attack, 1
Attack per
Round

Average
Damage per
Attack, 2
Attacks per
Round

Average
Damage per
Attack, 3
Attacks per
Round

Average
Damage per
Attack, 4
Attacks per
Round

12

66

N/A

33

22

16.5

13

72

N/A

36

24

18

14

78

N/A

39

26

19.5

15

84

N/A

42

28

21

16

90

N/A

45

30

22.5

17

96

N/A

48

32

24

18

102

N/A

51

34

25.5

19

108

N/A

54

36

27

20

115

N/A

57

38

28.5

21

125

N/A

62

41

31

22

135

N/A

N/A

45

33.5

23

145

N/A

N/A

48

36

24

160

N/A

N/A

53

40

25

175

N/A

N/A

58

43.5

26

190

N/A

N/A

63

47.5

27

210

N/A

N/A

70

52.5

28

230

N/A

N/A

76

57.5

29

250

N/A

N/A

83

62.5

30

270

N/A

N/A

90

67.5

BLR

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You will note that these values are quite fair when compared to classic
monsters in the FRPG of a corresponding Challenge Rating. In fact, the damage
values above may be a little low; but I have done this so that the Abominations
will become more known for their Powers, madness effects, and special attack
forms, as opposed to mere brute force basic attacks.

And here are some suggested die / dice ranges which you can use to arrive
at some of these figures:

TABLE 68
SUGGESTED DICE ROLLS
FOR DAMAGE DETERMINATION
Attack
Forms
Average
Damage

Suggested
Damage Range

Corresponding
Die / Dice Roll

.5

0 to 1

1D2-1

N/A, not random

1.5

1 to 2

1D2

1 to 3

1D3

2.5

1 to 4

1D4

2 to 4

1D3+1

3.5

1 to 6,
or 2 to 5

1D6,
or 1D4+1

2 to 6

2D3

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Attack
Forms
Average
Damage

Suggested
Damage Range

Corresponding
Die / Dice Roll

4.5

1 to 8,
or 2 to 7

1D8,
or 1D6+1

2 to 8

2D4

5.5

1 to 10,
or 2 to 9

1D10,
or 1D8+1

1 to 11,
or 3 to 9

2D6-1,
or 2D4+1

6.5

1 to 12,
or 2 to 11

1D12,
or 1D10+1

2 to 12

2D6

5 to 12,
or 4 to 13

1D8+4,
or 1D10+3

5 to 14,
or 4 to 14

1D10+4,
or 2D6+2

10

5 to 15,
or 3 to 18

2D6+3,
or 3D6

11

6 to 16,
or 4 to 18

2D6+4,
or 2D8+2

12

7 to 17,
or 5 to 19

2D6+5,
or 2D8+3

13

6 to 20,
or 3 to 24

2D8+4,
or 3D8

14

7 to 22,
or 4 to 24

3D6+4,
or 4D6

15

8 to 22,
or 8 to 23

2D8+6,
or 3D6+5

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Attack
Forms
Average
Damage

Suggested
Damage Range

Corresponding
Die / Dice Roll

16

7 to 25,
or 9 to 24

2D10+5,
or 3D6+6

17

8 to 26,
or 5 to 30

2D10+6,
or 5D6

18

11 to 25,
or 7 to 29

2D8+9,
or 2D12+5

20

13 to 28,
or 10 to 31

3D6+10,
or 3D8+7

21

11 to 31,
or 6 to 36

4D6+7,
or 6D6

22

9 to 36,
or 12 to 32

3D10+6,
or 4D6+8

24

11 to 38,
or 14 to 34

3D10+8,
or 4D6+10

26

10 to 43,
or 8 to 44

3D12+7,
or 4D10+4

28

10 to 46,
or 13 to 43

4D10+6,
or 6D6+7

30

8 to 52,
or 9 to 51

4D12+4,
or 6D8+3

31

7 to 56,
or 9 to 54

7D8,
or 9D6

32

15 to 50,
or 10 to 55

5D8+10,
or 5D10+5

34

16 to 52,
or 6 to 61

4D10+12,
or 5D12+1

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36

14 to 58,
or 8 to 64

4D12+10,
or 8D8

38

14 to 61,
or 18 to 58

7D8+7, or
8D6+10

40

12 to 68,
or 9 to 72

8D8+4,
or 9D8

42

12 to 72

12D6

45

13 to 78

13D6

48

14 to 84

14D6

52

15 to 90

15D6

56

16 to 96

16D6

60

16 to 104

8D12+8

66

12 to 120

12D10

70

20 to 120

20D6

(etc.)

(Additional dice rolls between these figures can be quickly extrapolated by using
the nearest figure; for example, if 45 is 13D6, then 46 could be 13D6+1.)

The Oldskull Experiment, Session 22

This step in monster design can be a little frustrating until you get some
practice in deciding the best approach. Fortunately, over the last twenty
experiments we have considered a vast array of possibilities for the Gazer Lotus.
We have a pretty clear conception of the type of monster were designing now,
even though it is very strange.

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First, I look at the SRD5 for some similar monsters. There are not many;
probably the closest relations to the Gazer Lotus are the Awakened Shrub, the
Violet Fungus, and the Shambling Mound. An Awakened Shrub attacks once
with raking thorny branches; a Violet Fungus attacks one to four times with
necrotic tentacles; and a Shambling Mound attacks twice with slamming branchlike arms. None of these options fit my plant monster exactly (and you can see
that the Gazer Lotus is filling a need in the SRD5 for a good plant monster that
is not a fungus), but they do give me some decent ideas.
The real giant hogweed attacks with dangerous corrosive and irritating sap.
And, my monster does not move very much. Plus, it is shadowy, sneaky, and
sinister. So I dont think that slamming or raking branches are the way to go
here. Instead, I decide that my plant will have two tentacle-like sub-stalks, like
arms, that will constrict, sting with nettles, and inject painful sap secretions
into prey. This is a combination bludgeoning, piercing, and acid attack. The
FRPG tends to only have one or two damage types per attack, so I decide that
the attack will do mostly bludgeoning damage, perhaps with a bit of acid damage
added in. That level of complexity can be hashed out in the final design.
Next, I simply take my own advice and give this monster a Multiattack rating
of two. It attacks with these appendages twice per round; lets say it attacks two
targets at a maximum distance of 5 or 10 (Ill figure that out later, based on the
final description). I will call this attack form Lashing Tendrils which is a good
descriptive phrase to use in a first combat encounter against adventurers.
Then, I look up at the previous Table 67, which shows me how much damage
my monsters attacks should do. The BLR 7 entry shows that my monsters basic
attacks should inflict an average of 36 damage per round, assuming both tendrils
hit. This means that each tendril should hit for 18 points per strike. This is
actually quite a lot, considering that my monster is just a plant; so now I
reconsider my design.
I up the number of attacks from two to six, so that each individual tendril
inflicts a more reasonable amount of damage. If I divide 36 by 6, this means
that each tendril inflicts an average of 6 points of damage per strike. This seems
more reasonable to me, when we consider the damage per attack for the
comparison monsters: 1 point for the Awakened Shrub, 4 points for the Violet
Fungus, and 13 points for the Shambling Mound.
Let us also assume that I want my monster to do a random amount of damage
per attack, averaging 6 points. In that case looking next at Table 68 I can
now see that an attack which inflicts an average 6 points can be simulated with
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2D6-1 (for a damage rating of 1 to 11 per attack, randomly determined), or 2D4+1


(for a damage rating of 3 to 9 per attack). I decide on the 2D4+1, for the simple
that reason that I like rolling D4s and having the surprising amount of damage
(due to the 6 attacks) build up to cause the players some consternation. The
damage will make players wary, and PCs fearful, and it will stress the shadowy,
corrosive, and disturbing nature of the Gazer Lotus itself. If it ends up being too
deadly after the first encounter, Ill simply tone it down in future play sessions
and alter the design accordingly.

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V.3

STRATAGEM
TACTICAL CONSIDERATIONS
(Worksheet Section 4-7)

Having crunched out the stats for any needed basic attack forms, you may
want to consider how the Abomination is likely to react during a threatening
encounter with the unknown (adventurers, from its perspective). Factors which
could affect the monsters behavior include, but are by no means limited to:
monster type, body type, nature, Intelligence, Wisdom, and alignment.
I recommend considering the following categories of potential behavior:

Willingness to Parley: Is the monster willing to communicate with the


adventurers, telepathically or otherwise? To emphasize the alien nature of these
lethal creatures and, lets face it, to create an interesting horrific atmosphere
without killing off beloved PCs left and right so many times that the players get
sick of Abominations I recommend that the monster should always be willing
to parley, at least for a time, unless you decide otherwise. Just about anything
intelligent likes to play with its food!

Preferred Attack Type(s) / Tactics at Range: Now that you know all of the
monsters powers and basic attack forms, what is the range of its longest attack?
What is it likely to do when attacked with spells or missile weapons? Will it
remain at range, back off, or close to nearer range to use a breath weapon for
example?

Preferred Attack Type(s) / Tactics in Melee: When in melee, what will the
monster do? Does the monster potentially inflict more damage at range, or in
melee? Intelligent monsters will attempt to stay at the range where they are most
effective, while suffering the least damage.
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Preferred Targets: Will the Abomination favor attacks against armored


targets, or spell casters, or big and tasty looking mortals over small ones?

Morale / Fearlessness: Will the monster fight to the death? Even the wisest
Abominations might do so, simply because they know they can reform
themselves in days, years, or centuries in this alien physical realm which mortals
call reality.

Likelihood of Retreat: Will the monster seek to save itself if its physical
form is about to be annihilated? Does it guard an artifact, or a temple ruin, or
worshippers? Does it care about the existence of allies?

Likelihood of Subdual: Can the monster be tamed if it is cornered,


threatened and / or incapacitated? If the monster is somehow captured, what
will it do when it wakes in captivity?

Answering all of these questions ahead of time, at least briefly, can prevent
an adventurer massacre later on. And even if slaughter becomes a necessity, at
least you will know how to play through the scene efficiently and with rational
decisions concerning monstrous activity!

The Oldskull Experiment, Session 23

This thought process is actually fairly difficult to illustrate, but I can simplify
my thoughts about the Gazer Lotus for you as follows:

Willingness to Parley: Due to its Chaotic Good alignment, high


Intelligence, and the fact that it is seeking to identify worthy mortals to
spare while the game world is being converted by Gazer Lotus
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assimilation, I decide that this monster would be very willing to


communicate. In fact, although the monster will not announce its
presence, it will always try to psychically communicate unless (or until)
it is attacked. Then all Hell breaks loose.

Preferred Attack Types / Tactics at Range: Considering the


monsters powers, its recon and tactics are pretty straightforward. A
Gazer Lotus will use its Clairvoyance daily to look for interesting
communication subjects and/or threats to hide from. When something
approaches, it will use its Animate Trees ability to screen itself
(preferably with the moving trees not being observed, but ready to
defend). If attacked, it will use its Lashing Tendrils if prey is in range,
or flee if it must. And come to think of it, I will need to make the
monsters tendrils much longer than I expected, so that it cannot simply
be peppered with arrow volleys at range and wiped out easily; perhaps
I will say that the tendrils are mostly hidden underground in shoots
connecting to the root bundle, and can be extended to a range of 30 or
40.
Preferred Attack Types / Tactics at Range: Lashing Tendrils all the
way.
Preferred Targets: The monster has probably learned by now that evil
creatures of the game world are not much worth talking to, or are too
dangerous to be around. Therefore, it will favor Evil targets first,
Neutral targets second, and Good targets last. We can arbitrarily
assume that it has a Know Alignment ability as well, due to its psychic
powers, that makes this tactic viable.
Morale / Fearlessness: The Gazer Lotus race is being wiped out on
their violent home world, so these plants are actually flighty and not
likely to engage in prolonged combat. We will protect them with some
worshippers and cultists later on; read Codex VI for a lot of ideas that
you can use to protect vulnerable Abomination types.

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Likelihood of Retreat: Very, but only as a last resort, since uprooting


and severing its taproot causes itself significant injury.

Likelihood of Subdual: Zero, unless the monster is cornered and feels


that it needs to negotiate for its life. (Perhaps, for example, it would
offer its sap / ichor secretions to an alchemist if its life is spared. Or
perhaps it will even serve as a sentry to protect its subduers
stronghold, which it would be quite effective at with its Clairvoyance
ability.)

As you can see, these decisions are the result of everything that we have
learned so far: the monsters type, Powers, weaknesses, Intelligence, alignment,
attack forms, and so forth. Let your imagination take you where it will: even if
it takes you a while to answer these questions, you will find that the thought
process results in a significant amount of additional interesting detail which you
can add to your Abominations worksheets. Have fun with the process.

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V.4

EXPLICATION
ABOMINATION DESCRIPTION
(Worksheet Sections 5-1 to 5-5)

Now that youve labored through the labyrinthine details of your monstrous
creation, you can have some fun envisioning and conceptualizing it for the final
design. Best of all, now you get to try to describe it.
What does it look like in your mind? How has your conception of the creature
changed from the first random die rolls, when you were considering its monster
type and body type? How does it move? (And I dont just mean Ground; does
it shamble, slither, hop, or skulk?) What kind of armor does it have? Does it
make improvised tools for hunting or working? What are they? What does it
smell like, sound like, feel like? And most importantly for that crucial first player
impression: If you had to describe the monster in a single sentence in either
a story or a game encounter what would that sentence be?
The easy way to get started with writing a brief monster description is to
consider the Primary and Secondary Descriptor. If the monster is Frigid and
Fungoid, you might well use those adjectives to describe it in an encounter. You
will also probably want to consider what type of normal monster the
Abomination is most similar to, because that is going to be the momentary
guess that mortal minds make when they experience first contact. Even if your
beastie possesses sixteen legs, four wings, numerous pseudopods and an orange
pulsating aura, if it looks kind of like an ant in body shape then the first
impression is going to be a giant, flying ant with waving blobs undulating along
its undersurface.
The details can be found in the lists of the creatures powers and abilities.
Many of the powers define physical attributes (tentacles, wings, tail, stinger, etc.)
directly. Other abilities can imply an appearance which you can include in the
monsters description: an acid-resistance creature might have rubbery flesh
coated in slime, while a psionic monster might have an enlarged cranium or even
an exposed brain.
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Lastly, you can add some unsettling details that emphasize the monsters
alien origin. Just think of your favorite horror story, movie, or even a nightmare
if you are hungry for ideas. The Thing might have eyes along its flanks, or it
might look like a Hieronymus Bosch hybrid of monster and object, or maybe it
has spindly limbs that make it look like something out of a Dali painting.
Describing monsters is an art, not a science, and I have included systems
beyond these suggestions to help you with two of the most difficult details to
decide upon: coloration, and evocative adjectives which can turn a brief
description into an unforgettable mental scene.

The Oldskull Experiment, Session 24

To describe my monster a little more than we already have (large, root bundle,
eye stalk, lashing tendrils, etc.), I simply add a few more realistic details by
looking up the giant hogweed plant online. The Gazer Lotus is dark green and
tenebrous, with sheath-stalks that hide the extending tendrils when they are not
in use. The central eye stalk has a bulbous appendage on the end, like a lotus
pod. These crucial and vulnerable parts of the plant (stalk, sheaths, and eye)
are veiled by foliage, which appears just as it does on the real plant: broad
serrated leaves which create overlapping layers of shadow, hiding the plants
roots and foundation.
My single-sentence description, for potential use in the first encounter in the
game: You see a large dark green plant of some kind looming in the shadows,
with the weighty bulb atop its central stalk nodding solemnly in the breeze.
(Alert players will note with concern that a few minutes earlier, I stated that the
dense forest has dead calm air with no winds or breezes to speak of.)
The stage is set!
Theres still work to be done, turning the Gazer Lotus worksheets into a
formatted monster template; but my Oldskull experiments stop here. I hope you
have enjoyed watching me work (and yes, struggle) with my conception of a
completely random monster for insertion in my campaign.
Pity my players, will you?
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V.5

CHROMA
OVERALL COLORATION
(Worksheet Section 5-1)

A crucial part of any good description is the overall color of a Thing. What
is the general background hue of the monsters body? The basic colors for
descriptive purposes are [1] black, [2] blue, [3] brown, [4] gray, [5] green, [6]
orange, [7] purple, [8] red, [9] white and [10] yellow. (And yes, I numbered those
options so that you can throw 1D10 if youre completely at a loss!)
You can also choose a color depending on the monsters nature. (For
example, my Gazer Lotus monster will not have a random color; it is green and
shadowy black in hue.) If a monster swims on the surface and has a camouflage
ability, it might be blue. A nocturnal monster might be black. A subterranean
monster, made pale from the absence of sunlight, could be white.
After you decide upon the overall color, you can describe the exact shade of
the Thing by either selecting or rolling on the table below. There are many other
shades than the ones I list here of course, but I chose 100+ descriptors that I
found particularly evocative, odd, and/or easy to visualize.

(The table begins on the following page.)

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TABLE 69
ABOMINATION COLORATION
FOR DESCRIPTIVE PURPOSES

Random Descriptive Shade or Hue


(D100)

Color
Black

Blue

Brown

[01-08]
[09-16]
[17-24]
[25-33]

Black Onyx
Coal Black
Crow Black
Ebony

[34-41]
[42-50]
[51-58]
Hued
[59-66]

Inky Black
Jet Black
Midnight-

Pitch Black
Raven-Hued
Sable
Sooty

[70-77]
[78-84]
[85-92]
[93-00]

Sapphire
Sky Blue
Turquoise
Ultramarine

[72-79]
[80-86]
Brown
[87-93]
[94-00]

Russet
Sandy

Obsidian

[01-08]
[09-16]
[17-24]
[25-32]
[33-39]

Aquamarine
Azure
Cerulean
Cyan
Imperial Blue

[40-47]
[48-55]
Blue
[56-61]
[62-69]

Indigo
Midnight

[01-07]
[08-14]
[15-21]
Brown
[22-28]
Brown
[29-35]

Bronze
Burnt Umber
Chestnut

[36-42]
[43-49]
[50-56]
[57-63]
Brown
[64-71]

Ecru
Hazel
Mahogany
Muddy

Chocolate

[67-75]
[76-84]
[85-92]
[93-00]

Robins Egg
Royal Blue

Sepia
Tan

Ochre

Cinnamon

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Random Descriptive Shade or Hue


(D100)

Color
Gray

Green

[01-08]
[09-16]
[17-23]
[24-31]
[32-39]

Ash Gray
Basalt
Dove Gray
Dun
Dusky Gray

[40-46]
Hued
[47-54]
[55-62]
[63-69]
Quartz

Heather-

[70-77]
[78-84]
[85-92]
[93-00]

Silvery
Slate Gray
Smoky Gray
Steel Gray

[01-06]
[07-12]
[13-19]
[20-25]
[26-31]
Green
[32-37]

Apple Green
Celadon
Emerald
Grass Green
Harlequin

[38-44]
[45-50]
[51-56]
[57-62]
[63-69]

Jade
Malachite
Mint Green
Moss Green
Olive

[70-75]
[76-81]
[82-88]
[89-94]
[95-00]

Sage
Sea Green
Slime Green
Verdigris
Viridian

Leaden
Platinum
Rose

Hunter Green

Orange [01-09]
[10-18]
[19-27]
[28-36]

Burnt Orange
Cinnabar
Copper-Hued
Coral

[37-45]
Orange
[46-54]
[55-63]
[64-72]

Flame
Jacinth
Peach
Rust

[73-81] SalmonColored
[82-90] Tawny
Orange
[91-00] Vermilion

Purple

Amethyst
Fuchsia
Heliotrope
Lavender

[34-41]
[42-49]
[50-58]
[59-66]
Purple

Lilac
Magenta
Mauve
Midnight

[67-74]
[75-82]
[83-91]
[92-00]

[01-08]
[09-16]
[17-24]
[25-33]

Plum
Puce
Royal Purple
Violet

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Random Descriptive Shade or Hue


(D100)

Color
Red

White

Yellow

[01-07]
[08-14]
[15-20]
[21-27]
[28-33]

Blood Red
Burgundy
Cerise
Cherry Red
Cinnabar

[34-40]
[41-46]
[47-53]
[54-60]
[61-67]

Crimson
Damask
Maroon
Pink
Ruby

[68-74]
[75-81]
[82-87]
Hued
[88-94]
[95-00]

Russet
Rust Red
Sandstone-

[01-08] Alabaster
[09-16] Bone White
[17-24] CreamColored
[25-32] Eggshell
White
[33-40] Ivory

[41-48]
[49-56]
[57-63]
White
[64-71]

Lily White
Milk White
Opalescent

[72-79]
[80-86]
White
[87-93]
[94-00]

Pale / Pallid
Seashell

[01-06]
[07-11]
[12-17]
[18-23]
[24-28]
[29-34]

[35-40] Gold
[41-46] Goldenrod
[47-52] HoneyHued
[53-58] KhakiColored
[59-64] Lemon
[65-70] ParchmentHued

[71-76]
Yellow
[77-82]
[83-88]
[89-94]
Yellow
[95-00]

Primrose

Amber
Brassy Yellow
Bronze
Citrine
Fallow
Flaxen-Hued

Pearl White

Scarlet
Terra Cotta

Snow White
Vanilla

Saffron
Straw Yellow
Sulphur
Topaz

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V.6

SHADES
COLORATION
OF DISTINCTIVE BODY PARTS
(Worksheet Section 5-2)

To make your monsters description of color more nuanced and realistic, you
can quickly add a few highlights to the description using the following system.
Simply roll two to four times on the table below, and then reroll if the result
indicates a feature that the monster does not possess. Once you have a list of
distinctive features (for example, aura, labrum and pincers), you can roll on the
color table in the previous section to determine that varying color of those parts.
If you want to add a little more realism, consider that herbivores and things
that hide tend to be all of one color. So if your monster is blue and of a cerulean
shade, you might want to roll only on the blue table to define the slightly different
hues of the distinctive body parts. But creatures such as predators, poisonous
things, and extremophiles which defines most of the Abominations at a glance!
can have garish and wildly different color schemes and the result will still be
logical considering that nature.
To randomly determine the body parts that are differently colored, roll 1D100
on the table hereafter.

