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Monsters of Myth v131

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Monsters of Myth An OSRIC™ Resource

Contents

FOREWORD 2 KHEPH 58 TUNNEL PRAWN 100


ACKNOWLEDGEMENTS 2 LACIG MOTH 59 ULYULENG 101
ANTLERIN 6 LANCER JUGGERNAUT 59 VAMPIRE MOSS 102
APIS BULL GUARDIAN 6 LEOPARD, GIANT 60 VELIKUL 103
ARCHERFISH, Giant 7 LIKHO (The Hag of Despair) 60 VERMINVINE 104
ARRIVAUNT 7 LITHONNITE 61 VERMITH 104
ATLACA 8 MAGOG LOCUST SWARM 62 WILLOW MEN 105
AVIANT 9 MAMMOTH, TUNDRA 63 WISHING CARP 106
BALLISTA BEAST 11 MINDSCARAB 63 WYRM, NORTHLAND 106
BARROW CORPSE 11 MISTWEIRD 63 YOX 109
BEDLAM WITCH 12 MONKEY 65 YUUN, Riders of 109
BEGUILER 13 MOTHMERE 65 YUUNSTEED 110
BEWAILING CICADAS 14 MYNAKH 66 ZUUL-KOAR, “the Forgotten” 110
BHANNOG 15 NAGA, HANU- 68 FOREWORD TO STEVE MARSH’S
CALADRIUS 16 NAVANAX, GIANT 69 SECTION: 113
CAVE WITCH 16 NIGHTCREEPER 70 STEVE MARSH PRESENTS: 113
CAVERN GLAZER 18 NIGHT SHADE 70 DRIFT NETS 114
CENTIPEDES, Nest of 19 NIGHT VAPOR (Esphictor) 71 KJA KHADA 114
CHALKEION (The “Men of Bronze”) 19 NUCKELAVEE 71 KTTHJJ 114
CLAM, GIANT LEOPARD (FRESH WATER) 20 OCULETHE 73 ROACHEPHANT 116
CRAB, GIANT FIDDLER 21 ONOCENTAUR 74 SHADOW VAMPIRE 117
CRAWLING CORPSE 21 OZAENA 75 SPIDER GECKO 118
CROWS, Murder of 22 PASTINACA 76 SPIN DRYAD 118
DARK ENVOY 23 PIRANHA 77 SPINDLES 119
DECEIVED OF SET, The 24 POD-MEN 77 TROLL 119
DEMONS 25 PUDDING, ALIEN 78 FELL TROLL 119
JHABARA DEMON (Demon With Matted Hair) 25 RAJKAMI 79 SPIDER TROLL 121
PUNJAR DEMON 26 RIMMESERKER 80 TWISTED EARTH TROLL 121
SHADOW CAT 26 ROC, SNOW 80 TSUNG PATHET 121
DRAKES 27 ROCKROACH 81 VIADANN 123
DRAKE, Guardian 27 SAND NEWT 82 VOID SHARK 123
DRAKE, Red Troll 28 SCUTTLER 82 APPENDIX: RANDOM ENCOUNTERS
DROWAD 28 SCYLLA (Sea Hydra) 83 124
EARTH BRAWLER 30 SEA-MARE 83 PART 1: LIST OF CREATURES BY LEVEL
EARWIG, giant 31 SERPENT, EARTH 84 124
EELKRAKE 32 SEWER THUG 85 PART 2: LIST OF CREATURES BY
ENTELODONT 32 SHADE WALKER 85 TERRAIN TYPE 125
ERCINEE 33 SHADOW VETCH 87 Open Game Content Designation: 127
FIRE STAG 35 SHRIEKER, BLACK 88 OPEN GAME LICENSE Version 1.0a 127
FLOATING MOUND 35 SHROOM 89 END OF LICENSE 128
FUNGHEMOTH 36 SKELETON, ALTERED 90
GAPING MAW 37 SKELETON, SLIME (JELLETON) 90
GARRECHIDNA 38 SLEEPER 91
GHOUL MONKEY 39 SLITHERING HIVE 92
GIANT, JOTUN 40 SNAGWORT, HANGING 92
GIANT, SAND 41 SNAKE, CONDOR SERPENT 93
GIANT, SEA 42 SNAKE, JAVELIN 93
GLITTERING SLIME 42 SNAKE, WINGED VIPER 94
GLOW JELLY 43 SPINY HORROR 95
GOBLIN BATTLE-SPIRIT 44 STILT WALKERS (Anthrophalangidae) 95
GOBLIN, SHADOW 44 STING LICHEN 96
GOLEMS 45 STONEFISH (Giant Stonefish) 96
BRASS GOLEM 45 STYGIAN SERPENT 97
VOUDOUN GOLEM 46 THORN CREEPER 98
GRIMLING (Devil Children) 47 TOMMO 99
KARKADANN 57 TROGLODYTE, HOMINID 99

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An OSRIC™ Resource Monsters of Myth

MONSTERS OF MYTH™

First Edition Adventure Games™

A Knights & Knaves Resource

Edited by Matt "Mythmere" Finch and Stuart "PapersAndPaychecks" Marshall

FOREWORD

The First Edition Society is dedicated to preserving the rules of 1e as a living game and promoting the "old school" gaming
style common in the late 1970s and early 1980s. I started writing this book in 2005 with the idea that I would describe ten
monsters or so, illustrate them, and put them up on the Internet. As Stuart Marshall and many others kindly began to
contribute material to the project, it grew quickly into something much larger than I had originally planned. Indeed, this
work would never have seen the light of day without Stuart Marshall and Rob Ragas’ help. As is often the case with me,
my bipolar disorder caused me to completely drop the project for a period of some months, and these gentlemen picked
up the torch, keeping development going and polishing it up into the very high quality piece of work you now have before
you. Throughout the book’s development, our goal has been to present relatively short and open-ended monster descriptions,
leaving considerable latitude for the game master to adapt the monsters into a variety of different settings and a variety of
different adventure scenarios. Monsters of Myth is intended as a spur to creativity rather than a substitute for it; a resource
rather than a limitation. We have also labored diligently to craft a work that is an enjoyable read as well as a good gaming
resource. The harried game master, his efforts often under-appreciated, should at least enjoy the process of poring over his
rulebooks. Hopefully we have succeeded in our efforts to produce a bestiary of monsters that reads more like good fiction
than a mere catalogue of dry statistics and "factual" recitations. Failure in this regard is entirely upon my shoulders as the
editor of this work, but credit for its success is attributable to a number of individuals who have given freely of their time
and resources to see this book through to completion. Since this is my introduction, I would especially like to mention my
family: my wife Madison, my daughter Tessa, my sons Thomas and Atticus, and Phoenix.

I hope you enjoy the book: good gaming!

Matt Finch, 2006.

The only thing I have to add to Matt's excellent foreword is my warm thanks to Mr E. Gary Gygax, Mr Dave Arneson, my
wife Theresa and my son Connor.

Stuart Marshall, 2006

ACKNOWLEDGEMENTS

Editors: Matt "Mythmere" Finch and Stuart "PapersAndPaychecks" Marshall.

Front cover art by Mark Ahmed (www.markahmed.com)

Illustrations: Matt Finch, D. Poirot, Matt Steward, Tony Rosten, Mark Ahmed, Doug "Black Prince of Muncie" Sanders, Wes
Blair and Peter Mullen.

Special Thanks: Jerry Mapes, the Knights & Knaves Alehouse, and the Alehouse Regulars.

Contributing Authors: M. Ahmed, James Carl Boney, Matt "Mythmere" Finch, Chris "Bones McCoy" Hopkins, Sean "Stonegiant"
Stone, Trent Foster, Stuart "Papers & Paychecks" Marshall, B.J. "Stranger" Poirot, S. Ahmed, Tony "Wheggi" Rosten, Bill "The
Dungeon Delver" Silvey and Steve Marsh.

"First Edition Adventure Games" is a trademark of the First Edition Society, used with permission.

"Monsters of Myth" is a trademark of Matthew J. Finch

"Knights and Knaves" is a trademark of Jerry Mapes

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Monsters of Myth An OSRIC™ Resource

Each of the monsters in this book has descriptive text to give the game master a detailed picture of the monster's appearance,
unusual qualities, and other pertinent information. In game terms, the monster's statistics are presented above the description
using headings for these numbers. The meaning of each heading is described here.

FREQUENCY: -- The monster's relative rarity in a "normal" game world can fall into five categories. A "unique" monster is
the only one in existence. "Very rare" monsters are seldom encountered, and when they are seen it is a matter of great
interest to naturalists and sages. A "Rare" monster is one that is usually known to the average peasant, but only in rumor
and folklore. Uncommon creatures are known to the common folk of the world, but they are not often seen. Common
creatures are usually well known, and when they appear it may be cause for alarm but not surprise. Rarity values are useful
for the Game Master in creating encounter tables, because they provide rough guidelines for the probability of an
encounter with any particular monster.

NUMBER ENCOUNTERED: -- This represents a guideline for the GM, and should vary according to the place in which the
creature is found. The GM must use logic and reason in addition to the dice when determining the number of monsters
present in a given encounter.

SIZE: -- Three categories are normally possible here, being Small, Medium and Large. These are relative to normal human
size, so a Medium creature has approximately the same mass or volume as a human, even if it is not necessarily man-
shaped. The size of large creatures is usually given in parentheses or described in the text, since large creatures can vary
from as small as 8ft tall to gargantuan monsters weighing many tons.

MOVE: -- Movement is expressed in feet per turn (and round), or otherwise as described in the OSRIC™ rulebook or other
compatible rules used by the Game Master. Some creatures will have separate movement categories for flying, swimming,
burrowing or other special movement forms.

ARMOR CLASS: -- Armor class ("AC") is expressed on a sliding scale from 10 (worst) to -10 (best). The AC value for a
creature does not necessarily mean that it is wearing the equivalent armor type, so an AC5 creature may not necessarily
be wearing chain mail, even if it is generally similar to a human.

HIT DICE: -- The number of hit points for a creature is determined by rolling dice. Usually hit dice are a d8 unless specified
otherwise. Some creatures have hit points in the format "X+Y" or "X-Y", in which case X refers to the number of dice rolled
and Y refers to a numerical adjustment applied to the total. Thus, a creature with HD 4+1 has 4d8+1 hp, for a total possible
range of 5-33.

ATTACKS: -- This entry refers to the number of attacks per round the creature normally possesses in melee. The number
may be modified by certain spells such as haste or slow, and does not include any special attack forms such as a breath
weapon.

DAMAGE: -- This entry indicates the number and type of dice to be rolled for damage if the creature's physical attacks hit.
If the value provided is "by weapon", then the GM should refer to the OSRIC™ rulebook or other compatible ruleset, as
applicable, to determine the damage inflicted. Certain special attack forms will do more damage than indicated in this
category, and may offer a saving throw; see the relevant creature text for details.

SPECIAL ATTACKS: -- This entry is a short note regarding any unusual attack forms the creature may possess. In most cases,
these unusual attacks are fully explained in the descriptive text below the game statistics.

SPECIAL DEFENSES: -- This entry, like the entry for special attacks, is really just a signal to the GM that the monster has
unusual or magical protections described in the descriptive text.

MAGIC RESISTANCE: -- This is the chance, expressed as a percentage, that the creature will be unaffected by any magic
specifically targeted at it. Even if the chance fails, the creature may still receive a saving throw if the spell or magical attack
form normally calls for a saving throw. The percentage is predicated on a caster of 11th level of experience, and should be
varied by 5% upwards or downwards per experience level of the caster above or below 11th.

LAIR PROBABILITY: -- This indicates the chance that the creature will be encountered in its lair. Creatures not met in their
lair are termed "wandering." Generally, most creatures will keep some or most of their treasure in their lair, so if the
monster is met away from the lair, the players will need to locate the lair in order to obtain the full amount of the monster's
treasure.

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An OSRIC™ Resource Monsters of Myth

INTELLIGENCE: -- This indicates the intelligence of the creature relative to the average human. Possible values include
"Non-", "Animal", "Semi-intelligent", "Low", "Average", "Very", "High", "Exceptional", "Genius", or occasionally even higher. A
non-intelligent creature effectively has an intelligence score of 0, and a "genius" has an intelligence of 18.

ALIGNMENT: -- See the OSRIC™ rules, or other compatible ruleset as applicable, for a detailed explanation of alignments.
The alignment shown for any given type of monster may not represent the alignment of an individual creature of that type.
In the case of less intelligent creatures, there is usually very little variation from these alignments, for they represent instinct
more than reasoned thought. Variation in alignment is one of the attributes of humanity and the civilized races allied to
humans. Monsters do not usually vary nearly so much. It is worthy of note that in a Game Master's individual campaign the
alignment of any particular type of creature is merely a guideline.

LEVEL/XP VALUE: -- See the OSRIC™ rules, or other compatible ruleset as applicable, for a detailed explanation of this
category.

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An OSRIC™ Resource Monsters of Myth

A Antlerin - Apis Bull Guardian – Archerfish, Giant – Arrivaunt – Atlaca – Aviant

ANTLERIN Although normal antlerins have no remarkable fey powers,


all are slightly resistant to magic. They do not leave tracks
FREQUENCY: Rare in the snow, and winter is thus their preferred season for
NO. ENCOUNTERED: 2d12 raiding.
SIZE: Medium
MOVE: 180ft Antlerin bands of 12 or more may (50%) be led by a
ARMOR CLASS: 4 chief with 5+5 hit dice and a +1 damage bonus. Bands of
HIT DICE: 4+4 20 or more will always be led by a chief and may (25%)
ATTACKS: 2 (antlers + weapon) also be accompanied by an antlerin shaman (4+4 HD)
DAMAGE: 1d4 + by weapon who casts spells as a 5th level druid.
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None TREASURE: Individual: 4d6 x10 gp.
MAGIC RESISTANCE: 5%
LAIR PROBABILITY: 20% Author and copyright holder: Matt “Mythmere” Finch,
INTELLIGENCE: Average 2005.
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 4/ 165+5/hp
Chief: 5/ 275+6/hp
Shaman: 4/ 240+5/hp

Antlerins are evil fey creatures that lurk in the dark forests
of temperate and colder climates. They have the head
and legs of a black-haired stag, with a human torso.

These malevolent beings bring harm and danger to any


travelers in their wilderness domains, and often venture
beyond their territory to engage in bloody raids against
the folk of civilized lands. They usually fight with great
halberds, disdaining missile weapons that are not hurled
(most carry hunting javelins).

APIS BULL GUARDIAN

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1d3
SIZE: Large
MOVE: 90ft
ARMOR CLASS: 4
HIT DICE: 7+3
ATTACKS: 1
DAMAGE: 2d4
SPECIAL ATTACKS: Withering breath
SPECIAL DEFENSES: +1 or better weapon to hit
MAGIC RESISTANCE: 75%
LAIR PROBABILITY: Nil
INTELLIGENCE: Non-
ALIGNMENT: Neutral
LEVEL/X.P.: 7/ 1100 + 10/hp

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Monsters of Myth An OSRIC™ Resource

Apis bull guardians are golem-like creatures typically found If any creature the size of a horse or smaller is hit by the
only within the tombs of great nobles from ages past. archerfish’s spit, it must succeed at a saving throw vs.
These creatures were created from mummified Apis bulls breath weapon or be knocked down and stunned for
of largest and most magnificent size via a series of complex 1d4 rounds (+4 AC modifier). Regardless of the saving
enchantments now lost to mankind. They attack with their throw result, the target will take 1d4 damage from the
powerful horns, but their more feared attack is their fetid force of the water.
breath, which causes non-magical equipment to rot away
instantly, and affects all living targets within a 30ft range Subterranean varieties of the giant archerfish are colorless
as if struck by a staff of withering. Powerful enchantments and blind, relying on their other senses to locate and hit
laid upon these creatures at the time of their creation prey. Like all archerfish, the subterranean variety seeks
render them almost completely immune to all but the out places where a well-placed spitting attack will knock
most powerful of magics. They may only be struck by prey into the water.
magical weapons, though like mummies they are
susceptible to normal fire. TREASURE: None.

Apis bull guardians do not typically have any treasure of Author and copyright holder: Matt "Mythmere" Finch,
their own (though the tombs they guard are usually very 2005.
rich) but as part of the process of creation each Apis bull
guardian has a single gem of 10,000 gp (or more) value
embedded in the center of its skull, and while the guardian
‘lives’ the gem gives off a lambent glow which creates a
halo aura around the bull’s head.

Despite being created from mummified bulls, these


creatures are not considered undead per se, and thus
are not susceptible to clerical Turning.

TREASURE: See description.

Author and copyright holder: T. Foster, 2006.

ARCHERFISH, Giant

FREQUENCY: Uncommon
NO. ENCOUNTERED: 1d4
SIZE: Large (10ft long)
MOVE: 180ft (swim)
ARMOR CLASS: 6
HIT DICE: 4+1
ATTACKS: 1 ARRIVAUNT
DAMAGE: 1d8 (bite) or 1d4 (spit)
SPECIAL ATTACKS: Spit water (See below) FREQUENCY: Very rare
SPECIAL DEFENSES: None NO. ENCOUNTERED: 2d6
MAGIC RESISTANCE: Standard SIZE: Large
LAIR PROBABILITY: 10% MOVE: 120ft
INTELLIGENCE: Animal ARMOR CLASS: 1
ALIGNMENT: Neutral HIT DICE: 4+4
LEVEL/X.P.: 3/ 130 + 5/hp ATTACKS: 1
DAMAGE: 1d6+6
Giant archerfish are large, predatory swimmers that hunt SPECIAL ATTACKS: Leap
by spitting a powerful jet of water much as the normal SPECIAL DEFENSES: +1 or better weapon to hit
archerfish hunts insects. The giant archerfish’s water jet, MAGIC RESISTANCE: Standard
however, is strong enough to knock down low-flying aerial LAIR PROBABILITY: Nil.
prey, knock sailors from the decks of ships, and, in the INTELLIGENCE: Low
case of the subterranean giant archerfish, knock creatures ALIGNMENT: Neutral
from cave ledges to the dark waters below. LEVEL/X.P.: 4/ 170 + 5/hp

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An OSRIC™ Resource Monsters of Myth

Arrivaunts are creatures from beyond the mortal realms,


common in other planes of existence. They have a roughly
spherical body covered with chitinous plates, supported
by two exceedingly powerful legs The body has no face
and no discernable features other than a great, tooth-
filled maw.

These beings, or beasts, perhaps, are most commonly


found in the service of powerful mages, acting in the
capacity of guardians. They can follow simple commands
and exercise a rudimentary intelligence, which makes
them useful thralls. However, arrivaunts also appear on
the Prime Material Plane in the wake of powerful magic
use, wandering through gaps in the fabric of reality by
some inherent capacity unique to these creatures.

An arrivaunt can leap fifty feet in a tremendous lion-like


attack, often bounding over the top of the front rank of
an opposing battle line, causing havoc in the rear of an
organized formation. A group of arrivaunts will attempt
to surround their enemies by leaping into advantageous
positions. The great leap is also used to attack from
ambush, If the arrivaunts can place themselves on high
ground.

When leaping, an arrivaunt attacks with a bonus of +2,


and if it hits it will automatically knock its target to the
ground unless the character has a strength greater than
15. Crouching for a leap exposes the arrivaunt to a free
attack if it is engaged in melee combat.

Although Arrivaunts do not accumulate treasure, they are


often employed as guards in areas where considerable
treasure is to be found.
ATLACA
TREASURE: See description.
FREQUENCY: Uncommon
Author and copyright holder: Matt "Mythmere" Finch,
NO. ENCOUNTERED: 15d10
2005. SIZE: Medium (6ft-7ft)
MOVE: 120ft
ARMOR CLASS: 5
HIT DICE: 2
ATTACKS: 2 claws or weapon
DAMAGE: 1d4/1d4 or by weapon
SPECIAL ATTACKS: Surprise on 1-3
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 20%
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 2/ 28 + 2/hp
Sub-leader 2/ 50 + 3/hp
Chieftain 3/ 85 + 4/hp
Shaman 3/ 140 + 4/hp

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Monsters of Myth An OSRIC™ Resource

Native to tropical climates and often living in the ruins of silver coins, 15% - 1d8x1000 electrum coins, 50% -
other cultures, the Atlaca are a brutal and evil race well 1d6x1000 gold coins, 30% - 1d10 gem stones, 25% -
versed in battle, slaving and sacrifice. They are humanoid, 1d6 jewelry items, 15% - 2 magic items and 40% - 2d8
and slightly larger than man-sized, ranging from 6ft to 7ft magic potions.
in height and from 180 to 250 lbs in weight. Their heads
are feline, closely resembling a jaguar’s, their bodies are Author and copyright holder: B.J. “Stranger” Poirot, 2006.
coated in a fine fur ranging from a rosetted tan to black,
and they have vicious retractable claws at the end of each
finger. Typically they will be garbed in a simple belt to AVIANT
hold pouches, weapons or tools. Other than this
occasional headdresses are the only clothing likely to be FREQUENCY: Uncommon
worn. Due to their feline heritage they surprise enemies NO. ENCOUNTERED: 3d8
on a roll of 1-3 (on a d6). SIZE: Medium
MOVE: 120ft /150ft in flight (max distance 30ft horizontal
For every 15 Atlaca encountered there will be a sub-leader 150ft vertical)
(3 HD, AC 4). If at least 45 are encountered there will ARMOR CLASS: 6
also be a male chieftain (4 HD, AC 3). This male will be HIT DICE: 2+2
accompanied by several wives, strong females with 12- ATTACKS: 3
14 hp. Along with the females, the chieftain will also have DAMAGE: 1d4, 1d4, 2d4 (2 talons, bite) or 1d3 x 3 (darts)
several guards of equal strength and status to the sub SPECIAL ATTACKS: Confusion, 20% Mimic
leaders. In this tribal aristocracy any male in the tribe may SPECIAL DEFENSES: None
challenge the chief to combat for rule after a monthly MAGIC RESISTANCE: Standard
sacrificial ritual. Although females are physically as strong LAIR PROBABILITY: 30%
as males they are not permitted to rule, although they INTELLIGENCE: Average
may serve as guards or sub-leaders. ALIGNMENT: Neutral
LEVEL/X.P.: 2/ 50 + 3/hp
When encountered, 25% of an atlaca group will be armed
with yaomitls and atlatls (javelins and throwers), 35% will Aviants are intelligent man-like birds, approximately 7 feet
be carrying quauholollis (Stone headed footman’s mace) in height, bearing a close resemblance to huge parrots.
and 40% will have macquahuitls (wood and obsidian Their wings and bodies are covered in bright-hued feathers
edged broad sword equivalent). of vibrant reds, blues, and greens, exact patterns differing
by individual. Although they have wings, they are almost
Every tribe will have a shaman, a male that does not breed completely flightless (see below for movement
and thus cannot challenge for rule. Shamans are 3+1HD information). Aviants have taloned hands at the mid-joint
creatures with AC 4, and have the following spell like of their wings, allowing them to make tools and hold
abilities: heal, entangle, plant growth, summon jaguar and objects with ease.
polymorph into a jaguar. A shaman will also carry several
bags containing the spores of an unknown tropical fungus, Aviants are social creatures, normally found deep in the
these are similar to dust of sneezing and choking except dense jungle. A brutal, tribal folk, they make their homes
they leave victims unconscious not dead. A shaman will in elaborate village-like rookeries in cliff caves or massive
always have a lower level apprentice working under him. trees. Aviants are omnivorous, but crave human meat
The most important function of a shaman is to oversee above all other meals, and form hunting groups to collect
sacrifices. This responsibility makes the shaman more this delicacy from tribal human settlements. It is not
important to the tribe than even the chief. uncommon to find human prisoners in aviant lairs, held
in captivity to be devoured at leisure by their cruel captors.
Any group encountered is likely to have slaves and Aviants are poor and graceless flyers, managing at most
prisoners. These individuals serve many purposes; they 30ft horizontally and 150ft upward. However, they have
will be used as labor, sacrifices, food and trade goods. strong, agile legs, able to carry them briskly through dense
Atlaca often trade with other races but they do not trust underbrush. The wings are predominantly used to help
them and will only work with them if it is to their own them hop over obstacles as they travel. The underside of
benefit. Although it is uncommon to find other humanoids Aviant wings is decorated with brilliantly-colored feathers
in an Atlaca village it is common to find jaguars roaming that, when displayed in rapid motion, can cause confusion
freely as they feel akin to each other. There is also the in foes or prey (save vs. petrifaction or stand confused
possibility that Jagweres will be present as well. for 1-2 rounds). Aviants use their wing plumage to throw
their victims into disarray, taking them prisoner or tearing
TREASURE: Individual: 2d6 electrum coins, 2d4 gold coins. ferociously with beak and talon. These creatures prefer
Lair: 10% - 1d8x1000 copper coins, 15% - 1d12x1000 attacking up close, but also make darts, thrown 3 at a

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An OSRIC™ Resource Monsters of Myth

time at a distance of 60 feet. They do not use swords or the jungle and hide. Female aviants lay 1-3 melon-sized
spears. eggs at a time, which are bright red with yellow spots.
These colorful eggs are fiercely guarded by the females,
Another oddity, not possessed by all of these creatures and brooding females spend much of the time in their
(20% likelihood), is the ability to mimic precisely the nests, keeping the eggs warm. Aviant eggs will fetch 300
sounds and words of creatures they hear. Aviant leaders gps in civilized towns, for the hatched young can be raised
with the mimicry talent will usually seek to draw prey and trained as effective guards and servants. A total of 3-
into traps and ambushes. 30 such eggs will be found in the various nests of an
aviant rookery. Transporting such eggs to civilization
For every 10 Aviants encountered there will be one requires great care, for the eggs require considerable heat
shaman (with the abilities of a 1st level cleric) and for to stay alive. Chicks captured in the wild remain malicious,
every 20 a chief with 5 HD and AC 4. On rare occasions and cannot be trained.
a powerful Aviant leader of 10 HD will unite individual
villages to wreak havoc on a grand scale, raiding larger Aviants speak their own language; only the shamans may
human settlements and even attacking fortifications. have some acquaintance with the common tongue.

When encountered in their villages, Aviant tribes will have TREASURE: 20% - 1d12x1000 copper coins, 30% -
between 20-30 males, 30-40 females, and 30-40 chicks 1d6x1000 silver coins, 10% - 1d4x1000 electrum coins,
(1 HD noncombatants). If attacked, chicks will flee into 50% - 1d4x5 gem stones, 20% - 1d3 jewelry items and
10% - 2 magic items.

Author and copyright holder: M. Ahmed, 2006.