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TABLE 70
ABOMINATION BODY PARTS
FOR DESCRIPTIVE PURPOSES
D100
Roll

Distinctive
Body Part

D100
Roll

Distinctive
Body Part

D100
Roll

Distinctive
Body Part

[01]

Abdomen

[35]

Frills

[67]

Pseudopods

[02]

Antennae

[36]

Fur

[68]

Quills / Barbs

[03]

Antlers

[37]

Gill Sheaths

[69]

Rump

[04]

Arms

[38]

Gills

[70]

Scales

[05]

Aura

[39]

Hair

[71]

Segments

[06]

Back

[40]

Hands

[72]

Shell

[07]

Back Plates

[41]

Haunches

[73]

Shoulders

[08]

Beak

[42]

Hide

[74]

Siphon

[09]

Blowhole

[43]

Hindquarters

[10]

Brows

[44]

Hocks

[77]

Snout

[11]

Carapace

[45]

Hooves

[78]

Spikes

[75-76] Skin / Flesh

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D100
Roll

Distinctive
Body Part

D100
Roll

Distinctive
Body Part

D100
Roll

Distinctive
Body Part

[12]

Cephalothorax

[46]

Horns

[79]

Spines

[13]

Chelicerae

[47]

Hump

[80]

Spinnerets

[14]

Chelipeds

[48]

Jaws

[81]

Spiracles

[15]

Chest

[49]

Labrum

[82]

Spots

[16]

Claws

[50]

Legs

[83]

Stinger

[17]

Coat

[51]

Limbs

[84]

Stripes

[18]

Coils

[52]

Lobes

[85]

Swimmerets

[19]

Crest

[53]

Mandibles

[20]

Dewlap

[54]

Mane

[88]

Tail Tip

[21]

Ears

[55]

Mantle

[89]

Talons

[22-23]

Eyes

[56]

Markings

[90]

Tentacles

[24]

Fangs

[57]

Midsection

[91]

Tergum

[25]

Feathers /
Plumes

[58]

Muzzle

[92]

Thorax

[86-87] Tail

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D100
Roll

Distinctive
Body Part

D100
Roll

Distinctive
Body Part

D100
Roll

Distinctive
Body Part

[26]

Feelers

[59]

Neck

[93]

Tongue

[27]

Feet

[60]

Nose

[94]

Trunk

[28]

Fetlocks

[61]

Ovipositor

[95]

Tufts

[29]

Fins

[62]

Paws

[96]

Tusks

[30-31]

Flanks

[63]

Pedipalps

[97]

Underbelly

[32]

Flukes

[64]

Pincers

[98]

Whiskers

[33]

Forearms

[65]

Plates

[99]

Wings

[34]

Forequarters

[66]

Proboscis

[00]

Withers

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V.7

EIDOLON
RANDOM DESCRIPTION ROLLS
(Worksheet Section 5-3)

One of my own favorite aspects of monster design is coming up with random


adjectives that may (or may not!) define your monster. If you want your
Lovecraftian masterpiece to be batrachian, rugose, and squamous, youve come
to the right place!
To use this table, roll 1D1000 (three ten-sided dice) and consult the results
below. Some decision points have two unrelated adjectives, so that you can
choose the one which is more appropriate to your design. I recommend rolling
five times and recording the results in your worksheet.
Definitions are provided for some of the more obscure entries, but others can
be explained with a quick Google search or a jaunt through your preferred (and
preferably unabridged) dictionary.
Some of these adjectives will fit perfectly, and will give you some extra
descriptive ammunition that you might not have found on your own. Other
words will be hilariously wrong, but even the misses can help you crystallize
your imagined monster. For example, you might roll swollen and that is
completely wrong. But if its wrong, then what is right? If it is not swollen, then
is it gaunt, lithe, skeletal or slender? You may find yourself asking questions
that you would not otherwise even think about as the result of an unusual roll.
Once you have a great set of adjectives, you can work those into your
description by modifying the appropriate subsets in worksheet #5.
And a note of possible interest: This list currently includes over 350
selections, and as this is one of the most entertaining parts of the book to write
you can be certain that I will be expanding this table in future editions. Happy
randomizing!

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TABLE 71
THE GLOSSARY
OF THE SPAWNING POOL

~ A IS FOR ANTEDILUVIAN ~
[001-003]

[004-007]

[008-010]

Aberrant

Abhorrent

Abnormal

[011-013]

[014-016]

[017-020]

Abominable

Abysmal

Abyssal

[021-024]

[025-027]

[028-030]

Accursed

Acheronean: From the


mythic realm of
Acheron.

Achromatic: Colorless,
perhaps implying
transparency.

[031-033]

[034-036]

[037-039]

Acidic

Acrid

Adamantine:
Extremely resilient, or
diamond-like.

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[040-042]

[043-045]

[046-048]

Aethereal: Airy and


otherworldly; evoking
the rarified element of
air, which was believed
to fill the boundary
between the atmosphere
and outer space.

Alchemical: Created
by alchemy
(intentionally or
otherwise).

Alien or

[049-050]

[051-052]

Amorphous

Ancient

[057-059]

[060-063]

Appalling or

Arcane or

Apparitional

Archaean: Extremely
ancient.

Alkahestic: The source


of the alchemical
Alkahest; capable of
dissolving anything.

[053-056]
Antediluvian:
Belonging to a period
after a great flood.
[064-066]
Archelonian: Of or
pertaining to Archelon
ischyros, an extinct
species of gargantuan
turtle.

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[067-069]

[070-073]

[074-076]

Ashen

Asphytic: Gasping, or
perhaps even breathing
without oxygen.

Astral

[077-080]

[081-083]

[084-086]

Atlantean: Of or from
the lost city of Atlantis.

Atrocious

Babbling

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~ B IS FOR BURBLING ~
[097-100]

[101-103]

Bellowing

Bestial

[107-110]

[111-113]

[114-116]

Blasphemous

Bleating

Bloated

[117-119]

[120-123]

[124-126]

Bloodshot

Blubbery

Boiling

[127-129]

[130-132]

[133-136]

Boreal: Of or
pertaining to Boreas,
the Greek god of the icy
northern wind.
[137-139]
Bulbous

Brobdingnagian: Of
colossal size and fit to
pass for a giant.

[140-142]
Burbling: Making a
bubbling, warbling
sound with the throat.

[104-106]
Bifurcated: Split into
two branches from a
single root.

Buboed: Covered in
buboes (swollen lymph
glands).

[143-146]
Cackling

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~ C IS FOR CHTHONIC ~
[147-149]
Cacophonous:
Erupting with a loud
clashing of many
simultaneous noises.
[156-158]
Centipedal:
Reminiscent of a
centipede.

[150-152]

[153-155]

Cadaverous

Cataleptic: Locked in a
state
of
suspended
animation.

[160-162]

[163-165]

Cephalopodean: Of or
pertaining to a
cephalopod, a tentacle
creature (such as an
octopus, squid, or
cuttlefish).

Chaldean: Of or
pertaining to Chaldea, a
region of Babylonia
famed for its
astronomers,
astrologers and Dream
Worlds wanderers.

[166-169]

[170-172]

[173-175]

Charnel

Chimeric

Chiming

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[176-178]

[179-182]

[183-185]

Chitinous:
Reminiscent of chitin (a
hard material found in
the exoskeletons of
insects and spiders).

Chittering or
Choloritc: Suffering
from chlorosis, a lack of
chlorophyll. Pallid.

Choleric: Highly
irritable and prone to
anger. By occult
extension, of or
pertaining to the bodily
humour known as
choler.

[186-189]

[190-192]

[193-195]

Chthonic: Of or
associated with the
supernatural entities of
the netherworld.

Colossal or
Congregated

Conjunctival:
Connected by mucous
membranes.

[196-199]

[200-202]

[203-205]

Constricting

Convulsing

[206-208]

[209-211]

[212-214]

Corroded

Corrosive

Corrupt

[215-217]

[218-220]

[221-224]

Creeping

Croaking

Corpulent: Bloated,
fat, fleshy.

Crudivorous: Eating
only raw, or still-alive,
food.

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[225-227]

[228-230]

[231-233]

Crumbling

Crustaceous

Cryptic

[234-236]

[237-239]

[240-243]

Crystalline or

Cyclopean:
Architecture or
landscaping fit for use
by (or created by) a
Cyclops, which is to
say, gigantic. May also
be used of a living
thing, or more
appropriately of a
construct.

Daemoniac or

Cupric: Coated in
copper, or having a
coppery hue.

Damnable

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~ D IS FOR DEATHLESS ~
[244-246]

[257-250]

[251-253]

Dank

Deathless

Debased

[254-256]

[257-260]

[261-263]

Decayed

Decomposing

Decrepit

[264-266]

[267-270]

[271-273]

Deformed

Desiccated:
Completely dehydrated
and bereft of all fluids.

Diabolical

[274-276]

[277-279]

[280-283]

Discordant

Dissolving

Distended

[284-286]

[287-289]

[290-293]

Distorted

Dividing

Draconian

[294-297]

[298-300]

[301-303]

Dripping

Dusty

Effulgent

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~ E IS FOR ELDRITCH ~
[304-306]
Elastic

[307-309]

[310-313]

Eld: Old. (Implied: Very Eldritch: Eerie,


old, and perhaps
ancient and/or bizarre.
eldritch as well.)

[314-316]

[317-319]

[320-323]

Emaciated

Encrusted

Endless

[324-326]

[327-329]

[330-332]

Enshrouded

Enveloping

Ethereal

[333-335]

[336-339]

[340-342]

Evanescent: Fading
and vaporous.

Exsanguined: Having
been made bloodless;
drained.

Faceless

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~ F IS FOR FUNGOID ~
[343-345]

[346-349]

[350-352]

Fecund

Festering

Festooned

[353-355]

[356-359]

[360-362]

Fibrous

Fiery

Filthy

[363-365]

[366-368]

[369-371]

Flabby

Flowing

Foaming

[372-375]

[376-378]

[379-381]

Foul

Frenzied

[382-384]

[385-387]

[388-391]

Frigid

Frozen

Funereal

Foetid: Fetid
(antiquated). Stinky.

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[392-395]

[396-398]

Fungoid or

Fusiformed: Tapering
at the end(s).

Fungous
or
Galvanic: Infused with
bio-electricity.

[399-401]
Galumphing: A
portmanteau of
galloping and
triumph; in other
words, to proudly walk
in a thoroughly
animated manner. A
good word for Dream
Worlders.

~ G IS FOR GRUESOME ~
[402-404]
Gangrenous: Afflicted
with gangrene
(infection, decay, or
necrosis of the flesh).

[405-408]

[409-411]

Gaunt

Gelatinous or
Gelid: Extremely cold.

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[412-414]

[415-417]

Ghastly: Appalling,
horrific. In Lovecraftian
parlance, more
accurately, Ghastly
(capitalized) means
reminding one of a
Ghast.

[422-424]

Ghoulish: Morbid,
cannibalistic,
disturbing. In
Lovecraftian parlance,
more accurately,
Ghoulish (capitalized)
means acting in the
manner of (or
resembling) a Ghoul.

[418-421]
Gibbering

[425-427]

[428-430]

Gimbling: Moving in a
way reminiscent of a
gimlet (a small metal
tool), boring holes into
earth, leather, or flesh.

Glowing

[431-433]

[434-436]

[437-440]

Glutinous or

Gnashing or

Gnarled

Gore-Caked

Gorgonian: Reminding
one of a gorgon (a
monster whose gaze
would turn any
beholder to stone), such
as Medusa.

Gibbous: Convex and


moon-like.

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[441-443]

[444-447]

[448-450]

Grasping

Greasy

[451-454]

[455-457]

[458-460]

Grisly

Grotesque

Gruesome

Gossamered: Covered
in fine strands, like a
spider web.

~ H IS FOR HYPERBOREAN ~
[461-463]

[464-466]

Hadean: Reminding
one of Hades, the Greek
netherworld of the
judged dead.

Hallucinatory or
Harrowing

[467-470]
Hasturian: Pertaining
to Hastur (a ravening,
mysterious Entity who
dwells eternally in the
Lake of Hali).

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[471-473]

[474-477]

Hideous

Hierophantic: Similar
to a hierophant (a ritual
priest of the Eleusinian
Mysteries in ancient
Greece) or the
revelations of a
hierophant.

[478-480]
Hircine: Like a goat,
especially in smell.
or
Hissing

[481-483]

[484-486]

[487-490]

Horrible or

Horrific or

Horrid

Howling

Hyperborean: From, or
bearing qualities of, the
lost kingdom of
Hyperborea (the land
which lies beyond the
northern wind.)

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~ I IS FOR ICHTHYOID ~
[491-493]

[494-497]

Hyper-Geometrical:
Angular or complex in a
mathematical way,
resonating with those
dimensions which lie
higher than the third.

Ichorous: Dripping
with a black, acidic,
aethereal substance
roughly akin to gluey
blood which is found
in the veins of corporeal
supernatural entities.

[501-503]

[504-506]

[507-510]

Icy or

Immolated: Sacrificed
(or prepared for
sacrifice) in a
destructive, sometimes
incendiary fashion. Or,
burning to death.

Infernal or

[511-513]

[514-516]

[517-520]

Infinite

Insectile

Iridescent

Ignescent: Capable of
bursting into flame.

[498-500]
Ichthyoid: Fish-like.
or
Ictal: Prone to
seizures, or perhaps
moving in the manner
of a seizure.

Infested

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~ J IS FOR JELLIFIED ~
[521-524]

[525-527]

[528-530]

Jabbering

Jaundiced

Jellified

~ K IS FOR KLEPTOMANIACAL ~
[531-533]

[534-536]

Jumbled or

Kleptomaniacal:
Afflicted with
kleptomania (the
compulsion to snatch or
steal). Grabbing and
clutching.

Jumentous: Stinking
like a beast.

[537-539]
Lachrymal: Involving
or featuring tears (or
some other dripping
fluid).

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~ L IS FOR LEPROUS ~
[540-542]
Lamprey-Like

[543-546]
Lemurian: From, or
reminding one, of the
ancient land of
Lemuria.

[547-549]
Leprous

[550-553]

[554-556]

[557-559]

Loathsome

Luminescent

Lurking

~ M IS FOR MANXOME ~
[560-562]

[563-565]

[566-569]

Macabre

Maggoty

Malevolent

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[570-573]

[574-576]

Malign or

Manxome: Fearsome
and primal, and
perhaps implying
island-dwelling. The
word may be derived
from Manx, meaning
of the Manx people, or
from the Isle of Man.

Malignant

[580-582]
Meeping: Making a
muttering, squeaking
sound (much like a
Ghoul).

[577-579]
Mausolean: Immense
and morbid, in the
manner of a
mausoleum (an
elaborate pillared
tomb).

[583-585]

[586-589]

Membranous or

Mephitic or

Mephistophelean

Mercuric: Filled with


quicksilver.

[590-592]

[593-595]

[596-598]

Mesmerizing or

Miasmal: In the
manner of a miasma (a
stinky, dangerous gas,
such as that emitted by
decaying corpses).

Mildewed or

[599-601]

[602-605]

[606-608]

Misty

Mithral

Moaning

[609-611]

[612-615]

[616-618]

Molten

Molting

Mottled

Metameric: With a
body divided into
segments.

Mimicking

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[619-622]
Mouldering: Moldering
(antiquated), crumbling,
decaying.

[623-625]
Murmuring or
Murmurous

[626-628]
Mycologic: Dealing
with or reminding one
of mycology (the study
of fungi).

~ N IS FOR NON-EUCLIDEAN ~
[629-631]

[632-634]

[635-638]

Nauseating or

Nebulous or

Necrotic: Afflicted with


dead tissue or organ
failure.

Nebulous

Necromantic: Of or to
pertaining to black
magic (death magic,
zombification, Ghoul
rituals, reanimation,
etc.).

[639-642]

[643-645]

Necrophagous:
Feasting on the dead.

Nictitating: Winking
frequently.

[646-648]
Noisome

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[649-652]

[653-655]

Non-Euclidean:
Informally, angular in
such a hyperbolic way
that the physical laws of
the third dimension are
violated.

Noxious

[656-658]
Obfuscated: Hidden,
veiled, or confused.

~ O IS FOR OCTOPOID ~
[659-661]
Obliviated: Thrown
irrevocably into
oblivion.

[662-665]
Octopoid: In the
manner of (or bearing
the features of) an
octopus.

[666-668]
Odious

[669-671]

[672-675]

[676-678]

Oily

Oneirodynian: Bearing
the marks of primordial,
subterranean
nightmare.

Oozing

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[679-681]

[682-684]

[685-687]

Outgribing: Bellowing,
whistling and making a
sneezing-snorting
sound, all at once.

Overripe or

Pale or

Oviform: Shaped like


an egg.

Pallid

~ P IS FOR PLUTONIAN ~
[688-691]

[692-694]

[695-697]

Pandemoniacal: In the
frenzied manner of a
horror from
Pandemonium (the city
of all demons, believed
to lie deep in the
netherworld).

Parasitic or

Pentacular: Bearing
the angles of a pentacle
(a star-shaped, fivepointed diagram.)

Pasty

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[698-700]

[701-704]

Perfidious or

Petrous: With a rocklike covering or


carapace.

Pestilent

[708-711]

[712-714]

Phantasmagoric:
Evoking a
phantasmagoria (a
display of extremely
convincing
hallucinations or
illusions).

Phantasmal: In the
manner of a phantasm
(a realistic illusion of a
person, thing or
monstrosity).

[718-720]

[721-723]

Phlegmatic: Phlegmy.
In an occult sense, it
alludes to phlegm as
one of the bodys
humours.

Phosphorescent:
Softly glowing, due to
radiation or
bioluminescence.

[705-707]
Phanerozoic: The
current scientific eon of
the Earths chronology.
It could mean
geologically recent,
but in practice it means
very old indeed,
perhaps as old as 500
million years.
[715-717]
Phantastic: Fantastic
(antiquated); unreal,
unbelievable.

[724-727]
Plutonian: Of or
pertaining to Pluto.
Pluto can mean either
the tenth planet of our
Solar system, or the
title of Hades, god of the
netherworld.

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[728-731]
Polypous: Covered
with polyps (mucuscovered flesh growths).

[738-740]

[732-734]

[735-737]

Porous or

Precambrian: From
the prior eon of Earths
chronology. In practice,
something that is
Precambrian is at least
542 million years old.

Possessed

[741-743]

[744-746]

Protoplasmic or
Protozoic

Pseudopodal: In the
manner of a pseudopod
(a temporary, tentaclelike limb, constructed
from protoplasm).

[747-749]

[750-752]

[753-756]

Pulsating

Pungent

[757-760]

[761-763]

[764-766]

Putrid

Quavering

Procrustean:
Constricting and
murderous.

Putrefacted: Having
falling victim to
putrefaction; decayed.

Pustulant: Covered in
pustules (blister-like
sores filled with pus).

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~ Q IS FOR QUINTESSENTIAL ~
[767-770]
Quintessential: From
or composed of the
rarefied fifth element
which binds the
universes primal air
(gas), earth (solid), fire
(energy) and water
(liquid) together.

[771-773]

[774-776]

Rainbowed or

Reanimated or

Rancid

Reeking

~ R IS FOR RETICULATED ~
[777-779]

[780-782]

[783-785]

Reptilian

Repugnant

Repulsive

[786-789]

[790-792]

[793-795]

Reticulated: Covered
or arranged in a mesh.

Rubbery

Rubicund: Ruddy,
reddish.

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[796-799]
Rugose: Covered in
alternating wrinkles
and ridges.

[800-802]

[803-805]

Ruined

Ruinous

~ S IS FOR SEPULCHRAL ~
[806-808]

[809-811]

[812-814]

Sanguinary: Bloody or
blood-like.

Saurian

Scabby

[815-818]

[819-821]

[822-824]

Scaly

Scorched or

Scabrous: Covered
with scabs.

Scorching
[825-827]

[828-830]

[831-834]

Scintillating or

Seeping or

Sepulchral: Reminding
one of a sepulcher (an
ancient tomb).

Scraggy: Thin and


bony.

Seething

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[835-837]

[838-840]

[841-843]

Serpentine

Shimmering

Shivering

[844-846]

[847-849]

[850-852]

Shuddering

Sinewy

Skeletal

[853-855]

[856-858]

[859-861]

Slimy

Slithering

[862-865]

[866-868]

[869-871]

Slobbering

Sluggish

Smoky

[872-874]

[875-877]

[878-881]

Snaking

Spectral

[882-884]

[885-887]

Stygian

Sulphurous

Slithy: Lithe and


slimy.

Squamous: Covered
with dry, decaying
scales.
[888-890]
Susurrating: Emitting
a susurrus (a rustling,
whispering sound).

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[891-893]

[894-896]

[897-899]

Swarming or

Synaesthetic: Causing
the senses to become
confused with one
another.

Talismanic: Bearing
the properties of a
talisman (an occult
amulet with
supernatural powers,
typically of summoning
or protection).

Swollen

~ T IS FOR TENTACULAR ~
[900-902]
Tempestuous

[903-905]
Tenebrous: Deeply
shadowed.

[906-909]
Tentacular: Covered
with (or exhibiting the
properties of) tentacles.

[910-912]

[913-915]

[916-918]

Thrashing

Trembling

Tremulous: Quivering,
shuddering.

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[919-921]

[922-924]

Troglodytic:
Pertaining to troglodytes
(cave-dwelling
degenerates).

Tulgey: Tulgey
(Carrollian) can be
understood to mean
tumored and bulgy.

[925-927]
Tumescent: Swollen.

[928-930]

[931-933]

[934-936]

Tumorous: Covered or
filled with tumors.

Turgid: Distended by
internal gasses.

Ululating

~ U IS FOR ULULATING ~
[937-939]

[940-942]

[943-945]

Unbeheld: Never before


seen; perhaps invisible.

Unclean

Vaporous

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~ V IS FOR VORPAL ~
[946-948]

[949-951]

[952-954]

Vermilion: Shockingly
red.

Vile

[955-957]

[958-960]

[961-963]

Viscous

Vomitous: Worthy of,


or looking and smelling
like, vomit.

Vorpal: Astral, arcane,


and dangerously
magical.

Viperous: In the
manner of a viper.

~ W IS FOR WRITHING ~
[964-966]

[967-969]

[970-972]

Wailing

Warped

Warping

[973-975]

[976-978]

[979-981]

Webbed

Whirling

Withered

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[982-984]

[985-987]

[988-990]

Wretched

Writhing

Yammering or
Yeastlike

~ Y IS FOR YUGGOTHIAN ~
[991-993]

[994-997]

Yithian: Reminding
one of the time-traveling
Great Race of Yith, or
something from their
homeworld (such as an
alien artifact).

Yuggothian:
Originating on the
remote, shadowy ice
planet of Yuggoth
(known to mere mortals
as Pluto). Yuggoth is
probably a dimensionleaping planet, and so
may well exist in the
game worlds distant
solar system.

[998-000]
Zymotic: Fermenting,
spoiling.

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~ Z IS FOR ZYMOTIC ~

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V.8

DOMAIN
RECOMMENDED LAIR LOCATIONS
(Worksheet Section 5-5 through 5-7)

One of the serendipitous side effects of drafting a monster description is this:


You can probably now visualize your Abomination, and its potential behavior, to
the extent that you can also visualize its placement in the environs of your game
world. Your monster is certainly from Elsewhere, but given its biology and
predilections it might well favor swamps (if its amphibious), boreal skies (if its
frigid and celestial), geyser caverns (if its burning and nocturnal), forgotten
temples (if you cant wait to roll up some Evil priests to worship it), and so forth.
Before play, I recommend that you consider where the monster might prefer
to lair in the Material Plane. This is not a necessary step, since you can by all
means plop a fresh Abomination into a dungeon and simply say that a new
dimensional gate has opened, or that it was imprisoned there for centuries. But
if you have the time to consider your creation as a race, as opposed to a oneshot gimmick, you might well find that the monster fits perfectly into your
campaign and that it can serve as a new and reasonable creation which could
potentially be included in numerous future encounters.
(And as a related aside, I dont recommend ever using Abominations as
wandering monsters, unless your foolhardy adventurers are daring to explore
the Dream Worlds. When every monster is special (an Abomination), no monster
is. Keep these creations and their wanderings relatively under control for best
results.)

To rough out the lair possibilities of your creation, you can simply run
through the worksheet checklists (Worksheet 5) and decide whether the monster
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might appear there. I have provided entries for climate, terrain, and locale. The
locales listed which I felt offered a general overview of reasonable locations for
most game worlds are as follows:

Alternate Material Worlds / Dimensions


Ancient Arcane Prisons
Archmage Fortresses
Corrupted Wilderness
Dream Worlds
Dreams / Visions
Dungeons
Planar Rifts
Post-Apocalyptic Ruins
Ruins (Normal)
Temples
Underwater
Underworld

Once you know where the monster can acclimate and exist, you can put the
race into your world. You can make this is as simple as putting one encounter
in your next sessions dungeon setting, or you can look at your entire game world
at the meta level, and decide if any undeveloped regions need to harbor an
unspeakable secret that will startle the sages (and the heroes, as well). You
might have a vague jungle, or a moon, or a netherworld that you havent yet fully
developed and you dont know what to put there. Why not consider some new
Abomination species for those regions? The choice is yours.

As further inspiration, consider this: You never know which one of the little
monstrosities you create that will become your players next hated foe. And if
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your players end up enjoying a particular new monster (even if their enjoyment
involves stares of disbelief and growls aimed at an unfair and old-school-afflicted
Game Master), you should consider making that Abomination a major invading
planar race. This is quite different from you making a conscious decision to work
on a monster, you see. The players are unintentionally running the show here.
If your players love to hate it, give it some greater depth.
You can then develop the monsters culture, beliefs, and home world for
future use in the campaign. Consider for example the Drow (dark elves), which
are widely regarded as one of the most iconic FRPG races. In the early TSR
materials, they were merely hinted at as the folkloric Nordic Svartalfar in 1976;
and then whispered of in a monster book entry in 1977; and then they became
a full-blown racial culture, complete with a dangerous homeland to explore, in
1978. They were then reimagined by other authors in the 1980s, and then made
classic (and almost clich, due to oversaturation) with much more added detail
throughout the decades. Many books have been written about them now.
If you are patient and design an excellent and intriguing Abomination, you
may find yourself with a similar situation on your hands! What will you create
that will inspire other Game Masters and game designers in the future?

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V.9

COMPREHENSION
ABOMINATION LANGUAGES
(Worksheet Section 5-8)

As a last atmospheric detail which makes the monster blend well into your
campaign, you may want to consider the known languages that your
Abomination can telepathically speak, comprehend, or even utter on its own.
I must apologize for this section being in a chapter which might seem to be
completely out of place; but when I considered that you as the GM would need
to know the Abominations Intelligence, behavior, description, and lair
environments before you would be able to fully consider this question, this
section feels as if it should be included here.
This step is entirely optional, and it depends on precisely how alien you want
your otherworldly monsters to be. The easy way out of this conundrum (if you
are tired with fiddling with your monsters details) is to say that all of the
Abominations in your game world possess an innate, almost instinctual form of
visual telepathy. Even the nearly mindless ones can express themselves by
planting crude and garish images in mortals heads, and the supra-genius
entities can speak to mortal minds in a myriad of ways. Clever psychic entities
can easily lace mortal thoughts with beautiful and enticing words of silence,
using any language that will prove to be the most persuasive.
That is honestly the approach that I recommend for your game, at least
initially. Its otherworldly, interesting, unsettling, and easy. But for those of you
who want more detail, and to make Abominations a lasting part of an ongoing
campaign with years of play, here is a system which will help you to determine
an Abominations known languages in accordance with the systems in the
current FRPG editions game design.

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(Warning, complexity ahead!)


First, when you think about languages you should consider your monsters
favored climate and terrain types. If your monster lairs in temperate
saltwater, for example, it likely knows the languages of the normal aquatic
monsters there. Such an Abomination would probably comprehend (for
example) the Aquan and Sahuagin tongues. If the sea there is frequented by
mariners and the monster can invade their dreams, it might even be able to
interpret Common as well.
To aid you in this process, it helps to know which languages exist in the game
world. Here is a quick (and unfortunately partial) summary of some of the main
FRPG monster languages, as represented in the SRD5:

HUMAN & CULTURAL LANGUAGES


Common: The shared language of mortals.
Druidic: The language of the nature priests and the primal cabals.
Thieves Cant: The coded language of the human underworld.

DEMI-HUMAN LANGUAGES
Dwarvish: The language of Dwarfkind.
Elvish: The language of the Elvenfolk.
Gnomish: The language of Gnomekind and burrowing animals.
Halfling: The language of the Shire Folk.
Undercommon: The language of netherworld demi-humans

BESTIAL LANGUAGES
Giant Eagle: The language of birds of prey (and some raptor-hybrid
monsters).
Giant Elk: The language of the primal beasts.
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Giant Owl: The language of the nocturnal avians.


Worg: The language of woodland predators.

ELEMENTAL LANGUAGES
Aquan: The language of aquatic creatures.
Auran: The language of the elemental air.
Ignan: The language of the elemental fire, spoken by Azer.
Primordial: The common language of the elementals and primals.
Terran: The language of the elemental earth.

HUMANOID LANGUAGES
Gnoll: The language of bestial humanoids.
Goblin: The language of small tribal humanoids.
Orcish: The language of corrupted humanoids.

MONSTROUS LANGUAGES (GENERAL)


Abyssal: The language of demons and Chaotic Evil.
Celestial: The language of the upper planes.
Deep Speech:
netherworld.

The language of Aboleths and similar creatures of the

Draconic: The language of the Dragons.


Giant: The language of the Giantfolk.
Infernal: The language of devils and Lawful Evil.
Sphinx: Riddling and eloquent language of Sphinxkind.
Sylvan: The language of the fey.

MONSTROUS LANGUAGES (SPECIES-SPECIFIC)


Blink Dog: The language of hounds and hound-like creatures.
Otyugh: Guttural language of tentacle beasts.
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Sahuagin: The language of the Sea Devils and the Deep Ones
Winter Wolf: The language of boreal predators.

With this collective knowledge, you can perform some random die rolls to
determine whether your Abomination race has had an opportunity to learn how
to communicate with various creatures in the game world as listed above.
The problem, however, is that you will end up with a decidedly small list of
main languages which the Abomination can understand. But what of the minor
languages, where it will probably be able to deduce what is being said rather
quickly without knowing the language fully?
If you would like to randomly determine the monsters secondary languages,
you can roll multiple times on the guide table below. You will need to refer to
your worksheets fairly extensively, because my system presupposes that your
monsters ability to learn is based primarily on its Intelligence, and also on its
alignment, descriptors, monster type, movement mode, and potentially its
surroundings as well.
To use this table, simply read every appropriate line and apply the existing
Intelligence (INT) modifier. If your Abomination has (for example) an INT of 10,
and the entry reads that there is an INT x 3% chance of knowing the Infernal
language, then that would mean your monster has a 30% chance to be able to
learn that language quickly enough that it could potentially communicate in a
first encounter. You would then list Infernal as a minor language on the
monsters worksheet. The monster might even know a few words a minor
language, perhaps from listening to worshippers or begging prey or something
similar.
The full table of language options appears below. Roll 1D100 per applicable
entry, as appropriate. Please note that there is some necessary redundancy
inherent in the table, so that if Undercommon is indicated as known with an
early die roll, you dont need to roll on the later Undercommon entries. But if
the first Undercommon roll fails, you should roll on each subsequent
Undercommon entry to reasonably increase the chance that your monster race
has that language aptitude in its psychic nature.

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TABLE 72
DETERMINATION OF ABOMINATION
LANGUAGE PROFICIENCIES
Abomination Trait

Language and Chance to Know or Learn

(Default language)

INT x 10% chance to know Common

CONSIDERATION OF ALIGNMENT
Abomination Trait

Language and Chance to Know or Learn

Alignment, Chaotic Evil

INT x 5% chance to know Abyssal


INT x 1% chance to know Undercommon

Alignment, Chaotic Good

INT x 5% chance to know Elvish

Alignment, Lawful Evil

INT x 5% chance to know Infernal


INT x 1% chance to know Undercommon

Alignment, Lawful Good

INT x 5% chance to know Dwarvish


INT x 3% chance to know Gnomish
INT x 3% chance to know Halfling

Alignment, Lawful
Neutral

INT x 3% chance to know Gnomish

Alignment, Neutral Evil

INT x 1% chance to know Undercommon

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Abomination Trait

Language and Chance to Know or Learn

Alignment, Neutral Good

INT x 3% chance to know Dwarvish


INT x 3% chance to know Gnomish

Alignment, True Neutral

INT x 1% chance to know Druidic

CONSIDERATION OF PRIMARY AND SECONDARY DESCRIPTOR


Abomination Trait

Language and Chance to Know or Learn

Descriptor, Airy

INT x 10% chance to know Auran

Descriptor, Bestial

INT
INT
INT
INT
INT

Descriptor, Burning

INT x 10% chance to know Ignan

Descriptor, Earthen

INT x 10% chance to know Terran

Descriptor, Flying

INT x 1% chance to know Giant Eagle


INT x 1% chance to know Giant Owl

Descriptor, Slithering

INT x 5% chance to know Draconic

Descriptor, Thalassic

INT x 10% chance to know Aquan

x
x
x
x
x

1%
1%
1%
1%
1%

chance
chance
chance
chance
chance

to
to
to
to
to

know
know
know
know
know

Blink Dog
Giant Elk
Sphinx
Winter Wolf
Worg

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Abomination Trait

Language and Chance to Know or Learn

Descriptor, Unearthly

INT x 5% chance to know Celestial

Descriptor, Writhing

INT x 3% chance to know Otyugh

CONSIDERATION OF MONSTER TYPE


Abomination Trait

Language and Chance to Know or Learn

Monster Type, Dragon

INT x 10% chance to know Draconic

Monster Type, Elemental

INT x 10% chance to know Primordial

Monster Type, Fey

INT x 3% chance to know Druidic

Monster Type, Fiend

INT x 3% chance to know Abyssal


INT x 3% chance to know Infernal

Monster Type, Giant

INT x 10% chance to know Giant

Monster Type, Humanoid

INT
INT
INT
INT
INT

x
x
x
x
x

3%
3%
5%
1%
1%

chance
chance
chance
chance
chance

to
to
to
to
to

know
know
know
know
know

Gnoll
Goblin
Orcish
Thieves Cant
Worg

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CONSIDERATION OF MOVEMENT MODE


(ENVIRONMENTAL FACTOR)
Abomination Trait

Language and Chance to Know or Learn

Movement Mode, Flying

INT x 5% chance to know Auran

Movement Mode,
Hovering

INT x 5% chance to know Auran

Movement Mode,
Swimming

INT x 5% chance to know Aquan


INT x 3% chance to know Sahuagin

CONSIDERATION OF SURROUNDINGS
(ENVIRONMENTAL FACTOR)
Abomination Trait

Language and Chance to Know or Learn

Surroundings Where
Encountered, Dream
Worlds

INT x 10% chance to know Sylvan

Surroundings Where
Encountered, Dungeon

INT x 5% chance to know Deep Speech

Surroundings Where
Encountered,
Netherworld

INT x 10% chance to know Deep Speech


INT x 5% chance to know Undercommon

Surroundings Where
Encountered, Underwater

INT x 5% chance to know Aquan


INT x 3% chance to know Sahuagin

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V.10

MINUTIAE
DEALING WITH
NETTLESOME DETAILS
Having dealt with the esoteric issue of monster languages, there are a few
more little pieces of data which you may want to include (or at least think about)
before putting your monster into play. These are relatively minor, and I have not
developed systems for such inconsequential concerns; if you have read this far,
you are well on your way toward making your own decisions about any detail
inherent in the creation of new monsters. But nevertheless I will elaborate on
one or more of these topics in the future, if there is sufficient interest. Basically,
by this point and after hundreds of pages of micro-managed detail, you should
be able to complete your monster without my mentorship with a few quick
insightful decisions!
A worksheet has not been developed for these details, but you can note them
on scratch paper and keep them with your sheets for future reference as you
refine the monsters final template.
These details include:

Ability Score Modifiers: You can record the modifiers for the monsters
ability scores using the rules in your FRPG if you wish to do so.

Challenge Rating:
appendices.

As promised, this will be discussed in the books

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Innate Spellcasting: This is not recommended, as the extensive Powers


system has been designed to supplant spellcasting with natural abilities to the
furthest extent possible.

Proficiency Bonus: You can determine a monsters Proficiency Bonus by


following the rules on page 259 of the V1.1 SRD5. You can either use the
monsters Challenge Rating (if you know it), or use the Base Lethality Rating (if
you dont) on the same scale. In other words, a BLR of 12 can be interpreted as
being a CR of 12 for the purposes of using the SRD5 table. Abominations are
dangerous and resilient creatures, however, and you may want to give them a
Proficiency Bonus of +1 or even +2 over the SRD5 rates given for normal
monsters.

Saving Throws: These can be calculated using your FRPGs monster creation
rules. Generally, a Saving Throw is typically equal to the Proficiency Bonus plus
the appropriate Ability Score Modifier.

Skills: The only crucial skill for a Monster in most encounters is Perception.
If your campaign deals significantly with role-playing, subterfuge or diplomacy,
however, you may want to add some more skills that round out the design.
Examples from classic monsters featured in the SRD5 include, but are not
limited to: Arcana, Athletics, Deception, Insight, Persuasion, Stealth, and
Survival. Any or all of these might be appropriate to your monster, depending
on its body type and ability scores.

Further details concerning monstrous background, history, worship, and so


forth can be developed over time. I recommend leaving these evocative and
inspiring details to emergent play, so that if (for example) your adventurers
converse with Abominations and learn something about their home world, you
can record those details during the play session for future consideration and
development.
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V.11

DWEOMERCRAFT
PUTTING IT ALL TOGETHER
Having fully created your monster, you will probably want to turn your
worksheets into a full and coherent monster entry for future play. This isnt
necessary, but you will find it very useful for archival purposes, future encounter
design, and sharing with your friends. Also, archiving the data in a traditional
format makes it easy to ensure that your freshly-concocted monsters many
details will not get lost.
It would certainly be nice to have been able to use this template in the
beginning, of course, but as this book follows a logical progression of thoughts
and systems, the order of interrelated topics discussed does not in any way
coincide with the order of the monster template! I wanted to teach you how to
design monsters, and to build your confidence in critical thinking, rather than
to just have you roll on a set of a tables to come up with a thoughtless result.
If you would like to format your monster, you can use the emulated multipage template which I have included below. You can also find a nicer official
template via the games publisher if you would prefer to use something formatted
for publication, rather than for your use and modification in your own campaign.

(The template appears over the next several following pages.)