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Monsters of Myth An OSRIC™ Resource

B Ballista Beast – Barrow Corpse – Bedlam Witch - Beguiler – Bewailing Cicadas – Bhannog

BALLISTA BEAST BARROW CORPSE

FREQUENCY: Very Rare FREQUENCY: Rare


NO. ENCOUNTERED: 2d6 NO. ENCOUNTERED: 1d4
SIZE: Medium SIZE: Medium
MOVE: 60ft MOVE: 120ft
ARMOR CLASS: 3 ARMOR CLASS: 5
HIT DICE: 4d8+1 HIT DICE: 4 initially
ATTACKS: 1 every 2 rounds ATTACKS: 1
DAMAGE: 2d6 DAMAGE: By weapon
SPECIAL ATTACKS: Tail club SPECIAL ATTACKS: Level drain (special)
SPECIAL DEFENSES: None SPECIAL DEFENSES: Immunities
MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 25% LAIR PROBABILITY: 100% (always in a barrow)
INTELLIGENCE: Animal INTELLIGENCE: Very
ALIGNMENT: Neutral ALIGNMENT: Neutral Evil
LEVEL/X.P.: 4/ 130 + 5/hp LEVEL/X.P.: 6/ 540 + 5/hp

Ballista Beasts are herbivorous reptiles resembling a cross Like other undead, Barrow Corpses are immune to mind-
between a giant tortoise and an anklyosaurus, but with a influencing effects, poison, sleep, charm, hold, paralysis,
bony structure resembling a ballista on their backs. From stun, cold, and disease. Holy water will inflict 2-8 (2d4)
this they can fire a huge chitinous spike resembling the damage per splash.
bolt of a ballista; they can store up to 6 of these spikes in
a special organ, and regenerate ammunition at the rate While in its barrow, a Barrow Corpse regenerates like a
of one spike a week. This weapon has a range of 300ft troll at the rate of 4hp per round, save from damage
and inflicts 2d6 damage per hit. inflicted by fire, holy water, or silver or magical weapons.
However, a non-magical weapon is capable of hitting
Ballista Beasts are believed to be formed by wizards from them. The touch of a Barrow Corpse will drain one life
the egg of a giant tortoise with infusions of manticore energy level, simultaneously conferring five stolen hit
blood. They have a long, clublike tail which they can use points on the monster (no saving throw, although the
to inflict 1d6 damage to a creature which is behind them. ‘Corpse must score a successful hit in combat to do this).
On a natural roll of 20, this tail will stun its target for 1d4 Note that these hit points are gained rather than healed,
rounds. and the Barrow Corpse can exceed its initial (rolled) hp
total by this method.
Variant: An underwater version made from a turtle rather
than a tortoise is believed to exist; this creature would Barrow Corpses are rendered helpless by sunlight and
have a swimming movement rate of 90ft. thus can easily be slain if caught outside their barrows
during the hours of daylight. While typically only one
TREASURE: None Barrow Corpse is encountered per barrow, a few of the
larger barrows may contain up to six of these monsters,
Author and copyright holder: Stuart possibly also featuring minor ancillary undead such as
“PapersAndPaychecks” Marshall, 2006. skeletons.

Each barrow will typically contain 2d100 gold pieces, from


1-6 randomly-determined pieces of jewellery, and may
even hold a magic item at the GM’s discretion.

TREASURE: See description

Author and copyright holder: Stuart


“PapersAndPaychecks” Marshall, 2006.

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An OSRIC™ Resource Monsters of Myth

BEDLAM WITCH them in combat, and reduces their armor class to 5. Also
75% of the time they will be encountered under the
FREQUENCY: Very Rare influence of a magical tonic that allows them to glide
NO. ENCOUNTERED: 1-7 about (to a maximum of 4 feet above the ground) moving
SIZE: Medium at 120ft.
MOVE: 90ft, flying 120ft
ARMOR CLASS: 10/5 (see below) All Bedlam witches can summon a devil or demon in 1-
HIT DICE: 3+3 or 6+6 10 turns if they know its name. Summoned demons or
ATTACKS: 1 devils always require a quality sacrifice before they will
DAMAGE: 1d4 or weapon consider aiding the witch. Some sort of a summoning
SPECIAL ATTACKS: See below chamber is required, as are special human fat candles,
SPECIAL DEFENSES: See below powders, blood inks, hair and the like.
MAGIC RESISTANCE: 15%
LAIR PROBABILITY: 20% Bedlam Witches are normally encountered with 2-8
INTELLIGENCE: Average to High magical devices in addition to those listed above. The list
ALIGNMENT: Chaotic Evil below is not exhaustive, and the GM is encouraged to
LEVEL/X.P.: Witch : 4/ 205 + 4/hp generate other witch-items as he sees fit.
Warlock : 6/ 865 + 6/hp
Some common magical devices:
Bedlam witches are hideous and extremely evil hags that 1. Potion of healing (2-12 hit points).
dwell in deep forests and swamps. They are quite cunning 2. Eyedrops of Infravision (24 hour duration).
and always of chaotic evil alignment. When encountered, 3. Wand of stinking cloud (1-3 charges, per the spell)
these witches always seem very old (which they may be) made of an oak twig.
and grotesque, often with disfigurements. Despite the 4. Poison darts 1-4 (death poison at +4 saving throw)
horrible appearance, they seem to be human, which they made from thorns.
are not ... entirely. The witch-race stems from both 5. Potion of paralysis (thrown, with a 10ft diameter area
prolonged interaction with evil beings and severe of effect and a duration of 1d10 turns).
interbreeding with their own kind over many eons. 6. Powder of mass charm (per the spell with a 10ft radius
Unspeakable rituals are also said to be possible, that can of the place where the bag is thrown; duration 1d6 rounds.
transform a human into one of these foul creatures. The 7. Springing Spiders (poisonous spiders packed into a
skin color of bedlam witches ranges from purple to green, ball are thrown up to 120ft, with a successful attack roll
with rough mole-covered skin. required. The victim must make a saving throw vs. poison
or die, as the ball breaks apart into thousands of biting
Bedlam witches are secretive, and prefer desolate and spiders).
lonely places in which to dwell and practice their form of 8. Ensnarement vine (a 10-30 foot vine that acts like a
black magic. These places are often, though, within 30 snake, winding around 1-2 victims. It follows the command
miles of small villages, towns or isolated roads where they of its controller, has an AC of 5, and has 1-3 HD. Move
can kidnap, torture or murder at will. These crones spend 150ft).
the majority of their time in their dark lairs, brewing 9. Levitation Twine (a cord 10-30 feet in length; anything
potions, magical powders, teas, ointments, and other tied to it levitates and seems weightless). These cords are
hideous concoctions, which they use themselves, or on often used to transport captured prisoners. The maximum
occasion sell or trade with other evil creatures. Bedlam weight for the twine is 1,000 pounds.
Witches are excellent poison brewers as well, and are 10. Voodoo doll (requires a belonging of the individual
occasionally visited by thieves and assassins who seek affected). The victim must save vs. magic or can be made
them out to buy their deadly goods (though such to do anything the possessor wishes. By injuring the doll
purchases are never cheap and usually require a trade in the witch can inflict 1d10 hit points per round until the
blood, such as an innocent village girl, or perhaps a valiant victim is killed. The witch must be able to see her victim
knight). for the voodoo doll to work (though this can be at any
distance, and may be done from hiding). The Voodoo
The magic used by Bedlam Witches is very old and Doll can also be used to cause severe pain to the victim.
primitive, mixing dark shamanism with devil worship. In Those who fail a saving throw against spells will suffer a
fact, all these Witches regularly communicate with devils penalty of -4 on all attack rolls and collapse from pain in
and demons, making sacrifices to them on a regular basis. 1-4 rounds.
11. Potion of transformation: Allows the witch to
90% of the time Bedlam Witches will be encountered polymorph into a giant rat, giant spider, giant viper, or
wearing an ointment that makes their skin both slippery giant scorpion, always retaining, however, the witch’s own
and tough. The ointment makes it very difficult to pin facial features. The effects last 1d10 hours. The affected

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Monsters of Myth An OSRIC™ Resource

person has all the powers of the transformed monster


and at the moment of transformation into the new form
regains any hit points lost before drinking the potion.
12. Mushroom Spores (either thrown in a bag, or the
mushrooms are planted along paths as a trap). When
the mushrooms are stepped upon they release their
spores in a fine gas like mist. 30% of the time these
mushrooms cause paralysis for 1d10 turns, and 70% of
the time they cause violent hallucinations for 1d10 turns.
During this time, the victim will attempt to deal with
whatever danger he perceives; but his perceptions will
be badly altered. BEGUILER
13. Enchantment oil (this oil is rubbed onto small ordinary
objects such as a book or pebble). Anyone viewing the FREQUENCY: Rare
affected object will see instead an item (such as a gem NO. ENCOUNTERED: 1d3
or powerful magical item) of such high value that the SIZE: Medium
viewer will become enchanted with it and run to it MOVE: 10ft
without caution. Once the item is touched, the illusion ARMOR CLASS: 6
disappears. This enchantment is often used to trick or HIT DICE: 8
trap a victim. ATTACKS: 1
DAMAGE: 2d4 (on an 18 or better suffocates for
Bedlam-witch potions, poisons and other items of additional 2d4)
bewitchment have a lifespan of 1-100 days (depending SPECIAL ATTACKS: Transform Mist and fog, surprise 1-
on the type), before they dissolve into a foul mud. 4 in 6
SPECIAL DEFENSES: Nil
Note: using witch magic is an evil act, as their potions MAGIC RESISTANCE: Standard
contain components of a questionable nature (often LAIR PROBABILITY: Nil
human or demi-human). Bedlam witches hate the sound INTELLIGENCE: Low
of breaking glass, and will flee the sound as they would ALIGNMENT: Chaotic Evil
from a 12th level fear spell. Therefore, glass is normally LEVEL/X.P.: 6/ 725 + 10/hp
removed from the lairs of these witches and the area
around them. There is a 30% chance that a Bedlam Witch A Beguiler is a telepathic entity, with the ability to ma-
will possess a familiar (of the various varieties described nipulate fog and mist into semi-solid shapes. By reading
for the magic user spell find familiar); witch-familiars are the minds of its prey it can determine what the victim
always of an evil disposition, if not evil alignment. most desires, and create a likeness of that thing, albeit
one that is obscured in surrounding mists. When a victim
When bedlam witches are found in groups of five or moves within the beguiler’s range, the beguiler will at-
greater they will be accompanied by a 6+6 HD male tack, changing into a dense column of fog that reaches
warlock. The warlock has all of the powers of a witch, out to suffocate its intended prey.
but can summon a type 1 demon for help in 1d10 rounds,
simply by concentrating. It is common for warlocks to Villagers report mothers and fathers lured into these
have the spellcasting power of a cleric or magic user of deadly mists to follow the image of a beloved child, a
4th or greater level in addition to their innate powers as family pet, or some other thing of great emotional signifi-
a member of the witchbreed. cance. Adventurers, likewise, may be duped into chasing
a useful object (such as a rowboat pulled upon a misty
All Bedlam witches can trace their bloodlines back at beach) or a fellow adventurer who seems to be wander-
least 300 years, and they have a hierarchy reflecting the ing off. Often, beguilers will lead dangerous prey into a
power of greater or lesser ancestors. situation where the beguiler will be able to attack with
an advantage (into quicksand, into thick undergrowth,
Bedlam witches speak the languages of many of the off the edge of a cliff etc.)
creatures they work with, as well as their own language
and the common tongue. Beguilers must have mist or fog to take form, otherwise
they cannot attack or be seen. A gust of wind spell will
TREASURE: Magical Items (see above) destroy a Beguiler.

Authors and copyright holders: M. Ahmed and S. Ahmed, TREASURE: None.


2006.
Author and copyright holder: M. Ahmed, 2006.

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An OSRIC™ Resource Monsters of Myth

BEWAILING CICADAS males, a painfully high-pitched shriek used to alert females


of the species to potential prey. During breeding season,
FREQUENCY: Rare the female cicadas need to consume blood, and are called
NO. ENCOUNTERED: 1d20 into the territory of watchful males by the piercing mating
SIZE: Small (1ft long) call. During this season, if a living creature of at least 3ft
ARMOR CLASS: 8 in size passes near a male, the cicada will vent its piercing
MOVE: 180ft flying shriek, audible up to a mile away. The males themselves
HIT DICE: 1 do not attack, and are difficult to find; they will normally
ATTACKS: 1 (female only) be concealed high in trees, motionless and relying upon
DAMAGE: 1d4 their natural camouflage.
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil Anyone within 300ft of a sounding male will be made
MAGIC RESISTANCE: Standard physically uncomfortable by the sound, suffering -1 to all
LAIR PROBABILITY: Nil attacks. In the radius of the sound it is not possible to
INTELLIGENCE: Animal concentrate well enough to cast spells.
ALIGNMENT: Neutral
LEVEL/X.P.: 1/ 14 + 1/hp A breeding call can summon as many as 20 female cicadas.
The females will be frenzied by the call, and do not make
These insects, resembling a cross between a fly and a morale checks. Females require a limited quantity of blood
moth, are named for the mating call produced by the to breed, and when any female has inflicted 10 hps of

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Monsters of Myth An OSRIC™ Resource

damage she will break off from combat and fly to the
signaling male.

TREASURE: None

Author and copyright holder: B.J. “Stranger” Poirot, 2006

.BHANNOG

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1
SIZE: Large (8ft tall)
MOVE: 120ft
ARMOR CLASS: -3
HIT DICE: 11
ATTACKS: 2
DAMAGE: 1d8+6/1d8+6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 60%
LAIR PROBABILITY: 40%
INTELLIGENCE: Genius
ALIGNMENT: Neutral Evil of natural materials, bone, and dead flesh. A bhannog
LEVEL/X.P.: 8/ 5,400 + 16/hp will often be guarded by flesh golems, voudoun golems
(q.v.), or other such products of her loathsome artistry.
Bhannogs are powerful giantess-hags, related to the annis
and greenhag, but far greater in both magical power and All bhannogs can cast Polymorph Self, Snare, and Charm
in the scope of their evil influence. Like other hags, Monster once per day.
bhannogs are tall, lean giantesses, avid eaters of human
flesh. They lair in remote places in the wilderness, such Once every three rounds, a Bhannog can unleash a
as deep forests, caves, isolated cottages, forgotten ruins, forking blast of lightning from her outstretched hands.
and even in deep dungeons or (rarely) small castles. A This ability (which requires the same casting time as a
bhannog’s lair is a frightful place, littered with bones, rife Lightning Bolt spell) functions exactly as per the spell (11th
with deadly traps, and often well-guarded by the hag’s level caster ability), but can be divided into as many as
slaves and golems (see below). five forks directed at different targets. The 11 dice of
damage are divided among the forks, as allocated at the
The presence of a bhannog in or near civilized lands is a time of casting.
dangerous blight, for although bhannogs prefer to work
indirectly through their agents and minions, they seek to To determine the class and level of a bhannog’s other
bring vast areas under their subtle dominion. A bhannog’s spellcasting powers, use the following table:
schemes and influences can rarely be traced directly to
the bhannog herself, who sits like a spider in the center D100 roll / Abilities
of a tangled web of many complex plans, most of them 01-45 / Casts spells as a druid of level 7-12 (1d6+6)
directed by her agents rather than directly by the hag. 46-60 / Casts spells as an illusionist of level 9-14 (1d6+8)
Although they often have good relations with Night Hags, 61-75 / Casts spells as a cleric of level 9-14 (1d6+8)
bhannogs are not extraplanar creatures. Their magical 76-90 / Casts spells as a magic user of level 8-13 (1d6+7)
powers are akin to druidism, but rooted in more ancient 91-99 / Combines the abilities of two kinds of spellcaster;
secrets of blood and darkness. roll twice on this table, ignoring any results of
91 or greater
Bhannogs are highly charismatic to certain monster types, 100 / Very powerful Bhannog, roll again to determine
and will often have hill giants, ogres, vulchlings, harpies, class, adding +6 to her casting level.
giant ravens, and/or several murders of crows (q.v.) in or
near their lairs. Lesser hags such as an annis or greenhag TREASURE: 2d4x100 gold coins, 1d6x10 platinum coins,
may also be found in the vicinity. Bhannogs will gladly 50% - 1d4 gem stones (x5), 60% - 1 non-weapon/non-
employ evil humans as agents in their nefarious and armor magic item and 1 magic potion
complex plots, and actively seek contact with potential
human agents. In addition to these followers, bhannogs Author and copyright holder: Matt “Mythmere” Finch,
are expert in crafting hideous servants for themselves out 2005.

15
An OSRIC™ Resource Monsters of Myth

C Caladrius –Cave Witch – Cavern Glazer – Centipedes, Nest of – Chalkeion, Men of Bronze – Clam, Giant

(Fresh Water) – Crab, Giant Fiddler – Crawling Corpse –Crows, Murder of

CALADRIUS CAVE WITCH

FREQUENCY: Very Rare FREQUENCY: Rare


NO. ENCOUNTERED: 1 NO. ENCOUNTERED: 1d3
SIZE: Small (4ft) SIZE: Medium (7ft tall)
MOVE: 360ft fly MOVE: 90ft (60ft swim)
ARMOR CLASS: 7 ARMOR CLASS: -1
HIT DICE: 1 HIT DICE: 5+3
ATTACKS: Nil ATTACKS: 1
DAMAGE: Nil DAMAGE: 2d6
SPECIAL ATTACKS: Nil SPECIAL ATTACKS: Strangling
SPECIAL DEFENSES: See Below SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 95% LAIR PROBABILITY: 50%
INTELLIGENCE: Supra-Genius INTELLIGENCE: Very
ALIGNMENT: Lawful Good ALIGNMENT: Lawful Evil
LEVEL/X.P.: 2/ 49 + 1/hp LEVEL/X.P.: 5/ 425 + 6/hp

A caladrius is a four-foot tall, white bird, quite similar in Cave witches are evil giantesses that live underground,
appearance to a crane. These legendary creatures are far from sunlight, which turns them instantly to stone.
great oracles and healers, though they are reclusive and They are extraordinarily ugly, with narrow faces and
seldom interfere in the affairs of mankind. In times of bulging white eyes without pupils. Cave witches can
great need, good-aligned individuals (and occasionally breathe water, but it is not their native element.
even those of the neutral alignments) may undertake
quests for the guidance of these birds, for they are A cave witch can spider climb at will (per the spell), and
rumored to give assistance when so asked. Such quests can cast stone shape once per day. In addition to the
generally entail considerable danger and difficulty for cave witch’s normal melee attack with a stone sword or
the seeker, for the caladrii cherish their solitude, and mace (2d6 damage), she may use her other hand to attack
make their nests only in the most remote of locations. at a range of up to 100 feet with her magical power to
choke opponents into unconsciousness. To use this
When found in their lairs, caladrii will often seem to be power, the hag simply points at any opponent in sight
in a meditative state, but they are always fully aware of and grips her hand into a strangling gesture. If she makes
their surroundings. They can never be surprised, due to a successful roll to hit, the victim feels the hag’s hand
their knowledge of the future. close around his throat and begins to choke. In the
following round, the victim must save vs. death, and must
After being visited in its lair, it is possible that a caladrius continue to make saving throws each round thereafter
will relocate to a new home. unless the hag is killed or chooses to switch to a different
target. Each successive round, the saving throw becomes
Caladrii have extensive knowledge in all the fields of progressively more difficult, with a cumulative –1 penalty
the sages, and are able to use all non-offensive clerical being added each round. When the target eventually fails
spells once per day as a caster of 20th level. They may the saving throw, he will fall into a coma for 1d12 rounds.
require compensation, normally completion of a quest, It is possible for a victim to attack and even to cast spells
in return for their aid. while being strangled in this fashion.

TREASURE: None Cave witch lairs frequently have underwater entrances,


but the living quarters will be dry, allowing use of the
Author and copyright holder: B.J. “Stranger” Poirot, 2006. hag’s cauldron and the other tools of her witchcraft. This

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Monsters of Myth An OSRIC™ Resource

17
An OSRIC™ Resource Monsters of Myth

equipment will be rudimentary by any standard, but may penalty to attacks and relevant saving throws, and can
contain items useful in preparing various magical move only at half normal speed. Opponents gain +2 to
concoctions. The giantess will always carry 1-2 potions hit the character. A character who is actually coated in
ready for use, in addition to any indicated in her treasure slime can move only 10ft per round if his strength is
trove. The lair will usually (60% chance) contain either 1- greater than 12, and if his strength is 12 or less cannot
4 giant centipedes or 1-2 large spiders. Cave witches may move at all until freed. Casting spells successfully while
be distantly related to trolls, and often cooperate with coated in slime will only be successful 50% of the time,
them. no dexterity bonus will apply to armor class, opponents
gain a bonus of +2 to hit, and the character’s attacks and
TREASURE: 50% - 1d8x1000 copper coins, 25% - saving throws will incur a penalty of –4. Depending on
1d6x1000 silver coins, 25% - 1d4x1000 electrum coins, the circumstances, of course, there may be other
25% -1d3x1000 gold coins, 30% - 1d8 gem stones, 20% consequences to being coated in slime, including sliding
- 1d4 jewelry items and 10% - magic sword, armor or down slopes and being unable to take equipment from
other magical item. containers that have been glued fast.

Author and copyright holder: Matt “Mythmere” Finch, Cavern glazers attack with their leech-like mouths,
2005. emerging when prey are thrashing about in distress. Once
a cavern glazer bites (1d4), it continues to eat for an
additional 1hp of automatic damage per round.
CAVERN GLAZER
Although cavern glazers are not intelligent, trial and error
FREQUENCY: Rare leads their trails to become better and better placed over
NO. ENCOUNTERED: 1d6+6 time. In consequence, well-established cavern glazer lairs
SIZE: Small have often evolved slowly into deadly natural traps. Such
MOVE: 10ft old lairs take excellent advantage of natural features such
ARMOR CLASS: 3 as pits or slopes to compound the danger of the slime
HIT DICE: 1 trails.
ATTACKS: 1
DAMAGE: 1hp The slime loses its lubricant properties after 2 hours, and
SPECIAL ATTACKS: Fasten to prey, Slime (see below) is no longer adhesive after 6 hours. Applying wine or
SPECIAL DEFENSES: None vinegar to cavern glazer slime causes it to immediately
MAGIC RESISTANCE: Standard lose both its lubricant and adhesive properties.
LAIR PROBABILITY: 80%
INTELLIGENCE: Animal TREASURE: 30% - 1d6x1000 silver coins, 25% - 1d2
ALIGNMENT: Neutral electrum coins and 50% - 1d4 gem stones. Lair: 40% -
LEVEL/X.P.: 3/ 80 + 1/hp 2d8 magic potions.

Cavern glazers are large snails, about the size of a cat, Author and copyright holder: Matt “Mythmere” Finch,
with thick, rock-hard shells resembling jagged cavern rock. 2005.
These scavengers leave thick, slippery trails of slime behind
them as they move. The slime is not particularly reflective,
and will normally go unnoticed unless a party of
adventurers is scrutinizing the floor for such hazards.

Anyone stepping into an area traveled heavily by cavern


glazers (or stepping directly onto a trail) will suffer the
effects of a virtually frictionless surface. The slime has no
traction upon stone, but sticks like a weak glue to other
substances; leather, skin, and metal. It is extremely difficult
to remain standing upon cavern glazer slime, and even
stepping back out of the trail makes little difference. Once
the slime adheres to boot leather it will remain there,
offering no traction against the stone floor. Falling onto a
slime trail (saving throw against wands) causes even more
debility, for the substance will glue armor to body, hold
backpacks closed, gum fingers together, etc., all while
granting no purchase whatsoever against stone surfaces.
A character with slime on his feet generally suffers a –2

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Monsters of Myth An OSRIC™ Resource

CENTIPEDES, Nest of TREASURE: Lair: 25% - 1d4x1000 copper coins and 20%
- 1d3x1000 silver coins.
FREQUENCY: Common
NO. ENCOUNTERED: 1d4 Author and copyright holder: Matt “Mythmere” Finch,
SIZE: Large (1ft diameter swarm) 2005.
MOVE: 30ft
ARMOR CLASS: 7
HIT DICE: 3 CHALKEION (The “Men of Bronze”)
ATTACKS: See below
DAMAGE: 1 hp automatic FREQUENCY: Very rare
SPECIAL ATTACKS: Poison NO. ENCOUNTERED: 6d10
SPECIAL DEFENSES: Immune to all but blunt weapons SIZE: Medium
MAGIC RESISTANCE: Standard MOVE: 120ft
LAIR PROBABILITY: 75% ARMOR CLASS: 5 (see below)
INTELLIGENCE: Animal HIT DICE: 5 or more (see below)
ALIGNMENT: Neutral ATTACKS: 2
LEVEL/X.P.: 2/ 95 + 3/hp DAMAGE: By weapon
SPECIAL ATTACKS: Nil
A nesting of centipedes is a vast collection of normal SPECIAL DEFENSES: Nil
centipedes, often combined with a few other sorts of MAGIC RESISTANCE: Standard
bugs that tend to share the same living space: cockroaches LAIR PROBABILITY: 5%
and spiders, generally. Such vermin are not appreciably INTELLIGENCE: Exceptional
dangerous individually, but when a great number of them ALIGNMENT: Neutral (lawful tendencies)
are disturbed at once they can present a serious threat. A LEVEL/X.P.: 3/ 130 + 5/hp
party will normally encounter a nest of centipedes by
accidentally disturbing the nest itself. Moving large The proud Men of Bronze are legendary for their martial
wooden beams and prying into ancient masonry entail prowess and ferocity. They appear as normal men (albeit
the risk of arousing one of these huge colonies. unusually handsome and well proportioned normal men)
with a deep reddish-brown skin tone and are typically
The centipedes of the nest are treated, for the sake of armed and dressed in antique fashion. The chalkeions
convenience, as a single monster. The nesting’s hit dice are the last remnants of a former age, and those few who
represent the amount of damage required to scatter and remain make their living as mercenaries, for they crave
kill enough of the swarming vermin so that, as a group, battle above all things. Their flesh is not literally bronze,
they no longer pose a threat. but it is exceptionally tough, giving them a natural armor
class of 5. In battle, they usually wear leather armor and
If a nest of centipedes manages to swarm over a character shields (which reduces their AC to 2), carry spears and
(either by landing on him or by moving around him), that javelins, and do not typically ride horses. In melee,
chalkeions function as berserkers, gaining 2 attacks per
character will sustain 1hp of damage per round
round and never needing to check morale. Because of
automatically from the resulting bites. Moreover, even if
their fearlessness and strict discipline they are highly
the character subsequently moves away from the central
sought after as mercenaries, but it is also well known that
mass of the nest, he will continue to sustain 1 hp of
the men of bronze place loyalty to their brethren and self
damage per round until a total of three rounds have been
preservation above their employers’ interests and will not
spend picking away and killing the centipedes which
obey orders which they perceive as foolish or suicidal.
remain on him. Other characters may assist with this task,
each lessening the time required by one round. For every 6 men of bronze encountered there will typically
be a sergeant with 6 hit dice, for every 12 a lieutenant
A centipede nest is immune to any damage other than with 7 or 8 hit dice, and groups of 30 or more are typically
that caused by a bludgeoning weapon such as a mace led by a captain with 10-12 hit dice.
(although the mere expedient of kicking and stomping
can inflict 1d2 hps damage with a successful hit). Any TREASURE: 50% - 10d4x1000 gold coins, 50% - 1d20x100
spell which affects an area rather than a single target (such platinum coins, 30% - 5d4 gem stones, 25% - 1d10 jewelry
as burning hands) will inflict double damage. items and 5% - 4 magic items and 1 magic scroll.
Additionally, 30% - 3d6x100 platinum coins, 90% - 10d8
For every five hit points of damage inflicted by a nest of gem stones, 80% - 5d6 jewelry items, 15% - 1 magic item
centipedes against a single opponent, there is enough and 70 % - 1 magic weapon, 1 magic armor and 1
poison injected into the victim’s body to cause paralysis miscellaneous magic item.
for 3-12 turns. Fortunately, the poison is relatively weak
(+2 on saving throw). Author and copyright holder: T. Foster, 2006.