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FRPG
MONSTER TEMPLATE
Monster
Name:
Size:

Monster
Type:

Alignment:

Armor
Class:

Armor Type:

Hit Points:

Hit Dice:
Speed Ratings

Ground
_____

Burrow
_____

Climb
_____

Fly
_____

Hover
_____

Swim
_____

Ability Scores & Modifiers


Physical
STR
_____
(
)

DEX
_____
(
)

Mental
CON
_____
(
)

INT
_____
(
)

WIS
_____
(
)

CHA
_____
(
)

Encounter Information
Saving
Throws:

Dex
_____

Con
_____

Wis
_____

Cha
_____

Special
____________

Skills:

Perception
____________

#2
____________

#3
____________

#4
____________

#5
____________

Damage
Resistances:

____________
____________
____________
____________
____________
____________
____________

Damage
Immunities:

____________
____________
____________
____________
____________
____________
____________

Condition
Immunities:

____________
____________
____________
____________
____________
____________
____________

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Senses:

#1
____________

#2
____________

#3
____________

#4
____________

#5
____________

Languages:

#1
____________

#2
____________

#3
____________

#4
____________

#5
____________

Challenge:

XP Value:

Actions & Legendary Actions


Action #1:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Action #2:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Action #3:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Action #4:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Action #5:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Action #6:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Action #7:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Reactions

Reaction
#1:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Reaction
#2:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

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Reaction
#3:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Details

Summary:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Description:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Qualities / Noteworthy Traits

Quality #1:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Quality #2:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Quality #3:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________

Quality #4:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
Supplementary

Additional
Notes:

____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
____________________________________________________________________
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____________________________________________________________________
____________________________________________________________________
Author /
Creator:
Permissions
/ Copyright
Status:

(Be sure to take credit for your hard work, you earned it. And do consider
sharing your monster with the community. Be proud of what you have
accomplished, and encourage other enterprising GMs to take the advanced
course in monster design as well!)

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CODEX
VI
ENCOUNTERS &
CAMPAIGN
INTEGRATION

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VI.1

MILIEU
INTEGRATING ABOMINATIONS
WITH THE GAME WORLD
Welcome! This bonus codex has nothing to do with monster design, as
such. Rather, it is all about campaign options, which will help you to integrate
Abominations and Abomination themes in a way that your players will find
reasonable, well-reasoned, mystifying, and fascinating.
By following all of the advice in this book, you have completely designed at
least one monster that can be introduced immediately into your campaign. If
you have the personal preference and expertise to design challenging and
memorable encounters without my further advice, you can safely ignore this
entire section of the book and go on with your game. However, if you would like
to consider some further campaign-related issues and metagame topics which
you may have not yet fully considered, or if you want more guidance, then this
section is written specifically for you. The overriding goal of Codex VI is to give
you some serious and extensive advice that will show you how to move any
number of Abominations into your campaign with a minimum of disruption.
It is probably clear to you by now that one of the major intentions of this book
is also to reintroduce an old school mentality to an FRPG which, in my opinion,
has strayed too far toward player convenience and too far away from the original
ideals which made the game such a phenomenon in the 1970s and early 1980s.
But many of the ideas presented herein specifically, increasing the difficulty
level, making monsters mysterious and difficult to gauge in the moment of an
encounter, and emphasizing the likelihood of adventurer deaths when things go
wrong will cause upheaval in the game if your players are not accustomed to
these antiquated ideas.
Therefore, the most important topic in this Codex involves being tough but
fair with your players. Encounters with Abominations should be treated as
special events, with the players clearly understanding that something ominous
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and very different is going on. That way, they can change their strategy and
tactics in response to the unknown. Negotiation with monsters should become
an important part of the game, if it is not already. Death should not be the
absolute end of an adventurers path, and I have included ideas here to make
death a transformative experience for the heroes rather than a game ender.
The second goal of this Codex is to tie the idea of Abominations to the game
world so deeply that their introduction will not seem completely out of sync with
the existing game. Instead, the Abomination invasion will feel like the next epic
chapter in the story of your campaign. This is a bit tricky to implement smoothly,
but it mostly involves designing blended encounters that feature human NPCs
and/or common monsters in the presence of most of your new Abominations.
In this way, the Abominations become the strange and otherworldly element in
the encounter, but the entire encounter itself does not feel at odds with the
FRPGs existing modern atmosphere. It is when Abominations are encountered
alone that they will feel like a tacked-on afterthought to your game.
And lastly, the third design goal of this Codex is to make your players want
to experience further encounters with Abominations as these creatures
(hopefully) become the most interesting and challenging aspect of the campaign.
To do this, I have offered a system that shamelessly plays to player greed
(introducing the concept of harvesting monster body parts for gold and profit),
and the much longer-term plan of introducing the Dream Worlds to your
campaign. The Dream Worlds ensure that your games high-level adventurers
will have more challenging and unpredictable realms to explore as they approach
the epic difficulty level in search of greater glory.
I hope you will find the various tools and ideas in this section interesting, and
remember: I ask always that you consider my opinion, but I never ask that you
let my experiences over the decades with the game override your own! Give my
unusual pieces of advice a chance, and then change what doesnt work in your
game so that your players will enjoy this Abominable experiment as one of the
more memorable game events they have ever experienced.
Be bold, insightful, and open to change. And on we go, into the shadowed
lands

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VI.2

FORESIGHT
DESIGNING ABOMINATION
ENCOUNTERS AND PREDICTING
POTENTIAL OUTCOMES
To carefully introduce Abominations to the game, you will need to avoid using
them as wandering monsters or random encounters. You may be tempted to
do so, to emphasize the random and unpredictable nature of these entities and
to create instances volatile emergent play. But unfortunately, if you create a
strong new monster encounter at random and then spring it on your players
when they have grown accustomed to balanced encounters with usual
monsters, you will likely find that the following bad things are going to happen:
[1] A lot of PCs are going to die; [2] the players are going to blame you; [3] the
random monster is going to be regarded as the reason why the game flew off the
rails; and [4] as a direct result, your players are going to strongly resist the
introduction of further random monsters into the campaign.
Clearly, you will want to avoid these headaches as much as you possibly can.
One of the best things you can do prior to your next game session is to plan out
not just the new random monsters stats, but also a detailed summary of the
encounter variables that you are going to introduce when the Abomination(s)
first come into play. I have created a sixth worksheet that is specifically designed
to track and address the many concerns and atmospheric choices in this Codex
of the book, and to help you consider every aspect of the encounter before it
occurs. You still wont know whats going to happen, how the dice are going to
fall, or how the players are going to react; but you will at least be armed with
enough information to make some informed decisions on the fly when the
unexpected inevitably takes place.

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ABOMINATION DEVELOPMENT WORKSHEET #6
6-1

ENCOUNTER PLANNING SHEET


Abomination
BLR Rating:
Location of
Lair:

6-3

Abomination Species
Encountered:
Number of
Abominations
Appearing:
Species Alignment:

6-4

Disciples Present?

Yes
No

6-5

Summoner Present?

Yes
No

6-2

6-6

Ritual Underway?

6-7

Predetermined
Activity Notes:
Notes on Potential
Encounter Lethality:

6-8

6-9
6-10
6-11
6-12

6-13

Possibilities if PCs
Parley:
Possibilities if PCs Flee:
Possibilities if PCs
Fight:
Reagents for Harvest:
Type 1:

Lair Groups
Alignment:
Number:
Type:
Challenge:
Alignment:
Class:
Level:
Binder?:

____________________
____________________
____________________

Yes
No

Challenge:
Yes
Type:
____________________
No
____________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________
____________________________________________________

_______________ # Specimens:
_______________ GPV Each:
GP
Type 2:
_______________ # Specimens:
_______________ GPV Each:
GP
Type 3:
_______________ # Specimens:
_______________ GPV Each:
GP
Other Treasures
____________________________________________________
Present:
____________________________________________________
Unlimited Permission Granted to Copy for Non-Profit Use

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VI.3

NUMERA
GUIDELINES FOR
THE NUMBER APPEARING
(Worksheet Section 6-2)

One of the most challenging aspects of Abomination encounter design


involves the actual number of monsters appearing. If you are deeply worried
about your play groups ability to defeat your new creation, and you also doubt
that your players will role-play negotiations or some other form of peaceful
contact, then you may simply want to set the number appearing at 1 and go
from there.
I believe there is a problem with this approach, however, because the FRPG
(as it is currently played) is set up to encourage and reward quick knockouts of
powerful monsters due to crowd control, overpowered Player Characters, and
very powerful one-shot effects. The current game heartily encourages this slam
first, ask questions later behavior. If your PCs can simply stun a huge monster
and wipe it out before it has a chance to communicate, intimidate, emote, or
even fight back, then the monsters difficulty level is effectively irrelevant
(Challenge Rating zero). Worse, if you have the new monster appear alone
(without any low-level worshippers to protect it), then you are actually
encouraging this mode of play as well. Players are much less likely to engage in
role-play when they think they can beat your monsters without a second
thought!
Therefore, if your players are skilled and savvy, or powerful for their
experience level, you will probably want to include a large group of weak
creatures accompanying the abominations. This along with some good lair
design and monster positioning on your part will prevent the abominations
from getting swarmed, stunned, crowd controlled and taken out early before
they can make a memorable impression.
When your Abomination has

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worshippers, your players might actually choose to negotiate, or even to have


their characters hide, sit back, and watch to learn what is going on.
Recommended low level accompanying creatures for Abominations include
cultists, worshippers (leveled NPCs), humanoid thralls, demons, devils, and/or
undead minions, as will be described in a separate chapter hereafter. And if
your group still thoughtlessly wipes out the Abomination encounters despite
such extensive low-level backup, you can simply keep increasing the number of
worshippers appearing until a decent level of power parity is reached.
When your players are doubtful whether they can charge in and wipe out your
monsters without a plan, youre on the right track.
And if you have perhaps provided your players with a friendly warning via
NPC mouthpiece, describing premonitions of dread, or another foreshadowing
contrivance, then you may want to also include numerous Abominations to make
the encounter truly memorable. Your players might not be afraid of one Gazer
Lotus surrounded by worshipping NPCs; but what if there were five of them?
And how many Abominations, exactly? That brings us back to the initial
question of the number appearing. Unfortunately, that question is extremely
difficult to answer. The short answer is, It depends.
Do keep in mind that I frown upon the current editions lack of difficulty level,
and that I personally dislike handholding which might protect unskilled players
from themselves. I provide some guidelines here for the way things are handled
in my own campaign; your game may be completely different. And simply
because I do not know you, or your players, or your collective play style, you
should take all of this advice with a considerable grain of salt. If you find my
system to be too deadly, you can reduce the suggested ranges of number
appearing accordingly.
You can, if you choose to do so, base the encounter difficulty on the Challenge
Rating of the Abominations. To calculate an Abominations CR, please refer to
Appendix A. You can then use the FRPGs official balancing system to calculate
each creatures actual CR and calculate encounters using the orthodox system.
If you do this, I recommend Deadly encounters so that your players will not use
the charge in and slam things approach with reckless enthusiasm.
Alternately, you can use the monsters Base Lethality Rating (BLR) as a rough
measuring stick as well. To do this, you should compare the Average Party Level
(APL) to the Abominations BLR, and plan accordingly. Here are some rough
guidelines which work for my own campaign:
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VI.3.1
EQUIVALENT POWERS:
GUIDELINES FOR BASELINE ABOMINATIONS

Abominations Equivalent to the Party: If the APL is equal to the BLR,


then there should be between 1 and 3 Abominations appearing. You can roll
1D3, or 1D4 and rerolling a result of 4, to determine this if you are running a
sandbox campaign of completely unpredictable difficulty levels. For a more
measured challenge, you can estimate that 1 Abomination will be a moderate
challenge, 2 Abominations will be dangerous, and 3 Abominations will be deadly.
These estimations will of course scale upward significantly if allied monsters
and/or worshippers are present.

VI.3.2
SUPERIOR POWERS:
GUIDELINES FOR GREATER ABOMINATIONS

Abominations Slightly Stronger Than the Party: If the APL+1 is equal to


the BLR (meaning that the party is 1 level lower than the BLR), then there should
be 1 or 2 Abominations appearing.

Abominations Stronger Than the Party: If the APL+2 is equal to the BLR
(meaning that the party is 2 levels lower than the BLR), then there should be 1
Abomination appearing.

Abominations Significantly Stronger Than the Party: If the BLR is 3 or


more levels above the APL, then there should be 1 Abomination appearing,
with a significant number of low-level worshippers, a scene where the
adventurers can engage in stealth or avoidance (for example, all of the
worshippers are meditating and the Abomination is in stasis), and fair spoken
warning that the PCs have stumbled into a deadly situation.

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VI.3.3
INFERIOR POWERS:
GUIDELINES FOR LESSER ABOMINATIONS

Abominations Slightly Weaker Than the Party: If the APL-1 is equal to


the BLR (meaning that the party is 1 level higher than the BLR), then there
should be 1 to 4 monsters appearing. You can roll 1D4 or determine the number
as you see fit.

Abominations Weaker Than the Party: If the APL-2 is equal to the BLR
(meaning that the party is 2 levels higher than the BLR), then there should be 2
to 5 monsters appearing. You can roll 1D4+1 or determine the number as you
see fit.

Abominations Significantly Weaker Than the Party: If the APL is 3 or


more levels higher than the BLR, then there should be a significant number of
monsters appearing. You can estimate such groups as including 2 to 8
Abominations at a difference of 3 levels between BLR and APL (2D4), 3 to 12 at
a difference of 4 (3D4), 4 to 16 at a difference of 5 (4D4), and so forth. Be mindful
though that in the current FRPG design, large numbers of weaker monsters can
be deadly through the sheer number of actions allowed and the potential for
lucky subsequent die rolls.

For further guidance, here is a sample table comparing APL 5 (a mid-level


party) to various Abomination BLRs for encounter planning:

(The table begins on the next page following.)

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TABLE 73
AN EXAMPLE OF ESTIMATING
THE NUMBER OF ABOMINATIONS APPEARING

If the APL is
5 and the
Abomination
BLR is

Then consider having


this number of Abominations
appearing:

Which you can


determine randomly by
rolling:

7 to 28

7D4

1/8

6 to 24

6D4

1/4

5 to 20

5D4

1/2

4 to 16

4D4

3 to 12

3D4

2 to 8

2D4

2 to 5

1D4+1

1 to 4

1D4

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If the APL is
5 and the
Abomination
BLR is

Then consider having


this number of Abominations
appearing:

Which you can


determine randomly by
rolling:

1 to 3
1 = Moderate Challenge
2 = Dangerous
3 = Deadly

1D3,
or 1D4 (rerolling a result
of 4)

1 or 2
1 = Dangerous
2 = Deadly

1D2

1 (Deadly)

N/A

1 (Deadly)
(Significant Warning
Recommended)

N/A

9+

(Not Recommended)

N/A

You will soon find that the number appearing is a sliding scale, and as your
players gain power and proficiency you can increase the encounter size at a
steady rate to keep the game challenging for aspiring heroes. Remember too that
a party that knows to run away, strategize, and return with reinforcements is
indicative of effective encounter design and intelligent players. Conversely,
stubborn players tend to lose lots of characters when you apply the tough but
fair maxim of old school play. And this is a good thing, really.

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After the first encounter with a new monster type, you should consider if the
Abominations proved to be too weak to challenge your group. If the encounter
was still a pushover, you should be certain to increase the number of
Abominations and the number of worshippers appearing for use in future
adventures. Always keep in mind that Abomination encounters should be
memorable, exceptional and dangerous, or the purpose of all of this meticulous
design work is for naught!

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VI.4

DISCIPLES
GUARDIANS, WORSHIPPERS
& CULTISTS
(Worksheet Section 6-4)

As you design your campaigns encounters with Abominations, you should


almost always consider including low-level worshippers and protectors alongside
your monstrous creations. This will serve to implicitly emphasize the fact that
the Abominations belong in your game, and will prevent (most?) PC groups from
using brute force tactics to control and contain powerful monsters before the
monsters can react. By doing so, you will also be increasing the potential for
role-playing encounters as the adventurers strive to understand the planar
invaders, their power, and those who choose to worship them.
Collectively, these low-level worshippers are termed Disciples.
Some
Disciples tend to be exiles, madmen, fearful prisoners, cultic minions, or slaves.
The majority, however, will be ancestral pagans who possess strong tribal and
totemic memories which tie their instinctual worship back to the original Age of
Abomination. For these enduring tribes, the invasion of the Abominations is
actually a return to glory to be celebrated. Such tribesmen are quickly exploited
by the psychic and empathic messages which the invading Abominations seed
into their dreams, so that the creatures are regarded as resurgent gods which
need to be protected from hostile outsiders and evildoers (such as the PCs).
You can also achieve some very interesting campaign results by featuring
humanoids as worshippers of the Abominations. Goblins (for example) in many
games are regarded as being nothing more than strong Kobolds, or weak
Hobgoblins. But if you reconsider and redesign the Goblin race so that they are
shamanic antagonists who have awaited the return of the Writhing Ones (or
whatever) for thousands of years so that the lesser races can be subjugated
as the prophecies have foretold you can then add a lot of mystery and intrigue
to the Goblin race without really changing anything.
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You can even theme your humanoid tribes around your new creations to
make the creative circle complete. For example, Goblins worshipping a bat
Abomination might unbury ancient shrines in guano caves, herd giant bats as
protectors, and their shamans might use spells and powers that involve
darkness, echolocation, insect summoning, prey tracking, and disease. Now
your generic humanoids have motives, allies, lairs, powers, weaknesses, and
above all personality!

Whether you decide to use human, humanoid, or even demi-human


worshippers in your game, their inclusion will make the Abominations seem
more compelling and more appropriate to the setting despite their newness.
There are three major types of Disciples to define, which I will describe here:

Cultists are Disciples who worship Abominations of Evil alignment. They


are frequently deranged, but they are also compelled to serve the curious
interests of the monsters which they protect. They are not just plain Evil,
however; they are fairly intelligent and complex. They will rarely attack
interlopers (PCs) on sight, but they may attempt to capture people to serve
as potential converts, experimental fodder, or blood sacrifices.

Worshippers are Disciples who worship Abominations of Neutral


alignment. This category varies widely. They might be righteous clerics,
somber satyrs and fey ones, pacifistic dwarven exiles, or superstitious
barbarians. Worshippers tend to be zealous and xenophobic, and may
even initiate combat if adventurers threaten the Abominations with
violence.
Protectors are Disciples who worship Abominations of Good alignment.
They will attempt to convert adventurers to their way of thinking, but will
reluctantly allow such strangers to depart if it becomes clear that the
newcomers are not willing to subjugate themselves to the Abominations.
Sadly, in many cases even though they are unlikely to kill PCs who do

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not convert to their cause Good-aligned Protectors can potentially be


some of the most compelling, most alluring, and most dangerous.

The number of Worshippers appearing is at your discretion, and can be


decided mathematically (at your option) by using the Challenge Rating (CR)
system in the official FRPG. As a general rule of thumb, my answer to the
question How many Worshippers, exactly, should be present with the
Abominations? will always be, A lot. Think Temple of Doom, Metropolis, or even
The Mummy Returns. You shouldnt be shy about setting up two Abominations
with 50-150 level zero (CR 0) human Worshippers, for example. Give the players
pause, and their careful rethinking of the encounter situation might surprise
you.
All Disciples are reverent fanatics. They never check morale, will never
surrender, will never convert to another deity (they know the Truth), will never
turn on the Abominations they worship (unless forced to do so via mind control
or compulsion), and they will always regardless of alignment fight to their
own death if the Abominations themselves are attacked. Conversely, Disciples
are always eager to acquire new converts to the Great Awakening, and even
Evil Cultists are likely to negotiate with adventurers for a brief time before
demanding retreat, surrender, or launching an attack to subdue and capture.
Part of the reason for this is that the Abominations themselves covet interaction
(however fleeting) with many different sentient lifeforms, and the Worshippers
are therefore commanded to bring prisoners to them alive (for psychic
communication, or interrogation) whenever possible.
Disciples tend to use wave attacks, and may rely on non-fatal forms of attack
such as grappling, overbearing, net drops, sleep magic, paralytic darts, and so
on. Deadlier means of attack are frowned upon, but the death-dealing weapons
and spells will certainly come out if it becomes evident the adventurers are intent
upon killing the Disciples or the Things which they protect.
As an added campaign feature, you should note that Dragons will never
worship Abominations. The Dragons have strong racial memories of the age
when their ancestors were enslaved by these extra-planar horrors. As such,
Dragons of any alignment will react to Abominations with fear and loathing, and

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even Good Dragons will abhor communication with Good-aligned Abominations


once they realize the Dream World origin of such creatures.
As you can see, Disciples tend to add a lot of atmosphere to your Abomination
encounters, even if they are statistically weak.

So what creatures should you use to serve as Disciples in the game? Low- or
zero-level human NPCs are the default, with the use of humanoids strongly
encouraged as well. Demi-human NPCs should be used on a very selective basis
so that their rare worship of Abominations does not class with the traditional
taboos which dwarves, elves, gnomes, and halflings have against the veneration
of such creatures. Ergo, demi-human Disciples tend to be exiles dwelling far
away from their racial clans and ancestral kingdoms.
Not all Disciples are human or humanoid, however. You can also make very
memorable encounters by selecting sentient monsters of an alignment identical
to the Abominations own. For example, Chaotic Evil Abominations might be
worshipped by Hill Giants; Lawful Neutral Abominations could be worshipped
by Azers or even Gynosphinxes; and so forth. Human-like monsters, or
intelligent monsters with human-like faces (such as Manticores and Nagas) make
excellent choices as well, because they will leave the insinuation that such
monsters were once human and degenerated to their monstrous state through
contact with the Abominations over the centuries. In this way (similar to the
Goblin example above) you can add considerable background lore to basic
monsters with a minimum of additional design work.
To aid you in selecting appropriate Disciple types for you Abominations, I
have gone through the trouble of combing the official SRD5 monster list and
creating CR- and BLR-specific lists for all nine alignments. The tables below will
tell you, for example, which worshippers (and which CR levels) might be
appropriate for a Lawful Good Abomination of BLR 5, or a Neutral Evil
Abomination of BLR 12.
To use these tables which are admittedly a bit complex on first appraisal
you can roll 1D100 and determine which of the four columns you read down.
Then, you can read down the table until you come to the row associated with
your Abominations BLR, and then read all of the entries upward until you find
a monster type that appeals to you.
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For example, let us say that you have a Chaotic Evil Abomination race. The
Abomination BLR is 7. You roll 1D100, and roll a 37 (a number between 21 and
40, see the brackets used in the tables hereafter), which means that you should
consult the second column marked [21-40]. You then read that column down to
the BLR 7 row, which indicates that your Abominations could be worshipped by
level 8 Chaotic Evil NPCs. Reading upward in the row, you can see other
monsters of lower Challenge Ratings which might also be worthy of
consideration: Hill Giants, Ettins, Minotaurs, Ghouls, Drow, and level zero
human Bandits. Then, you can select one or more of these monster types
which seem most appropriate to your Abomination. If (for example) your
Abominations are venomous and serpentine, then you might want to use a
combination of Ghouls and human Cultists to worship them; or if your
Abominations are aggressive Behemoths, then Hill Giant and Ettin worshippers
might feel more appropriate.
The tables below may be somewhat confusing on first use, but with repeated
use the process of selecting appropriate Disciples becomes very quick and
intuitive. The only notes of explanation which I believe are needed are:

[1] The term L10 NPCs should be read as Non-Player Characters,


probably human, of average experience level 10, and this terminology is
used throughout at various levels.

[2] Many tables in the cells provide different options depending on the
Abominations alignment. For example, the entry Chuul (CE), Bearded
Devils (LE), Incubi (NE) means that Chuuls should be used for a Chaotic
Evil Abomination, Bearded Devils should be used for a Lawful Evil one,
and Incubi should be used for a Neutral Evil one.
[3] Four columns are provided, for D100 rolls of 01-20, 21-40, 41-60, and
61-80. On a roll of 81-00, you should assume that a Magister is present.
You can use the next following chapter to determine the Magisters
identity.

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Many additional monster types may be added to this table as you feel
appropriate for use in your campaign. Depending on further clarification of the
FRPG game license, I may be able to add more detail to this table in the future
beyond the SRD5.

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TABLE 74
DISCIPLE TABLE I:
RECOMMENDED CULTISTS
FOR EVIL ABOMINATIONS

BLR

[01-20]

[21-40]

[41-60]

[61-80]

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

1/8

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

1/4

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

L0 NPCs
(equivalent to
Bandits)

1/2

Dretches (CE)
Lemures (LE)
Drow (NE)

Drow (CE)
Kobolds (LE)
Goblins (NE)

L1 NPCs
Kobolds (LE)
Grimlocks (NE)

L1 NPCs

Gnolls (CE)
Hobgoblins (LE)
Dust Mephits
(NE)

L2 NPCs

Orcs (CE)
L2 NPCs (LE)
Ice Mephits
(NE)

Shadows (CE)
Sahuagin (LE)
Magma Mephits
(NE)

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

Bugbears (CE)
Imps (LE)
Dust Mephits
(NE)

Ghouls (CE)
L3 NPCs (LE)
Ice Mephits (NE)

Harpies (CE)
L3 NPCs
L3 NPCs (LE)
Magma Mephits
(NE)

Ghasts (CE)
L4 NPCs (LE)
Ettercaps (NE)

L4 or 5 NPCs

Ogres (CE)
Wererats (LE)
Ice Mephits
(NE)

Merrow (CE)
Wererats (LE)
Magma Mephits
(NE)

L6 NPCs

Minotaurs (CE)
Bearded Devils
(LE)
L6 NPCs (NE)

Sea Hags (CE)


Manticores (LE)
Green Hags
(NE)

Werewolves
(CE)
Mummies (LE)
Wights (NE)

Chuul (CE)
Bearded Devils
(LE)
Incubi (NE)

Ettins (CE)
Manticores (LE)
Succubi (NE)

Lamias (CE)
Mummies (LE)
Wereboars (NE)

L7 NPCs

Ettins (CE)
Barbed Devils
(LE)
Night Hags (NE)

Hill Giants (CE)


L7 NPCs (LE)
Salamanders
(NE)

L8 NPCs

Trolls (CE)
Mummies (LE)
Wraiths (NE)

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

Hill Giants (CE)


L8 NPCs (LE)
Night Hags (NE)

L8 NPCs

L9 NPCs

Vrock Demons
(CE)
Medusas (LE)
Wraiths (NE)

L9 NPCs

L10 NPCs

Vrock Demons
(CE)
Oni (LE)
Night Hags (NE)

Vrock Demons
(CE)
Oni (LE)
Wraiths (NE)

L10 NPCs

L11 NPCs

Spirit Nagas
(CE)
Chain Devils
(LE)
Frost Giants
(NE)

Vrock Demons
(CE)
Chain Devils
(LE)
Wraiths (NE)

10

Glabrezu
Demons (CE)
Bone Devils
(LE)
Evil Cloud
Giants (NE)

Hezrou Demons
(CE)
Fire Giants (LE)
Frost Giants
(NE)

L12 NPCs

L13 NPCs

11

Glabrezu
Demons (CE)
Aboleths (LE)
Evil Cloud
Giants (NE)

Hezrou Demons
(CE)
Fire Giants (LE)
Frost Giants
(NE)

L14 NPCs

L15 NPCs

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

12

Glabrezu
Demons (CE)
Efreeti (LE)
Evil Cloud
Giants (NE)

Hezrou Demons
(CE)
Horned Devils
(LE)
Frost Giants
(NE)

L16 NPCs

L17 NPCs

13

Glabrezu
Demons (CE)
Erinyes (LE)
Evil Cloud
Giants (NE)

Hezrou Demons
(CE)
Horned Devils
(LE)
Frost Giants
(NE)

L17 NPCs

L18 NPCs

14

Glabrezu
Demons (CE)
Rakshasas (LE)
Evil Cloud
Giants (NE)

Nalfeshnee
Demons (CE)
Vampires (LE)
Frost Giants
(NE)

L18 NPCs

L19 NPCs

15

Nalfeshnee
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Nalfeshnee
Demons (CE)
Vampires (LE)
Frost Giants
(NE)

L19 NPCs

L20 NPCs

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

16

Nalfeshnee
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

L20 NPCs

L20 NPCs

17

Nalfeshnee
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

L20 NPCs

L20 NPCs

18

Marilith
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Marilith Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

19

Marilith
Demons (CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Marilith Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

20

Balor Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Marilith Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Marilith
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

Nalfeshnee
Demons (CE)
Mummy Lords
(LE)
Frost Giants
(NE)

21

Balor Demons
(CE)
Ice Devils (LE)
Evil Cloud
Giants (NE)

Balor Demons
(CE)
Mummy Lords
(LE)
Evil Cloud
Giants (NE)

Marilith
Demons (CE)
Pit Fiends (LE)
Frost Giants
(NE)

Marilith
Demons (CE)
Pit Fiends (LE)
Frost Giants
(NE)

22+

Balor Demons
(CE)
Pit Fiends (LE)
Evil Cloud
Giants (NE)

Balor Demons
(CE)
Pit Fiends (LE)
Frost Giants
(NE)

Liches

Liches

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TABLE 75
DISCIPLE TABLE II:
RECOMMENDED PROTECTORS
FOR GOOD ABOMINATIONS

BLR

[01-20]

[21-40]

[41-60]

[61-80]

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

1/8

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

1/4

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

1/2

Commoners
(CG)
Commoners
(LG)
Sprites (NG)

Commoners
L1 NPCs (CG)
(CG)
L1 NPCs (LG)
Commoners (LG)
Sprites (NG)

L1 NPCs

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

L1 NPCs (CG)
L1 NPCs (LG)
Sprites (NG)

L1 NPCs

L2 NPCs

L2 NPCs (CG)
L2 NPCs (LG)
Sprites (NG)

L2 NPCs (CG)
L2 NPCs (LG)
Sprites (NG)

L2 NPCs

L3 NPCs

L3 NPCs

L4 NPCs

L4 NPCs (CG)
L4 NPCs (LG)
Centaurs (NG)

L5 NPCs

L5 NPCs (CG)
L5 NPCs (LG)
Centaurs (NG)

L5 NPCs

L5 NPCs

L6 NPCs

L6 NPCs

L6 NPCs (CG)
Couatls (LG)
Centaurs (NG)

L6 NPCs

L7 NPCs (CG)
Couatls (LG)
Centaurs (NG)

L7 NPCs

L7 NPCs (CG)
Couatls (LG)
Werebears (NG)

L7 NPCs

L8 NPCs (CG)
Couatls (LG)
Werebears (NG)

L8 NPCs

L8 NPCs (CG)
Couatls (LG)
Werebears (NG)

L8 NPCs

L9 NPCs (CG)
Couatls (LG)
Werebears (NG)

L9 NPCs

L9 NPCs (CG)
Couatls (LG)
Werebears (NG)

L9 NPCs

L10 NPCs (CG)


Couatls (LG)
Werebears (NG)

L10 NPCs

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

L10 NPCs (CG)


Couatls (LG)
Werebears (NG)

L10 NPCs

L11 NPCs (CG)


Couatls (LG)
Werebears (NG)

L11 NPCs

10

Treants (CG)
Couatls (LG)
Good Cloud
Giants (NG)

Treants (CG)
L12 NPCs (LG)
Good Cloud
Giants (NG)

L12 NPCs

L13 NPCs

11

Treants (CG)
Devas (LG)
Good Cloud
Giants (NG)

Treants (CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)

L14 NPCs

L15 NPCs

12

Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)

Djinn (CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)

L16 NPCs

L17 NPCs

13

Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)

Djinn (CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)

L17 NPCs

L18 NPCs

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

14

Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)

L18 NPCs

L19 NPCs

15

Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)

L19 NPCs

L20 NPCs

16

Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Guardian Nagas
(LG)
Good Cloud
Giants (NG)

L20 NPCs

L20 NPCs

17

Djinn (CG)
Devas (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

L20 NPCs

L20 NPCs

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

18

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

19

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

20

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

21

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Planetars (LG)
Good Cloud
Giants (NG)

22+

Djinn (CG)
L20 NPCs (LG)
L20 NPCs (NG)

Djinn (CG)
Planetars (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Solars (LG)
Good Cloud
Giants (NG)

Storm Giants
(CG)
Solars (LG)
Good Cloud
Giants (NG)

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TABLE 76
DISCIPLE TABLE III:
RECOMMENDED WORSHIPPERS
FOR NEUTRAL ABOMINATIONS

BLR

[01-20]

[21-40]

[41-60]

[61-80]

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

1/8

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

1/4

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

L0 NPCs
(equivalent to
Commoners)

1/2

Commoners

Commoners (CN) L1 NPCs (CN)


Commoners (LN) L1 NPCs (LN)
Merfolk (TN)
Merfolk (TN)

L1 NPCs

Magmins (CN)
L1 NPCs (LN)
Lizardfolk (TN)

L2 NPCs

Satyrs (CN)
L2 NPCs (LN)
Merfolk (TN)

Satyrs (CN)
L2 NPCs (LN)
L2 NPCs (TN)

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

Magmins (CN)
L2 NPCs (LN)
Lizardfolk (TN)

Satyrs (CN)
L2 NPCs (LN)
Lizardfolk (TN)

Satyrs (CN)
L3 NPCs (LN)
Merfolk (TN)

L3 NPCs

L4 NPCs

L5 NPCs

Magmins (CN)
Azers (LN)
Gibbering
Mouthers (TN)

Satyrs (CN)
Azers (LN)
Gibbering
Mouthers (TN)

L5 NPCs

L6 NPCs

Magmins (CN)
Azers (LN)
Gibbering
Mouthers (TN)

Satyrs (CN)
Azers (LN)
Gibbering
Mouthers (TN)

L6 NPCs

L7 NPCs

Magmins (CN)
Azers (LN)
Weretigers (TN)

Satyrs (CN)
Azers (LN)
Weretigers (TN)

L7 NPCs

L8 NPCs

Magmins (CN)
Azers (LN)
Otyughs (TN)

Satyrs (CN)
Azers (LN)
Shambling
Mounds (TN)

L8 NPCs

L9 NPCs

Magmins (CN)
Azers (LN)
Shambling
Mounds (TN)

Satyrs (CN)
Azers (LN)
Xorn (TN)

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

L9 NPCs

L10 NPCs

Magmins (CN)
Azers (LN)
Stone Giants
(TN)

Satyrs (CN)
Azers (LN)
Xorn (TN)

Cloakers (CN)
L10 NPCs (LN)
Stone Giants
(TN)

Cloakers (CN)
L11 NPCs (LN)
Xorn (TN)

L10 NPCs

L11 NPCs

10

Cloakers (CN)
L12 NPCs (LN)
Stone Giants
(TN)

Cloakers (CN)
L13 NPCs (LN)
Xorn (TN)

L12 NPCs

L13 NPCs

11

Cloakers (CN)
L14 NPCs (LN)
Stone Giants
(TN)

Cloakers (CN)
L15 NPCs (LN)
Xorn (TN)

L14 NPCs

L15 NPCs

12

Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)

Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)

L16 NPCs

L17 NPCs

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BLR

[01-20]

[21-40]

[41-60]

[61-80]

13

Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)

Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)

L17 NPCs

L18 NPCs

14

Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)

Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)

L18 NPCs

L19 NPCs

15

Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)

Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)

L19 NPCs

L20 NPCs

16

Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)

Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)

L20 NPCs

L20 NPCs

17

Cloakers (CN)
Gynosphinxes
(LN)
Stone Giants
(TN)

Cloakers (CN)
Gynosphinxes
(LN)
Xorn (TN)

L20 NPCs

L20 NPCs

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BLR
18+

[01-20]
Cloakers (CN)
Androsphinxes
(LN)
Stone Giants
(TN)

[21-40]
Cloakers (CN)
Androsphinxes
(LN)
Xorn (TN)

[41-60]
L20 NPCs

[61-80]
L20 NPCs

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VI.5

MAGISTERS
SUMMONERS & BINDERS
(Worksheet Section 6-5)

In addition to the possibility that Abominations may be worshipped by


Disciples, there is also a chance that these extra-planar entities may have
actually been dragged or lured to the Material Plane by a powerful spell-casting
NPC. These NPCs are called Magisters, which are split into two related
classifications which I term Summoners and Binders.
You can include a Magister in your Abomination encounters whenever you
feel it would be appropriate to introduce a powerful NPC to the game. (You can
also arrive at this system by a D100 roll of 81-00, as noted in the previous
chapter.) Please note that you will need to do some significant design work to
outline this individuals powers, spells, and personality, and that I will cover only
the basics in this volume. I recommend that you do not use a Magister in the
very first Abomination encounter in your campaign. But when you do choose to
use one, you should almost always surround your Magister with a minion
swarm of low-power Disciples (either humanoids or zero-level NPCs), so that
aggressive PC groups cannot instantly knock out the Summoner and the
Abomination(s) in a cheesy one-two punch.

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Magisters are loners who crave great power and knowledge, and who foolishly
summon Abominations either as their potential servants, or as sages to be
questioned and learned from. In summoning Abominations to the Material
Plane, the Magisters create (or widen) dimensional gates that will be used by
other planar invaders in the centuries to come. The Magister always feels
powerful in this situation, but almost never has a complete grasp of what is going
on. Mortal lifespans are too short to fully comprehend the implications of the
summoning. Despite the power of the Magister the Abominations tend to
eventually gain the upper hand, and they will commonly either kill or imprison
the Magister after a lengthy period of interrogation. Good-aligned Abominations
are likely to preserve foolish Magisters rather than destroy them (for example,
encasing them in crystal, or sending them into an eternal dreaming slumber, or
turning them into a sentient pool of water).
Less commonly, the Abomination will form a symbiotic attachment with a
Magister, and a strange form of empathic allegiance will result. Such pairings
tend to bring flocks of worshippers as the psychic bond becomes stronger, and
the Magister becomes utterly convinced that he is a high priest who has ushered
a new rightful god into the undeserving world.
Most Magisters are Summoners, which means that they have brought the
Abomination(s) into the world while craving control in the name of knowledge,
without demanding domination. However, 15% of Chaotic Magisters (5% CG,
10% CN), 50% of Evil Magisters (20% LE, 30% NE) and 75% of Chaotic Evil
Magisters (CE) are Binders. A Binder is someone who is probably insane, or at
least deluded, and who has actually managed to temporarily enslave the
Abomination(s) to do his bidding. Binders are extremely dangerous, because
they can direct the Abominations attacks psychically while also casting spells,
and they will very rarely negotiate before attempting to enslave meddlesome
adventurers who do not surrender to their mind-rending cause.
Binders will have INT 20 and WIS 20, enhanced by the connection with the
Abomination and their psychic revelations of other worlds. They will almost
assuredly be insane (90%+); you can roll on the FRPGs Madness tables for
inspiration as to the particular type of madness they are afflicted with. Sadly,
Good-aligned Binders are among the most dangerous, because they are
convinced that they are following the precepts of their alignment in bonding with
the Abomination, and they will not be above wiping out a few misguided
innocents (such as the PCs) on their path to a greater glory.
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Binders will also be well-protected, and are likely to possess powerful magic
items, which may have aided in the Abomination enslavement process. Play
them as you would any other eccentric, misguided, supernatural super-genius,
and watch your players squirm.

Almost all Magisters are human, simply because the demi-human races are
neither foolish nor prideful enough to attempt direct arcane contact with an
Abomination. (Theres that mortal lifespan thing again; demi-humans, with
ancestral memories and longer lives, tend to be smarter.) You can determine the
Magisters particulars according to your preference, or you can follow my
guidelines (below) to determine the NPCs class, alignment, and experience level.

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TABLE 77
MAGISTER CLASS
AND ULTIMATE MOTIVATION
D100
Roll

Magister
NPCs
Class

Interaction with the Abomination:

[01-03]

Bard

Will be seeking tales, myths and legends of other


worlds.

[04-08]

Cleric

Will be summoning with the assistance of their deity.

[09-10]

Druid

Will have bound the Abomination, and trying to figure


out what to do with it.

[11-30]

Sorcerer

Will be seeking knowledge or power or spells.

[31-80]

Warlock

Will be seeking power, or ability to become one with


the Abomination.

[81-00]

Wizard

Will be seeking knowledge, or preparing to harvest


reagents from the Abomination.

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TABLE 78
MAGISTER ALIGNMENT
AND POSSIBLE PERSONALITY
D100
Roll

Magister NPCs
Alignment

Likely outlook towards adventurers:

[01-25]

Chaotic Evil

Megalomaniac; will want to express ability to


dominate the world, and will give adventurers a
chance to convert to the cause; those who refuse
are likely to be sacrificed.

[26-31]

Chaotic Good

Insane; will be a pagan hierophant who wants to


cleanse the world of Evil by unleashing a
powerful force of (super)nature.

[32-45]

Chaotic Neutral

Dangerous; will be drunk on power and still


formulating plans, and likely to wipe out anyone
who seems to want to prevent the Magisters
experience of a lifetime.