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An OSRIC™ Resource Monsters of Myth

When the Leopard Clam hits with its tongue-like grabbing


muscle, the muscle wraps around the victim, drawing him
or her into the interior portion of the clam’s shell, which
clamps shut. Man-sized creatures are completely engulfed
within the interior cavity of the clam 50% of the time;
while 25% of the time 2 limbs are held, and 25% of the
time only one limb will be pinned. Creatures smaller than
man sized will be completely engulfed within the clam
70% of the time, have 2 limbs held 20% of the time, and
only 1 limb held 10% of the time. Creatures larger than
man sized are engulfed only 10% of the time, have two
CLAM, GIANT LEOPARD (FRESH WATER) limbs held 20% of the time, and one limb held 70% of
the time. The GM will randomly determine which limbs
FREQUENCY: Uncommon are held.
NO. ENCOUNTERED: 1d8
SIZE: Large Once the clam has a victim firmly in its grasp, it will dig
MOVE: 60ft in mud 120ft in open water itself back down into the mud at a rate of 6 ft. per round.
ARMOR CLASS: 6/-2 The person held by the clam must successfully make a
HIT DICE: 7-10 roll similar to bending bars and lifting gates to break free.
ATTACKS: 1 plus water jet If the victim has a hand free, he or she may attempt to
DAMAGE: 1d10 crushing fight the clam with a weapon.
SPECIAL ATTACKS: Surprises 1-3 in 6
SPECIAL DEFENSES: Water Jet (see below) The leopard clam can also blast opponents with a powerful
MAGIC RESISTANCE: Standard jet of water, inflicting only 1-3 pts of damage, but causing
LAIR PROBABILITY: Nil anyone hit by the torrent to make a saving throw vs.
INTELLIGENCE: Animal dragon breath or lose footing in the muddy surface (-1
ALIGNMENT: Neutral penalty).
LEVEL/X.P.: 6/ 700 + 8/hp to 8 /2400 + 14/hp
The thick tongue-like appendage and inner muscle of the
Giant leopard clams are very similar to normal freshwater clam has an AC of 6, while the exterior shell is very hard
clams, though gigantic in size. The outside shell is covered and has an AC of -2. The person held by the clam can
in a spotted pattern resembling the markings found on attack the muscle 100% of the time providing they have
leopards. a hand free, while those assisting can only reach the
muscle 25% of the time and otherwise must attack the
These massive clams inhabit deep mud banks in the very hard shell.
shallows of fresh water swamps, lakes, rivers and bays,
filtering out the nutrients of these rich environments. Many giant leopard clams (50% chance) contain a pearl
These clams can grow to enormous size (7-10 feet across the size of a chicken egg, worth 100-1,000 gp.
and weighing from 200-500 pounds). They are quite
mobile, and have quite a predatory nature. Due to their TREASURE: None
vast size, giant leopard clams are forced to supplement
their filtered diet with animal meat. When a leopard clam Author and copyright holder: M. Ahmed, 2006.
begins to feel hungry (often during dry spells when fewer
nutrients enrich the water) the clam moves to just below
the surface of the mud in which it lairs and extends a 3
foot long stalk with multiple eyes. The stalk is undetectable
(90%), appearing as a water plant or a drifting piece of
flotsam.

When prey moves within 10 feet, the main body of the


clam (including the massive shell) will quickly move to
the surface, open wide, and grab at its prey with a
powerful muscle that wraps around the victim. The clam
will pull victims into its shell (see below), which then snaps
shut. The clam then crushes the body (or portion of the
body) enclosed within the shell with tremendous force,
squeezing out juices which it then consumes with its
hungry filters.

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Monsters of Myth An OSRIC™ Resource

CRAB, GIANT FIDDLER If a 17 or higher is rolled with this larger claw, the crab’s
prey is pinned, causing an automatic 2-8 pts of crushing
FREQUENCY: Uncommon damage per round thereafter, and allowing the smaller
NO. ENCOUNTERED: 2d6 claw to attack at +2. Giant Fiddler Crabs often wait near
SIZE: Medium their burrow entrances for prey to wander by. They will
MOVE: 150ft dart out to attack, sometimes with many emerging
ARMOR CLASS: 5 simultaneously from one or more burrows. Once a victim
HIT DICE: 2 is pinned, a fiddler crab will attempt to carry or drag it
ATTACKS: 2 down into the burrow.
DAMAGE: 1d3/3d4
SPECIAL ATTACKS: Surprise from hole 50% (1-3 in 6) From 10 to 30 feet below the surface, the crab tunnels
SPECIAL DEFENSES: None will continue under the water, where the crabs will drown
MAGIC RESISTANCE: Standard the victim and then feed at leisure.
LAIR PROBABILITY: 70%
INTELLIGENCE: Animal Giant Fiddler Crab are social animals living in colonies.
ALIGNMENT: Neutral They communicate with one another using their claws to
LEVEL/X.P.: 2/ 36 + 2/hp gesture. They vary in color from fluorescent purple to
muddy green. Giant fiddler crabs have no interest in
Unlike the heavier species of giant crab, the giant fiddler treasure, but their lairs may contain the uneaten
moves quickly and surely on long, powerful legs. Giant belongings of their vicitims. The shell of the Giant Fiddler
fiddler crabs are well adapted to living on land, and can Crab is lighter and weaker than other species of giant
breathe air for a day before needing to re-submerge: they crab.
mix air with water stored in gill-like cavities within their
bodies, creating a foam of bubbles near their mouths as TREASURE: See description.
they breathe. Though they can be found in colonies
several miles inland (usually in marshy areas or along rivers Author and copyright holder: M. Ahmed, 2006.
in coastal regions) giant fiddler crabs prefer mud or dirt
(avoiding sand) close to the ocean, where they burrow
large interconnected chambers and tunnels to form CRAWLING CORPSE
colonies. Giant fiddler crabs are scavengers and hunters.
The females prefer scavenging, for their two small claws FREQUENCY: Uncommon
are not well suited for hunting or combat (damage 1-3/ NO. ENCOUNTERED: 2d10
1-3). The male of the species, however, has one massive SIZE: Medium
claw resembling a fiddle, along with a smaller one. The MOVE: 30ft
massive claw delivers 3-12 hp of damage to its victim. ARMOR CLASS: 9
HIT DICE: 1
ATTACKS: 1
DAMAGE: 1d6
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 50%
INTELLIGENCE: Non-
ALIGNMENT: Neutral
LEVEL/X.P.: 1/ 10 + 1/hp

Crawling corpses are created (usually unintentionally)


when animate dead is cast upon skeletons or corpses
with damaged legs, or when normally created undead
are damaged after being animated. A crawling corpse is
unable to move normally, and must pull itself along with
its arms.

These damaged undead, being of little use to their


creators, are seldom found under the direct control of
evil spellcasters. Bands of them often form, over time, in

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An OSRIC™ Resource Monsters of Myth

areas where large numbers of lesser undead have been influenced to attack (or otherwise provoked) they can be
created. quite dangerous. A murder of crows is treated for
convenience as a single entity, although it is actually made
A crawling corpse formed from a skeleton takes only half up of a hundred or so individual birds. The flock’s hit
damage from edged weapons. points are treated as a single number, and represent not
the survival of individual crows but the cohesion of the
TREASURE: None entire murder as an attacking unit. When the murder is
“killed,” it may represent the death of all the birds, or it
Author and copyright holder: Stuart may simply mean that the flock has been dispersed into
“PapersAndPaychecks” Marshall, 2005. panic and driven away.

The crows inflict an automatic 1d2 points of damage


CROWS, Murder of against any creature caught within the diameter of the
flock, which will always remain in a roughly spherical
FREQUENCY: Common shape as the individual birds swoop and peck at
NO. ENCOUNTERED: 1d4 opponents.
SIZE: Large (100ft diameter flock)
MOVE: 10ft/180ft fly Casting spells, of course, is completely impossible for
ARMOR CLASS: 7 anyone caught within the whirling cloud of vicious birds.
HIT DICE: 3
ATTACKS: See below A murder of crows takes no meaningful damage from
DAMAGE: 1d2 hp automatic piercing weapons such as spears, although polearms that
SPECIAL ATTACKS: None can be used in a slashing attack (halberds, bardiches and
SPECIAL DEFENSES: Immune to piercing weapons glaives, for instance) will inflict normal damage. Any spell
MAGIC RESISTANCE: Standard that causes damage in a general area (such as burning
LAIR PROBABILITY: 50% hands, cone of cold, etc.) will inflict double damage against
INTELLIGENCE: Animal a murder of crows.
ALIGNMENT: Neutral
LEVEL/X.P.: 2/ 95 + 3/hp TREASURE: Lair: 25% - 1d4x1000 copper coins and 20%
- 1d3x1000 silver coins.
A murder of crows is simply a large flock of normal crows.
Under ordinary circumstances, even a large group of these Author and copyright holder: Matt “Mythmere” Finch,
birds will not bother humans, but if they are supernaturally 2005.

22
Monsters of Myth An OSRIC™ Resource

D Dark Envoy – Deceived of Set – Demons –Drakes

DARK ENVOY Random changes table 2 - Limb subtable (d6)

FREQUENCY: Very rare 1 Grows talons (1d3 damage from natural claw attack)
NO. ENCOUNTERED: 1 (lose 2 DEX)
SIZE: Medium or Large 2 Boneless (limb useless)
MOVE: 240ft, flying 480ft; can pass freely through stone 3 Changed to tentacle (1d2 constriction damage from
or earth but not metal natural attack) (lose 2 DEX)
ARMOR CLASS: -8 4 Limb hugely enlarged (add 1 STR)
HIT DICE: 12+48 5 Limb hugely shrunk (lose 1 STR)
ATTACKS: 1 touch per round 6 Grows scales
DAMAGE: No hit point damage (see below)
SPECIAL ATTACKS: See below Random changes table 3 - Tail subtable (d4)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Totally immune, with a few 1 Lion-like tail
specific exceptions 2 Serpentine tail
LAIR PROBABILITY: Nil (75% on lower outer planes) 3 Scorpion tail (venomous stinger, 1 damage, save or
INTELLIGENCE: Genius or higher die)
ALIGNMENT: Evil (80% Neutral, 10% Lawful, 10% 4 Rabbit tail
Chaotic)
LEVEL/X.P.: 9/ 5950 + 16/hp Random changes table 4 - Chest/abdomen subtable (d4)

Dark Envoys are senior creatures from the Lower Outer 1 Additional limb sprouts from chest or abdomen
Planes. They are different in some fundamental way from (subtable 2)
Demons, Daemons, Devils etc., and may be formed 2 Grows scales
naturally from the evil essence of the planes themselves, 3 Grows thick fur or hair
rather than merely inhabiting them. They are occasionally 4 Grows chitinous shell (unarmored AC decreases to
at odds with the other planar denizens, and occasionally base 7)
found supporting them.
Random changes table 5 - Head subtable (d6)
Their touch causes no damage, but it corrupts. A character
who is touched by such a creature should roll 2d3 for 1 Grows horns or antlers
each of his or her stats. If the result is an even number, it 2 Nose/ears massively enlarged
is subtracted from the stat; if it is an odd number, it is 3 Nose/ears fall off
added (racial minima/maxima override this, so no human 4 Eyes are now on stalks like a slug
may have a stat higher than 18 or lower than 3 as a result 5 Cyclops (one single eye, depth perception lost, -2 on
of this process). missile attacks)
6 Grows huge tusks (1d3 damage natural attack)
There will be cosmetic changes in the character as well, 7 Grows fangs like a beast (1d2 damage natural attack)
so he or she may grow scales, talons, a forked tongue, a 8 Grows huge beard (if female non-dwarf)/loses beard
tail, or suffer some other strange effect chosen by the and ability to grow one (if male or dwarf)
GM or in accordance with the table provided below:
Random changes table 6 - Special (d4)
Random changes table 1 - Body part affected (d%)
1 Victim’s gender changes
01-20 Right leg 2 Victim is infected with advanced leprosy, highly
21-40 Left leg infectious - Remove Curse followed by Cure Disease
41-45 Tail (added to creature if tail not already possessed) necessary to cure
46-55 Abdomen 3 Victim’s whole body changes color randomly
56-65 Chest 4 Small, useless wings sprout from back (insectoid, avian
66-75 Right arm or bat-like, equal chance of each)
76-90 Left Arm
91-99 Head In addition, there is a 50% chance per touch that the
00 Special result character will immediately become Evil (his or her
alignment on the Law/Chaos/Neutrality axis will remain

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An OSRIC™ Resource Monsters of Myth

unchanged, so a Chaotic Good character would become DECEIVED OF SET, The


Chaotic Evil but a paladin would be Lawful Evil).
FREQUENCY: Very Rare
All of the effects of the Dark Envoy’s touch are effective
against any creature, including undead, short of demigod NO. ENCOUNTERED: 1d6
status. They can travel freely through the planes, at will, SIZE: Medium
unless banished (see below). MOVE: 120ft (See Below)
ARMOR CLASS: 3
Dark Envoys are immune to all magic save as noted below. HIT DICE: 5+3
They are immune to weapons of less than +2 value and ATTACKS: 1
invulnerable to the special attacks of most creatures (level DAMAGE: 1d8
drain, turn to stone, etc.) SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See Below
They exist only to further the cause of evil, preferably by MAGIC RESISTANCE: See Below
converting formerly good-aligned creatures to the evil LAIR PROBABILITY: 100%
cause. INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
Dark Envoys can be turned by a good-aligned cleric or LEVEL/X.P.: 4/ 350 + 6/hp
paladin as a special on the cleric/undead matrix.
The Deceived of Set were once priests of Set. Greedy
The following spells will work on them:
and sadistic, they were misled by their superiors into
Magic missile will cause full normal damage thinking that they would be granted great status in the
Dispel Evil has a 50% chance of banishing the creature afterlife by performing a series of hideous rituals upon
back to its home plane for 101 years themselves. However, these rituals instead cursed them,
Holy Word will stun and deafen them, rendering the condemning them to an eternity of torment and madness.
creature helpless for 1d4 rounds
A Death spell, Power Word: Kill, Slay Living or any other A Deceived of Set in many ways resembles a mummy,
similar spell which directly causes death will heal them to but its head has been removed and replaced with the
full hp rotting skull of an ass. A high-pitched keening continually
Globe of Invulnerability or Anti-Magic shell prevents their emanates from the monster.
touch from working inside its radius but will not otherwise
harm them While the Deceived of Set can deliver a savage bite, their
Wish, Limited Wish or Alter Reality can only be used to preferred method of attack is a cone of negative energy
banish the creature to its home plane for 101 years, that has a range of 30ft. All in the cone who fail a save vs.
otherwise will not affect them
poison will lose 1-6 points of constitution, and any who
reach a constitution of 0 will die. Con points will return
Unlike Demons, Devils or Daemons, a Dark Envoy slain
at a rate of 1 per day. The Deceived of Set can emit this
on any plane is permanently and irrevocably dead.
cone 3 times/day.
Rumors persist of special Dark Envoys which have
spellcasting powers equivalent to a Wizard (11th-14th When encountered it will always be found secured to
level) or a High Priest (11th-14th level). the floor, a pillar or wall by an elaborately-wrought chain,
which is an integral part of its curse. As long as the
A Dark Envoy will always wear a heavy gold crown, Deceived of Set is secured by the chain it has the following
studded with precious jewels. The value of such a crown extra abilities beyond those already stated: regeneration
is 50,000-100,000 gold pieces (1d6+4 x 10,000). They at 3 hp/round, immunity to turning, and can only be hit
will have no other treasure. by +2 or better weapons. Holy water (which causes 2-8
hp damage) and holy weapons will cause damage that
Description: A Dark Envoy is a large humanoid with no the Deceived will not be able to regenerate. These
eyes, nose, mouth, hair, ears or fingernails. They are additional abilities are lost as soon as the Deceived is
sometimes naked, sometimes wear cowls or robes and released from its bonds. It takes 2 rounds to unwrap a
may be mistaken for liches. The creature’s skin is a glossy Deceived of Set from its chains. The chain can be
jet black.
physically broken in 1 round (a bend bars/lift gate roll is
required) or the chain may also be broken by magical
TREASURE: See text.
means. It should be noted that anyone trying to remove
Author and copyright holder: Stuart the chain will be subject to a bite attack.
“PapersAndPaychecks” Marshall, 2006.

24
Monsters of Myth An OSRIC™ Resource

TREASURE: 10% - 1d8x1000 copper coins, 15% -


1d12x1000 silver coins, 15% - 1d8x1000 electrum coins,
50% - 1d6x1000 gold coins, 30% - 1d10 gem stones,
25% - 1d6 jewelry items and 15% - 2 magic items and 1
magic potion.

Author and copyright holder: Tony “Wheggi” Rosten,


2004-2005.

DEMONS

Demons all share certain characteristics and immunities.


If you are using this supplement with the OSRIC™
rulebook, assume that all creatures from the Outer Planes
take half damage from acid, cold, fire and electricity.
Other 1e-compatible rulesets may have particular rules
for demons, devils, or other creatures from the Outer
Planes which vary according to the creature’s plane of
origin; consult the relevant text for details.

JHABARA DEMON (Demon With Matted Hair)

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1d3
SIZE: Large
MOVE: 120ft
ARMOR CLASS: -1 (See below)
HIT DICE: 10-12
ATTACKS: 2
DAMAGE: 2d12 (Bite), 1d12 (Strangle)
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: Entangle in hair (see below)
MAGIC RESISTANCE: 30%
LAIR PROBABILITY: 50%
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 8/ 2700 + 3/hp

Scholars debate if Jhabara demons are actually demons,


or powerful evil spirits of another ilk manifesting in
grotesque physical form. Jhabara demons stand 10-12
feet tall, have large saucer shaped eyes, a deadly hawkish
beak, 2 large tusks and are covered in thick, long matted
hair which they can control to some degree.

Any weapon used against the creature has a 75% chance


to become tangled in its matted hair. Arrows and other
lightweight missile weapons have no effect on these
When not bound by the chains, the Deceived of Set are monsters, as they are unable to penetrate the depth of
treated as mummies on the cleric/undead table. Sleep, the thickly-grown hair. When a creature moves within
charm and other mind-influencing spells do not affect range of the demon’s hair, the matted locks reach out to
these creatures. twine around and strangle the victim in addition to the
demon’s normal bite attack. A hit by the Jhabara demon
The Deceived of Set care not for treasure and have none indicates the creature is held fast (held victims can attempt
that they call their own, yet are often imprisoned in tombs to break free using Bend Bars/Lift Gates). Once held,
along with items of value. the Jhabara may attempt to strangle its victim to death

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An OSRIC™ Resource Monsters of Myth

(1d12 damage per round), pull the held creature toward Punjar demons may be hit only with a +1 or better magic
its mouth to eat, or move its victim in any way weapon, or by normal silver weapons. Darkness caused
advantageous to the demon. Jhabara frequently haunt by a punjar demon is of a 15ft radius. A punjar demon
thick forests or remote dungeons. They hate all living has the ability to do any of the following, one at a time, at
beings, torturing and killing those unfortunate to come will: detect invisibility, telekinese 3,000 gp weight, gate
across their paths. in a Type 2 demon (20% chance of success).

TREASURE: 25% - 1d6x1000 copper coins, 30% - Sages and demonologists are uncertain whether punjar
1d6x1000 silver coins, 35% - 1d6x1000 electrum coins, demons are truly demonic entities, malevolent spirits, or
40% - 1d10x1000 gold coins, 20% 1d4x100 platinum creatures from the elemental plane of earth. They can be
coins, 60% - 4d10 gem stones, 50% - 3d10 jewelry items, hedged out by protective spells, and have all the other
30% - 3 magic items. characteristics of demonkind.

Author and copyright holder: M. TREASURE: 50% -


Ahmed, 2005. 1d8x1000 copper
coins, 25% - 1d6x1000
silver coins, 25% -
PUNJAR DEMON 1d4x1000 electrum
coins, 25% -1d3x1000
FREQUENCY: Very Rare gold coins, 30% - 1d8
NO. ENCOUNTERED: 1 or 2d4 gem stones, 20% - 1d4
SIZE: Large (see below) jewelry items and 10%
MOVE: 90ft - Magic sword, armor or
ARMOR CLASS: -2 other magical item
HIT DICE: 5, 7, or 9
ATTACKS: 4 + bite Author and copyright
DAMAGE: 1d6/1d6/1d6/1d6/1d12 holder: Matt
SPECIAL ATTACKS: See below “Mythmere” Finch,
SPECIAL DEFENSES: See below 2005.
MAGIC RESISTANCE: 55%
LAIR PROBABILITY: 95%
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
LEVEL/X.P.: 7/ 800 + 13/hp SHADOW CAT
8/ 1000 + 14/hp
8/ 1400 + 16/hp FREQUENCY: Very Rare
NO. ENCOUNTERED: 1
These demons are roughly humanoid in form, but barely SIZE: Large
so. They have two legs supporting a vast, four-armed torso, MOVE: 120ft/240ft
and a head with faces at both front and back. The mouths ARMOR CLASS: -3
of a Punjar demon are filled with a grotesque tangle of HIT DICE: 10+4
tusks and fangs. The two faces of any particular demon ATTACKS: 3
are identical to each other, but they vary considerably DAMAGE: 2d4/2d4/2d6
from demon to demon. Most punjar demons have either SPECIAL ATTACKS: See below
one or three eyes per face, and many have the faces of SPECIAL DEFENSES: +1 or better weapon to hit
an elephant or tiger rather than a human-like visage. MAGIC RESISTANCE: 75%
LAIR PROBABILITY: 10%
Punjar demons are unlike other demons (and may indeed INTELLIGENCE: Genius
be a different sort of entity entirely) in that they spend ALIGNMENT: Chaotic Evil
most of their time quiescent upon the material plane.
LEVEL/X.P.: 8/ 3750 + 14/hp
Their bodies become stone while the demonic spirit roams
in other strange dimensions and planes of existence, until
The shadowcat demons are proud and cunning,
the demon is awakened by some activity in the vicinity
dangerous to summon and resourceful in battle. A
of its physical body. A punjar demon’s quiescence can
summoned shadowcat revels in the battle of wits between
last for centuries, especially if the physical body is hidden
itself and the one seeking to control it. Even when the
away in a forgotten or inaccessible place.
shadowcat has escaped a summoner’s control, it will often
choose not to reveal this fact, cooperating but toying
A punjar demon with 5 HD is 8ft tall, a 7 HD demon is
with the doomed spellcaster much as a cat plays with its
10ft tall, and the great 9 HD punjar demons can be as
prey before dealing the death blow.
large as 12ft in height.

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Monsters of Myth An OSRIC™ Resource

DRAKES

Drakes are draconic creatures, but are usually far inferior


in power and intellect to the true dragons. Drakes appear
in many different varieties, two of which are described
below.

DRAKE, Guardian

FREQUENCY: Uncommon
NO. ENCOUNTERED: 1d6
SIZE: Medium
MOVE: 60ft walking or 120ft flying
ARMOR CLASS: 5
HIT DICE: 4+4
ATTACKS: 2 bites
DAMAGE: 1d6+1 plus poison per bite
SPECIAL ATTACKS: Venom
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 25%
INTELLIGENCE: High
ALIGNMENT: Lawful (good, evil, or neutral)
LEVEL/X.P.: 4/ 245 + 5/hp

Guardian drakes resemble small, feather-winged dragons,


A shadowcat demon’s native form is that of a huge black with a second head at the end of the serpentine tail. Like
panther with feathered wings. When airborne, a
wyverns, these two-legged drakes have no front legs. The
shadowcat can plane shift, bearing a rider with it across
the gulfs of existence. It is a favorite tactic to bring riders wing feathers have colors determined by the drake’s
into places where the rider’s survival may suddenly alignment: white wings correspond to lawful good, black
depend upon the shadowcat’s assistance, thereby turning to lawful evil, and grey to lawful neutral. Guardian drakes
the tables upon one who dared try to control the demon. stand about 6ft tall when fully extended. Due to the two
heads, a guardian drake cannot be surprised, and one
The darkness caused by a shadowcat demon is 10 feet in head is always awake while the other sleeps. In combat,
radius, at will. All shadowcat demons can employ the the Guardian Drake’s bite (from either head) delivers a
following special abilities once per round at will, one at a quick-acting paralysis venom; if the victim fails the saving
time: create illusion (as per the wand), detect magic, throw he will be paralyzed for 1d6 x 10 minutes.
polymorph self, plane shift (if airborne), teleport (if
airborne), mirror image, telekinese 5,000 gps weight, gate These odd creatures are often witty and bitingly sarcastic.
in a demon of type 1-3 (determine randomly) (50%
They are commonly found serving as bodyguards for
chance).
powerful mages who have bound them by oath to loyal
A shadowcat demon may breathe a cone of cold (save service. While fulfilling an oath of duty, a guardian drake
vs. breath weapon) for 10d6 points of damage as many cannot be swayed from its duties. If not serving under an
as three times per day. oath, they can be made to swear an oath by defeating
them in a battle of wits, riddling being one of their favorite
All of the shadowcat demons have individual names: of pastimes. Oaths cannot be made to last for more than a
these, Hezeriah, Malchronor, and perhaps one other are year and a day of service.
known in the lore of black magicians.
TREASURE: 20% - 1d12x1000 copper coins, 30% -
TREASURE: Lair: 50% - 10d4x1000 gold coins, 50% - 1d6x1000 silver coins, 10% - 1d4x1000 electrum coins,
1d20x100 platinum coins, 30% - 5d4 gem stones, 25% - 25% - 1d6 gem stones, 20% - 1d3 jewelry items and 10%
.1d10 jewelry items and 5% - 4 magic items and 1 magic - 2 magic items.
scroll.
Author and copyright holder: Sean “Stonegiant” Stone,
Author and copyright holder: Matt “Mythmere” Finch, 2006.
2006

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An OSRIC™ Resource Monsters of Myth

DRAKE, Red Troll requiring the victim to save vs. poison or become infected
with a burning fever. This illness will reduce the sufferer’s
FREQUENCY: Rare strength and dexterity scores by 2 points each for a
NO. ENCOUNTERED: 1 duration of 3 days, after which a system shock roll must
SIZE: Large (8ft tall, 16ft long) be made. Failure will result in the spontaneous combustion
MOVE: 150ft/240ft of the victim’s entire body, leaving behind naught but a
ARMOR CLASS: 3/6 greasy black smear. The bite of these beasts delivers a
HIT DICE: 9+5 similarly dire poison in addition to its base damage of
ATTACKS: 3 2d6+4.
DAMAGE: 1d6/1d6/2d6+4
SPECIAL ATTACKS: Poison, tail attack Description: Light and lean of build, with a serpentine
SPECIAL DEFENSES: Regeneration, fire resistance (half) body and distinctive horned nose, the red troll-drake looks
MAGIC RESISTANCE: Standard much like a small, thin red dragon. The long tail and tongue
LAIR PROBABILITY: 60% both end in a spade-shaped bony plate, the wings are
INTELLIGENCE: Exceptional carried high on the back, and a thick bristle of wiry fur
ALIGNMENT: Chaotic Evil hangs from their chins.
LEVEL/X.P.: 7/ 3000 + 14/hp
Treasure: 25% - 1d6x1000 copper coins, 30% - 1d6x1000
The red trolldrake is a cunning and vicious manipulator, silver coins, 35% - 1d6x1000 electrum coins, 40% -
virtually the equal of a true dragon in many respects. 1d10x1000 gold coins, 1d4x100 platinum coins, 60% -
Possessed of exceptional intelligence and the ability to 4d10 gem stones, 50% - 3d10 jewelry items, 30% - 3
speak many humanoid languages, these creatures will magic items.
frequently be found ruling one or more powerful
humanoid tribes. Ruling through fear and intimidation, Author and copyright holder: Chris “Bones McCoy”
the beasts will wreak havoc on the surrounding civilized Hopkins, 2006.
lands. They enjoy rapine and slaughter to such a degree
that they will often accompany their troops on particularly
choice raids, taking many captives for later food and sport. DROWAD
As greedy as any dragon, these beasts will invariably
amass an impressive horde of treasure - no doubt leading FREQUENCY: Very rare
to the dangerous attentions of equally greedy NO. ENCOUNTERED: 6d6 (in lair); 1d6 (wandering)
adventurers. SIZE: Medium
MOVE: 120 ft
These creatures possess neither breath weapon nor magic ARMOR CLASS: 6
use. They are resistant, but not immune, to fire (half or HIT DICE: 5 or better
quarter damage from any fire-based attacks). They ATTACKS: 1
regenerate as does a troll (hence the name), but DAMAGE: By weapon (usually dagger +1)
regeneration begins immediately after receiving damage, SPECIAL ATTACKS: See below
rather than 3 rounds later, and is stopped by acid and/or SPECIAL DEFENSES: See below
cold damage rather than fire. MAGIC RESISTANCE: 60%
LAIR PROBABILITY: 90%
A trolldrake’s belly is not armored, although it has a tough, TREASURE: See below
leathery hide. Unless the creature is airborne, the INTELLIGENCE: Exceptional to Genius
underbelly is difficult to attack. Unless the drake attempts ALIGNMENT: Chaotic Evil
to bite, it is ordinarily not possible to attack the underbelly, LEVEL/X.P.: 5/ 340 + 4/hp
and even then only the person the drake is trying to bite
can make the attack. If a thief meets all the other Drowads are to Dark Elves as Dryads are to the goodly
conditions required to backstab, he may dive beneath elves of the surface. All Drowads are female, and they
the drake from any point along its rear flank and stab the breed with Dark Elf males for continuance.
underbelly, gaining the ability to attack against the inferior
armor class and do multiple damage. Deep beneath the earth there are great forests of fungi,
of many strange and varied kinds. The greatest of these
Winged and capable of flight, these sadistic creatures fungi have rigid structures for stems, which bear an
possess long tails that end in a bony plate of considerable outward resemblance to the trunks of great trees, and it
sharpness, somewhat resembling the triangular head of is these fungi which serve as the habitat of the Drowads.
a spade. Should any foe attack the creature from the It is rare for a Drowad to be far from her fungus for long.
flank or rear they will expose themselves to a tail attack,
a successful hit dealing 1-12 points of damage and

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Monsters of Myth An OSRIC™ Resource

Drowads are weak in combat. They use the attack tables Drowads are renowned for their potions. From the weird
of magic users, and do not receive any of the bonuses spores of the strange fungi they tend, they are able to
from high ability scores which their cousins the Dark Elves manufacture potions of many kinds. They are the ultimate
receive; neither can they fashion the strange semi-magical source of the sleep potions employed by the Dark Elves,
equipment used by the Dark Elves, nor do they show and they possess this substance in abundance - all
much interest in technology. However, the Dark Elves Drowads automatically carry 1d4 such potions. There is
do keep them supplied with the +1 daggers they prefer a 25% chance that any given Drowad will be carrying
for situations where combat is unavoidable. other potions as well, typically ones of immediate, general
purpose value such as invisibility or healing,
Despite this seeming weakness, Drowads are dangerous
foes because of their powerful spell-like abilities. All adult Although Chaotic Evil, Drowads are not automatically
Drowads may use the following spell-like powers at will, hostile and will usually not fight unless this is clearly the
once per round: Charm person, darkness 15’r, silence best course of action. Their preferred approach with
15’r, sleep. In addition they may affect undead as a 6th- intruders into their realm is to control them using charm;
level evil cleric does. Once per day, they may use the if this fails, they will negotiate or even bribe intruders to
following additional spell-like powers: Transport via fungi leave or do their bidding. However, the chaotic nature
(exactly as the Druid spell transport via plants save that of Drowads means that they cannot be trusted to stick to
fungi, obviously, are those affected), fungus form (exactly their deals and there is a good chance they will renege if
as the Druid spell tree save that the form involved must they can gain benefit from doing so.
be a fungus), and ESP. All of these effects take 1 segment
to cast and require no material component. Drowads have little use for most treasure, but prize small
and delicate items of personal jewellery. A typical Drowad
Over and above these powers, some Drowads (typically will wear 50-500 gp worth of rings, earrings, toe-rings,
10% of their number) will possess the abilities of a magic anklets, bracelets, necklaces and similar things, usually
user (75%) or cleric (25%) of 1st to 11th level (2d6-1). finely-wrought in filigree and marvellously light.