[46-59]

Lawful Evil

Diabolic; will regard the Abomination as an


incarnation of Hells primal force, and will be
attempting to raise a devil-worshipping cult with
the Abomination at the center of worship.

[60-62]

Lawful Good

Tragic; will probably be horribly misguided and


secretly craving power, perhaps in the vein of
Faust or Soliman Ben Daoud (Vathek).

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D100
Roll

Magister NPCs
Alignment

[63-69]

Lawful Neutral

Irreproachable; likely to have forsaken humanity


in search of a higher intellectual order, which has
led to contact with the Abomination and a desire
to attain apotheosis.

[70-88]

Neutral Evil

Hateful; will probably want to use the


Abomination to conquer a kingdom, and to turn
the kingdom into an unholy empire filled with
Abomination worshippers.

[89-91]

Neutral Good

(As per Chaotic Good, but the Abomination will


probably be regarded as an angelic force.)

[92-00]

True Neutral

Overwhelmed; the Magister will be certain that he


possesses sufficient Intelligence and Wisdom to
usher in a golden age of balance, where fallible
mortal powers (kings and emperors) will be
overthrown by cosmic entities (Abominations)
who will rule with absolute moral authority.

Likely outlook towards adventurers:

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The experience level of a Magister should be equal to the Abominations


BLR+1D4+1. For example, for an encounter with one or more BLR 10
Abominations, the Magisters experience level would be between 12 and 15.
Depending on the nature of your campaign, you may want to limit your NPCs
to a maximum experience level of 20. If this is the case, then any extra
experience levels should indicate the presence of apprentices of half the
Magisters level, rounded down. For example, if you have a BLR 20 Abomination
(!) and you roll a Magister level of 24, then that would indicate the presence of a
level 20 Magister (your campaigns maximum), and also 4 apprentices serving
him, each of experience level 10.
Additional Magister details are beyond this books scope (and length!), but I
do hope you enjoy designing him (or her). Magisters can be campaign-altering
NPCs, creating lengthy plot lines which will open many new adventures leading
into the netherworld, the outer planes, and into the Dream Worlds as well.

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VI.6

RITUALS
ABOMINABLE SECRETS
(Worksheet Section 6-6)

When you combine monsters, NPCs and Abominations into cohesive


encounters, you may find yourself wondering what all of those creatures are
doing in their unified cause. You already know that Abominations prey on
sentient psyches, Disciples perform worship, and Magisters seek knowledge and
control but what kind of behaviors do those general inclinations imply?
One of the easiest ways to portray these allegiances in game is to decide upon
a single Ritual, or developing long-term goal, per multi-monster encounter.
Basically, a Ritual is a unifying activity in which the Abominations and their
mortal associates work toward a common lofty destiny. The purpose of a Ritual
will not always be clear to outside adventurers for example, a group may be
sacrificing maidens to a higher Abominable entity, but the reasons why will
require some divination, scouting, or intensive role-play to figure out. The PCs
will want to learn an Abomination groups shared alignment as they discern their
motivations as well. If a Lawful Good group is opening a gate to summon a
higher power, the PCs will probably want to protect that group over time; but if
a Chaotic Evil group is doing the same thing, a violent intervention may be
needed to save the kingdom.
The following very general table will help you to consider the Rituals which
an Abomination group is currently performing (immediately prior to an
encounter with the PCs). You can come up with some interesting questions as
you attempt to coincide the monstrous and NPC alignment(s) with these actions:
Are Good creatures willing to sacrifice innocents, or are they forced to do so? Is
a cataclysm being averted? Why would worshipful Orcs or Gnolls seek eternal
life? Is there an undead hero of their race which is coming back to life through
an Abominations power? If a gate is being opened, then where does it lead, and
why does the Abomination want it open?

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Rituals are an idea mechanism, which will provide you with a general vision
to set the descriptive scene, while also creating the questions that will drive you
to further detail the encounter (or multi-encounter lair). And as you detail each
separate encounter, you will find that you are also adding depth to your
Abomination species, and to the campaign storyline as a whole.

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To determine a Ritual randomly, simply roll D100 and consult the table below.

TABLE 79
RITUALS
TO DEFINE ABOMINATION, NPC,
AND MONSTER BEHAVIOR
D100
Roll

Ritual Performed

[01-05]

Seeking wealth and magic items

[06-09]

Seeking purity / absolution

[10-13]

Seeking prophecy, knowledge of future events

[14-18]

Seeking power

[19-23]

Seeking knowledge

[24-28]

Seeking eternal life

[29-32]

Seeking to raise ancestors

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D100
Roll

Ritual Performed

[33-36]

Seeking to open a planar gate

[37-40]

Seeking ally / allies to protect the worshippers from invaders

[41-44]

Seeking to summon a great Evil power

[45-48]

Seeking ally/ allies to wipe out hated distant foe

[49-52]

Worshipping to quell drought, a long deadly season, plague, or


natural disaster

[53-56]

Worshipping out of fear, do not want Abominations to rule this


world

[57-60]

Worshipping out of curiosity, want something to believe in (or to


be empowered from their lower hierarchy)

[61-66]

Physical desire (wanting intimate contact, breeding, intertwining


of the life forces)

[67-72]

Mental desire (wanting communication,


Abomination needs addressed)

[73-76]

Emotional desire (wanting to share dreams, to share journeys to


the Dream Worlds)

[77-80]

Sacrifice of treasure (why?)

understanding,

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D100
Roll

Ritual Performed

[81-84]

Sacrifice of blood and souls, willing martyrs (why?)

[85-88]

Sacrifice of maidens or innocents (why?)

[89-92]

Sacrifice of blood and souls, intruders (why?)

[93-96]

Worshipping out of madness; believe Abominations are only


kindred spirits

[97-00]

Seeking to find an ancient artifact (to use or destroy)

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VI.7

ACTIONUM
ABOMINATION, MONSTER
& NPC ACTIVITIES
(Worksheet Section 6-7)

If you want to know even more about what your Abominations and their
guardians are doing, or if you dont feel that a Ritual should be performed in
every encounter, you can use the following system to determine what the
monsters and/or NPCs are doing when they are encountered by the adventurers.
I believe you will find that this table is general and useful enough in nature that
you will want to apply this system to all of your encounters in the game, although
your results may vary.
The table below is divided into two broad categories: Unintelligent Monsters
(defined as having an Intelligence score below 5), and Intelligent Monsters
(defined as having an Intelligence of 5 or higher). Simply roll 1D100 and consult
the appropriate column.
Feel free to reroll any results that dont make sense, or which might seem
more comical than compelling. For example, fearsome intelligent sea serpents
are probably not gambling or carousing when the adventurers stumble into their
lair. But you never know
You can apply some imagination and creativity to these results, so that they
make sense for the monsters alignment, lair setting, motivations, and current
environment. For example, a result of Harvesting / Planting might simply
mean farming for non-evil creatures that are discovered above ground. But if
this same result was indicated for demonic creatures lairing in a temple
underground, you might rule that they are actually harvesting by draining
imprisoned victims of their soul essence.

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As with everything in this book, regard the extensive results below as a


suggestive opportunity to use your imagination, not as any authoritative
determination of what you should be doing with your game.
Enjoy the random results, the justifications you make to accommodate the
weirder options, and your players reactions!

TABLE 80
ABOMINATION, MONSTER,
& NPC ACTIVITIES
WHEN ENCOUNTERED
D100
Roll

Activity for Unintelligent


Monsters (INT 0-4)

Activity for Intelligent


Monsters (INT 5+)

[01-03]

Attacking Intelligent Enemies


/ Prey

Arguing

[04-06]

Attacking Intelligent Enemies


/ Prey

Bartering / Trading

[07-08]

Attacking Unintelligent
Enemies / Prey

Bathing / Cleaning

[09-10]

Attacking Unintelligent
Enemies / Prey

Breeding / Mating

[11-12]

Bathing / Submerged

Brewing / Cooking

[13-14]

Being Tamed / Trained

Building / Repairing Lair

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D100
Roll

Activity for Unintelligent


Monsters (INT 0-4)

Activity for Intelligent


Monsters (INT 5+)

[15-16]

Burrowing / Digging

Butchering / Rendering

[17-18]

Burrowing / Digging

Carousing / Intoxicated

[19-20]

Caged / Trapped

Chanting / Singing

[21-22]

Caged / Trapped

Competing / Dueling / Sparring

[23-24]

Changing Lairs / Migrating

Confused / Disoriented

[25-26]

Changing Lairs / Migrating

Crafting / Experimenting

[27-28]

Cleaning / Preening

Defending / Guarding

[29-30]

Cleaning / Preening

Drinking

[31-32]

Climbing / Exploring

Eating

[33-34]

Climbing / Exploring

Escaping

[35-36]

Confused / Disoriented

Exploring

[37-38]

Defending / Guarding

Fighting Enemies

[39-40]

Defending / Guarding

Gambling / Playing

[41-42]

Dominating / Sparring

Gathering

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D100
Roll

Activity for Unintelligent


Monsters (INT 0-4)

Activity for Intelligent


Monsters (INT 5+)

[43-44]

Dominating / Sparring

Grieving / Mourning

[45-46]

Drinking

Guarding

[47-48]

Drinking

Harvesting / Planting

[49-50]

Eating

Healing / Wounded

[51-52]

Eating

Hiding / Lurking

[53-54]

Egg Laying / Giving Birth

Hunting / Trapping

[55-56]

Fleeing

Imprisoned / Imprisoning

[57-58]

Fleeing

In Exile (or Fleeing)

[59-60]

Gathering / Harvesting

In Stasis (or Feigning Death)

[61-62]

Hatching / Incubating /
Nesting

Interrogating / Torturing

[63-64]

Hatching / Incubating /
Nesting

Lost

[65-66]

Healing / Wounded

Meditating

[67-68]

Healing / Wounded

Mining

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D100
Roll

Activity for Unintelligent


Monsters (INT 0-4)

Activity for Intelligent


Monsters (INT 5+)

[69-70]

Hiding / Lurking

Negotiating

[71-72]

Hiding / Lurking

Patrolling

[73-74]

Hunting / Tracking

Planning / Plotting

[75-76]

Hunting / Tracking

Protecting Young / Children

[77-78]

Hunting / Tracking

Reading / Studying

[79-80]

Lair Building / Lair Repairing

Relaxing / Resting

[81-82]

Resting

Repairing Items / Weapons /


Armor

[83-84]

Resting

Scavenging

[85-86]

Scavenging

Sleeping (or In Torpor)

[87-88]

Sheltering Eggs / Young

Stalking / Tracking

[89-90]

Sleeping / Hibernating

Storytelling / Talking

[91-92]

Sleeping / Hibernating

Taming / Training

[93-94]

Spawning

Traveling / Wandering

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D100
Roll

Activity for Unintelligent


Monsters (INT 0-4)

Activity for Intelligent


Monsters (INT 5+)

[95-97]

Wandering

Working

[98-00]

Wandering

Worshipping

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VI.8

IMMINENCE
SETTING THE SCENE
& EXPECTATIONS
Looking round me again, I saw that, quite near, what I had taken to be a
reddish mass of rock was moving slowly towards me. Then I saw the thing was
really a monstrous crab-like creature. Can you imagine a crab as large as yonder
table, with its many legs moving slowly and uncertainly, its big claws swaying,
its long antennae, like carters' whips, waving and feeling, and its stalked eyes
gleaming at you on either side of its metallic front? Its back was corrugated and
ornamented with ungainly bosses, and a greenish incrustation blotched it here
and there.
I could see the many palps of its complicated mouth flickering and feeling as it
moved. As I stared at this sinister apparition crawling towards me, I felt a tickling
on my cheek as though a fly had lighted there

The Time Machine, by H. G. Wells

In keeping with uncanny tales and horror fiction, you should be sure to give
your players lots of atmospheric warnings that they are going to be meeting
something bizarre and unearthly before you spring it on them. You dont always
need to use words out of NPCs mouths, however. You can describe spoor, a
Foetor stench, dripping slime, babbling helpless victims, worshippers enthralled
by strange statues or idols, strangely mutilated corpses of victims, tapestries or
mosaics showing sacrifices, suggestive dreams, psychic whispers, and so forth.
Even beautiful monsters can be haunting, uncanny, or uncomfortable to
experience. Above all you should emphasize the presence of the Unknown.

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Doing all of this builds doubt and expectation, and it also gives players the
sense that youre going to be throwing something at them that they should take
seriously and not just charge in and attack. Of course, if the players insist on
charging in blindly in the belief that youll save them when the encounter gets
too tough, let the dice fall where they may. Theyll be wiser next session.
Sometimes you can save your Player Characters lives with a few innocuous
questions, if you want to change your players default level of strategic thinking.
On the night that you are going to introduce some deadly new Abominations,
start asking your players ominous questions before the encounter occurs. This
puts your players on guard and it might even make them more careful. If your
group is arguing and the PCs are walking along, and you ask them, What is
your marching order, what do you guys have in your hands, and what are you
guys doing right now exactly? and then start rolling dice, your players are
certain to respond with intelligence and care! Similarly, you can: ask them
whether they really want to take a short rest instead of a long one; or, where
their henchmen or followers are standing in relation to their liege; or, second
guess their advice to one another (Do you think that will really work?); or, ask
who has the highest Dexterity score (oh, no reason, youre just updating your
records); or, just ask the best question of all time, whenever they tell you what
they want their characters to do next:
Are you sure?

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VI.9

PARLEY
NEGOTIATING
WITH ABOMINATIONS
(Worksheet Section 6-9)

In the near future, your players will likely be surprised (and perhaps
unnerved) to discover that Abominations like to parley and to communicate with
mortals, even greedy mortals carrying pointy things who want to kill them.
Abomination lifespans tend to be exceedingly long; many of them can be
regenerate or even resurrect themselves; and, most of the worlds they visit are
desolate and uninteresting. Reachable lifeforms are exceedingly rare in the
universe, and sentient life is even more so. Further due to more pliant and
malleable laws of physics, time, cause and effect, and unreality Abominations
tend to thrive and adapt to the Dream Worlds more easily than they do to the
more mundane mortal realms of the physical Material Plane. In fact, many
Abominations which hail from nightmares know that they should not exist, and
the only reason they emerged from the Dream Worlds and came to life was
because enough foolish mortals believed in them before they actually existed.
(Wrap your head around that one for a while )
In short, Abominations are curious and chatty, and want to get to know you.
They find you interesting.
This is an intentional and important side effect which you should include in
your campaign when you adopt the many systems of the Spawning Pool. You
are introducing old school atmosphere, unknowns, randomness, and difficulty
to the game, and many ultra-powerful and extra-planar beings too. This means
that quite a few adventurers in your campaign could potentially die in the
months to come. By having the Abominations be willing, even eager, to
communicate and negotiate with mortals, you can later point out (perhaps well
after the adventurers blood first hits the dungeon flagstones) that the violence
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and bloodshed were actually instigated by the players choices, not necessarily
by the new monsters you introduced.

Abominations can communicate through a mixture of primal telepathy,


psychic linkage, ancestral lore, rapid learning, and the assimilation of various
languages. Even unintelligent Abominations typically have mental access to a
more powerful and sentient hive mind which frequently directs their actions.
Due to this strange state of affairs, Abominations communicate frequently,
but they do so very awkwardly from a mortal perspective. You as the GM should
play Abomination communication scenes as alien situations, which are
sometimes crude, funny, baffling, cold, poignant, or even mostly
incomprehensible.
Abominations tend to ask odd questions: Why did you kill your dog when
you were four and never tell anyone? How do you breathe? Why did you dream
of me last night? Do you know how you will die? Can I possess you now to see
what it feels like when you eat? Why have you not betrayed these others yet?
How do you interpret your surroundings with so few senses, and how can you
not sense that Thing inside you?
This is all because theyre not so much seeking knowledge as they are seeking
a strong emotional reaction from the mortal. They feed off strong emotions like
love, desire, confusion, loathing, terror, existential doubt, nostalgia, paranoia,
and remorse. Such tumultuous states are delicious salt and spice to an
Abominations appetite.
The Abominations mostly know what mortals want treasure, power,
control, knowledge of a personal destiny, pleasure, freedom and they will
quickly leverage those things to get what they want for themselves. A Chaotic
Evil Abomination might offer to give treasure (worthless to itself, but used as
bait) to adventurers if they agree to bring it children, while a Lawful Good
Abomination might offer some augury or prophecy to those who destroy other
Evil Abominations nearby. Such emotionless transactions are considered
nothing more than leverage. The real risk is if the Abominations run out of
treasure bait (for example), or whatever else is being used to manipulate people,
they will probably seek to kill some rich mortals to get some more bait very soon.
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Do Good Abominations deeply care for people and their needs? How much
do you care for the fly buzzing and bumping its head against your window?
The Abominations cant really relate to mortal circumstances, but the ones
with high INT and/or WIS scores can certainly emulate human emotions with
some eloquent efficiency, given enough processing time and contemplation.
You may want to write down some interesting questions for the next
encounter, and maybe have the Abomination ask something even as the party
ambushes it and the first arrows are flying through the air. And do Abominations
all feel pain? Probably not as we do. If an Abomination is ultra-powerful, it
might want to get a few good questions in even as it crushes the most irksome
of its assailants. After all, the monster probably doesnt care which human
answers, as long as one of them answers and the answer is interesting.
Play the weirdness of the situation to the hilt. If after the encounter ends
the players are not sure what just happened, or whether they came out on
top, but they want to talk to Abominations some more in the future to maybe
figure it all out, then you did a good job in the role-playing of your new monster.
And if it all still fails and your players are stupid, and the PCs keep attacking
something they cannot kill that is trying to talk to them, then the answer is yes:
Abominations do like to eat mortals, and particularly mortal dreams, hopes, and
souls. But the smartest monsters know that mortals are basically egg-laying
chickens. You can eat the chicken meat today, but that means no eggs
tomorrow. Wouldnt it be better to eat the eggs (the mortals sanity) for a few
years, keep it in a cage, and then slowly eat the chicken some lonely night when
youre really hungry?
Why, of course thats a great idea! Abominations are very smart, you see.

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VI.10

FLIGHT
FLEEING FROM ABOMINATIONS
(Worksheet Section 6-10)

In addition to the suggested parley and diplomacy guidelines, I also


recommend that you give the adventurers a chance to flee from Abominations
whenever it seems plausible. (That way, if your PCs absolutely insist on engaging
the monsters in combat, and then staying in combat, even while their survival
rate goes ever more farther south, you dont need to feel too horribly bad if it all
ends in a Total Party Kill (TPK).)
Fleeing is not an admittance of defeat; the wiser maxim to remember is, Run
away and live to fight another day. Players who decide to have their PCs flee
the Abominations should be encouraged to seek auguries, divinations, allies,
potions, and scrolls so that they can plan for another engagement on fairer terms
in the near future. The players may also want to plot up some options for
scouting, strategy, tactics, and contingency plans as well. All of this amounts to
an intelligent increase in your players play skill, as they adapt to the higher
difficulty level which you have introduced to the game.
You want your players to triumph, yes.
stupidly.

But you dont them to triumph

Considering these design ideals, it is reasonable to presume that


Abominations should let mortals flee a fair amount of the time. This is especially
important if the Abominations are faster than the party, and/or if there are not
many doors and passageways for the adventurers to use as they seek to elude
pursuers. We can say that Abominations will tend to let mortals flee, simply
because the monsters already fed on the adventurers fear, shock, doubt and
perhaps even their madness. From the Abominations perspective, not only did
the Abominations achieve victory, they also identified a future delectable food
source that is likely to return and to offer itself for a second feast.