Owing to their limited combat abilities, Drowads will TREASURE: See text.
typically accumulate undead such as skeletons, zombies
or ghouls to bear the brunt of any fighting which might Author and copyright holder: Stuart
be necessary. “PapersAndPaychecks” Marshall, 2006.

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An OSRIC™ Resource Monsters of Myth

E Earth Brawler – Earwig, Giant – Eelkrake - Enteledont – Ercinee

EARTH BRAWLER

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1d8
SIZE: Large (8ft tall)
MOVE: 60ft
ARMOR CLASS: -3
HIT DICE: 8
ATTACKS: 2
DAMAGE: 2d12/2d12
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: Nil
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 8/ 6500 + 10/hp

The aptly-named Earth Brawlers hail from the Elemental


Plane of Earth, where they serve as shock troops for the
lords of evil earth elementals. What differentiates these
creatures from standard earth elementals is their size, their
cunning, and their special defenses and attacks.

Earth Brawlers are typically sent to the Prime Material


Plane by elemental princes to destroy some structure
which offends the prince; underground construction and
buildings composed of mined stone are typical targets.
Acting in concert, a full complement of eight Earth
Brawlers can easily destroy a small keep in less than a
half-hour by rending stone and wood as easily as paper.
A mace of disruption functions as a disintegrate spell
In individual combat, the Earth Brawler is a fierce against an Earth Brawler. Even if the creature makes a
opponent, striking with its great mallet-like fists. The Earth saving throw vs. spells, it will still take 1d6 points of
Brawler despises weapons of any kind, and will attempt additional damage from the weapon.
to disarm opponents by destroying their weapons. If an
Earth Brawler makes two successful attacks in a single Earth Brawlers, like most earth elemental creatures, may
round, one of them will always be against any weapon (if move through earth at will. If struck by a phase door spell
present) wielded by an opponent. If the weapon fails an during transition into a wall or otherwise, the Earth Brawler
item saving throw (any magical bonuses apply), it is will be stunned for 1d12 rounds. If struck by a maze spell
crushed to uselessness by the power of the Earth Brawler’s during movement attempts, the Brawler will become
mighty blow. confused (as the spell) and wander off aimlessly. Other
spells are proof against the Earth Brawler as normal.
Earth Brawlers have no fear of weapons: the most damage
any sharp weapon (including darts, arrows, spears and Earth Brawlers have no lairs as such, but on the Elemental
other such missiles) can do to an Earth Brawler’s stony Plane of Earth they reside in barracks-caves waiting for
carapace is 1 hp (plus any relevant strength or magical their masters’ orders.
bonuses). Blunt weapons, such as warhammers, maces,
flails etc., inflict full damage. Note: a sword of sharpness TREASURE: Individuals: 50% - 1d4 gem stones.
or a vorpal sword will do full damage to the Earth Brawler
due to their fantastically sharp, magical edges. Author and copyright holder: Bill Silvey, 2005.

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Monsters of Myth An OSRIC™ Resource

EARWIG, giant Giant Earwigs are a semi-communal insects that live in


mines, tunnels or caves. A typical burrow complex can
Male Female house anywhere from 1-8 females as well as eggs, young
FREQUENCY Rare Rare and males. The availability of food in the area will
NO. ENCOUNTERED 1-40 1-8 determine how large the complex is. Each female will
SIZE Large Large have her own chamber separate from the others, which
ARMOR CLASS 5 2 will contain up to 6 eggs and young.
MOVE 150ft 150ft
HIT DICE 4 6 Young have 2HD and 8AC and do 1d4/1d6 damage.
ATTACKS 2 2 They may not trap medium size or larger targets.
DAMAGE 1d6/2d6 1d8/3d6
SPECIAL ATTACKS Nil See below Males will never be found in a female’s chamber except
SPECIAL DEFENSES Nil Nil to leave food. In the complex males will be found in small
MAGIC RESISTANCE Standard Standard groups of 3 or 4 in communal chambers. Males will always
LAIR PROBABILITY 10% 80% outnumber females at least 3 to 1. Any treasure will be
INTELLIGENCE Animal Animal scattered about the complex. When encountered outside
ALIGNMENT Neutral Neutral the lair a group of 1 – 6 Earwigs is all that is likely to be
LEVEL/XP 3/ 60 + 4/hp 5/ 275 + 6/hp encountered. Of these, no more than 1 is likely to be a
female, as females with young remain in their burrows. It
The most distinguishing characteristics of giant earwigs is is also possible to run into small groups in search of a
the pincer, which extends from the rear of the abdomen new residence.
half the length of the insect’s body (a giant earwig with a
six-foot body will have pincers three feet in length). These TREASURE: Lair: 50% - 1d8x1000 copper coins, 25% -
can be used to attack not only behind the creature but to 1d6x1000 silver coins, 25% - 1d4x1000 electrum coins,
its side and over its head directly in front of it. The male’s 25% -1d3x1000 gold coins, 30% - 1d8 gem stones, 20%
pincers are pointed and capable of entrapping victims - 1d4 jewelry items, 10% - Magic sword, armor or other
on a hit roll of 19 – 20. The females’ pincers have blade magical item, and 60% - 1 non-weapon/non-armor magic
like edges that do 3-18 hp of damage and do double item and 1 magic potion.
damage on a 19 – 20. (If the next pincer attack by a
female on a trapped victim rolls 20 it will result in a severed Author and copyright holder: B.J. “Stranger” Poirot, 2006.
limb(saving throw vs. paralysis may apply)). All attacks on
a trapped victim automatically hit.

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An OSRIC™ Resource Monsters of Myth

EELKRAKE have an affinity for those of evil alignment, and can be


unpredictable and vicious toward those of good
FREQUENCY: Rare alignment.
NO. ENCOUNTERED: 1d6
SIZE: Large (10ft body) Although the eelkrake has a deadly bite, it will normally
MOVE: 90ft (180ft fly) commence an attack by trying to grab and hold an
ARMOR CLASS: 7 opponent. If the monster hits the same opponent
HIT DICE: 10 successfully with both claw attacks, it will have seized
ATTACKS: 1 (bite) or 2 (claws) him securely enough to prevent escape and restrict
DAMAGE: 2d6 or 1d8/1d8 movement, allowing the eelkrake to inflict automatic claw
SPECIAL ATTACKS: Hold and rend damage until the victim breaks free. Any held opponent
SPECIAL DEFENSES: None may break free with a successful saving throw vs. paralysis.
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 20% Eelkrake eggs can be sold for 500gp each.
INTELLIGENCE: Animal
ALIGNMENT: Neutral evil TREASURE: None.
LEVEL/X.P.: 7/ 1350 + 14/hp
Author and copyright holder: Matt “Mythmere” Finch,
Eelkrakes are sometimes mistaken for dragons or wyverns 2006
at a distance, for they share the bat-like wings and
serpentine shape of these reptilian hunters. However, .ENTELODONT
the eelkrake has no common ancestry or relationship to
dragons and their ilk. Eelkrakes do not have scales; their FREQUENCY: Rare
hides are a leather-like skin, cold and smooth to the touch. NO. ENCOUNTERED: 1d12
The eelkrake’s head, too, is decidedly non-reptilian; SIZE: Large
although it is placed at the end of a long, dragon-like MOVE: 150ft
neck, it is quite fish-like, often being compared to a catfish. ARMOR CLASS: 6/7
The eyes are bulbous and located at the sides of the HIT DICE: 8-9
skull; long feelers drape from the sides of the wide mouth. ATTACKS: 1
DAMAGE: 5d6
Eelkrakes are predatory beasts that live in mountain SPECIAL ATTACKS: Trample
habitats, but they are often captured for use as flying SPECIAL DEFENSES: None
mounts and can live in any climate including the arctic MAGIC RESISTANCE: Standard
cold. Although they can be domesticated as mounts, they LAIR PROBABILITY: Nil (no lair)
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 6/ 825 + 10/hp to 7/ 1300 + 12/hp

Entelodonts are a fearsome prehistoric offshoot from the


ancestry of boars and pigs, and are common to
Pleistocene environments. They are the size of a fully-
grown rhinoceros, but their powerful legs and wide
hooves allow them to move quickly over short distances
and steadily for long distances. Although Entelodonts are
primarily scavengers, when food is scarce they will attack
herds, preying mostly on the sick or elder animals.
Entelodonts are somewhat bull-shaped, with long, heavily
muscled heads and snouts, extremely powerful jaws, and
large boar-like tusks. Bony lumps growing on their faces
and heads give these areas an armor class of 6, while the
rest of the creature has an armor class of 7.

The entelodont’s powerful bite has a literally bone-


crushing strength: it is used to crack open the bones of

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Monsters of Myth An OSRIC™ Resource

The Ercinee is a large woodland bird resembling a crested


woodpecker. It stands 5ft tall and has a wingspan of up
to 10 ft. At night, an ercinee in flight is a truly spectacular
sight, for it glows with an intensely bright green-yellow
light. This light is twice as bright as torchlight, a
bioluminescence caused by bacteria that grow on the
bird’s feathers. The bacteria have one other effect: it is a
deadly poison. Although the ercinee does not use its
poisonous feathers as a means of attack, contact with the
feathers can have hazardous results.

Any weapon striking the bird has a 35% chance of picking


up the poison and any direct contact with the feathers
has a 65% chance of causing exposure. The effects of
the poison are not instantaneous: within 1 turn, a vaguely
glowing rash will appear in the contact area, and will
continue to spread and worsen. The bacteria is a flesh
eater, and without treatment a victim will die within 1d6
days as a result.

The ercinee use their glow for feeding, to attract insects


and to spot small mammals and lizards. It also warns off
predators that have long since learned to avoid these
birds. Even after the bird’s death the feathers retain their
glow, which lasts for 1 month. The poisonous qualities of
the feathers last only for one day after the bird’s death.
giant animal carcasses to get at the marrow. A creature
unfortunate enough to be bitten by an entelodont is not Normally only 1 ercinee will be encountered at a time.
likely to survive the experience. However, when a nest is encountered it is likely that a
mated pair will be present, together with 1 or 2 chicks.
Enteledonts charge into combat, doing double damage
In combat, ercinee stab with their beaks and attempt to
to those small enough to be affected. Trampling inflicts
flee when possible. If protecting a nest of young, they
2d4 hit points of damage for each forefoot which hits.
will fight to the death.
TREASURE: None TREASURE: None
Author and copyright holder: M. Ahmed, 2005. Author and copyright holder: B.J. “Stranger” Poirot, 2006.

ERCINEE

FREQUENCY: Rare
NO. ENCOUNTERED: 1d4
SIZE: Medium (5ft tall, 10ft wingspan)
MOVE: 60ft / 240ft
ARMOR CLASS: 8
HIT DICE: 2
ATTACKS: 1
DAMAGE: 1d8
SPECIAL ATTACKS: None
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 25%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 3/ 65 + 2/hp

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An OSRIC™ Resource Monsters of Myth

34
Monsters of Myth An OSRIC™ Resource

F Fire Stag – Floating Mound – Funghemoth

FIRE STAG FLOATING MOUND

FREQUENCY: Rare FREQUENCY: Rare


NO. ENCOUNTERED: 2d6 NO. ENCOUNTERED: 1d2 or 10d10
SIZE: Large (8ft at shoulder) SIZE: Large
MOVE: 150ft MOVE: 40ft (out of water) 120ft (in water)
ARMOR CLASS: 7 (silver or +1 to hit) ARMOR CLASS: 0
HIT DICE: 5 HIT DICE: 10-13
ATTACKS: 2 (fire antler) or 3 ATTACKS: 3
DAMAGE: 3d6 + 1d8 (Fire Damage) or 1d8/1d8/1d10 DAMAGE: 1d8/1d8/1d8
SPECIAL ATTACKS: Ignite Combustibles SPECIAL ATTACKS: Constriction and absorption
SPECIAL DEFENSES: Ethereal at will, immune to fire SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard MAGIC RESISTANCE: See below
LAIR PROBABILITY: Nil LAIR PROBABILITY: Nil
INTELLIGENCE: Animal INTELLIGENCE: Non-
ALIGNMENT: Neutral Evil ALIGNMENT: Neutral
LEVEL/X.P.: 5/ 320 + 5/hp LEVEL/X.P.: 7/ 2700 + 14/hp to 9/ 5600 + 18/hp

Fire Stags are roughly twice the size of a normal male Perhaps distantly related to shambling mounds, floating
deer, with large antlers washed in searingly bright flame, mounds are sentient masses of algae and other vegetation
and hooves so hot they glow with a hellish orange light. that float on the surface of the sea feeding on fish, birds,
These majestic-looking but thoroughly evil beasts dwell sea turtles, and anything else they can capture, including
in the borderlands between the astral and negative planes, sailors. The creature can propel itself with 3 large tentacles,
scorching the landscape as they move across it, eating but normally stays motionless at or near the surface,
anything they can rip loose from the ground. Fire Stags drifting in the currents. When Floating Mounds encounter
rarely enter the prime material plane on their own, but objects such as ships or rocky coasts, they can climb such
are sometimes brought by Demons or Devils to wreak obstacles slowly, but quietly enough to surprise any guards
havoc on forests and towns; their antlers set ablaze on a roll of 1-3.
anything they touch. Very rarely, large herds of fire stags
will wander into the ethereal plane from the astral, and Floating Mounds use their three long tentacles in battle.
in such cases may travel to the material at will. Fire Stags Each tentacle measures 15ft-20ft in length and inflicts 1d8
may not cross water while in the material plane, but may hp damage, continuing automatically to inflict 1d8 hp
avoid it by shifting into the ethereal plane to cross. The each round thereafter from constriction. The tentacles
Fire Stag attacks with either its flaming antlers or with a are AC 3 and have 24 hit points (independent of the
combined attack of its burning hooves and powerful bite. body’s hp). If the floating mound hits with a tentacle,
When the stag inflicts a hit with its antlers, combustible there is a 25% chance that the tentacle will pin the
materials carried by the target must make item saving character’s arms. A tentacle has 17 strength, and a
throws or catch fire. character with strength 17 or higher can negate the effects
of constriction (although the beast’s grip cannot be broken
A fire stag may become ethereal at will. by any means other than severing the tentacle). If the
floating mound manages to hit the same man-sized target
Fire stags are immune to fire of all kinds, including magical with a second tentacle, the victim will be dragged (1-6
fire, but cold-based attacks will inflict double damage. rounds) into the mess of slime and algae that forms the
mound’s body. Small creatures may be dragged in with
TREASURE: None only one tentacle, and large creatures require all three
tentacles to drag. Any creature dragged into the mound’s
Author and copyright holder: M. Ahmed, 2005. body will begin suffocating, taking 3-12 points of damage
per round.

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An OSRIC™ Resource Monsters of Myth

If a floating mound loses all three of its main tentacles, it FUNGHEMOTH


will attempt to escape.
FREQUENCY: Very Rare
These creatures can stay outside water for 1-6 hours, NO. ENCOUNTERED: 1
depending on humidity, but will eventually need to return SIZE: Large
to the ocean or begin drying out. In a few places deep in MOVE: 90ft
the ocean where currents meet, large numbers of these ARMOR CLASS: 7
mounds join to mate. Such enormous masses of the HIT DICE: 8 (attacks as 5HD monster)
mounds resemble islands; the mounds are relatively ATTACKS: 3
dormant during breeding season; travelers have noted DAMAGE: 1d4/1d4/2d6
that a small creature, such as a halfling, can walk upon SPECIAL ATTACKS: See below
the carpet of vegetation for a short time before being SPECIAL DEFENSES: See below
noticed. MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 50%
Fire has no effect upon the slimy body of a floating mound, INTELLIGENCE: Nil
and lightning actually adds 1 to the monster’s HD. Cold ALIGNMENT: Neutral
does half or no damage to a floating mound. Because LEVEL/X.P.: 6/ 550 + 10/hp
floating mounds are comprised of plant matter, they are
vulnerable to spells that affect plants. Funghemoths are a fairly rare occurrence, but when
wizards mix alchemy, magic, and fungi, an error of
TREASURE: May hold contents of former victims, normally judgment or an ill-supervised experiment can result in
none. the creation of one of these beasts. Funghemoths are
enormous masses of fungoid tissue, capable of movement
Author and copyright holder: M. Ahmed, 2005.

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Monsters of Myth An OSRIC™ Resource

and hungry for whatever food they can find or kill. A metal weapon. The electricity is quite visible; the creature
funghemoth has one yawning opening in the front, with is wreathed in a lightning-like crackle of blue electrical
which it ingests food and attacks prey, along with two discharges.
subsidiary mouths mounted on short stalks. The subsidiary 4. The funghemoth changes color.
mouths are quite vulnerable to being severed, and a 5. The funghemoth emits spores if it is hit. Anyone within
natural roll of 20 with a bladed weapon will lop off one ten feet of the hit location must make a saving throw
of these mouths, eliminating one of the funghemoth’s versus poison or act as if under the effects of a confusion
attacks. spell for 1d4 rounds.
6. The funghemoth hacks up a disgusting ball of fungoid
Each round, in addition to its melee attacks, the tissue from its main mouth. The fungoid ball has no
funghemoth’s agitation causes a random effect: properties other than being disgusting.

1. The funghemoth breathes fire in a cone shape (1 ft at


the origin, 30 ft range, 15 ft wide at the end). Saving The structure of a funghemoth’s body, generated
throw for half damage, damage 3d6. randomly by the interaction of alchemy and magic, is not
2. The funghemoth shoots out a ball of lightning in a well suited to precise movements. In consequence, a
randomly determined direction (10 ft wide, range 60 ft). funghemoth attacks only as a monster of 5 hit dice,
Saving throw versus aimed magical weapons (such as although it has the hit points (and experience point value)
wands) applies for half damage, damage 3d6. of an 8 HD monster.
3. The funghemoth become electrically charged for one
round, causing damage of 1d6 to anyone hitting it with a TREASURE: None

Author and copyright holder: Matt “Mythmere” Finch,


2006.

G Gaping Maw – Garrechidna – Ghoul Monkey – Giant – Glittering Slime – Glow Jelly – Goblin – Golem –

Grimling (Devil Children)

GAPING MAW

FREQUENCY: Rare
NO. ENCOUNTERED: 1d2
SIZE: Large (10ft high, 15ft across shell)
MOVE: 90ft
ARMOR CLASS: 3
HIT DICE: 13
ATTACKS: 1
DAMAGE: 5d6
SPECIAL ATTACKS: Pushing
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 25%
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
LEVEL/X.P.: 8/ 3950 + 18/hp

The gaping maw resembles a huge beetle entirely covered Gaping maws move forward inexorably while fighting,
in thick chitinous plates. It is named for its enormous pushing their opponents backwards at a movement rate
mouth, a yawning chasm of teeth and grinding chitin. of 10ft per round. If the maw’s movement is not opposed
The mouth is formed by three joined chitin plates, which by creatures with a combined strength of 50, it will move
open when the beetle attacks to reveal its cavernous bite. opponents toward a wall or other such obstacle with the

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An OSRIC™ Resource Monsters of Myth

intent of crushing them. If the maw is able to pin an GARRECHIDNA


opponent against a wall, it will inflict automatic crushing
damage of 2-20 hit points per round. The maw is not FREQUENCY: Rare
restricted to moving forward, and if it is opposed by NO. ENCOUNTERED: 1d6
multiple enemies it will often sidle one opponent into a SIZE: Large (6ft at shoulder)
wall while attacking another with its bite. MOVE: 90ft
ARMOR CLASS: 5
The gaping maw’s mouth has an AC of 8, and attackers HIT DICE: 8+1
who wait for the right moment can attack its most
ATTACKS: 1
vulnerable spot when the chitin plates open to bite.
DAMAGE: 2d6 / 1d4 per spine (1d8 spines)
SPECIAL ATTACKS: Nil
TREASURE: 10% - 1d8x1000 copper coins, 15% -
1d12x1000 silver coins, 15% - 1d8x1000 electrum coins, SPECIAL DEFENSES: Nil
50% - 1d6x1000 gold coins, 30% - 1d10 gem stones, MAGIC RESISTANCE: Standard
25% - 1d6 jewelry items and 15% - 2 magic items and 1 LAIR PROBABILITY: Nil
magic potion. INTELLIGENCE: Animal
ALIGNMENT: Neutral
Author and copyright holder: Matt “Mythmere” Finch, LEVEL/X.P.: 7/ 1400 + 12/hp
2006.

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Monsters of Myth An OSRIC™ Resource

Garrechidna are huge creatures, covered in wickedly


sharp spines and sporting two-foot long jaws filled with
alligator-like teeth. These creatures also possess a long,
rubbery tongue that can flick out as far as 8ft to grab
victims. Normally garrechidnas feed on giant ants and
insects, but they are not picky eaters and will happily
dine upon unfortunate passers-by.

A garrechidna may only use 1 attack per round: tongue,


bite or spines. Any hit with the tongue results in the target
being snared, and subsequent bite attacks on a snared
victim will hit automatically. Against lone prey, it prefers
to use its tongue followed by a bite on the next round.
Against multiple opponents it will usually attack the tightest
group ramming its body against as many attackers as it
can reach in a round. When an attack with its body is
successful from 1 – 8 spines will hit for 1-4hp of damage
each. Every spine that does more than half damage will
pull free and lodge in the target. Every round after that
the spine will work its way deeper into the victim for 1
hp of damage per round. It takes 1 full round to remove
each quill and no other action may be taken during a
round which one is being removed.

Although not social animals groups of up to six have been


encountered in areas with a large food supply.
Occasionally a female will be found with up to 3 young,
males will never be found with the young.
agency, in places where there is a residue of great evil
TREASURE: None such as ancient sacrificial sites, forgotten temples, and
similar locales. When monkeys die near such places, their
Author and copyright holder: B.J. “Stranger” Poirot, 2006. corpses may rise as ghoul monkeys, filled with vile cunning
and hungry for living flesh.
GHOUL MONKEY The appearance of a ghoul monkey is reminiscent more
of a zombie than of a true ghoul; the flesh of a ghoul
FREQUENCY: Uncommon monkey is rotted and foul, its fur falling away in patches.
NO. ENCOUNTERED: 4d10 However, ghoul monkeys are not mindless automatons;
SIZE: Small they hunt, and even trap, their prey. Unlike ghouls, they
MOVE: 90ft, in trees 120ft do not hunger for the flesh of the dead; they are hunters
ARMOR CLASS: 8 of the living. Woe betide those who journey unwittingly
HIT DICE: 1d6 hp into the territory of a large tribe of ghoul monkeys. Few
ATTACKS: 1 such travelers will ever return.
DAMAGE: 1d6 (bite) or 1d4 (thrown rock)
SPECIAL ATTACKS: None Ghoul monkeys climb walls and trees with great skill,
SPECIAL DEFENSES: Immune to sleep, charm, hold, and preferring to attack from ambush in high places. Even
cold-based attacks when they throw rocks, if the outcome of battle appears
MAGIC RESISTANCE: Standard certain most of them will leap to attack with their teeth,
LAIR PROBABILITY: Nil hoping to be the first to feed (fortunately, the bite of an
INTELLIGENCE: Non- ordinary ghoul monkey does not cause paralysis). Ghoul
ALIGNMENT: Neutral monkey ambushes will often include prepared snares and
LEVEL/X.P.: 1/ 7 + 1/hp pit traps.
Ghoul monkeys are a particularly vicious and dangerous Holy water inflicts 2d8 hp of damage against ghoul
type of undead found in tropical and subtropical regions. monkeys. Ghoul monkeys are turned as ghouls.
Whatever foul magic is used to animate and control simian
undead in this form is not widely known, but these TREASURE: None
loathsome creatures are found from time to time in the
service of witch doctors or other evil spellcasters. More Author and copyright holder: Matt “Mythmere” Finch,
commonly, however, they are created without human 2005.

39
An OSRIC™ Resource Monsters of Myth

to –6, or –7 against missile weapons, while the spears hit


for 3d6 damage and can be thrown (double all range
categories), while one quarter (25%) will be armed with
huge longbows which fire twice per round, inflicting 2d6
damage per arrow if they hit. Again, range categories for
these bows should be doubled owing to the size and
strength of the creature employing them.