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In general, Abominations will usually not pursue the PCs to slaughter them,
unless: [1] the PCs have enraged a Binder (who will pursue the PCs along with
the monster, so that the PCs can be imprisoned); [2] the PCs have managed to
steal important treasure; [3] the PCs have slaughtered a significant number of
Disciples; or, [4] a crucial Ritual was disrupted (for example, a dimensional gates
opening was interrupted and the gate collapsed). Barring these situations, the
PCs will probably be able to flee and even to return.
So you should encourage fleeing, but you dont really need to reward it beyond
its own success. You might even want to include a minor atmospheric event to
punish the fleeing adventurers, if you like: the introduction of nightmares.
When mortals battle with Abominations and then flee, the Abominations create
a lingering long-distance psychic link which allows them to feed upon the
mortals dreams in the weeks to come. These nightmares will be filled with
images of the Abominations communicating with the adventurers, revealing
themselves, and making terrible revelations. This is also a perfect time to
introduce glimpses and premonitions of the Dream Worlds (described hereafter).
These nightmares will linger in each PCs mind for (20 minus the PCs Wisdom)
nights after the encounter the PCs were forced to flee from.
If youre feeling mean, you can say that a long rest is not possible during the
nightmare nights, so that you can enforce some down time (which the PCs will
hopefully take to perform some planning and research). However, this effect may
not work with all play groups. It might even discourage your players from having
their PCs flee from such encounters in the future. Therefore, I only recommend
instituting this nightmare effect if your players are bloodthirsty and always tend
to rush in without planning or thinking about their actions. If that is the case,
then two weeks of down time where they receive tactical advice from NPCs,
and maybe even some allies interested in joining the next expedition might
prove beneficial.
If you want to introduce some more variety and describe each players
nightmares, you can include some of the following ideas:

Premonitions of a new Abomination species not yet encountered.

Visions of a Summoner or Binder not yet encountered.

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Nightmares where the Abomination is encountered along with the PCs


secret fear or phobia (spiders, deep oceans, heights, etc.).

Nightmares where the Abomination whispers the names and locations of


beloved allies and family members.
Questions where the Abomination asks about slain loved ones (allies, old
PCs, family members, etc.).
Visions of artifacts and relics hidden beneath the earth during the Age of
Abomination.
Visions of the Abominations home world, hibernation, or dimensional
travel.
Dreams where the Abomination hunts the PC in the Dream Worlds.
Visions of the Abomination races future, warring with mortality and
conquering the planet.
Visions of the Abominations past or origin, which may reveal resistances,
immunities, and vulnerabilities.

Through all of these combined effects, you will teach the players that every
encounter has lingering consequences, and also this: Even a perceived defeat,
through learning about the enemy, can be turned into eventual victory.

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VI.11

REAPING
KILLING & HARVESTING
ABOMINATIONS
(Worksheet Section 6-12)

In this extremity, nothing but the promptness and agility of Peters saved us
from destruction. Leaping upon the back of the huge beast, he plunged the blade
of a knife behind the neck, reaching the spinal marrow at a blow. The brute
tumbled into the sea lifeless, and without a struggle, rolling over Peters as he fell.
The latter soon recovered himself, and a rope being thrown him, returned in
triumph to the schooner, towing our trophy behind us.

The Narrative of Arthur Gordon Pym of Nantucket, by Edgar Allan Poe

The types of treasures which an Abomination defends are sadly a bit beyond
the scope of this work. I can say that Abominations will tend to have rich
treasure hoards, especially if they are allied with a Magister and/or Disciples.
You can use the standard FRPG rules to generate appropriate treasures, using
either the calculated encounter CR, the party APL, or the BLR = CR
approximation as a general guide to the level of treasure reward that might be
deemed appropriate for an Abominations lair.
More interestingly, as I noted previously Abominations do not typically
appreciate mortal treasures for their intrinsic value. Even magic items are of
limited interest to them, because they comprehend on an instinctual level that
magic is simply a limited rules set which allows the temporary breakdown of
one worlds physics. And if Abominations come from worlds superior to our own,
what would they care in the long term for items which they could not use in their
own environment?
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For these reasons, Abomination treasure troves tend to be used by their


worshippers, or simply used as bait to attract mortal prey (and conversation
partners). You can use Abomination lairs as a perfect excuse to introduce
powerful treasures such as ancient weapons and armor, wands with almost
100% of their charges intact, antique coins of a precious alloys not seen by
mortals or elf lords in many centuries, technological gadgets from other worlds,
and so forth.
Beyond these many wonders, Abominations are almost always treasures in
and of themselves. Their bodies, body parts, and essences (known collectively
as Trophies) are worth a small fortune. This is because they are rare, extraplanar, psychic, and filled with bizarre entropic and living energies. Even the
ones that arent innately magical are frequently made from magic, or they have
visited magical places which have changed their physical makeup. Their body
parts are coveted by many powerful people and it is the adventurers who will
frequently be asked to serve as the suppliers for these Trophies from other
worlds.
When you generate a new Abomination race, you will probably want to roll on
the following treasure table. This will provide you with an easy future adventure
hook, where the associates of a powerful NPC will ask the adventurers to be on
the lookout for rare otherworldly monsters in a specific dungeon or wilderness
area (e.g., the area where you plan to soon introduce your Abomination(s) to the
game).
To use this table, roll 1D100, and consider developing the following ideas to
create your next adventure hook involving the Abominations:

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TABLE 81
ABOMINATION TROPHIES AND REAGENTS,
AND THE CHARACTERS WHO COVET THEM

D100
Roll

Abominations
Trophies Are
Coveted By:

[01-09]

Alchemists

[10-18]

Artificers

[19-27]

Evil Clerics

[28-36]

Druids

[37-45]

Good Clerics
(Pagan)

[46-54]

Nobles

Beauty unguents, elixirs that cure diseases, and


arcane powders that prolong life

[55-63]

Sages

Specimens to compare to unknown fossils of


cataclysmic Abominations from ancient history

[64-72]

Scribes

So That They May Create:


Potions, oils, solvents, and elixirs
Magic items and recharged magic items
Unholy relics, unholy water
Totems of preserved horrors, so that their elders
may learn how to repel and/or destroy the future
invaders
Holy relics, holy water

Scroll ink ingredients, metallic inks for codex


illumination

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D100
Roll

Abominations
Trophies Are
Coveted By:

[73-81]

Sorcerers

[82-90]

Warlocks /
Witches

[91-99]

Wizards

[00]

Covens /
Secret
Societies

So That They May Create:


New life forces, auras, and spells
Fetishes which allow them to seek and bind
similar creatures
Material spell components
???

To develop this idea further, you should select one, two, or three coveted
Trophies which are specific to your new Abomination species. You may have
several Trophies already in mind based on the monsters description, but if you
need some creative assistance you can roll on the following table.

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TABLE 82
SUGGESTED TYPES
OF ABOMINATION TROPHIES
(AND OTHER ORGANIC SUBSTANCES)
D100
Roll

Trophy Type

D100
Roll

Trophy Type

D100
Roll

Trophy Type

[01-02]

Bile

[33-35] Essence /
Foetor (Must
be harvested
magically)

[66-68] Planar Essence

[03-04]

Black Bile /
Melancholia

[36-38] Essential Salts

[69-71] Planar Travel


Gland

[05-07]

Blood

[39-41] Eyes

[72-73] Powdered
Hooves /
Bones

[08-09]

Blubber

[42-44] Fangs / Teeth

[74-76] Slime

[10-11]

Bones

[45-46] Fat

[77-78] Sloughed /
Shed Skin

[12-14]

Brains

[47-49] Flesh

[79-80] Sounds /
Echoes (Must
be harvested
magically)

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D100
Roll

D100
Roll

Trophy Type

Trophy Type

D100
Roll

Trophy Type

[15-16]

Carapace
Plates

[50-51] Golden Bile

[81-82] Spine Roots

[17-18]

Chitin

[52-53] Heart

[83-84] Spleen

[19-20]

Claws

[54-55] Ichor

[85-86] Spoor

[21-23]

Cocooned /
Preserved
Corpses of
Prey

[56-57] Liquefied Aura

[87-89] Swallowed
Objects /
Digesting Prey

[24-25]

Diseased
Flesh

[58-59] Marrow

[90-92] Tentacles

[26-27]

Ectoplasm

[60-61] Molted
Carapace

[93-95] Unrecognizable
Organ (But
youll know it
when you see
it!)

[28-29]

Eggs

[62-63] Parasites
(Alive?)

[96-98] Venom or
Musk

[30-32]

Entrails

[64-65] Phosphorescent Protein

[99-00] Wing
Membranes

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The next table provides recommended values per specimen collected, based
on the Abominations BLR. For example, if the Abominations BLR is 3 and you
have rolled up two different Trophy types which can be harvested from each one
slain, then (reading the table) you will find that each Trophy is worth 125 Gold
Pieces. This means that one harvested specimen would be worth 250 GP, two
specimens 500 GP, ten specimens 2,500 GP, and so forth.

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TABLE 83
SUGGESTED GOLD PIECE VALUES
FOR ABOMINATION TROPHIES
BLR of
Abomination

If 1 Trophy type
is valuable:

If 2 Trophy
types are
valuable:

If 3 Trophy
types are
valuable:

25 GP

12 GP

8 GP

1/8

50 GP

25 GP

16 GP

1/4

75 GP

35 GP

25 GP

1/2

100 GP

50 GP

30 GP

150 GP

75 GP

50 GP

200 GP

100 GP

65 GP

250 GP

125 GP

85 GP

300 GP

150 GP

100 GP

400 GP

200 GP

130 GP

500 GP

250 GP

160 GP

600 GP

300 GP

200 GP

750 GP

375 GP

250 GP

1,000 GP

500 GP

330 GP

10

1,250 GP

625 GP

410 GP

11

1,500 GP

750 GP

500 GP

12

1,750 GP

875 GP

580 GP

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BLR of
Abomination

If 1 thing is
valuable

If 2 things are
valuable

If 3 things are
valuable

13

2,000 GP

1,000 GP

650 GP

14

2,500 GP

1,250 GP

850 GP

15

3,000 GP

1,500 GP

1,000 GP

16

4,000 GP

2,000 GP

1,300 GP

17

5,000 GP

2,500 GP

1,600 GP

18

6,000 GP

3,000 GP

2,000 GP

19

8,000 GP

4,000 GP

2,600 GP

20

10,000 GP

5,000 GP

3,300 GP

21

12,500 GP

6,250 GP

4,100 GP

22

15,000 GP

7,500 GP

5,000 GP

23

17,500 GP

8,750 GP

5,800 GP

24

20,000 GP

10,000 GP

6,500 GP

25

25,000 GP

12,500 GP

8,000 GP

26

30,000 GP

15,000 GP

10,000 GP

27

35,000 GP

17,500 GP

11,500 GP

28

40,000 GP

20,000 GP

13,000 GP

29

45,000 GP

22,500 GP

15,000 GP

30

50,000 GP

25,000 GP

16,000 GP

(Increase these values as needed, based on your campaigns wealth level, the
availability of magic items, and the level of player enticement that you desire.)

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Harvesting what is needed should be a disgusting and fascinating process.


Be descriptive, and dont forget sounds and smells!
When PCs go through the loathsome effort required to harvest Abomination
Trophies, you can reward them with another interesting gift: Harvesting an
Abomination gives the harvesters a deeper insight into the species biology,
limitations, and inherent strengths and weaknesses. You should take this time
to provide the players with the following information about your Abomination
race. They may have already deduced much of this during combat, but there
may be some surprises:

[1] A rough estimate of the races Average Hit Point (AHP) value. The
estimate you give them should never be 100% accurate; it should be 10%
too high (25% chance), 5% too high (25%), 5% too low, or 10% too low.

[2] The monsters Condition Immunities;


[3] The monsters Damage Immunities;
[4] The monsters Damage Resistances; and
[5] The monsters Damage Vulnerabilities.

By doing this, you are rewarding your players with the understanding that if
they go the extra mile to learn about Abominations and their anatomy, they will
learn significant information that will in turn give them a considerable advantage
against that species in the future.

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Some players are pretty bloodthirsty when they play the game, and when they
learn that Gazer Lotus Eyes are worth a small fortune, theyll basically decide
its Christmas, youre Santa Claus, and the Gazer Lotus is an endangered
species.
But to encourage your less-aggressive players to harvest the Abominations,
you should make it clear that even heavily damaged / mutilated / scorched
specimens will command full market value. However, to be certain that your
players will make Abomination Trophy recovery a significant goal, you can also
use the following sub-system to encourage them to immediately halt adventuring
and to return home to sell the gathered specimens to their waiting NPC
benefactor.
When the Trophies are fresh and first harvested, they are each worth 100%
of the values listed above. They will retain this value for 24 game hours. Then,
the stink sets in. After that time, they will quickly begin to fester and to rot away
as the energies which hold them together in the Material Planes begin to
dissipate. Between 24 and 48 hours, the specimens will be reduced to half value
unless they are magically preserved. If transported for more than 48 hours, they
will lose two-thirds of their value. Further, after the second full day, there is a
cumulative 10% chance per day that the specimens will simply rot away into
uselessness. This means that after twelve full days have elapsed, there is a 100%
chance (barring magical preservation) that the all of the Trophies will become
useless.
The rotting, when it occurs, will be a garish sight to behold. The collapse of
flesh and structures will be nearly immediate, and a cloud of repulsive stench
(the Foetor) will linger over the area in a thick, curdled, scintillating vapor. The
smells and psychic emanation which erupt during this carnal collapse will cause
mundane nature in the immediate area to go berserk. Herbivores in the area
will turn violent, plants will wither, the air will waver with glimpses of other
worlds, birds will flock away, insects will fall out of the sky, and predators will
track the adventurers (for the scent is upon them) and fight to the death.
Clearly, staying out in the wilderness with rotting Trophies is an unwise
proposition. Your players will probably learn this after the first major mistake.
They should either get serious about harvesting Trophies, or they should leave
well enough alone.
(Yes, these rules are shamelessly designed to get even single-minded players
who cant communicate interested in Abominations.)

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Once the PCs manage to score a significant NPC bounty for successfully
delivering Trophies, greed will become a powerful motivator for future activity.
They will probably want to harvest more Trophies in the future, and your job will
be to supply new types of NPCs who are looking for different reagents and
ingredients. You can either use this opportunity to provide more clues about the
pre-existing Abomination species (with untouched populations rumored to exist
in deeper dungeons and more distant wilderness), or you can decide that this is
the perfect time to roll up some new Abomination races and to begin an entirely
new adventure.
Congratulations, you just turned your players into habitually obsessive
Abomination hunters!
Sorry about the mess.

He slimed me.

Lament of the Unknown Abomination Hunter

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VI.12

IMMOLATION
WHEN ABOMINATIONS KILL
(Worksheet Sections 6-8 and 6-11)

After all of these preparations, premonitions, warnings, role-playing


opportunities, and tactical ins and outs, it will still happen from time to time.
One or more of the PCs will die as a result of an Abomination encounter. New
school players those who have never played an original 20th-century FRPG,
or a descendant clone game created by members of the Old School Renaissance
(OSR) may well be shocked by your audacity as a Game Master when this
occurs. How dare you? You didnt balance the encounter, you didnt warn them
enough, you did something terribly wrong. They couldnt find the monster in the
official rules, they couldnt rattle off the monsters weaknesses ahead of time.
And worst of all, they were all ready to showboat in front of their friends, and
you forgot to set up the safety net when they did a triple backflip and face
planted.
Youre a cold-blooded murderer!
When this occurs, be sure to explain to the players that the Abominations will
have a future role in the game, and explain further that they are being included
to introduce some old school mystery, danger, mortality, risk, and a sense of
wonder. Explain to them also that death is not the end. The fallen character is
very likely to come back from death, in some form or another. But once the first
PC casualty occurs, its true: the nature of the old campaign is going to begin to
change.

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VI.12.1
RECOVERING THE DEAD

If the surviving PCs can recover their fallen friends body, then the campaign
world will resonate with this first heroic victim who has fallen prey to an
otherworldly power from the times of yore. Make certain that word gets around
that one of the city states respected adventurers was slain by something bizarre
and extremely powerful, which invaded from another world. It was something
that looked like an hieroglyph on the citys most ancient gate. Assuredly, a
temple of the fallen adventurers alignment will express a passionate interest in
resurrecting the victim, even if the adventurer worshipped a different deity in
life.
There will be no gold piece cost to the survivors, or to the slain adventurers
clan or family, as this service of resurrection is offered. There will be a price to
pay, however: The high priest(s) of the temple will want to probe the slain
persons mind, to determine exactly what has happened. (For the temples
ancient scrolls have warned that in this very year, a hero would fall mysteriously,
and would bear a dire invisible mark upon his bodys lingering aura; and now,
this ominous prophecy has finally been fulfilled.)
When the fallen one is resurrected, the following negative effects will occur:

A scar upon body or soul: -1 to one of the six ability scores, as chosen
by the player of the fallen PC.

A memory of death: Short-term madness.


Existential nightmare: A permanent -1% penalty to experience points
gained.

But hey, its better than being permanently dead, right?


(Alternately, the survivors can use a Wish, Raise Dead spell, or similar means
to raise the fallen ally on their own; but make it clear that the temple resurrection
is an option if they complain about the cost and consequences.)
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After the first such PC death, temples of all alignments will still be interested
in raising dead PCs, with the same demand and the same negative resultant
effects. There will be a gold piece cost after the first casualty however, which will
be decided upon by the GM. All faiths in the game world possess their own
legends, myths, and cryptic predictions which only begin to make sense as the
various Abomination species rise and appear, and the PCs who fight against and
communicate with these creatures will come to be known as planar heroes who
are fulfilling the prophecies with their adventurous actions.

VI.12.2
WHEN THE DEAD ARE LOST

If recovery of the body is not possible, then the GM should make a special
arrangement for the player of the fallen PC. I advise that you use this tactic for
the first such death only; you want to get the players accustomed to PC mortality,
but you dont want to make them reliant on your mercy when they should be
increasing their caution and play skill.
When the PC dies, let the player know that the PC is lost and out of the game
(at least for a time). Perhaps a later wish or powerful magic will allow the slain
PC to return to play. But until then, the player should be encouraged to create
a new PC of the same experience level as the adventurer who has fallen.
Therefore, if a level 12 thief was slain, then the player of the thief should be
allowed to create a level 12 character of any class. The GM will decide on this
new characters wealth, equipment, spells, and magic items (which should all be
relatively modest in the beginning). Fortunately however, the new PC can be
termed as an heir of some kind: a brother, a sister, a clan hero who looked up
to the PC from afar, or a member of the same knightly / magical / bardic / etc.
order. Therefore, the player can have the new PC inherit half of the slain PCs
wealth, and half of his magic items (round down), as chosen by the player.
After this occurs and the new PC is introduced into play with the surviving
party members, make it clear that this is a one-time act of mercy. And thats
one time for the entire party, not for just one player. The players will not be
rewarded when they get their PCs killed by an Abomination. The point is to get
the players interested in keeping Abominations in the game, despite the
challenge and the danger, while you gradually ramp up the difficulty level of the

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campaign. Your players might even thank you in retrospect for coming down on
them. You never know!
After the second PC death, you can allow a new PC to be rolled. However,
this new characters experience level will be one level lower than the slain PCs
level. (In the above example, the new PC would be level 11.) Further, this time
it will be an outsider, a freed prisoner, or a foreign adventurer who wishes to join
the party. The surviving PCs will be given access to the fallen PCs wealth and
magic items, and the inheritance guideline provided above will not be offered by
the GM. The players can still discuss amongst themselves, of course, and decide
how much they want to entrust this bold newcomer with wealth and items as a
new adventure begins.
After the third death, the new PCs level will be equal to the fallen PCs level
minus two; after the fourth death, the new PCs level will be equal to the fallen
PCs level minus four; and so forth. If this keeps happening, then at some point
after many generous gestures by the patient GM the players of slain PCs
will find themselves rerolling level 1 characters to enter the game as apprentices
to the surviving adventurers. And this is as it should be. Such apprentices will
be extremely vulnerable, and may die if not carefully protected; but if they
manage to survive a few encounters, they will quickly level up and become
worthy journeymen who can contribute to the party. Eventually, a well-played
new PC may almost catch up to the partys highest experience level.
This system may seem harsh, but it only applies when the surviving PCs are
unable to recover the bodies of the fallen. When the bodies can be saved, the
temple resurrection game system comes into play instead.
In time, your grumbling players will likely regard these rules as tough but
fair. Those who dont like them are encouraged to play better, to be cleverer, to
be more cautious, and to keep practicing the game until they learn that there
will always, always be more powerful entities in the game world than the
adventurers themselves. The game would be a boring and tedious exercise in
self-adulation if every immortal PC had the potential to become a god. Its all
about challenge, not entitlement, you see.

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Is anyone still crying? Yes?


Well, thats nice. Theyll get over it.

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VI.13

WONDER
INTRODUCING
THE DREAM WORLDS
INTO PLAY
There are not many persons who know what wonders are opened to them in
the stories and visions of their youth; for when as children we listen and dream,
we think but half-formed thoughts, and when as men we try to remember, we are
dulled and prosaic with the poison of life. But some of us awake in the night with
strange phantasms of enchanted hills and gardens, of fountains that sing in the
sun, of golden cliffs overhanging murmuring seas, of plains that stretch down to
sleeping cities of bronze and stone, and of shadowy companies of heroes that ride
caparisoned white horses along the edges of thick forests; and then we know that
we have looked back through the ivory gates into that world of wonder which was
ours before we were wise and unhappy.