In their lairs, for every 10 giants encountered there will


be a captain of 20HD. For every 20, there will be a priest
(18HD, who can cast spells as a cleric of level 7-12). For
every 30, there will be an illusionist (only 15HD, but
capable of casting spells as an illusionist of level 9-14).
For every 50, there will be a hero of 24HD. The lair will
be ruled by a King of 30HD and his Queen of 24HD,
and if there are more than 150 giants encountered, the
King will have a Champion of 36HD.

Rumors persist of Jotuns with even greater clerical or


illusionist powers.
GIANT
Unlike most species of giant, Jotuns are organised,
GIANT, JOTUN civilized and very intelligent. Jotuns herd Tundra
Mammoths (q.v.) for their meat, wool, leather, ivory and
FREQUENCY: Very Rare milk, and sometimes use them as beasts of burden.
NO. ENCOUNTERED: 1d6 or 20d10 (lair) Legends speak of mammoth-riding Jotun cavalry being
SIZE: Large employed at times of war.
MOVE: 120ft
ARMOR CLASS: -4 These giants are adapted for arctic temperatures, and they
HIT DICE: 16 or more take only half damage from cold-based attacks of any
ATTACKS: 1 kind. However, damage from fire-based attacks are
DAMAGE: 4d6 or see below resolved at +1 damage per die. Jotuns become
SPECIAL ATTACKS: Some spell users uncomfortably warm if they leave the desolate snow fields
SPECIAL DEFENSES: Immunities of the extreme North, and if taken further south than the
MAGIC RESISTANCE: Standard tundra, will usually die in 1d6 weeks. It is only this
LAIR PROBABILITY: 25% restriction which has prevented the Jotuns from
INTELLIGENCE: Very-Highly conquering the Prime Material Plane.
ALIGNMENT: Neutral Evil
LEVEL/X.P.: 16HD 9/ 5250 + 20/hp According to Norse mythology, at the time of Ragnarok
20HD 9/ 8850 + 30/hp the wolf Fenris will swallow the sun and the Jotuns will
priest 9/ 8400 + 25/hp be freed. At this time, they will bring war against the
illusionist 9/ 7400 + 19/hp Gods themselves, and the Jotuns will be victorious.
hero 10/ 10100 + 39/hp
king 10/ 10100 + 48/hp These creatures are very wealthy. Typical sums for a
champion 10/ 10100 + 60/hp normal individual might be 30-300 gold pieces in change
and a 25% chance of a randomly-determined magic item
Jotuns are the True Giants, the creatures who have (which will almost always be one that the Jotun can use).
opposed the Gods themselves since the birth of the world.
They are extremely powerful. Jotuns speak their own languages, of which there are
believed to be several, and some (25%) also speak
Jotuns dwell primarily in the frigid, ice-locked regions of Common.
the plane of Tarterus. However, many believe that there
are numbers of them in the polar regions of the Prime Description: Jotuns stand up to 20’ tall. They appear as
Material Plane. gigantic but well-proportioned humans, and their
equipment is of exceptionally good quality.
Of a typical war party, half (50%) will be armed with vast
two-handed swords or axes. Owing to their massive size Treasure: See description
and strength, they inflict 4d6 damage per hit with these
weapons. One quarter (25%) will be armed with great Author and copyright holder: Stuart
spears and shields; the shields improve their armor class “PapersAndPaychecks” Marshall, 2005.

40
Monsters of Myth An OSRIC™ Resource

GIANT, SAND
from these bases in small groups, raiding caravans and
isolated settlements for slaves and plunder.
FREQUENCY: Uncommon
NO. ENCOUNTERED: 1d8
A sand giant lair is normally dug deep into sand or rock
SIZE: Large (12ft tall)
MOVE: 120ft faces, the sand dugouts being supported with mud bricks
fashioned by the giant’s slaves and wives. These houses
ARMOR CLASS: 5
HIT DICE: 10+1d4 usually contain from 3 to 8 chambers, although the house
of a great chief may be considerably larger. A lair will
ATTACKS: 1
DAMAGE: 2d10 normally contain 2-20 slaves (75% chance) of various
races, and there is also a chance (50%) that the giant will
SPECIAL ATTACKS: Cause mirage, see below
SPECIAL DEFENSES: See below keep animals to guard his slaves and house while he is
away on raids. Such animal guardians will be either 1-3
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 40% giant minotaur lizards (70%) or 1-2 giant poisonous snakes
(30%). A male giant’s lair, if it contains females (40%)
INTELLIGENCE: Average
ALIGNMENT: Neutral Evil will contain 1-4 female giants and 2-5 young giants.
Females have 5HD and inflict 1-10 points of damage;
LEVEL/X.P.: 7/ 1350 + 14/hp
young giants fight as ogres.
Sand giants inhabit forsaken desert regions, making their
lairs near water sources. The males range far and wide A sand giant carries mortar rocks (made by his slaves and
wives) in a great satchel holding 1d8 such projectiles.

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An OSRIC™ Resource Monsters of Myth

The rocks can be hurled from 1ft to 35ft and cause 2d10 Unlike most other kinds of giant, sea giants do not throw
damage. rocks, since rock-throwing is not a useful tactic in their
native element.
Raiding parties of sand giants will often hide in loose
sand to ambush unwary travelers. When concealed in Sea giants typically make their lairs in underground
this manner, they surprise on 1-4 (6 sided die). Sand giants caverns, but may occasionally (10%) adapt the wreck of
also have the ability to create mirages in a 20ft by 20ft a sunken vessel for this purpose instead. Sea giants
area, to entice wanderers toward the chosen place of dwelling in caverns will sometimes (25%) have 1-4 sea
ambush. Such mirages are generally the image of a pool lions or hippocampi as pets and guards, while those
of water surrounded by vegetation, but can be made to dwelling in a wrecked ship may (25%) share it with a
resemble any naturally occurring desert terrain. A sand giant octopus.
giant mirage can be maintained with minimum
concentration, but the spell will be broken if anyone enters If more than four sea giants are encountered in their lair,
the mirage area, or the giant ceases concentration (by numbers 5, 7, and 9 will be females (which fight as males
attacking, for instance). of their kind) and 6, 8 and 10 will be children (treat as
ogres).
Description: Sand giants have dark bronze skin and long,
wispy hair the color of copper. They typically dress in Even less intelligent than Hill Giants, Sea Giants are easily
light, ill-kept, hooded robes. Sand giants are not as stocky dominated by an evil master, and are most frequently
as other giants, appearing at times almost gaunt. The encountered as the minions of some evil undersea power.
weapon of choice for sand giants is a great, curved
scimitar. There is considerable animosity between Sea Giants and
Storm Giants.
TREASURE: 10% - 1d8x1000 copper coins, 15% -
1d12x1000 silver coins, 15% - 1d8x1000 electrum coins, TREASURE: 25% - 1d6x1000 copper coins, 30% -
50% - 1d6x1000 gold coins, 30% - 1d10 gem stones, 1d6x1000 silver coins, 35% - 1d6x1000 electrum coins,
25% - 1d6 jewelry items and 15% - 2 magic items and 1 40% - 1d10x1000 gold coins, 1d4x100 platinum coins,
magic potion. 60% - 4d10 gem stones, 50% - 3d10 jewelry items and
30% - 3 magic items.
Author and copyright holder: S. Ahmed, 2006.
Author and copyright holder: Stuart
“PapersAndPaychecks” Marshall, 2005.
GIANT, SEA

FREQUENCY: Rare GLITTERING SLIME


NO. ENCOUNTERED: 1d10
SIZE: Large FREQUENCY: Rare
MOVE: 120ft, swimming 240ft NO. ENCOUNTERED: 1d4
ARMOR CLASS: 5 SIZE: Medium
HIT DICE: 9+1d3 MOVE: 10ft, in trees 10ft
ATTACKS: 1 ARMOR CLASS: 8
DAMAGE: 3d8 HIT DICE: 3+1
SPECIAL ATTACKS: None ATTACKS: 2 (hurled) or 1 (melee)
SPECIAL DEFENSES: None DAMAGE: 0/0 + slime or 1d8 + slime
MAGIC RESISTANCE: Standard SPECIAL ATTACKS: slime damage (see below)
LAIR PROBABILITY: 50% SPECIAL DEFENSES: None
INTELLIGENCE: Semi- to Low MAGIC RESISTANCE: Standard
ALIGNMENT: Neutral Evil LAIR PROBABILITY: 100%
LEVEL/X.P.: 6/ 900 + 14/hp INTELLIGENCE: Nil
ALIGNMENT: Neutral
Sea giants stand around 10ft to 11’ 6" tall. They have LEVEL/X.P.: 3/ 60 + 4/hp
webbed fingers and toes. Their skins are blue or green
and they are typically completely bald and hairless. Most Glittering slime is a breathtakingly beautiful sight, a
are armed with huge tridents. They breathe water, and twinkling sheen across a ceiling or other horizontal
can emerge into the air only for a few hours at a time. surface, from which sparkling globules of ooze hang in
iridescent splendor.

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Monsters of Myth An OSRIC™ Resource

The slime attacks by hurling 2 globules, or by lashing out near the water or on its surface.
with one strand as a melee attack. A hurled globule inflicts
one hp per round for 4 rounds after it hits. The slime’s The creature floats on the surface and can also propel
melee attack also inflicts one hp per round for 4 rounds, itself in the water with four tentacles, each some 20-25
but the force of its impact causes an additional 1d8 points feet in length.
of damage. These creatures have two pairs of eyes located on the
top and bottom of the main body allowing constant views
When glittering slime kills an opponent, it will move over of above and below surface.
the top of the dead creature and slowly extend globules
down to the carcass, which it will then pull up to the When a boat is spotted or smelled (glow jellies can smell
ceiling and envelop. The slime can lower and retract such at a distance of 2-20 miles, depending on weather
globules at a rate of ten feet per turn. A creature conditions) the glow jelly will approach and use its
enveloped by the slime will be transformed into 1d4 new hypnotic abilities to summon prey when it is within 60 ft.
slimes within 1-6 days. The main body of the glow jelly begins to glow various
colors, and all who see this glowing pattern must save
Glittering slime is vulnerable to fire, and if it is attacked versus paralysis or become entranced, jumping into the
with flames it will take twice the normal damage. water to swim toward the glow jelly. At this point, the
However, in burning it will jet out clouds of bad-smelling glow jelly will attack the creature with its four tentacles
smoke with the force of venting steam. The cloud will while the entranced creature does nothing to defend itself.
almost immediately fill an area with a diameter of 100ft,
automatically subjecting everyone in the area to 1 hp per
round for as long as they remain in the cloud. The smoke Each tentacle is covered in small poisonous barbs,
will eliminate visibility in the area for all creatures other necessitating a further saving throw against paralysis. At
than glittering slimes. The cloud will disperse in 3d12 turns. this point, the glow jelly wraps its tentacles around the
unfortunate being and returns to the bottom, to enjoy its
TREASURE: None meal.

Author and copyright holder: Matt “Mythmere” Finch, Drowning rules apply to any creature taken below the
2006. surface.

These creatures also regenerate any damage at the rate


GLOW JELLY of 1 hit point per combat round. A glow jelly brought to
0 hit points can no longer regenerate.
FREQUENCY: Rare
NO. ENCOUNTERED: 4d10 TREASURE: None
SIZE: Large (10 ft diameter)
MOVE: 10ft (land) 120ft (swim) Author and copyright holder: S. Ahmed, 2005.
ARMOR CLASS: 9
HIT DICE: 2+1
ATTACKS: 4 tentacles, bite
DAMAGE: 1d4 (tentacles) 1d2 (bite)
SPECIAL ATTACKS: Paralysis, hypnosis, drowning
SPECIAL DEFENSES: Regenerates
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 100%
INTELLIGENCE: Low
ALIGNMENT: Neutral
LEVEL/X.P.: 3/ 80 + 3/hp

These creatures appear to be large jellyfish, usually


encountered floating on the surface of the oceans and
lakes where they hunt for prey. They stay buried on the
ocean seabed during the day, and then head to the surface
at night or on very dark, stormy days. These creatures do
not have gills, but send up to the surface small, hollow
filaments numbering in the dozens. These hollow filaments
break the surface and provide oxygen. They also allow
the creature to “smell” passing ships or other creatures

43
An OSRIC™ Resource Monsters of Myth

GOBLIN BATTLE-SPIRIT GOBLIN, SHADOW

FREQUENCY: Rare FREQUENCY: Very rare


NO. ENCOUNTERED: 1 NO. ENCOUNTERED: 4d6 (wandering) or 10d12 (in lair)
SIZE: Small SIZE: Small
MOVE: 10ft MOVE: 120ft
ARMOR CLASS: 4 ARMOR CLASS: Varies
HIT DICE: 4+1 HIT DICE: 1d4+1 or better
ATTACKS: Nil ATTACKS: 1
DAMAGE: None DAMAGE: By weapon type
SPECIAL ATTACKS: See below SPECIAL ATTACKS: Backstab; some individuals spells
SPECIAL DEFENSES: None SPECIAL DEFENSES: Usually none; some individuals spells
MAGIC RESISTANCE: 10% MAGIC RESISTANCE: Standard (save as thieves)
LAIR PROBABILITY: Nil (no lair) LAIR PROBABILITY: 25%
INTELLIGENCE: Low INTELLIGENCE: Very or high; some individuals
ALIGNMENT: Lawful Evil exceptional
LEVEL/X.P.: 3/ 130 + 5/hp ALIGNMENT: Neutral evil
LEVEL/X.P.: 1/ 7+1 /hp
Goblin battle-spirits are non-corporeal entities that inhabit
the battle standards of some goblin bands, their existence A degenerate and degraded tribe of the dark elves? A
captured within a collection of skulls, scalps and bones, race of goblins favoured by some dark elfin deity? Or a
usually attached to a banner and hung from a pole. The weird hybrid of the two? Nobody really knows the origin
spirit is a sentient and terribly evil intelligence resident of these unpleasant blackskinned creatures, but sages
within these collected mementos, eager to accumulate agree that they associate with neither dark elves nor
more trophies of slaughter. goblins nowadays, preferring the company of their own
kind.
The origin of these bound spirits is not known, but those
few goblin tribes or clans carrying one seem to have Shadow goblins stand 3’6" to 4ft tall. Physically they
spent time deep underground at some point in their resemble whip-thin goblins with yellow or golden eyes
histories. and jet-black skin. Their hair is naturally thin, lank, and
white, resembling cobwebs, but most shadow goblins
The presence of a goblin battle-spirit supernaturally dye it black or purple to blend better into the darkness.
imbues goblins (but not their kin) with unshakable morale. Their teeth are needle-sharp, like a shark’s, and if disarmed
Goblins fighting in the presence of one literally cannot they can bite for 1d2 damage. Their tongues are forked.
retreat unless the spirit allows it. The goblin holding the In battle, they wear war paint in weird, asymmetrical
spirit’s banner is immune to all non-magical missile patterns.
weapons, and gains a bonus of 1 to its armor class.
Shadow goblin equipment lacks the magical properties
When its goblins are in combat, the spirit drives them of dark elfin gear, but is always neatly-made and of very
relentlessly toward victory, taking no account of their good quality, the leather being tooled with patterns
lives. Each round, the battle-spirit can possess one goblin appropriate to the owner’s clan and religion, and the
with berserker rage (two attacks, or one attack at +2) for blades of their weapons are frequently inlaid with evil
one round. The spirit cannot cause the same goblin to runes.
become berserk in two consecutive rounds. Once per
day, the spirit can make all goblins within a 100ft radius
All shadow goblins are stealthy and dexterous (Dex 15
fight as berserkers for one round.
or better), which affects their armor class. Most wear no
more than a simple leather jerkin as armour. They all
Although a battle-spirit does not itself accumulate treasure
possess the abilities of at least a first-level thief, and
(other than its precious bones and scalps), its influence
generally fight with shortsword and dagger (50%) or with
in battles past generally increases the amount of treasure
a short bow (50%). Many of them fight with a weapon in
carried by its goblins.
each hand (GMs should note the main hand/offhand “to
hit” penalties from a Dex 15 NPC doing this).
The only way to permanently destroy a goblin battle-
spirit is to burn the grisly trophies it inhabits.
For every four normal shadow goblins, one will be a leader
type with 1d8+2 hit points and the abilities of a second-
TREASURE: None
level thief. For every twelve normal Shadow Goblins, there
will be an exceptional leader type with 2d8+4 hit points
Author and copyright holder: Matt “Mythmere” Finch,
2005. and the abilities of either a third-level thief (40%), or a

44
Monsters of Myth An OSRIC™ Resource

GOLEMS

BRASS GOLEM

FREQUENCY: Rare
NO. ENCOUNTERED: 1d4
SIZE: Medium
MOVE: 90ft
ARMOR CLASS: 3 (or 0)
HIT DICE: 9
ATTACKS: 4
DAMAGE: 1d6+2 (x4) or weapon (x4)
SPECIAL ATTACKS: Facial mimicry, Electrocution,
Rebound
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 70%
INTELLIGENCE: Low
ALIGNMENT: Neutral
LEVEL/X.P.: 7/ 1500 + 12/hp

A brass golem appears as a metal humanoid figure with


an amorphous face and four arms. It typically wears the
second-level thief/firstlevel illusionist (30%), or a second- livery of its master, though it may be dressed in other
level thief/first-level cleric (30%). Cleric types will be clerics fashions.
of some dark elfin deity and will possess additional spells
as appropriate to their wisdom. Leader types are in Once in combat, the golem’s face takes on the smiling
addition to the number appearing shown on the die. appearance of its opponent thus causing the opponent
to make a save vs spells or suffer a –2 to hit due to being
If the shadow goblins are encountered in their lair, there unnerved at the sight for 1d2 rounds. The golem attacks
will also be a subchief with 3d8+6 hit points. The subchief with all four arms upon an opponent, and may wield
may be a fourth-level thief (40%), or a third-level thief/ weapons (25% chance for each golem encountered) or
second-level illusionist (30%), or a third-level thief/second- attack barehanded. It may focus all four attacks on one
level cleric (30%). If more than 60 shadow goblins are opponent or divide them among multiple targets.
encountered in their lair there will also be a chieftain
with 4d8+8 hp who may be a fifth-level thief (40%), or a If the golem successfully hits one opponent with all four
fourth-level thief/third-level illusionist (30%), or a fourth- free hand attacks, it may deliver an electrical charge to
level thief/third-level cleric (30%). If encountered in their its victim inflicting 3d6 HP of damage (save vs rods for
lair, there is a 25% chance that the lair will also contain half). It may do this every combat round.
2–12 large spiders as guards or pets.
Once every 10 rounds, the golem may harden its metal
As with the dark elves, shadow goblin females fight and increase its AC to 0. Melee attacks upon the golem
alongside the males, so the number appearing shown that miss while it is in its hardened state automatically
includes both genders; children are noncombatants. rebound upon the attacker; the victim must roll to attack
himself at -2 and miss in order to avoid taking damage
Shadow goblins are very long-lived, up to five hundred from his own weapon. Failed missile attacks upon the
years. They speak their own language, which is very similar golem while it is in this state rebound in a random
to the Dark Elfin tongue, and leader types sometimes direction. The hardened state of the golem lasts for 3
(20%) speak Common. Shadow goblins are nocturnal, rounds.
being debilitated by sunlight in much the same way as
orcs. Brass golems are usually assigned a particular territory to
patrol. Any treasure found will be that of prior victims,
TREASURE: Individuals: 3d6 silver coins; 30% - 1d6x1000 and will be found scattered in that area.
silver coins and 25% - 1d2 electrum coins. Lair: 50% -
1d4 magic scrolls Though rare, brass golems may be found in various
dungeons built by mages. Unfortunately, the creation
Author and copyright holder: Stuart process has been lost to time. A functioning brass golem
“PapersAndPaychecks” Marshall, 2005. brought back to civilization may fetch a price as much as

45
An OSRIC™ Resource Monsters of Myth

30,000 gp; a disabled one is worth no less than 15,000


gp.

TREASURE: 25% - 1d4x1000 copper coins, 20% -


1d3x1000 silver coins, 90% - 10d8 gem stones, 80% -
5d6 jewelry items and 70 % - 1 magic weapon, 1 magic
armor and 1 miscellaneous magic item.

Author and copyright holder: James Carl Boney, 2006.

VOUDOUN GOLEM

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1d2
SIZE: Medium
MOVE: 90ft
ARMOR CLASS: 4
HIT DICE: 22 hit points (5 HD)
ATTACKS: 2
DAMAGE: 1d8/1d8
SPECIAL ATTACKS: None
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 50%
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
LEVEL/X.P.: 4/ 280 + 5/hp

Voudoun golems are normally the creation of evil tribal


shamans or bhannog hags (q.v.), but they can be created
by any spell caster with the knowledge and wickedness
required for the task. These hideous creatures resemble
the undead, for they are cobbled together from body
parts much like a flesh golem. Various natural materials,
as well as human flesh, are used to create the golem: enemy (the magic user casting the spell), and is affected
tufts of hair, feathers, and twigs jut from its hideous skin, by a slow spell, the golem and the magic user might each
which is painted and tattooed with symbols and mystic suffer one-half the normal effects of the spell. A
patterns vaguely disturbing to the eye. These eldritch disintegrate spell, on the other hand, would fail to have
tracings serve not only to keep the golem animate; they any effect on either of the combatants.
also imbue the creature’s most dangerous quality, the
voudoun bonding. A +1 or better magical weapon is required to hit a
voudoun golem.
When any creature intends harm to a voudoun golem
(within a radius of 400ft), the patterns upon the golem’s Creation of a voudoun golem requires a number of
skin attune themselves to the hostile intentions, forming unmentionable magical ingredients, and costs 500 gps
and shaping them into a supernatural bond with the per hit point of the golem. Only a magic user of 11th
voudoun golem. The voudoun bonding has no effect level or higher, a tribal shaman, or a bhannog hag can
upon damage caused by physical weapons, but any create a voudoun golem.
damage inflicted upon the golem by a spell will instead
be shared evenly among all of the golem’s enemies, with TREASURE: None
the golem also taking its share of damage. A spell that
causes detrimental effects, as opposed to damage, will Author and copyright holder: Matt “Mythmere” Finch,
be shared through the bond if the detrimental effect can 2005.
be meaningfully divided in such a manner. Otherwise,
the voudoun bond will dissipate the spell’s effect entirely.
Example: if the voudoun golem is bonded only to one

46
Monsters of Myth An OSRIC™ Resource

GRIMLING (Devil Children) cruelty to match. Most commonly grimlings attempt to


infiltrate human society by posing either as foundlings or
FREQUENCY: Very Rare by slaying and secretly replacing actual human children,
NO. ENCOUNTERED: 3d10 and from this position of comfort and safety they proceed
SIZE: Small to wreak havoc and terror upon their host families and
MOVE: 90ft communities. When found on their own, grimlings rely
ARMOR CLASS: by armor on guile and trickery to counterbalance their diminutive
HIT DICE: 1-1 stature, attempting to dupe adventurers as to their true
ATTACKS: 1 nature as they lure them into cunningly designed tras
DAMAGE: 1d3 (bite) or by weapon and ambushes. Some exceptional grimlings have ability
SPECIAL ATTACKS: None as magic-users of level 1-6 (10% chance for such an
SPECIAL DEFENSES: None (per devil) individual in a group of 10 or less, 20% in a group of 11
MAGIC RESISTANCE: Standard to 20, and 30% in a group of 21 or more).
LAIR PROBABILITY: 20%
INTELLIGENCE: High Grimlings are fey creatures; their cousins, the devil-
ALIGNMENT: Any evil (lawful evil) children, are creatures of the lower planes sent to the
LEVEL/X.P.: 1/ 14 + 1/hp material planes of existence by unknown diabolical
influences. Devil children have all the immunities and
Grimlings stand between 2ft and 4ft in height and bear a weaknesses of devils and are always of lawful evil
striking and unsettling resemblance to human children, alignment.
ranging in appearance all the way from infants to about
10 years old (but note that grimling size and appearance TREASURE: 5% - 1d10x1000 copper coins, 25% -
is completely independent of their actual age). Only close 1d12x1000 silver coins, 25% - 1d6x1000 electrum coins,
examination will reveal their sharp fangs in place of normal 25% - 1d8x1000 gold coins, 15% - 1d12 gem stones,
teeth and the glint of preternatural evil in their eyes. Of 10% - 1d8 jewelry items and 25% - 3 magic items and 1
course, the main characteristic setting them apart from magic scroll.
human children is their genius-level intellect and diabolical
Author and copyright Holder: T. Foster, 2006.

47
An OSRIC™ Resource Monsters of Myth

H Hawktoad - Hound of the Underworld – Hyeenoch – Hypno-Spider

HAWKTOAD swoop in for another attack on the following round.


However, if the tongue manages to catch around a
FREQUENCY: Uncommon victim’s neck the hawktoad will land at the back of the
NO. ENCOUNTERED: 2d6 victim’s neck, holding tight with its tiny claws. When the
SIZE: Small hawktoad is in this position, it begins to strangle the
MOVE: 60 ft (120 ft fly) opponent with its tongue, using the muscular organ as a
ARMOR CLASS: 7 garrotte. When a hawktoad is attached in this way, the
HIT DICE: 2 strangling character will find it difficult to reach around
ATTACKS: 3 and attack; such attacks suffer a penalty of -2.
DAMAGE: 1hp /1 hp/0 hp
SPECIAL ATTACKS: Strangle Each round thereafter, the character must successfully
SPECIAL DEFENSES: None roll a d20 under his constitution score or fall unconscious.
MAGIC RESISTANCE: Standard For each round after the first round of strangulation (the
LAIR PROBABILITY: 50% second round after the initial attack) a cumulative +1 is
INTELLIGENCE: Animal added to the d20 roll, making it harder and harder to
ALIGNMENT: Neutral avoid passing out.
LEVEL/X.P.: 2/ 36 + 2/hp
Once a character passes out, it requires three rounds for
Hawktoads normally dwell near underground rivers or the toad to strangle him to death.
other subterranean places where water accumulates. They
are bizarre creatures with the body of a very large toad TREASURE: In lair: 1d4 base 25gp gems; Wandering:
but with rather long, clawed front legs and no back legs None.
at all. The hind end of a hawktoad is a foot-long tail, like
that of a tadpole. Author and copyright holder: Matt “Mythmere” Finch,
2006.
These creatures fly, lashing through the air at high speed
by some form of natural levitation. They attack by
swooping in at opponents, scratching with their tiny claws HOUND OF THE UNDERWORLDS
and lashing out with their long tongues. A hawktoad’s
tongue does no damage, but if the attack is successful FREQUENCY: Very Rare
the tongue has whipped around the character’s neck. If NO. ENCOUNTERED: 1-6
the toad’s tongue attack fails, it remains airborne and will SIZE: Large
MOVE: 180ft
ARMOUR CLASS: 0
HIT DICE: 9+5
ATTACKS: 1 + special
DAMAGE: 3d6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: Nil
INTELLIGENCE: Low
ALIGNMENT: Neutral Evil
LEVEL/X.P.: 7/ 2700 + 14/hp

Often acting as servants of the night hags, these beasts


can be found wandering any of the lower planes. At times
they will travel through the astral plane to wreak havoc
amongst mortal men, hunting in an insubstantial, ethereal
form until they find a particularly choice victim. They will

48
Monsters of Myth An OSRIC™ Resource

then assume material form behind the chosen prey, and possessions of those unfortunate enough to have been
leap to the attack. killed and brought back for “seasoning” in the lair.

A palpable wave of heat surrounds these creatures, as Hyeenochs are occasionally found serving as mounts for
does a sulfurous stench that sickens the stomach. Anyone humanoids, or as companions to hill giants. Such alliances
in melee with such a beast must save vs. poison every are uneasy at best, for the hyeenochs are usually quite as
round or suffer a -2 penalty ‘to hit’ due to retching and intelligent as their giant or humanoid allies.
nausea. Additionally, the waves of hellfire surrounding a
hound of the underworld inflict 2-12 points of damage TREASURE: None
per round to all within ten feet of the creature.
Author and copyright holder: Matt “Mythmere” Finch,
A hound of the underworld has a flawless sense of smell, 2006.
and can track foes under the most adverse conditions,
even into other planes of existence. For this reason, they
are often employed as hunters by various dark powers.