Celephas, by H. P. Lovecraft

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To this point, I have repeatedly hinted at a new campaign mechanism which


can be gradually introduced to the game along with the coming of the
Abominations: the Dream Worlds. Detailing the Dream Worlds would certainly
require another book of 700-800 pages, so unfortunately I cannot provide you
with all of the details here. But basically, the Dream Worlds are a consensual
set of imagined realms which have been created by mortals who are all
simultaneously dreaming of the same types of places, beasts, desires, and
fantastical happenings. This creates an alternate reality where wonder and
terror reign in unity, and the rules of time, creation, and annihilation are twisted
somewhat askew.
You can read the many stories by Lord Dunsany and H. P. Lovecraft and come
up with a very strong idea of what the Dream Worlds can entail: fabulous cities
made of crystal, beasts the size of mountains, cruel and Chaotic pagan gods who
intermingle with mortal bloodlines, and impossible journeys to underworlds,
moons, planar abysses, lost stars and other ages. Very basically from an FRPG
perspective, the Dream Worlds are magic-rich worlds which are connected to the
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Material Plane game world, but which can only be visited by dream avatars when
the PCs agree to attempt to meet in the unifying, consensual dream.
The players are likely to first be introduced to the Dream Worlds when a PC
death occurs and the fallen adventurers body cannot be recovered. When this
occurs, explain the heir system which I outlined in the previous section. If the
players find these rules unappetizing, you can then also choose to tell them (if
you are ready) about the Dream Worlds and the potential for a rather curious
form of campaign play which can occur: Namely, adventures which are shared
between dreaming PCs, and their slain comrades who can return to life for a
few episodic adventures in the Dream Worlds.
Are you prepared?

(Warning, complexity ahead!)


When a troublesome PC death occurs, the body cannot be recovered, and you
sense that the players are unhappy with the rerolled heir system which I have
described previously, you can choose to allow the players a special vote. (If you
have an even number of players at the table, then the player of the fallen
adventurer gets two votes). Ask the players: Would you be willing to have the
fallen adventurer resurrected on a limited basis, and only able to adventurer in
the Dream Worlds? You can explain the concept of the Dream Worlds, and
consensual dreaming, as needed, so that they can make an informed decision.
From a player perspective, the Dream Worlds have more treasure and more
magic items, but they also have more madness, monsters, and unpredictable
environments.
If the vote indicates that a dream resurrection is not preferred, then the
fallen PC is dead and a new PC should be created according to the heir rules.
If, on the other hand, the vote indicates that a dream resurrection is preferred,
then the fallen PC becomes alive in the sense that his friends and allies (the
living PCs) can dream of him, and adventure with him, and he can gain
experience points through adventures in the Dream Worlds when his living allies
are all sleeping.
However, the following limitations apply:

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The Dream Worlds PC cannot play with the party in normal, real world
adventures. That character is dead, and his soul is trapped in dream.

The Dream Worlds PC could conceivably play in solo adventures guided


by the GM on off nights (likely with allied Dream World NPC followers),
but this would be a special favor granted by a willing GM who doesnt
mind doing a lot of design work. Normally, however, this tiring special
circumstance (intended to allow the dead PC to gain XP at a rate
roughly equivalent to that of the living PCs) will not occur.
The living PCs can only enter the Dream Worlds, and adventure with
the slain PC, while they are all sleeping. Later in the campaign, you
can have the dead and dreaming adventurer learn a way to bring willing
PCs into the Dream Worlds in the flesh for a new and exciting phase
of the campaign.
Since the PC will forever remain dead in the real world, and only alive
in dream, you may also want to encourage the player to roll a separate
PC using the rerolled heir system I provided. In that way, the player
would have the slain PC for dream adventures, and the second new PC
to serve as an apprentice to the other PCs in the normal game world.
That player would then always be able to play at the other players table
regardless of circumstances.

This type of campaign can be very challenging to create, but very rewarding
as well. If you want to create a Dream World for your PCs to explore, I suggest
that you pick a favorite Dunsany or Lovecraft story and model the environment
off of that. Google some maps for inspiration. And if you simply cant decide,
then I strongly recommend The Dream-Quest of Unknown Kadath. That volume
inspired Gary Gygaxs conception of dungeon modules D1, D2, and D3, and you
will find a fantastic amount of inspiration therein. You may also want to pick
up a beautiful book entitled The Encyclopedia of Places That Never Were, by
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Michael Page and Robert Ingpen. Another good (yet intimidating) idea source is
The Dictionary of Imaginary Places, by the extremely well-read Alberto Manguel
and Gianni Guadalupi. These volumes will save you lots of time.
Adventures in the Dream World can be very deadly, because none of the
adventurers will ever really die. If the fallen PC dies in the Dream Worlds, then
the death is only in effect until the next game session. In the next dream session,
the dead PC is returned to full health (dreamed of once again by his living friends)
and play resumes. Similarly, if a living dreamer dies while on a Dream World
adventure, then that PC wakes up screaming in the normal game world and is
simply prevented from engaging in another Dream World adventure for a period
of one game month while their psyche recovers from the shock.
Please note that adventurers who die in the Dream World will suffer some
repercussions, so that the players are not constantly throwing their PCs into
reckless danger: The PC who was slain will experience long-term madness
upon waking, and will suffer a permanent loss (system shock) of -1 hit point.
These effects reoccur with every dream death that is suffered, until much like
Randolph Carter the adventurers reluctantly decide that dreaming is a
dangerous undertaking and their passions begin to fade.
Characters who adventure together in the Dream Worlds can slay monsters,
find treasures, and gain experience points. When the PCs wake in the real
world, they will retain their XP and will even discover that the dream treasures
they won have become real and have followed them into the normal world. (A
magic sword won in a dream adventurer will appear, and stay, in the normal
game world when the wielder of the sword awakens. However, its powers might
be toned down, or altered in some way.)
And in case you were wondering, the Abominations positively thrive in the
Dream Worlds. Many were created there and they are much, much more
common there. In fact, you should have about 50% of the Dream World
encounters be with Abominations and their allies, while the other 50% are with
other dreamers (NPCs) and exotic (normal) monsters from the SRD5. In this
way, the Dream Worlds are a relatively safe way to converse and spar and battle
with Abominations, but they are also extremely dangerous in their own right.
Because the logic of dreams is empathic and frequently counter-intuitive, you
do not need to have the adventures there follow a coherent and mundane path.
Travel between a city and a waterfall cavern could be instant, for example (akin
to a misty teleport), or it could take many in-game years. PCs who adventure
in a Dream World filled with (for example) magical mists, singing fruit and
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Chaotic Good orcs might wish to return to that same world later, but you might
decide (for the next game session) that the PCs will wake up in a different Dream
World entirely perhaps a moon of that previous world, where all of the citizens
are intelligent fungi and the treasures are incarnate spells and exotic spices.
Your imagination is truly the limit when you use the Dream Worlds in play. You
can experiment with different game modes and play styles that might be too risky
to include in the default Material Plane game world, and if something doesnt
work, then It was all a dream is the perfectly logical reason to remove the failed
experiment from further consideration.
And everywhere, yes, the Abominations will be wandering between the worlds,
feeding off of the minds of the dreaming heroes, and wanting to converse with
them deeply as they all go slowly mad.
Hopefully I have inspired you to try this wild experiment for your own. It is a
great way to share, cultivate, and expand your imagination.

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A BEGINNING
I hope that you have found this supplement enjoyable, thought-provoking, a
bit controversial, and I also hope that it changes your game in surprising,
challenging, and unexpected ways. Honor the games creators, and the authors
and inspired who inspired them. Make some more Abominations, hone your
craft, get advice, give advice, share your creations, and get ready to play the next
session with your friends that is going to change everything.
Happy gaming. Have fun with the horrors you have wrought!

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AFTERWORD
Of course it is not in the world, the magician said, but over the Edge of the
World you may easily find it. And he told the man that he was suffering from flux
of time and recommended a day at the Edge of the World.

He went past Bleth: he went along the Hills of Neol-Hungar and came to the
Gap of Poy. All these are in that part of the world that pertains to the Fields We
Know; but beyond the Gap of Poy on those ordinary plains, that so closely
resemble Sussex, one first meets the unlikely.
A line of common grey hills, the Hills of Sneg, may be seen at the edge of the
plain from the Gap of Poy; it is there that the incredible begins, infrequently at first,
but happening more and more as you go up the hills.

Over these plains went Jones and over the Hills of Sneg, meeting at first
unlikely things, and then incredible things, till he came to the long slope beyond
the hills that leads up to the Edge of the World, and where, as all guidebooks tell,
anything may happen.
You might at the foot of this slope see here and there things that could
conceivably occur in the Fields We Know; but soon these disappeared, and the
traveller saw nothing but fabulous beasts, browsing on flowers as astounding as
themselves, and rocks so distorted that their shapes had clearly a meaning, being
too startling to be accidental. Even the trees were shockingly unfamiliar, they had
so much to say, and they leant over to one another whenever they spoke and
struck grotesque attitudes and leered. Jones saw two fir-trees fighting.
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The effect of these scenes on his nerves was very severe; still he climbed on,
and was much cheered at last by the sight of a primrose, the only familiar thing
he had seen for hours, but it whistled and skipped away. He saw the unicorns in
their secret valley. Then night in a sinister way slipped over the sky, and there
shone not only the stars, but lesser and greater moons, and he heard dragons
rattling in the dark

The Long Porters Tale, by Lord Dunsany

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APPENDICES

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A.1

APPENDIX A
CALCULATING ABOMINATION
CHALLENGE RATINGS
As promised, this section is provided to those Game Masters who feel the need
to hold fast to the deeply flawed concept (ahem) of Challenge Ratings, when new
monsters (Abominations) are being created. I personally feel that CRs are
dangerous, because they imply certainty where none exists. But nevertheless,
this is a book of options for respectful GM consideration

Due to the limitations of the game license, I am not certain that I can provide
fully explicit details on the calculation here. But I can certainly offer some
guidelines which will help you as you attempt to estimate an Abominations
Challenge Rating. For a more exact and orthodox system, you can refer solely to
the FRPGs official Game Masters Guidebook. Its title is something like that, Im
pretty sure.
Protective Challenge Rating (PCR): I recommend that you calculate a
monsters Protective (Defensive) Challenge Rating based upon the Abominations
Average Hit Points (AHP). You can also use the monsters Armor Class if you
like, but you should note then that Abominations tend to be better-armored than
most normal monsters (by design), so you might need to take that higher-arcing
variable trend into account. Using the AHP, calculate the PCR based on the
official system.
Attack Challenge Rating (ACR): I recommend ignoring the monsters Attack
Bonus, and focusing on its average damage per round. First, look at the average
damage per round for the monsters basic attacks, and consider its Multiattack
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ability (if any). If for example the monster can attack 3 times per round and
inflict and average of 24 points of damage per attack, then its average damage
per round is 72. Then, look at the monsters special abilities (Powers) and see if
any of the Powers inflict more than the basic attack. (For example, if a breath
weapon inflicts an average of 80 points, then the total you will be considering
would be 80, not 72.) Using the highest average damage value (either the basic
attacks, or the strongest damaging Power), calculate the ACR based on the
official system.
Final Challenge Rating (CR): Once you have the PCR and the ACR, round
them up to arrive at the Abominations final Challenge Rating. Using experience
and a careful eye, you might want to adjust this number a bit further upwards
if any of the following factors are evident:

[1] The monster is extremely intelligent.

[2] The monster has other, non-damaging abilities that make it


considerably more powerful. (Potential damage does not tell the entire
tale.)
[3] The Challenge Rating is lower than the BLR.
[4] The monster is immune to a damage type which the PCs frequently
rely upon.
[5] The monster can move very quickly, and also use its most powerful
abilities from long range.

Once you have determined the Abominations CR to the best of your ability,
you may also find it useful to have one Abomination engage in a mock battle
(with no player interaction, just as a GM exercise) with a normal monster of the
same CR. This testing approach works best with Abominations which have
relatively low CRs. For testing purposes, I recommend the following attackoriented monsters as the basis for your comparison:

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Mock Battler for Estimated CR 0: Awakened Shrub or Lemure

Mock Battler for Estimated CR 1/8: Kobold or Merfolk


Mock Battler for Estimated CR 1/4: Skeleton or Steam Mephit
Mock Battler for Estimated CR 1/2: Thug or Warhorse Skeleton
Mock Battler for Estimated CR 1: Copper Dragon Wyrmling or Ghoul
Mock Battler for Estimated CR 2: Gelatinous Cube or Ogre
Mock Battler for Estimated CR 3: Bearded Devil or Owlbear
Mock Battler for Estimated CR 4: Ettin or Red Dragon Wyrmling
Mock Battler for Estimated CR 5: Flesh Golem or Hill Giant
Mock Battler for Estimated CR 6: Chimera or Wyvern
Mock Battler for Estimated CR 7:
Dragon

Stone Giant or Young Black

Mock Battler for Estimated CR 8: Frost Giant or Hydra


Mock Battler for Estimated CR 9: Bone Devil or Glabrezu Demon
Mock Battler for Estimated CR 10:
Dragon

Stone Golem or Young Red

Mock Battler for Estimated CR 11: Behir or Remorhaz

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Mock Battler for Estimated CR 12: Erinyes

Mock Battler for Estimated CR 13: Adult White Dragon or Storm


Giant
Mock Battler for Estimated CR 14: Adult Black Dragon or Ice Devil
Mock Battler for Estimated CR 15: Adult Green Dragon or Purple
Worm
Mock Battler for Estimated CR 16: Adult Blue Dragon or Marilith
Demon
Mock Battler for Estimated CR 17:
Turtle

Adult Red Dragon or Dragon

(Beyond CR 17, the mock battle testing guideline becomes too precarious and
misleading to offer valuable insight, in my opinion.)

If you find that the Abomination easily wins 2 of 3 mock battles with the
normal monster, you may want to increase the Abominations CR by +1 and
retest against a new mock opponent.
And if its all too much of a time-consuming burden, simply ignore the CR
and use the BLR for approximate guidance. Were intentionally building some
overpowered monsters here and accommodating for that power in as many ways
as we possibly can.
Turn off the targeting computer and trust your feelings, Luke

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A.2

APPENDIX B
SUGGESTED
INSPIRATIONAL READING
A rambling and lengthy book like this is derived from many hundreds of
sources and decades of reading and FRPG play, so I cant really offer you a
complete map of the road I took to get here. But below you will a good sampling
of inspirational sources which I can recommend as a starting point for the
enterprising GM. Entries are arranged chronologically, so that the evolution of
various concepts can be appreciated. Enjoy!

1818
Frankenstein, or The Modern Prometheus, by Mary Wollstonecraft Shelley.

1838
The Narrative of Arthur Gordon Pym of Nantucket, by Edgar Allan Poe.

1887
The Horla, by Guy de Maupassant.
(You may need to work a bit to find a good translation. Barnes & Noble has a
good one in a hardcover collection I possess.)

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1890
The Great God Pan, by Arthur Machen.

1895
The Time Machine, by H. G. Wells.

The King in Yellow, by Robert W. Chambers.

1896
The Island of Doctor Moreau, by H. G. Wells.

1897
The War of the Worlds, by H. G. Wells.

1904
In Search of the Unknown, by Robert W. Chambers.

1905
The Gods of Pegana, by Lord Dunsany.

1906
Time and the Gods, by Lord Dunsany.

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1907
The Boats of the Glen Carrig, by William Hope Hodgson.

1908
The Fortress Unvanquishable, Save for Sacnoth (The Sword of Welleran), by Lord
Dunsany.

The House on the Borderland, by William Hope Hodgson.

1920
Celephas, by H. P. Lovecraft.

1922
The Worm Ouroboros, by Eric Rucker Eddison.

1923
The Festival, by H. P. Lovecraft.

1926
The Dream-Quest of Unknown Kadath, by H. P. Lovecraft.

1927
Supernatural Horror in Literature, by H. P. Lovecraft.

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1928
The Dunwich Horror, by H. P. Lovecraft.

1930
Last and First Men: A Story of the Near and Far Future, by Olaf Stapledon.

1931
At the Mountains of Madness, by H. P. Lovecraft.

1933
The Seven Geases, by Clark Ashton Smith.

The Scarlet Citadel, by Robert E. Howard.

The Tower of the Elephant, by Robert E. Howard.

The Slithering Shadow, by Robert E. Howard.

1934
The Devil in Iron, by Robert E. Howard.

1962
Hothouse, by Brian Aldiss.

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1976
Metamorphosis Alpha: Physical and Mental Mutations (Rulebook Section), by
James M. Ward.

1977
How Green Was My Mutant (The Dragon #5), by E. Gary Gygax.

Random Monsters (The Dragon #10), by Paul Montgomery Crabaugh.

1978
D&D Option: Demon Generation (The Dragon #13), by Jon Pickens.

Gamma World: Mutations (Rulebook Chapter), by James M. Ward and Gary


Jaquet.

1979
From the Sorcerers Scroll: Random Generation of Creatures from the Lower
Planes (The Dragon #23), by E. Gary Gygax.

1980
The Mist, by Stephen King.

Quirks: The Game of Unnatural Selection, by Bill Eberle et al.

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1981
Codex Seraphinianus, by Luigi Serafini.

1982
The Thing (film), directed by John Carpenter.

1983
Hordling (Hordes of Hades), in a monster book, by E. Gary Gygax.

1985
Why Is This Mutant Smiling? (Dragon #96), by John M. Maxstadt.

2008
The Random Esoteric Creature Generator, by James Edward Raggi IV.

2009
The Dungeon Alphabet, by Michael Curtis.

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ABOUT
THE

AUTHOR
BEGINNING PLAY as a Chaotic Neutral normal human with one measly hit
point to his name, KENT DAVID KELLY eventually became apprenticed to a
magic-user of ill repute ... a foul man who dwelt in the steamy deeps of the Ivory
Cloud Mountain. After this mentor carelessly misplaced an intelligent soulsucking sword and then died under suspicious circumstances, his former
henchman Mr. Kelly escaped to the deeper underground and there began playing
Satanic role-playing games. This, the legends tell us, occurred in the year 1981.
Hoary wizard-priests who inspired Mr. Kelly in his netherworldly
machinations included the peerless Gygax, Carr, Arneson, Cook, Hammack,
Jaquays, Bledsaw, Moldvay, Kuntz, Schick and Ward. Sadly, a misguided madefor-the-basements movie entitled Mazes and Monsters gave Mr. Kellys parents
conniptions in 1982. As a result of that blasphemous Tom Hanks debacle (and
other more personal lapses in judgment), Mr. Kelly was eventually forbidden from
playing his favorite game for a considerable length of time.
Nonplussed but not defeated, he used this enforced exile to escape to a
friends alehouse, and there indulged himself in now-classic computer RPGs
such as Zork, Telengard, Temple of Apshai, Ultima, Tunnels of Doom, The Bards
Tale, Phantasie, Pool of Radiance, Wizards Crown and Wasteland. He then went
on to write computer versions of his own FRPGs, which led to his obsession with
coupling creative design elements with random dungeons and unpredictable
adventure generation.
Mr. Kelly wrote and submitted his first adventure for Dungeon magazine #1
in 1986. Unfortunately, one Mr. Moore decided that his submission was far too
Lovecraftian, horrific and unfair to ever serve that worthy periodical as a

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publishable adventure. Mr. Kelly, it must be said, took this rejection as a very
good sign of things to come.
In the late 80s and 90s, Mr. Kelly wrote short stories, poems and essays ...
some of which have been published under the Wonderland Imprints banner. He
wrote several dark fantasy and horror novels as well. Concurrently, he ran Dark
Angel Collectibles, selling classic FRPG materials as Darkseraphim, and assisted
the Acaeum with the creation of the Valuation Board and other minor research
projects.
At this time, Mr. Kelly and his entourage of Evil gnomes are rumored to dwell
in the dread and deathly under-halls of the Acaeum, Dragonsfoot, ENWorld,
Grognardia, Knights & Knaves, ODD, and even more nefarious levels deep in the
mega-dungeon of the Web.
There he remains in vigil, his vampiric sword yet shivering in his hand. When
not being sought outright for answers to halfling riddles or other more sundry
sage advice, he is to be avoided by sane individuals at all costs.

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