Hounds of the underworlds can become ethereal or astral


at will. They are immune to fire and the spell magic missile.
They can be hit only by silver or iron weapons, or magic
weapons of +1 or greater enchantment.

Description: Calf-size, like an enormous great dane, with


flaming eyes, shaggy black fur and long pointed teeth.
The hound’s coat is a sooty mess of dirt, ash and clumps
of earth, as though the beast just clawed its way up from
Hell.

TREASURE: None

Author and copyright holder: Chris Hopkins, 2006.

HYEENOCH

FREQUENCY: Uncommon
NO. ENCOUNTERED: 2d4+4
SIZE: Large
MOVE: 150ft
ARMOR CLASS: 7
HIT DICE: 6
ATTACKS: 2 (gore and bite) HYPNO-SPIDER
DAMAGE: 1d6/1d12
SPECIAL ATTACKS: None FREQUENCY: Uncommon
SPECIAL DEFENSES: None NO. ENCOUNTERED: 1d4
MAGIC RESISTANCE: Standard SIZE: Large
LAIR PROBABILITY: 10% MOVE: 120ft/ 30ft (web)
INTELLIGENCE: Low
ARMOR CLASS: 4
ALIGNMENT: Neutral evil
HIT DICE: 4+4
LEVEL/X.P.: 3/ 150 + 6/hp
ATTACKS: 1
Hyeenochs are beasts that prowl the desolate heaths and DAMAGE: 1d6
barrens of strange and distant lands. They resemble SPECIAL ATTACKS: See below; poison bite (death)
enormous hyenas with sharp, ox-like horns. Although their SPECIAL DEFENSES: See below
favored diet is carrion, hyeenochs are not at all averse to MAGIC RESISTANCE: 20% (illusions only)
killing prey and bringing it back to their lairs where they LAIR PROBABILITY: 75%
allow the meat to rot for several days before eating it. INTELLIGENCE: Low
Since they have a taste for human flesh, there will usually ALIGNMENT: Neutral
be valuable items in the den of a hyeenoch pack, the LEVEL/X.P.: 4/ 205 + 5/hp

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An OSRIC™ Resource Monsters of Myth

These unusual spiders produce strange and deadly


webbing, which captures light and reflects it back out in
a hypnotic pattern of scintillating rainbow colors. All
creatures within 50 feet of this web-altered illumination
must save versus spell or become entranced. Entranced
creatures walk directly into the webs, attracted by the
colorful, glowing traceries of its light. Prey captured in
the webs will remain placid and motionless as the hypno-
spider lazily delivers its deadly bite. These creatures
seldom stray far from their lairs, preferring to wait patiently
for prey to be attracted into the webs.

The webs of hypno-spiders are not flammable. Because


the mesmerizing effect of the webs relies upon the
presence of a light source, the webs have no effect in
darkness.

Hypno-spiders possess a rudimentary language of clicks


and hisses.

TREASURE: 20% - 1d12x1000 copper coins, 30% -


1d6x1000 silver coins, 10% - 1d4x1000 electrum coins,
25% - 1d6 gem stones, 20% - 1d3 jewelry items and 10%
- 2 magic items.

Author and copyright holder: S. Ahmed, 2005.

I Iacca (Marzelbane) – Ice Creeper – Illumine (Glitterglow) – Inkling – Ishabti

IACCA (Marzelbane)

FREQUENCY: Rare
NO. ENCOUNTERED: 4d10
SIZE: Medium or Large
MOVE: 30 ft
ARMOR CLASS: 4
HIT DICE: 3-6
ATTACKS: 1 (3HD), 2 (4HD), 3 (5HD), or 4 (6 HD)
DAMAGE: 1d6 per attack
SPECIAL ATTACKS: Blinds on a natural 20
SPECIAL DEFENSES: Cannot be surprised
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 20%
INTELLIGENCE: Semi- to Low
ALIGNMENT: Neutral
LEVEL/X.P.: 2/ 50 + 3/hp
3/ 85 + 4/hp
4/ 130 + 5/hp
5/300+6/hp

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Monsters of Myth An OSRIC™ Resource

The Iacca is a semi-intelligent form of plant life, capable walls and ceilings at normal speed. Their amorphous
of movement. They have woody stalks with multiple eyes bodies range in size from10-20 feet in circumference yet
peering from the segments of bark, rendering the are no more then 1 inch thick (though this thickness
creatures immune to surprise. An iacca has between one changes slightly as they move). The Ice Creeper appears
and four branches, depending on hit dice. These branches to be nothing more than a frozen puddle of water. In
(and the top of the iacca as well) end in multiple spiky fact, because it is so difficult to detect, the Ice Creeper
leaves. The leaves are brutally sharp, and the plant uses surprises its victims 1-4 in 6, attacking with a powerful 6-
its branches much like a spiked club. On a natural attack 8 foot long club-like tentacle of ice which forms from the
center of the Creeper’s body at will. An attack roll of a
roll of 20, the iacca’s leaves manage to pierce the
natural 20 against the ice tentacle will shatter it into pieces,
opponent’s eye, creating temporary blindness that persists
and a full round will then be required for it to re-grow a
for 1d2 full days.
new one. The tentacle hits with great force, inflicting 2-
20 points of damage. Additionally, the victim must save
Iacca are meat-eaters, hunting in large herd-packs that vs. petrifaction or be grabbed and drawn to the center of
fan out in slow-moving, wide formations to direct their the Creeper, where the victim is completely encased
prey into dead-end canyons or over cliffs. However, they within the icy body. Once a victim is engulfed in this
are willing to attack any flesh-creatures they encounter, manner, the Ice Creeper is free to move and use its
and unusually intelligent herd-packs may even position tentacle to attack other foes. Up to 3 man-sized creatures
themselves into crude ambush formations near a road or can be held within the smaller Creepers, and up to 6 in
trail. the larger. Engulfed victims begin to take an automatic 1-
10 pts of damage per round from both cold and crushing
During seeding time, an entire herd-pack buries its seeds force. Victims held within the icy body may not attack,
in a fertile area and guard this seeding ground until the but can be freed once the creature is killed.
seedlings begin to grow. Once the seedlings are about a
foot in height, the herd-pack moves on, and the seedlings The frozen water making up the Ice creeper is subject to
eventually form a new herd-pack once they mature. the effects of heat, and will slowly begin to melt at above-
freezing temperatures, causing 1 pt of damage for every
TREASURE: None 10 degrees above freezing per hour. Ice Creepers
regenerate 1 hp per hour when in temperatures below -
Author and copyright holder: Matt “Mythmere” Finch, 10 degrees.
2006.

ICE CREEPER

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1
SIZE: Medium
MOVE: 120 ft
ARMOR CLASS: 4
HIT DICE: 50 Hit Points or 80 Hit Points
ATTACKS: 1 (As 10 Hit Die or 16 Hit Die)
DAMAGE: 2d10 (see below)
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: See Below
LAIR PROBABILITY: 10%
INTELLIGENCE: Non-
ALIGNMENT: Neutral
LEVEL/X.P.: 10 Hit Dice: 9 / 3500 + 13/hp
15 Hit Dice: 10/ 9900 + 19/hp

Ice creepers are typically created by powerful wizards of


at least 15th level, to guard their lairs or treasures. These
are most often located in permanently frozen regions or
in places with very cold winters. These odd constructs
consist of a nearly translucent flexible sheet of ice (90%
undetectable in low lighting) which are able to traverse

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An OSRIC™ Resource Monsters of Myth

Once created, the Ice Creeper follows the simple usually involving improperly-created openings between
commands and instructions of its creator, and making an planes of existence. Illumines are arcanavores, subsisting
ideal guard. Ice Creepers are immune to most magical upon magical energies and fluxes in their native planes,
spells, and take only half damage from fire-based magical and are naturally attracted by the powerful magical ripples
attacks. Cold-based attacks heal them 1 hp per level of caused by the opening of planar gates. Once in the Prime
the caster. Lightning causes the Ice Creeper to split into Material these creatures aggressively consume magic, and
two separate entities, each with half of the original will defend themselves fiercely if they are interrupted in
creature’s current hit points and inflicting only half normal their feasting.
damage. These will reform into a single entity within 1
turn of being split. Ice Creepers also are able to slide While it is undisturbed, the creature will often flatten itself
directly beneath their prey (save vs. petrifaction or loose to the ground like a mist, feeding upon its treasure, but
footing and fall). Those that fall onto the Ice Creeper begin prepared to pounce on the next unsuspecting source of
to slide around on its slippery body, making all attacks at magic. When no magic at all is present, illumines may fall
-2. into a deep slumber until wakened by nearby magical
emanations.
Ice Creepers are created by collecting special mineral-
rich glacial run-off ,high in quartz, and then refreezing it When an illumine comes within 30ft of a magic item or
in sub-zero temperatures. The cost to produce such a the effects of any spell, it will begin to feed upon such
guardian ranges from 10,000-20,000 GPs and requires arcane energies. As it feeds, thousands of sparks begin
the casting of a Wish spell, Ice Storm, Airy Water and to flash in the air, revealing the illumine’s true shape, a
Wall of Ice. Once created, the Ice Creeper can survive swirling cloud 15- 20ft in diameter, hovering from 1-3
indefinitely. Wizards living near high mountains will often feet off the ground.
send their magical constructs high up into the glaciers to
wait out the warmer seasons before again returning in The creature feeds on any spells cast upon it; any spells
the winter; those in warmer climes may have underground that cause (or heal) damage will heal the illumine for a
lairs kept magically cold or have vast ice houses to prevent like number. Spells unrelated to damage will heal the
their melting. illumine 1d6 hps per level of the spell. A spell cast within
30 feet of an illumine will be consumed in this manner
TREASURE: 25% - 1d10x100 gold coins, and 10% - 1d3 and will not take effect. An illumine is not affected by
magic items. weapons made of metal.

Author and copyright holder: M. Ahmed, 2006. Anyone touched by the illumine will take 2-12 points of
electrical damage (halved if a save -v- magic is successful).
The electrical nature of an illumine makes it vulnerable
ILLUMINE (Glitterglow) to water, which inflicts 1-8 points of damage for each
pint of water thrown into the cloud.
FREQUENCY: Very Rare
NO. ENCOUNTERED: 1d3 Although an illumine consumes the arcane energies of a
SIZE: Medium (appears as a swirling cloud of sparks or spell almost instantly, it takes a long time for the creature
invisible) to consume the power of a magic item. Potions and scrolls
MOVE: 150ft gliding are leached of their magic within a day, and these will
ARMOR CLASS: 3 while sparking, -4 if invis.(wood or never be found in an illumine’s lair (unless the illumine is
other non-metal) in some way prevented from reaching them). Magic items
HIT DICE: 8 such as wands and staves that require recharging will
ATTACKS: 1 lose charges at the rate of one charge per week, and
DAMAGE: 2d6 to all within the cloud. permanent magic items such as a magical sword will not
SPECIAL ATTACKS: Surprises 1-4 in 6. be depleted of power for a very long time. In
SPECIAL DEFENSES: Can escape through holes or cracks. consequence, an illumine’s lair will contain an odd variety
MAGIC RESISTANCE: See below of treasure. The lair of a wild illumine will normally contain
LAIR PROBABILITY: 50% 1,000-4,000 gp worth of various coins and 1d8 magic
INTELLIGENCE: Animal items. Any scrolls or potions indicated will be completely
ALIGNMENT: Neutral drained of power, wands and staves will be reduced in
LEVEL/X.P.: 6/ 725 + 10/hp charges by 10d10%, and other magic items will be largely
(but perhaps not completely) unaffected.
Illumines are non-physical beings not native to the material
planes, and are not normally visible (see below). They Some wizards intentionally summon and entrap illumines,
are occasionally summoned by wizards, but they most sealing them in large glass containers. An illumine thus
frequently appear in consequence of a magical mishap, trapped can be used as a conduit for magical power,

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Monsters of Myth An OSRIC™ Resource

allowing the wizard to shift raw magical power from one


item to another, or to recharge wands and staffs with less
effort than would normally be required. Such illumine
will ordinarily be found quiescent and invisible within
their glass prisons (quiescent, that is, until magic is used).

TREASURE: See description.

Author and copyright holder: M. Ahmed, 2006.

INKLING

FREQUENCY: Uncommon
NO. ENCOUNTERED: 3d10
SIZE: Small
MOVE: 12ft ISHABTI
ARMOR CLASS: 4
HIT DICE: 1 FREQUENCY: Rare
ATTACKS: 1 NO. ENCOUNTERED: 2d4
DAMAGE: 1d4 SIZE: Medium
SPECIAL ATTACKS: Poison (see below) MOVE: 90ft
SPECIAL DEFENSES: 90% invisible in shadow ARMOR CLASS: 4
MAGIC RESISTANCE: Standard HIT DICE: 4+2
LAIR PROBABILITY: 80% ATTACKS: 1
INTELLIGENCE: Exceptional DAMAGE: 1d8 or by weapon
ALIGNMENT: Neutral SPECIAL ATTACKS: None
LEVEL/X.P.: 1/ 18 + 1/hp SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
Inklings are small, black, shadowy creatures from the plane LAIR PROBABILITY: 80%
of shadows, no more than one foot in height and of a INTELLIGENCE: Semi-
vaguely humanoid shape. Inklings are typically ALIGNMENT: Lawful evil
encountered on material planes when they have been LEVEL/X.P.: 4/ 170 + 5/hp
summoned by high level magicians or illusionists, for these
creatures are more intelligent and tractable than most Ishabti are undead warriors embalmed and preserved with
summoned servants. Inklings appear in groups of 3-30, many of the same techniques used in mummification.
and serve as fairly useful servants so long as they are well These warriors were often entombed with mummies to
paid with electrum and amber. They are used primarily serve as servitors and bodyguards in the afterlife, but may
to watch over day-to-day activity in magical workshops also be found in tombs of their own. They are not
while their masters are away (these highly clever creatures ordinarily wrapped in grave bandages as mummies are,
can be taught to keep experiments running, clean, and but do show the effects of magical embalming. They
perform other mundane tasks), and they usually serve a resemble desiccated, well-preserved zombies, but are
secondary function as guards. When encountered, the considerably more powerful than such lesser undead.
Inklings will mass in the shadows of a passage or room
(90% chance to avoid detection) and drop on their An Ishabti can only be hit with magical weapons, and
enemies, attacking with frigid bites that cause 1-4 pts. of take only half damage even from these. Additionally, an
damage and inject an icy cold venom (lose 1-4 pts of Ishabti regenerates 1 hp per round; the only way to inflict
dexterity). Once an inkling kills any living being, it fades permanent, non-regenerative damage to an Ishabti is with
into the plane of shadow, leaving behind a shape of black fire, holy water, or a weapon blessed by a bless spell.
ice in the material plane. Inklings will not appear or remain Casting a bless spell directly on an Ishabti (no saving throw
in areas inhabited by true shadows or by wraiths. applicable) will cause any damage inflicted against it during
the spell’s duration to be permanent damage.
TREASURE: Lair: 80% - 1d4x1000 electrum coins, 25% -
1d6 gem stones and 20% - 1d3 jewelry items. Ishabti take 2-8 points of damage if splashed with a full
vial of holy water, and are turned as wights. They are
Author and copyright holder: M. Ahmed, 2006. immune to sleep, charm, paralysis, and poison.

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An OSRIC™ Resource Monsters of Myth

TREASURE: Individuals: 3d6 silver coins, 2d6 electrum Author and copyright holder: Matt “Mythmere” Finch,
coins and 2d4 gold coins. 2005.

J Jagwere – Jellyfish, Giant Moon

JAGWERE
The jagwere is a jaguar with the ability to shapeshift into
FREQUENCY: Rare human form or into a hybrid form that mixes the shapes
NO. ENCOUNTERED: 1d2 of human and jaguar. They are greedy and evil beasts,
SIZE: Medium and are formidably cunning. In its human form, a jagwere
ARMOR CLASS: 2 is unlikely to be recognized for what it really is, and it will
MOVE: 150ft use its disguise to infiltrate civilized groups or communities
HIT DICE: 7 in an attempt to gain treasure and food. In its other forms
ATTACKS: 3 or weapon it can often be found among jaguars or atlaca (q.v.), for
DAMAGE: 1d6/1d6/2d4 or by weapon/2d4 jagweres enjoy such company and are revered by both
SPECIAL ATTACKS: Gaze causes fear species.
SPECIAL DEFENSES: Iron or +1 or better weapon to hit
MAGIC RESISTANCE: 15% A jagwere’s direct gaze causes fear. When its gaze is
LAIR PROBABILITY: 25% directly met, a save vs spells must be made or the victim
INTELLIGENCE: High will suffer the effects of a fear spell. If a jagwere opts to
ALIGNMENT: Chaotic Evil use a weapon in hybrid form it may still use its bite attack
LEVEL/X.P.: 6/ 650 + 8/hp as well.

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Monsters of Myth An OSRIC™ Resource

TREASURE: 10% - 1d8x1000 copper coins, 15% - Author and copyright holder: B.J. “Stranger” Poirot, 2006.
1d12x1000 silver coins, 15% - 1d8x1000 electrum coins,
50% - 1d6x1000 gold coins, 30% - 1d10 gem stones,
25% - 1d6 jewelry items and 15% - 2 magic items and 1
magic potion.

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An OSRIC™ Resource Monsters of Myth

JELLYFISH, GIANT MOON This horrific sight is visible through the beast’s translucent
body. A swallowed individual can be cut free of the central
FREQUENCY: Uncommon body only after the giant jellyfish has been killed. Anyone
NO. ENCOUNTERED: 1d12 trapped within the cavity automatically takes 1-10 points
SIZE: Large of damage per round from digestive acids.
MOVE: 150ft
ARMOR CLASS: 8 The tentacles of the giant moon jellyfish are relatively
HIT DICE: 10 (Main Body) 1 HP (per tentacle) thin, and a single point of damage will cut them in two.
ATTACKS: 1 or special After 50 tentacles are destroyed, the jellyfish will move
DAMAGE: Sting 1d10 (1 pt damage per tentacle) away in retreat. Damage done to the creature’s tentacles
SPECIAL ATTACKS: Sting paralysis, Entangle, Engulf does not affect the creature’s overall hit points (which
SPECIAL DEFENSES: 80% invisible in cloudy or dark water pertain to its main body only). Giant moon jellyfish usually
MAGIC RESISTANCE: Standard re-grow damaged tentacles within a week’s time.
LAIR PROBABILITY: None
INTELLIGENCE: Non- The poison of the Giant Moon Jellyfish is also very
ALIGNMENT: Neutral corrosive to wood. Over the years, these creatures have
LEVEL/X.P.: 7/ 1350 + 14/hp learned to recognize wooden vessels as good sources of
prey. They attack boats (and even ships) by swimming
Despite their enormous size, Giant Moon Jellyfish are directly beneath them and attaching their corrosive
quite similar in appearance to the normal-sized jellyfish tentacles, eating through the hull of a rowboat in one
of the same name, found in most coastal waters of the round and through the hull of a ship in 3d6 turns. Giant
world. These giants of the sea have an umbrella shaped moon jellyfish typically stay at depths between 100-300
central body 12-24 ft in diameter and 6-12 ft high. Short ft, but occasionally ascend to the surface to hunt for ships
feeder tentacles are located around the mouth, and a or schools of shallow water fish. Giant moon jellyfish are
mass of long tentacles trails below the main body. From a favorite food of some species of whales and sea turtles
above, these creatures appear round and whitish; hence that are immune to the effects of their corrosive poison.
the name.
TREASURE: None
The giant moon jellyfish swims by rhythmically pulsating
its umbrella shaped body, creating a powerful forward Author and copyright holder: M. Ahmed, 2006.
thrust. They are aggressive hunters, using sensitive
olfactory organs to smell prey even in total darkness.
Stranger still is the tendency of these creatures to work
together in packs, with one group driving prey into the
nearly invisible tentacles of another group waiting in
ambush. This kind of elaborate ambush might seem to
suggest a higher order of intelligence than normal jellyfish
have, but the hunting strategy is apparently mere instinct.

The longer tentacles of the Giant Moon Jellyfish (a normal


specimen has 100-150 of these) reach lengths of 60-80
feet. A tentacle attack is made up of 1d10 tentacles striking
as a group with one attack roll. Anyone hit by a tentacle
attack will be entwined by the tentacles, and must save
vs. poison or be stunned for 2-6 rounds. Victims also take
1 pt. of damage per attached tentacle, due to the corrosive
venom (note: a victim must make one saving throw in a
round to save vs. all tentacle attacks for that round). If hit
by more than 5 tentacles, the victim must also save vs.
petrifaction or become entangled and be unable to fight.

Creatures with 18 strength or greater can break free from


the tentacles in a single round; anyone else may attempt
to break free by making a successful bend bars/ lift gates
check. Entangled prey is pulled toward the creature’s
mouth at a rate of 15 ft. per round (the full length of a
tentacle is 60-80ft), where the jellyfish engulfs it into an
acid-filled stomach cavity where they are slowly dissolved.

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Monsters of Myth An OSRIC™ Resource

K Karkadann – Kheph

KARKADANN However, a closer look will reveal the differences: the


great forehead-horn is corkscrewed, the tail resembles a
FREQUENCY: Uncommon lion’s rather than a horse’s, and it has the pointed teeth
NO. ENCOUNTERED: 1d6 of a predator. The preferred food of a kardadann is human
SIZE: Large (8ft at shoulder) flesh, preferably that of paladins and other good-aligned
MOVE: 240ft humans, although they are not averse to eating evil beings
ARMOR CLASS: 5 as well. When hunting good beings, they use their
HIT DICE: 8 appearance to their advantage, hoping to be mistaken
ATTACKS: 3 for unicorns. The only food they enjoy more than humans
DAMAGE: 1d8/1d8/2d8 is the flesh of a unicorn; they hate unicorns and will go
SPECIAL ATTACKS: Charge well out of their way to obtain this delicacy.
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard When attacking, a karkadann uses its front hooves and
LAIR PROBABILITY: Nil its horn, and if multiple opponents are close enough it
INTELLIGENCE: Semi may opt to attack separate targets. When charging they
ALIGNMENT: Chaotic Evil may only attack with the horn, but inflict double damage.
LEVEL/X.P.: 6/ 550 + 10/hp
TREASURE: None
The Karkadann is a large territorial predator that dwells
in both grasslands and woods. They stand 8 ft high at the Author and copyright holder: B.J. “Stranger” Poirot, 2006.
shoulders and at a quick glance appear to be unicorns.

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An OSRIC™ Resource Monsters of Myth

KHEPH The Kheph are jackal-headed humanoids with a sleek black


covering of body fur. Below the neck, the form of a
FREQUENCY: Very Rare Kheph’s body is very much like that of a muscular and
NO. ENCOUNTERED: 1d6 well-proportioned human being, although they are larger
SIZE: Medium (averaging 7ft tall).
MOVE: 120ft
ARMOR CLASS: Varies (see below) The Kheph are an ancient species, older than mankind,
HIT DICE: Warrior 8, Priest 9, Magi 10, Elder 11 and they revere evil gods forgotten or never known by
ATTACKS: 2 most living races. Their supernatural link to planes of
DAMAGE: by weapon +2 existence beyond material reality is very strong, and Kheph
SPECIAL ATTACKS: Varies (see below) leaders are said to be able to shift between planes of
SPECIAL DEFENSES: None existence with ease.
MAGIC RESISTANCE: 5%
LAIR PROBABILITY: 25% Warrior kheph have 8HD but no magical abilities. They
INTELLIGENCE: Very to Genius usually fight with scimitars, attacking twice per round,
ALIGNMENT: Lawful evil but may (20%) be armed with bows or (20%) with
LEVEL/X.P.: Warrior:6 / 650 + 10/hp polearms. Warrior Kheph are AC 2.
Priest: 7/ 1700 + 12/hp
Magi: 7/ 2550 + 14/hp Kheph priests cast spells as a cleric of 9th level, and in
Elder: 8/ 3450 + 16/hp addition can (as an innate ability) cast symbol of pain and
plane shift once per day. Kheph priests are AC 0.

Kheph Magi cast spells as a magic user


of 10th level, and in addition can (as
an innate ability) cast symbol of fear
and plane shift once per day. Kheph
magi are AC 0.

Kheph elders have the spell casting


abilities of an 11th level cleric and
magic user, and in addition can (as
an innate ability) cast symbol of death
and plane shift once per day. Kheph
elders are AC –1.

TREASURE: Lair: 25% - 1d6x1000


copper coins, 40% - 1d6x1000 silver
coins, 45% - 1d6x1000 electrum
coins, 40% - 1d10x1000 gold coins,
30% 1d4x100 platinum coins, 60% -
4d10 gem stones, 50% - 3d10 jewelry
items and 30% - 3 magic items.
Individuals: 3d6 silver coins, 2d6
electrum coins, 2d4 gold coins, 1d6
platinum coins, 50% - 1d4 gem stones,
40% - 2d8 magic potions and 30% - 1
non-weapon/non-armor magic item.

Author and copyright holder: Matt


“Mythmere” Finch, 2005.

58
Monsters of Myth An OSRIC™ Resource

L Lacing Moth – Lancer Juggernaut – Leopard, Giant – Likho (The Hag of Despair) –Lkithonnite

LACING MOTH

FREQUENCY: Rare
NO. ENCOUNTERED: 1d4
SIZE: Medium (5 foot body)
MOVE: 20ft/120ft
ARMOR CLASS: 4
HIT DICE: 4+4
ATTACKS: 1
DAMAGE: 1d8
SPECIAL ATTACKS: Cause sleep
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 100% day, 0% night
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 4/ 165 + 5/hp

Lacing months are nocturnal beasts with bodies about


five feet long and a wingspan of about ten feet. They
prey upon sleeping animals they find in the wild, using
them either for food or as a repository for eggs. A lacing
moth causes sleep in a radius of 100ft around itself,
inducing magical slumber identical to that caused by a
sleep spell. Victims of the lacing moth’s enchanted sleep
will remain affected for 3d12 turns. LANCER JUGGERNAUT

The lacing moths will approach sleeping targets and FREQUENCY: Rare
attempt to cocoon them in silk, requiring one turn to NO. ENCOUNTERED: 1d3
completely encase a human sized creature. Once the SIZE: Large
victims are all cocooned, the lacing moths will either inject MOVE: Nil
eggs into them (5 in 6 chance) or kill and eat them. ARMOR CLASS: 6
HIT DICE: 6
A cocooned victim is completely unable to move, and is ATTACKS: Up to 1-3 per target; maximum of 12 targets
90% likely to be unable to speak. A victim who is only DAMAGE: 1d4 + piercing damage
partially cocooned may suffer some penalties in combat SPECIAL ATTACKS: Piercing; blood loss
for a few rounds until the sticky silks are all broken by his SPECIAL DEFENSES: Fire deals 1/2 damage
movements, but is not incapacitated. MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 100%
A lacing moth’s cocoons are highly flammable, and if they INTELLIGENCE: Animal
catch fire they will cause 1d4 points of damage per round
ALIGNMENT: Neutral
for 1d6 rounds as they burn away.
LEVEL/X.P.: 4/ 225 + 6/hp
A victim injected with lacing moth eggs will feel
increasingly sharp abdominal pains for 1d6+5 days, after The Lancer Juggernaut is a quivering mound of pale,
which the eggs will hatch, killing the host. Cure Disease slimy flesh with 12 tentacles, each tipped by a javelin-
will kill the eggs. like bone needle. The barbed needles are 3 feet long
and the tentacles reach out to 15 feet. At rest, the Lancer
TREASURE: None folds its tentacles against its body. It does not move
from the area where it was planted by it’s creator. It
Author and copyright holder: Matt “Mythmere” Finch, weighs roughly 200 lbs, and stands 6 foot tall or more.
2005

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An OSRIC™ Resource Monsters of Myth

Fire attacks deal half damage due to the creatures slimy any opponent of man-size or smaller, and pin the hapless
coat. victim down. A victim so pinned suffers a penalty of –4
to all attack and damage rolls, and cannot cast spells. A
The Lancer Juggernaut is grounded to the floor of its giant leopard can only hold one victim pinned at a time.
domain through a complex nervous system which reaches If the giant leopard chooses to attack a pinned victim, it
into the soil or cracks between stones. The nervous system does so at +4 to hit and inflicts +4 additional damage,
detects vibrations either on ground or in the air and alerts both with its bite and with its other claw.
the Juggernaut to passers nearby. Once a target enters
the 15 feet range, the Lancer will attack with up to 3 of Giant leopards can gain an additional two claw attacks
its needles; thus a Lancer Juggernaut can handle up to 12 when leaping onto prey, but such an attack is only possible
opponents at once with single attacks, 6 opponents with against a creature of large size; the cat is simply too large
double attacks, and 4 opponents with triple attacks. If a to bring its rear claws into play against a man-sized
target is hit with the needle, it is pierced for the indicated opponent.
damage and will take additional 1d4 HP each round that
it remains pierced per successful attack. Removing a Other species of giant jungle cats have been reported to
needle inflicts an additional 1d2 hp. exist, and these have generally the same characteristics
as giant leopards.
The Lancer Juggernaut may be shocked into inaction by
releasing strong or acrid smells (such as a stinking cloud) TREASURE: None
within 30 feet of its position. The Juggernaut will shrink
to 2/3rds of its size and not attack for 1d12 rounds after Author and copyright holder: Matt “Mythmere” Finch,
exposure. 2006.

Lancer Juggernauts are usually planted in pairs or trios to


guard a particular area or passageway. The creation and LIKHO (The Hag of Despair)
planting process is an arcane secret known to but a few
evil magic-users. FREQUENCY: Very Rare
NO. ENCOUNTERED: 1
TREASURE: 50% - 1d8x1000 copper coins, 25% - SIZE: Medium
1d6x1000 silver coins, 25% - 1d4x1000 electrum coins, MOVE: 60ft on foot/ 150ft flying
25% -1d3x1000 gold coins, 30% - 1d8 gem stones, 20% ARMOR CLASS: 2
- 1d4 jewelry items and 10% - Magic sword, armor or HIT DICE: 12
other magical item. Additionally 30% - 1d6x1000 silver ATTACKS: 2 claws/ 1bite
coins and 25% - 1d2 electrum coins. DAMAGE: 1d4 + Disease (claws)/ 1d6 + Disease (bite)
SPECIAL ATTACKS: Shriek (see below)
Author and copyright holder: James Carl Boney, 2005. SPECIAL DEFENSES: +2 or better weapon to hit, The Field
of Despair: 100ft radius
MAGIC RESISTANCE: See below
LEOPARD, GIANT LAIR PROBABILITY: Nil
INTELLIGENCE: High
FREQUENCY: Rare ALIGNMENT: Neutral Evil
NO. ENCOUNTERED: 1-2 LEVEL/X.P.: 8/ 4100 + 16/hp
SIZE: Large (10ft at shoulder)
MOVE: 120ft The Likho are living embodiments of bad luck. A likho
ARMOR CLASS: 6 appears as an old hag, bent with age and wrapped in
HIT DICE: 9 shawls and blankets for warmth, but with one large,
ATTACKS: 3 cyclopic eye in the center of the wrinkled forehead. Their
DAMAGE: 1-6/1-6/2-20 mouths are filled with broken, fouled teeth, and the
SPECIAL ATTACKS: Pin gnarled hands end in thick nails, rank with filth. When
SPECIAL DEFENSES: Surprised only on a 1 first encountered, a Likho will stand straight up and shriek
MAGIC RESISTANCE: Standard with its unholy voice, a sound that any listener will never
LAIR PROBABILITY: 25% forget and that even the deaf may hear. The shriek causes
INTELLIGENCE: Animal fear. Anyone 4th level or lower hearing the shriek will
ALIGNMENT: Neutral runaway as fast and as far as possible for 1d8 rounds,
LEVEL/X.P.: 6/ 900 + 12/hp anyone 5th level or higher is entitled to a saving throw
vs. Spells. Those that make the saving throw will act last
Giant leopards are preternaturally large jungle cats. On in the round for the next 1d6 rounds. Those failing (or
a roll of 19-20, the leopard’s claw attack will knock down not entitled to) the saving throw will act last in any round

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for the next 1d3 days and will be stunned for the next LITHONNITE
1d3 rounds, incapable of any actions. A silence 15ft radius
spell will stop the shriek from occurring that round (but FREQUENCY: Uncommon
will cause no other silence). NO. ENCOUNTERED: 1d4
SIZE: Large
Each attack with one of the Likho's claws has a 25% chance MOVE: 90ft
of giving the victim a random disease, and the bite has a ARMOR CLASS: 2/6 (See below)
50% chance to do so. HIT DICE: 8+1
ATTACKS: 2
Being in the presence of a Likho is to be in the presence DAMAGE: 2d8/2d8
of despair incarnate. Despair radiates from the Likho to SPECIAL ATTACKS: None
a distance of 100ft, although it will not affect anyone SPECIAL DEFENSES: Body immune to blunt weapons
who has received a bless spell from a cleric of 10th or MAGIC RESISTANCE: Standard
higher level before entering the Likho's radius of Despair. LAIR PROBABILITY: 60%
The duration of the bless spell (and its warding effect) is INTELLIGENCE: Animal
ALIGNMENT: Neutral
halved upon encountering the Despair. The radius of
LEVEL/X.P.: 6/ 1000 + 12/hp
the Likho's Despair causes all saving throws to be made
at a –4 penalty. There is a 1d6x 10% chance per round of
Lithonnites are huge mollusk-like creatures, living in
any spells cast in the presence of the Likho will be reversed subterranean and surface environments. The front of a
in effect, or reflected against the caster. Anyone missing lithonnite’s body is encased in a powerful shell, even to
an attack roll may accidentally hit an ally, and must roll a the rocklike eyelids. When the rest of the lithonnite’s body
second time, at +4 to hit, against the nearest comrade. is concealed in a grotto or under water, the shell appears
All natural 1’s on attack rolls result in automatically hitting like a boulder or other natural rock. It is not possible for
the closest comrade for the maximum possible damage. the lithonnite to draw its soft body entirely into the shell.
If no ally is in range of the attack, then the weapon will
break (magical weapons are entitled to a saving throw In combat, the lithonnite reaches around its shell with
vs. Dragon Breath). All thieving skills are performed at a two sluglike tentacles to attack. The creature’s frontal
penalty of –1d8 x 10%. No character gains a dexterity portion, protected by the shell, is AC 2 and can be attacked
bonus to armor class within the 100ft Despair radius of by any sort of weapon. Behind the shell, the soft body is
the Likho. Magic Users within the radius must successfully AC 6, but cannot be affected by blunt weapons due to its
roll their "Know Spell" percentage before casting any spell, boneless consistency.
or the casting is counted as interrupted and the spell is
lost from memory. TREASURE: None

TREASURE: 55% - 10d6 gem stones, 50% - 5d6 jewelry Author and copyright holder: Matt “Mythmere” Finch,
items, 50% - 3 magic items. 2006.

Author and copyright holder: Sean “Stonegiant” Stone

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An OSRIC™ Resource Monsters of Myth

M Magog Locust Swarm – Mammoth, Tundra – Mindscarab – Mistweird – Monkey – Mothmere – Mynakh

MAGOG LOCUST SWARM

FREQUENCY: Very Rare


NO. ENCOUNTERED: 666
SIZE: Small
MOVE: 120ft flying
ARMOR CLASS: 5
HIT DICE: 3
ATTACKS: 1
DAMAGE: 1d4 + poison
SPECIAL ATTACKS: Swarm attack
SPECIAL DEFENSES: None
MAGIC RESISTANCE: 15%
LAIR PROBABILITY: 20%
INTELLIGENCE: Semi-
ALIGNMENT: Neutral Evil
LEVEL/X.P.: 3/ 145 + 3/hp
Magog are created by a high level cleric or magic-user
Magog locusts are the product of an evil ritual undertaken who forms a pact with a powerful demon or devil for the
by a powerful spellcaster. The locusts themselves are acquisition of demonic larvae. No more or less than 666
transformed larvae from the pits of the underworld, larvae are loaned to the creator for the ritual. The creator
transformed and shaped by the ritual into a horrible form digs a large pit at least 150 feet deep into unholy ground
designed to lay waste to vast areas. and covers it with a wooden lid banded with silver and
inscribed with unholy runes made from crushed obsidian.
A single magog locust appears as a 3 feet long locust The creator fills the pit with offal and other trash, and
with the face of a man and long hair. They cannot brandish adds a large sack containing 666 locusts soaked in a philter
weapons due to the structure of their feet. Magog attack of demon blood and brain fluids drawn from a condemned
as a swarm, and any single character may be attacked by murderer. An evil cleric must Curse the pit and pronounce
up to 6 Magog at once. A magog’s bite forces the victim the unholy liturgies of his religion over it. Once the pit is
to make a successful save vs. poison or become violently prepared, the borrowed larvae are released into it, and
ill and lose one point of CON per week until dead or the entrance covered during the dark of the moon while
cured. Multiple bites do not inflict multiple losses of CON. the cleric supplicates both his evil deity and the patron
demon/devil. When the ceremony completes, the larvae
Normal weapons inflict minimum damage on a magog. will inhabit the locusts and alter them.
Holy water does normal damage and holy weapons do
double damage if wielded by a Paladin. Though they may Upon loosing a swarm, the creator may direct it toward a
not be turned, the invocation of a good deity or its celestial general target (i.e. a town, a castle, etc). He can cause
servant within 100 feet of a swarm will cause it to return the magog to swarm three times before the larvae
to its pit with its mission unfulfilled. abandon their material form and return to Hades. Larvae
killed before the end of their enlistment automatically
A magog swarm is a fearful weapon that tends to kill and return.
eat all organic life in its path. Once set loose, the creator
has no control over it other than its initial instructions. As Arranging a pact with a patron demon or devil brings a
such, the GM should take care with its use or allowing it cost that few are willing to bear. The patron will want
to be used. Good aligned powers both present and on something substantial in return…preferably the creator’s
other planes may take steps to see the Swarm is not soul — but a pledge to perform other evil acts that would
released. On the other hand, neutral aligned powers may advance the cause of the patron is also adequate.
intervene in order to allow the Swarm’s use (or even
help) if there is a serious imbalance of alignment in the TREASURE: None
area to be affected.
Author and copyright holder: James Carl Boney, 2006.

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MAMMOTH, TUNDRA The mindscarab is a malevolent creature that can exist


for aeons without food or water, subsisting as it does
FREQUENCY: Rare upon the ebb and flow of the ethereal plane. The
NO. ENCOUNTERED: 2d6 creature’s head extrudes two feelers into the ethereal
SIZE: Large plane, often to a distance of 200ft from the scarab itself.
MOVE: 120ft The mindscarab can hear and see anything within ten
ARMOR CLASS: 4 feet of the incorporeal feelers, across their entire length.
HIT DICE: 14
ATTACKS: 2 Mindscarabs are peculiarly intelligent, although they are
DAMAGE: 2d6 not physically powerful. In combat they use mental powers
SPECIAL ATTACKS: Stampede with effects very similar to the casting of spells, but these
SPECIAL DEFENSES: None abilities may be used while the scarab is in combat, and
MAGIC RESISTANCE: Standard cannot be interrupted. The scarab’s mental attacks are
LAIR PROBABILITY: Nil (nomadic) more powerful in the scarab’s immediate vicinity, although
INTELLIGENCE: Animal certain powers may be used through the scarab’s feelers,
ALIGNMENT: Neutral which, because they are ethereal, are invisible and can
LEVEL/X.P.: 8/ 3000 + 18/hp penetrate solid matter including walls. The scarab may
only use one mental ability per round: either through
Tundra mammoths will normally be encountered in herds one of its feelers, or in proximity to its physical body.
of 2-12 (2d6) adults and 2-8 (2d4) young. They are
dangerous to hunt, but nevertheless are frequently Spells that protect against magic do not provide any
attacked by Northmen after their ivory or primitives after resistance against a scarab’s mental powers, and elves
their meat. They have therefore learned a healthy aversion are not immune to any charm effects.
to humans. Tundra mammoths are much prized as mounts
and beasts of burden by the local giants, being the only Within 80ft of its body, the scarab may use any one of
animals capable of bearing their weight. the following abilities at will, once per round: Charm
Monster, Confusion, Detect Thoughts, Heat Metal,
Mammoths can be caused to stampede, usually by some Telekinese 400 lbs. weight, True Seeing.
nearby predator, but also by fire or some other event
they fear. The stampede of a herd of mammoths will inflict Within 10ft of its feelers (up to the full extension of 200ft),
from 10-100 points of damage (10d10) on any creature the scarab may use any one of the following abilities at
of man-sized or smaller in their path. will, one per round: Detect Thoughts, Telekinese 100 lbs
weight, True Seeing.
The tusks of an adult mammoth can sell for 100-1000
gold pieces each, depending on condition and quality. TREASURE: None
TREASURE: Tusks, see description Author and copyright holder: Matt “Mythmere” Finch,
2006.
Author and copyright holder: Stuart
“PapersAndPaychecks” Marshall, 2006
MISTWEIRD
MINDSCARAB
FREQUENCY: Rare
NO. ENCOUNTERED: 1
FREQUENCY: Very Rare
SIZE: Large (40ft diameter or larger)
NO. ENCOUNTERED: 1d6
MOVE: 60ft
SIZE: Medium
ARMOR CLASS: 6
MOVE: 60ft
HIT DICE: 4
ARMOR CLASS: 3
ATTACKS: 1-4 per round (plus 1 per additional 100ft
HIT DICE: 7+1
diameter)
ATTACKS: 1
DAMAGE: 1d6
DAMAGE: 1d6
SPECIAL ATTACKS: None
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below SPECIAL DEFENSES: See below for immunities
MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 90% LAIR PROBABILITY: 25%
INTELLIGENCE: Genius INTELLIGENCE: Low
ALIGNMENT: Lawful evil ALIGNMENT: Neutral
LEVEL/X.P.: 6/ 825 + 10/hp LEVEL/X.P.: 3/ 125 + 4/hp

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It is not entirely clear whether the eerie mistweird is a Mouths will appear behind their intended targets 50% of
malevolent creature of faerie, a nature spirit, or even a the time.
natural phenomenon. Regardless of the creature’s exact
nature, mistweirds can pose a serious danger to travelers A mistweird can only be physically damaged by attacking
in dark forests or remote valleys. its core, a dark shape near its center. Because visibility
within the mistweird is limited to roughly five feet, this
Mistweirds are sentient clouds of roiling mists, extending vulnerable spot is often difficult to locate. The mistweird
forty feet (or more) in diameter but not much more than is immune to sleep, charm. electricity, acid, and poison,
ten to fifteen feet in height. They move slowly across the and takes only half damage from fire and cold. Spells,
ground in a billowing mass; although they cannot fly, they unlike physical attacks, may be used against any part of
can drift up and down vertical surfaces without any penalty the mistweird’s shapeless mass.
to movement rate.
Mistweirds are apparently impervious and oblivious to
When attacking, a mistweird moves over and around its any form of communication whatsoever, with one peculiar
intended prey, who are actually inside the diameter of exception. A druid can speak to a mistweird in any
the mistweird’s cloud. The mistweird attacks by forming language and the mistweird will understand the druid’s
semi-solid mouths, which appear and then dissipate in speech, although it cannot answer.
the white fog of the creature’s shapeless form. The number
of mouths appearing each round is determined on 1d4, TREASURE: None
and the mouths disappear at the end of each round to be
replaced with another 1d4 mouths in the next round. Author and copyright holder: Matt “Mythmere” Finch,
2005.

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MOTHMERE

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1d3 or 3d4
SIZE: Medium
MOVE: 60ft walking, 240ft flying
ARMOR CLASS: 3
HIT DICE: 8
ATTACKS: 2
DAMAGE: 2d6/2d6 (foot-talons)
SPECIAL ATTACKS: Telepathy, mimic voice, pyrotechnics
as the spell)
SPECIAL DEFENSES: Ethereal Travel, +1 or better weapon
required to hit
MAGIC RESISTANCE: 30%
MONKEY LAIR PROBABILITY: 10%
INTELLIGENCE: Exceptional
FREQUENCY: Common ALIGNMENT: Neutral Evil
NO. ENCOUNTERED: 10d6 LEVEL/X.P.: 8/ 1275 + 10/hp
SIZE: Small
MOVE: 90ft, in trees 120ft Little is known about these eerie and malevolent beings.
ARMOR CLASS: 6 Their appearance in a civilized area is cause for fear and
HIT DICE: 1d4 hp alarm, for they kill humans, sometimes stalking a particular
ATTACKS: 1 individual, sometimes haunting a specific location such
DAMAGE: 1d2 as a crossroads in search of victims. Mothmeres are
SPECIAL ATTACKS: Disease humanoid in shape, but with great, membranous wings,
SPECIAL DEFENSES: Climbing dark blue-grey skin, and eyes that glow with a faint reddish
MAGIC RESISTANCE: Standard hue. They have no arms. A mothmere is generally seven
LAIR PROBABILITY: 10% feet or so in height, but can be as large as ten feet tall.
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
LEVEL/X.P.: 1/ 7 + 1/hp

Monkeys are tree-dwelling primates, normally found in


tropical and subtropical forests. Most have prehensile tails,
and all monkeys can use their feet as well as their hands
for grasping. They are excellent climbers, and will use
this ability to escape attackers. Monkeys can be trained
to perform all sorts of tasks. Indeed, witch doctors often
use monkeys as familiars. A witch doctor with a monkey
familiar gains the ability to spider climb once per day, for
a period of one hour.

Monkeys do not ordinarily attack people except in unusual


circumstances, but will bite if cornered, frightened, or
defending their young. A monkey may (10% chance) carry
an infectious disease. If an infectious disease is indicated,
a saving throw versus poison is required to avoid
contracting the disease from the monkey’s bite.

There are persistent rumors that the deep jungles contain


tribes of evil monkeys considerably more intelligent than
the norm.

TREASURE: None

Author and copyright holder: Matt “Mythmere” Finch,


2005.

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Mothmeres are most commonly found in the ethereal Mynakhs are evil, unpredictable beings from other planes
plane, which may be their natural habitat. They can move of existence. These creatures are birdlike in appearance,
into the ethereal plane once per round, becoming but have no feathers. They have leathery skin, hands with
immune to any material damage and to all spells other long, slender digits, and seem to dislike direct sunlight;
than those with a mental effect. Mothmeres frequently they almost always garb themselves in voluminous,
use this ability to enter closed rooms and dismember the hooded robes. Mynakhs occasionally find their way into
inhabitants. the material planes, pursuing inscrutable and complex
schemes of malign intent, comprehensible only to
A mothmere’s faintly glowing eyes cause fear within 30 themselves. There is seldom any discernible pattern to
feet, causing any creature of less than 4th level or 4HD the activities of a Mynakh Nest – sometimes they serve
to save vs fear or flee for 3d12 rounds. as mentors or advisors to evil individuals, sometimes they
establish lairs in cities or caves from which to foment
Mothmeres can carry 300 lbs. weight while flying, and evil. In many cases, their activities are linked to symbolisms
often pick their victims up to drop from great heights. and plots with no relevance on the material plane, but
They also have the ability to control fire at will, as per the which resonate evil in distant dimensions.
pyrotechnics spell. It is unknown why these creatures
attack (never eating their prey) or why they seem to haunt In combat, Mynakhs make an eerie crooning noise in
areas for periods of time and then suddenly leave. Some their throats, which acts in similar fashion to a sanctuary
claim to have been taunted by these creatures for weeks spell. Each round, anyone attempting to attack a Mynakh
before being found dead or simply never seen again. while it is crooning must make a successful saving throw
One theory is that they feed off energy released during to overcome the song’s insidious influence. The calming
their killings, while others think they act with some alien influence of the Mynakh song will not be disturbed even
logic or follow the commands of some unknown master. if the Mynakh attacks the victim. A Mynakh can cast
suggestion while continuing to croon.
Mothmeres typically make temporary lairs in old ruined
buildings, hidden caves or mines, or in trees, using them Mynakhs cast spells as a magic-user of 6th level, and may
as places to rest during the day and to store trophies also cast plane shift once per day.
from their kills (which will sometimes be valuable items
or coins). The Mynakhs share a supernatural affinity with carrion
birds and certain birdlike demons. They can call upon
TREASURE: Lair: 10% - 1d8x1000 copper coins, 15% - these creatures to assist and serve them in their bizarre
1d12x1000 silver coins, 15% - 1d8x1000 electrum coins, schemes. Once per day, a Mynakh can summon 3d6
50% - 1d6x1000 gold coins, 30% - 1d10 gem stones, vulchlings or 1 cockatrice at will. Although this ability is
25% - 1d6 jewelry items and 15% - 2 magic items and 1 performed at will, there is a vocal component; the Mynakh
magic potion. cannot both croon and summon at the same time. In
addition, a Mynakh can summon a Type I demon or 10-
Author and copyright holder: M. Ahmed, 2006. 20 manes demons once per day. When summoning
manes, the Mynakh must spend one full round chanting,
neither attacking nor crooning. When summoning a Type
MYNAKH I demon, the Mynakh must devote ten rounds to the
summoning effort.
FREQUENCY: Rare
NO. ENCOUNTERED: 1d4 TREASURE: 50% - 1d8x1000 copper coins, 25% -
SIZE: Medium 1d6x1000 silver coins, 25% - 1d4x1000 electrum coins,
MOVE: 120ft 25% -1d3x1000 gold coins, 30% - 1d8 gem stones, 20%
ARMOR CLASS: 3 - 1d4 jewelry items, 10% - Magic sword, armor or other
HIT DICE: 6+6 magical item and 60% - 1 non-weapon/non-armor magic
ATTACKS: 2 (bite and weapon) item and 1 magic potion.
DAMAGE: 1d8 / by weapon
SPECIAL ATTACKS: Spells, Summoning Author and copyright holder: Matt “Mythmere” Finch,
SPECIAL DEFENSES: Crooning
2005.
MAGIC RESISTANCE: 10%
LAIR PROBABILITY: 30%
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral Evil
LEVEL/X.P.: 6 / 750 + 8/hp

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An OSRIC™ Resource Monsters of Myth

N Naga, Hanu – Navanax, Giant – NightCreeper – Night Shade – Night Vapor – Nuckelavee

NAGA, HANU- of hanu-nagas may have followings of tribesmen,


cavemen, or hominid troglodytes (q.v.).
FREQUENCY: Uncommon
NO. ENCOUNTERED: 1d4 The stylized, writhing dance of a hanu-naga allows it to
SIZE: Medium (10ft long) exert a mystic control over apes and monkeys with semi-
MOVE: 120ft, in trees 90ft or animal intelligence within a radius of 300ft. These
ARMOR CLASS: 5 controlled creatures will act at the naga’s mental
HIT DICE: 5-6 command. It is not necessary for the apes to actually see
ATTACKS: 2 (bite/constrict) the naga’s dance to fall under its control; indeed, when a
DAMAGE: 1d8/1d6 hanu-naga begins its dance, simian creatures within one
SPECIAL ATTACKS: See below mile (to a maximum of 20) will immediately begin moving
SPECIAL DEFENSES: None at top speed to the dancing naga’s presence. The naga
MAGIC RESISTANCE: Standard may dance and attack at the same time.
LAIR PROBABILITY: 50%
INTELLIGENCE: Average The bite of a hanu-naga is poisonous, and if the naga hits
ALIGNMENT: Lawful evil with its constricting attack it will inflict automatic damage
LEVEL/X.P.: 5HD: 4/ 245 + 5/hp of 1d6 per round until killed.
6HD: 5/ 425 + 6/hp
TREASURE: 10% - 1d8x1000 copper coins, 15% -
Hanu-nagas are a predominantly tropical and subtropical 1d12x1000 silver coins, 15% - 1d8x1000 electrum coins,
form of naga, less magical than the human-headed variety. 50% - 1d6x1000 gold coins, 30% - 1d10 gem stones,
Rather than a human-headed giant snake, hanu-nagas have 25% - 1d6 jewelry items and 15% - 2 magic items and 1
a feral monkey head upon a great serpentine body. These magic potion.
nagas lair in jungles and rainforests, haunting forgotten
temples and ancient ruins, where many are worshipped Author and copyright holder: Matt “Mythmere” Finch,
by tribes of wild monkeys and/or apes. The most intelligent 2005.

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NAVANAX, GIANT

FREQUENCY: Uncommon Giant navanax attack by “inhaling” their prey and


No. ENCOUNTERED: 1 devouring them whole. Each round the giant navanax
SIZE: Large may attempt to suck up a single victim in its vacuum-like
MOVE: 120ft swimming mouth. The range for this attack is 30ft for small-sized
ARMOR CLASS: 8 victims, 20ft for medium-sized victims and 10ft for large-
HIT DICE: 11-13 sized victims (up to 500 lbs.). This range is the same for
ATTACKS: 1 both submerged and above water inhaling attacks. Those
DAMAGE: See below that do not make a save vs. breath weapon are drawn
SPECIAL ATTACKS: See below into the giant navanax’s maw and swallowed. Any victim
SPECIAL DEFENSES: See below consumed in such a manner will automatically take 3-18
MAGIC RESISTANCE: Standard hit points of damage per round until they die or escape.
LAIR PROBABILITY: 0%
INTELLIGENCE: Animal Much like their land-dwelling giant slug cousins, giant
ALIGNMENT: Neutral navanax have no skeletal system and sport a thick rubbery
LEVEL/X.P.: 11HD 7 / 2550 + 14/hp skin which grants them immunity to blunt weapons. This
12HD 7 / 3550 + 16/hp resistance to blunt trauma applies to the inside of the
13HD 7 / 4100 + 17/hp monster as well, and those characters that have been
swallowed will be forced to use sharp weapons if they
Giant navanax (also known as giant sea slugs) are hope to escape. It should also be noted that the hostile
voracious predators that dwell in coastal waters, estuaries, conditions inside the giant navanax make it impossible
and rugged shorelines where they can have access to for spellcasters who have been inhaled to cast spells.
both aquatic and landbound prey. Always hungry, they
will eat anything that has the misfortune of crossing their Giant navanax range from 30ft to 50ft in length and can
paths. reach 10ft in diameter at their widest point. They are
brown to black in color, with two yellow stripes down
Despite their great size, giant navanax are masters of their backs and brilliant blue and yellow spots covering
stealth and surprise. They will wedge themselves into the rest of their body. There are also rumors of
crevices or hide under rock ledges and wait for prey to subterranean giant Navanax, a pale white or yellowish
approach. Navanax have highly-developed bristle-covered color.
“sensory mounds” around their mouths which allow them
to detect any creature within 200ft and prevent them TREASURE: None
from ever being surprised. When prey comes within range
giant navanax will attack with blinding speed, surprising Author and copyright holder: Tony “Wheggi” Rosten,
on a 1-5. 2006.

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An OSRIC™ Resource Monsters of Myth

NIGHTCREEPER Description: Nightcreepers are rarely seen, and always


seem shrouded in shadow. They are hairless, naked, and
FREQUENCY: Very rare entirely jet black in colour, including their hair and eyes.
NO. ENCOUNTERED: 4d10
SIZE: Medium TREASURE: None
MOVE: 120ft
ARMOR CLASS: 6 or 2 Author and copyright holder: Stuart
HIT DICE: 1 or 2 “PapersAndPaychecks” Marshall, 2005.
ATTACKS: 1
DAMAGE: 1d6
SPECIAL ATTACKS: See below NIGHT SHADE
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard FREQUENCY: Uncommon
LAIR PROBABILITY: 90% NO. ENCOUNTERED: 1-3
INTELLIGENCE: Animal SIZE: Large
ALIGNMENT: Neutral MOVE: Special
LEVEL/X.P.: 1HD 1 / 20 + 1/hp ARMOR CLASS: 7/3
2HD 2 / 45 + 1/hp HIT DICE: 12
ATTACKS: 2-12
Nightcreepers are humanoid creatures, apparently DAMAGE: 1d3
unintelligent, which somehow derive sustenance from SPECIAL ATTACKS: Charm Gas poison, Constriction
light. Their touch will extinguish torches, candles, or
SPECIAL DEFENSES: None
lanterns, and dispel light spells. More permanent sources
MAGIC RESISTANCE: Standard
of light such as fire beetle glands, continual light spells or
LAIR PROBABILITY: 20%
magical swords or daggers will lose their light-emitting
INTELLIGENCE: Non-
properties for 2d6 turns, although they will suffer no other
ill effects from the Nightcreeper’s touch. ALIGNMENT: Neutral
LEVEL/X.P. 8/ 2700 + 16/hp
Nightcreepers are susceptible to sunlight, however, which
is very debilitating to them. This means that they will only A Night Shade is a mass of vine-like weeds found growing
normally be found underground or in other places high in trees or on stone ruins, statues, and the like. They
completely shielded from the sun. Normally, have beautiful deep purple bell-shaped flowers (closed
Nightcreepers will seek to dwell near continual light spells during the day) and are found in dark forests and swamps.
or other magic, which they can tap for a constant source Though they stay motionless during daylight hours, at night
of nourishment. These spells will not be functional as their flowers open and rise up, putting forth a poisonous
illumination in the presence of Nightcreepers, of course. pollen gas which drifts with the wind (to a distance of
100ft from the plant). The pollen causes a powerful charm
These creatures are very hard to see. They are visible in effect, enticing victims toward the plant’s flowers. Once
normal light, but invisible to infra- or ultravision. They victims are in range, the plant sends forth 2d6 large roots
can also hide in shadows with a 75% chance of success. to grab the victim from below. These roots churn the
earth and drag victims into the loosened soil, down toward
The behavior of a pack of Nightcreepers will usually be the plant’s root ball. Victims take 1d3 points of constriction
to swarm over the light-bearing characters in a party of damage per round per root while being dragged down
adventurers and attempt to touch the light to feed from into the ground (which they loosen) toward their root
it. Large light sources, such as lanterns or torches, are ball, inflicting 1-3 points of constricting damage per round
easy for the Nightcreepers to hit and are treated as AC8; per root. Each hit scored by one of these roots immobilizes
candles or magic swords are AC6; and magic daggers one of the victim’s limbs (determined at random). Victims
which shed light might be as low as AC4. pulled beneath the ground will suffocate in 2d4 rounds,
for the Night Shade’s smaller roots quickly close up the
The Nightcreepers will defend themselves if attacked, but hole while the prey is still dying victim is buried they
will not otherwise seek to harm humanoids save as suffocate in 2-8 rounds, as they are entwined in hundreds
necessary to get to their light sources. They are AC6 in of smaller roots which backfills behind them. Victims that
the light, but AC2 once all light sources have been are unable to break free are buried in 1-4 rounds and
extinguished. anyone searching for them will find no sign of struggle.
In the earth the diseased decompose over a weeks time,
These creatures have superior (120ft) infravision, and also their minerals being absorbed by the plant. Night Shade
use a form of echolocation (similar to a bat’s sonar) which is related to the normal plant of the same name, and is
helps them to navigate the darkness. They often make a often used by witches to protect their lairs.
high-pitched chittering noise, like a rapid series of staccato
chirps, to facilitate this.

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Monsters of Myth An OSRIC™ Resource

TREASURE: 5% - 1d10x1000 copper coins, 25% - NUCKELAVEE


1d12x1000 silver coins, 25% - 1d6x1000 electrum coins,
25% - 1d8x1000 gold coins, 15% - 1d12 gem stones, FREQUENCY: Rare
10% - 1d8 jewelry items, 25% - 3 magic items and 1 NO. ENCOUNTERED: 4d8
magic scroll. SIZE: Large (7ft)
MOVE: 90ft
Author and copyright holder: M. Ahmed, 2006. ARMOR CLASS: 5
HIT DICE: 3+1
ATTACKS: 1
NIGHT VAPOR (Esphictor) DAMAGE: 1d6 or by weapon type
SPECIAL ATTACKS: None
FREQUENCY: Rare SPECIAL DEFENSES: See below
NO. ENCOUNTERED: 1d3 MAGIC RESISTANCE: Standard
SIZE: Small LAIR PROBABILITY: 20%
MOVE: 240ft INTELLIGENCE: Low
ARMOR CLASS: 0 ALIGNMENT: Chaotic Evil
HIT DICE: 10 LEVEL/X.P.: 3 / 105 + 3/hp
ATTACKS: 1 Leader: 4 / 155 + 4/hp
DAMAGE: 1d12 (suffocation)
SPECIAL ATTACKS: Suffocation, darkness, blindness The Nuckelavee are former land dwelling humanoids that
SPECIAL DEFENSES: Airless surroundings were long ago forced into the sea. They are an evil and
MAGIC RESISTANCE: 50% cunning race, though not overly intelligent. Their hulking
LAIR PROBABILITY: None humanoid forms are completely devoid of skin; the muscle
INTELLIGENCE: High and sinew is instead coated with a thick, translucent slime.
ALIGNMENT: Lawful Evil Atop their skinless bodies rests a large head with a vicious,
LEVEL/X.P.: 7 / 1500 + 13/hp boar like mouth.

Night vapors, also called esphictors, are bizarre creatures Nuckelavee tend to stay in colder waters by preference,
that dwell in airless dimensions of the prime material plane, not usually making lairs deeper than 150ft, although they
in the same voids of nothingness that are shaped and are capable of going to much greater depths. Living in
manipulated by such items as a bag of holding. small nomadic groups, they typically travel along seacoasts
in search of communities to raid and feed upon.
Esphictors descend from above, engulfing their victims Nuckelavee are able to spend time on land, but do so
in a black, airless vacuum that causes 1-12 hps of only to hunt, for they eventually suffer from exposure to
suffocation damage per round. The esphictor’s raw air. When raiding they will typically single out victims
surrounding “cloud” of airless space has a diameter of one at a time, trying to keep their presence secret. Before
20ft. Vision cannot penetrate the darkness of the cloud, moving their encampment they will make a final, larger
and spells with verbal components cannot be cast in the raid to stock up for the journey. Although humanoids are
airless space. The esphictor itself is quite small, measuring not the only thing they can eat, nuckelavee hate all land
no more than one foot in height, hovering at the center dwellers, making these their primary food source when
of its surrounding void. It is a sparkling gem-like thing, possible. The preferred diet of humans and other land
bright blue or green in color. The esphictor’s body cannot, dwellers satisfies the nuckelavees’ mad hatred more than
of course, be seen until its cloud disperses after death, it does their palates, but the nuckelavees prefer to feed
but once it is visible the light it causes is sufficient to their hate. For every eight nuckelavees encountered, one
blind a person for 1-4 hours. will be of exceptional strength (4HD). If more than twenty
are encountered, one will be a group leader (5HD, AC
If an esphictor is reduced to half its normal hit points, it 4). Females are impossible to differentiate from males,
will try to flee back into the greater void from which it and although they do reproduce there is no record of
came. young ever being seen.

The body of a dead Night Vapor (the gem-like creature Even though nuckelavees are aquatic, they are not
at the center of the black void) is worth 1-4 thousand gp. exceptional swimmers, preferring to ride or walk the sea
floor. When encountered in their encampments they will
TREASURE: See description. usually be on foot; on land they are 75% likely to be
mounted on sea mares (q.v.).
Author and copyright holder: M. Ahmed, 2006.
The strongest members of a nuckelavee tribe can use
narwhale horns as weapons (treat as +1 medium lances).

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An OSRIC™ Resource Monsters of Myth

Others will use weapons obtained from victims, preferring Having no use for coins, the only treasure these creatures
thrusting weapons such as spears and tridents. They are will possess will be in the form of magic items, and also
also capable of attacking with a vicious bite when gems and jewelry, for they enjoy glittery objects.
unarmed.
TREASURE: 90% - 10d8 gem stones, 80% - 5d6 jewelry
Nuckelavee have a 50 % resistance to fire, cold, acid, items and 70% - 1 magic weapon, 1 magic armor and 1
and lightning because of their slimy coating. However, miscellaneous magic item.
for every 5 rounds spent out of water, this resistance
drops by 10%. After reaching 0% resistance, they become Author and copyright holder: B.J. “Stranger” Poirot, 2006.
more, rather than less, vulnerable to such attacks. Damage
inflicted by such attacks increases by 10% per 5 rounds
spent out of the water after the first 25 rounds (see above),
until the additional damage reaches 50%.

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Monsters of Myth An OSRIC™ Resource

O Oculethe – Onocentaur – Ozaena

OCULETHE

FREQUENCY: Rare
NO. ENCOUNTERED: 1d4
SIZE: Medium
MOVE: 10ft (60ft fly)
ARMOR CLASS: 3
HIT DICE: 7+6
ATTACKS: 1
DAMAGE: 1d8
SPECIAL ATTACKS: Gaze (See below)
SPECIAL DEFENSES: None
MAGIC RESISTANCE: 35%
LAIR PROBABILITY: 40%
INTELLIGENCE: Very
ALIGNMENT: Neutral
LEVEL/X.P.: 6/ 650 + 10/hp

The oculethe is a grotesque predator, usually encountered


deep underground. Its large head is dominated by a huge,
cyclopic eye, and it has no true body other than a thick,
fibrous stalk, which divides at the end into a number of
slime-dripping tendrils. These beasts drift through the air,
usually levitating a few feet from the ground.

The gaze of an oculethe puts its prey to sleep, allowing


the beast to feed with its tendrils upon the slumbering
victims. Any creatures meeting the oculethe’s gaze (all
creatures in front of the oculethe not taking precautions
to avoid looking at it) must make a saving throw vs. magic
or begin falling asleep. The victim will succumb to fatigue
in 1d4+2 rounds, and will suffer a cumulative –1 to all
attack rolls and saving throws in each round before
collapsing. A Remove Paralysis spell will completely
remove the effects of the oculethe’s gaze attack, but will
not render the recipient immune to a new attack.

The tendrils of an oculethe are normally used to suck


victims dry of fluids, at a rate of 1 hp/round, but they can
also be used in combat to inflict 1d8 points of damage.

Oculethes do not speak, although telepathic spells can


be used to communicate with them. They accumulate
treasure and (if the oculethe is not particularly hungry)
might entertain the idea of foregoing a meal in exchange
for gold or gems.

TREASURE: 50% - 10d4x1000 gold coins, 50% - 1d20x100


platinum coins, 30% - 5d4 gem stones, 25% - 1d10 jewelry
items and 5% - 4 magic items and 1 magic scroll

Author and copyright holder: Matt “Mythmere” Finch,


2005.

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An OSRIC™ Resource Monsters of Myth

Onocentaurs are giants with the torso, arms and head of


a Cyclops, but the lower body of a massive donkey. They
stand 15 feet tall, and measure ten feet from front to
back leg. They are greatly feared, and are notorious for
their cruelty, drunkenness and debauchery. Most roam
alone (although they are occasionally found marauding
with groups of other giants, ogres, and the like), preferring
to lair in remote and desolate areas.

Onocentaurs carry huge bows (30%) or spears (70%), as


well as a club. Some (30%) also carry crude weighted
nets, which they can effectively hurl up to 50 feet to
capture prey within a 15 foot area. At close range,
onocentaurs attack with club or bare hands as well as
lashing out with their great hooves. They use their massive
bows (firing 2 times a round for 2-12) or spears (thrown
once a round for 3-18) when fighting at a distance.

Onocentaurs are always found with large skins of wine


or mead. Despite their often drunken state they are very
effective hunters, capable of tracking and setting traps of
all sorts (preferring deep pit traps and snares). Captured
prey are always tortured to death and eaten (often being
slowly roasted to death from a spit over hot coals).
Onocentaurs often lair in giant cave complexes or ruined
temples and worship evil gods of chaos.

Due to their aggressive and chaotic nature, onocentaurs


are usually found alone or in small bands. However, on
rare occasions the reputation of a strong Onocentaur
warchief may, for a time, gather an entire tribe around
him. When this occurs, the tribe will be comprised of 5-
20 males, 4-16 females, and 2-24 young, with the
possibility that there will be 1-3 shamans as well. War
chiefs and shamans may be of the two-headed variety
(see below); any war chief will have one HD greater than
the norm for his type, whether one or two headed.
ONOCENTAUR
From time to time, rare two-headed onocentaurs are born,
FREQUENCY: Uncommon and their one-headed brethren view these monstrosities
NO. ENCOUNTERED: 1d6 or tribe (see below) with a degree of awe and reverence. The two-headed
SIZE: Large variety is physically stronger than the normal one-headed
MOVE: 150ft onocentaur, having 14 HD, inflicting 6-36 with hands or
ARMOR CLASS: 3 club, and 2-24/2-24 with kicks. Two-headed onocentaurs
HIT DICE: 12 are usually found in the role of tribal warchief or shaman.
ATTACKS: 3
DAMAGE: 3d8/1d12/1d12 Like many giants, onocentaurs travel with the bulk of their
SPECIAL ATTACKS: None treasure in a bag: with 30% of the time 3-3000 gp, 20%
SPECIAL DEFENSES: None 1-4 gems, 10% 1-3 jewels, 35% 1-3 pieces of magic. In
MAGIC RESISTANCE: Standard their lair they hide any additional treasure beneath rocks
LAIR PROBABILITY: 30% or buried in deep holes.
INTELLIGENCE: Low to Average
Onocentaurs are giant-type creatures, subject to a ranger’s
ALIGNMENT: Chaotic Evil
damage bonus.
LEVEL/X.P.: 7 / 2000 + 16/hp
2-Heads: 8 / 3700 + 18/hp TREASURE: See description.
Chief: 7 / 2300 + 17/hp
2-Headed Chief: 8 / 4300 + 19/hp Author and copyright holder: M. Ahmed, 2005.

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Monsters of Myth An OSRIC™ Resource

OZAENA the eyes differs with different ozaena, as does the number
of tentacles.
FREQUENCY: Rare
NO. ENCOUNTERED: 1 The giant ozaena is rarely if ever seen, especially on the
SIZE: Large (10-12ft long body w/ 30ft tentacles) surface world, though on at least a dozen occasions in
MOVE: 180ft swimming recorded history, for unknown reasons, ozaena have
ARMOR CLASS: 4 (body), 2 (tentacles) attacked surface dwellers (boats, swimmers, piers/dock
HIT DICE: 10 (body), 2 (tentacles) inhabitants, etc.). When attacking, the Ozaena lashes out
ATTACKS: 1d6 tentacles or 1 bite with its tentacles, and any tentacle hitting with a natural
DAMAGE: 1d6+2 (tentacles) or 3d6 (bite) 20 seizes the victim, pulling it to the beaked maw in the
SPECIAL ATTACKS: None following round. The victim may try to escape, with the
SPECIAL DEFENSES: Odor same chance needed to open a stuck door (d6). Attempts
MAGIC RESISTANCE: Standard to strike a tentacle are made at –1, due to their
LAIR PROBABILITY: Nil tremendous speed, and each tentacle has 2 HD (damage
INTELLIGENCE: Animal to tentacles does not affect the body). A severed tentacle
ALIGNMENT: Neutral will grow back in 1d3 weeks. Having all of its tentacles
LEVEL/X.P.: 7/ 1500 + 13/hp severed will not slay the creature, but it will make every
effort to retreat and hide until at least three have regrown.
Ozaena literally means “stink polyp,” and these creatures
are aptly named for the offensive odor their bodies exude. On the surface, the Ozaena’s horrible odor will affect
The ozaena appears as blistery, deformed squid, its body any creature within 40ft, causing a –1 penalty to hit,
tapering to a crude point in back. Their flesh is rubbery damage, and saving throws; thieving abilities incur a 5%
and slimy, appearing somewhat transparent in areas. An penalty.
ozaena has 6+1d6 tentacles, 30 ft long, surrounding a
sharp-beaked mouth. Hidden amongst the “blisters” of TREASURE: None
its flesh are the creature’s two weak eyes. The location of
Author and copyright holder: Sean “Stonegiant” Stone,
2006.

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An OSRIC™ Resource Monsters of Myth

P Pastinaca – Piranha – Pod-Men – Pudding, Alien

PASTINACA These 30ft+ long relatives of the giant weasel are tenacious
carnivores found in woodlands or cavern complexes.
FREQUENCY: Rare Although they are very silent and move quickly, they do
NO. ENCOUNTERED: 1d6 not gain an advantage on surprise rolls due to the strong,
SIZE: Large (8ft at shoulder, 30ft+ long) musky odor they emit. Like their smaller kin, a pastinaca
MOVE: 240ft that successfully bites a target holds fast instead of letting
ARMOR CLASS: 5 go. Each round after a successful bite, it will automatically
HIT DICE: 10 suck blood from its victim for 8-22 hp of damage per
ATTACKS: 1 round.
DAMAGE: 4d8
SPECIAL ATTACKS: Drain blood Due to the size and ferocity of pastinaca, many races of
SPECIAL DEFENSES: Nil giants will go to great lengths to acquire young ones to
MAGIC RESISTANCE: Standard train as mounts and/or guards.
LAIR PROBABILITY: 15%
INTELLIGENCE: Animal TREASURE: None
ALIGNMENT: Neutral
LEVEL/X.P.: 8/ 2,950 + 14/hp Author and copyright holder: B.J. “Stranger” Poirot, 2006.

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Monsters of Myth An OSRIC™ Resource

PIRANHA

FREQUENCY: Uncommon
NO. ENCOUNTERED: 1d6+16
SIZE: Small
MOVE: 240ft
ARMOR CLASS: 2
HIT DICE: 1d4 hps
ATTACKS: 1
DAMAGE: 1d2
SPECIAL ATTACKS: Attacks as 5HD monster
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 10%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 2/ 30 + 1/hp

Schools of piranha are a deadly hazard in many slow-


flowing tropical rivers, their presence signaled by the
stripped-clean skeletons of animals floating downstream.
The fish comprising the school are about six inches long,
and a school numbers about twenty of these. When
piranhas attack, the water will appear to boil around their
prey, turning a frothy pink with the victim’s blood.

Piranha attack as a 5HD monster.

TREASURE: None

Author and copyright holder: Matt “Mythmere” Finch,


2005.

POD-MEN
knobby growths of fungus sprouting from their outer
FREQUENCY: Rare surface.
NO. ENCOUNTERED: 2d10
SIZE: Medium Pod men grow in large pods that resemble enormous
MOVE: 60ft pea-pods hanging from a ceiling or growing on vines.
ARMOR CLASS: 9 Cultivated pod men are usually grown hanging from the
HIT DICE: 3+1 ceiling, for vine-grown pod men (seen in the wild) are
ATTACKS: 2 subtly inferior to the cultivated ones (in what way, the
DAMAGE: 1d6/1d6 GM can decide: perhaps mutations, perhaps lower hp,
SPECIAL ATTACKS: Grab and hold (see below) or whatever seems right). The pods are somewhat
SPECIAL DEFENSES: None protective, and any creature inside one of them gains a
MAGIC RESISTANCE: Standard +1 saving throw against fire attacks and a bonus of 4 to
LAIR PROBABILITY: 25% armor class.
INTELLIGENCE: Semi-
ALIGNMENT: Neutral It takes a full round for a pod man to emerge from a pod.
LEVEL/X.P.: 3/ 105 + 3/hp
Pod men are slow, always attacking at the end of the
Pod-men are commonly found as servants of a Shroom round.
(q.v.), for the Shrooms cultivate them in far greater
numbers than they appear in the wild. They are shambling, Once a pod man hits successfully for the first time, it
human-like plants with strange gaps in their bodies and grabs and holds onto the victim with that hand. The hold

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An OSRIC™ Resource Monsters of Myth

causes the victim a –4 to subsequent attack rolls, but 1d2 points of intelligence and 1d2 points of wisdom (a
inflicts no damage. The pod man will then attempt to saving throw vs. spells is made for each).
beat the victim to death using its free arm. The hold of
multiple pod men is cumulative, each one causing a The pudding may also direct this attack in a blast of furious
further –4 penalty to the victim’s attack rolls. power directed at a single individual. The range of this
assault is 100 ft, and the target must make a saving throw
Some pod men are created by transforming a human vs. aimed magic items (rod, staff, etc) or lose 1d8 points
being into plant matter in a specially prepared pod, by of intelligence and wisdom (again, a separate saving throw
vile magical and alchemical processes. Such pod men is made for each attribute). The pudding may attack
can be considerably tougher than normal pod men mentally and physically in the same round.
(gaining additional hit dice as determined by the GM),
and have a pinkish and fleshier appearance than those If a character is reduced to either 0 intelligence or 0
grown from scratch. wisdom, he will be effectively mindless, wandering around
helplessly for the pudding to feed upon. Lost ability points
TREASURE: None do not return unless they are restored by a spell.

Author and copyright holder: Matt “Mythmere” Finch, From time to time, an alien pudding is seen with a roach-
2005. like creature the size of a cat suspended in its body. These
creatures die with the pudding and have no effect on
combat. However, an alien pudding with a roach-rider is
PUDDING, ALIEN no mindless opponent. These puddings have genius level
intelligence, and can communicate telepathically with
FREQUENCY: Very Rare other beings. Such abominations are rare, but can be a
NO. ENCOUNTERED: 1d4 formidable mastermind for evil.
SIZE: Large
MOVE: 60 ft TREASURE: None
ARMOR CLASS: 5
HIT DICE: 12 Author and copyright holder: Matt “Mythmere” Finch,
ATTACKS: 1 2005.
DAMAGE: 2d6
SPECIAL ATTACKS: Destroy minds
SPECIAL DEFENSES: Unaffected by cold
MAGIC RESISTANCE: 10%
LAIR PROBABILITY: Nil
INTELLIGENCE: Animal (see below)
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 7/ 2000 + 16/hp

Alien puddings are beasts from the dark and blasphemous


reaches of astrological space, beyond the air and the
moons, perhaps beyond the very stars themselves. These
abominations may once have been human, perhaps the
remnants of an ancient race taken to the stars in flight
from a failing world or hideous evil. When chunks of iron
strike the earth, these pieces of a far and alien cosmos
may bear with them a traveler, an alien pudding.

An alien pudding can attack physically with its numerous


suckers, mouths, and worming cilia, all of which are so
small as to be barely visible. However, the creature’s most
fearsome attack is its mental drain. The brains of nearby
creatures are slowly dessicated by the pudding’s presence,
eaten away eventually into a shriveled knot the size of a
fist. All creatures within ten feet of the pudding must
make a saving throw once per round, or suffer the loss of

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Monsters of Myth An OSRIC™ Resource

R Rajkami – Rimmeserker – Roc, Snow - Rockroach

RAJKAMI Rajkami are flesh-bound spirits similar in many ways to


the rakshasa, who are their hated enemies. The flesh form
FREQUENCY: Rare of a Rajkami is invariably that of a tall, very human-like
NO. ENCOUNTERED: 1 creature with coal-black skin, a narrow face, and sharp
SIZE: Medium teeth. A rajkami is able to cloak itself in the illusion of a
MOVE: 120ft more human appearance (as per the spell Change Self).
ARMOR CLASS: 3 The creature can maintain this illusion indefinitely while
HIT DICE: 7 awake and conscious, but changes to its normal shape
ATTACKS: 3 when sleeping. Rajkami seek to blend into human society,
DAMAGE: 1d4/1d4/1d6
accumulating wealth, power, and luxury with their special
SPECIAL ATTACKS: See below
abilities (see below). Most wear luxurious garments and
SPECIAL DEFENSES: Immune to spells level 3 and lower,
are attended by human servants and bodyguards – who
immune to charm
MAGIC RESISTANCE: Standard might or might not be aware of their master’s true nature.
LAIR PROBABILITY: 20%
INTELLIGENCE: Very A rajkami can create a magical gem for use in making
ALIGNMENT: Lawful Evil bargains with other beings, but the gem will disappear if
LEVEL/X.P.: 6/ 745 + 8/hp a bargain is not struck. Such gems are of 1-6 thousand
gold pieces in value. Once a bargain is struck, the gem
remains in existence as a normal gem thereafter. A rajkami
can only create one such gem per week, but may do so
at will.

Any being accepting a gem from a rajkami in payment


for a service will instantly become subject to an
enchantment similar to that created by a charm person
spell. No saving throw applies to the enchantment, and
the elven immunity to charm does not offer protection
against the effects of making a bargain with a rajkami.
The enchantment can only be broken with a remove curse
or by the death of the rajkami. In addition to the
enchantment, the unfortunate victim will find that
whatever task he agreed to undertake on the rajkami’s
behalf is enforced by a geas.

A rajkami is immune to the effects of any spell under 4th


level with the sole exception of the spell Detect Illusion.
The rajkami is also immune to all charm spells, regardless
of level. Rajkami are weakened when they hear the ringing
of bells, and while a bell is ringing the creature attacks
only as a 3HD monster.

TREASURE: 25% - 1d6x1000 copper coins, 30% -


1d6x1000 silver coins, 35% - 1d6x1000 electrum coins,
40% - 1d10x1000 gold coins, 20% 1d4x100 platinum
coins, 60% - 4d10 gem stones, 50% - 3d10 jewelry items
and 30% - 3 magic items.

Author and copyright holder: Matt “Mythmere” Finch,


2005.

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RIMMESERKER Holy water does not damage them, for it freezes before
it can make contact.
FREQUENCY: Rare
NO. ENCOUNTERED: 1 or 1d6 Any melee weapon can damage Rimmeserkers, but their
SIZE: Medium disdain in life for missile weapons grants them a certain
MOVE: 120ft degree of immunity from these; only a silver or magical
ARMOR CLASS: 5 missile weapon can damage a rimmeserker.
HIT DICE: 3
ATTACKS: 2 TREASURE: None
DAMAGE: by weapon
SPECIAL ATTACKS: Aura of cold Author and copyright holder: Matt “Mythmere” Finch,
SPECIAL DEFENSES: See below 2005.
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 20%
INTELLIGENCE: Semi- ROC, SNOW
ALIGNMENT: Chaotic evil
LEVEL/X.P.: 3/ 65 + 2/hp FREQUENCY: Very rare
NO. ENCOUNTERED: 1 (10% chance of 1d2)
Rimmeserkers are the undead remnants of berserkers who SIZE: Large
died by freezing to death instead of falling in honorable MOVE: 60ft/180ft
battle. While alive, these battle-mad killers sought entry ARMOR CLASS: 6
into a warrior’s heaven (Valhalla, for those following the HIT DICE: 16
Norse gods), but by failing to die in battle they have ATTACKS: 2 claws
consigned themselves to a lesser status in the afterlife. It DAMAGE: 3d6/claw
is said that their very rage keeps them tied to the material SPECIAL ATTACKS: Swoop
plane, refusing to move on to an afterlife they will not SPECIAL DEFENSES: None
accept. They wait eternally for the Valkyries to come and MAGIC RESISTANCE: Standard
bring them to the Heroes’ Hall they fought throughout LAIR PROBABILITY: 10%
their lives to reach. INTELLIGENCE: Animal
ALIGNMENT: Neutral
Such defiance of the natural cycle of life and death not LEVEL/X.P.: 8/ 4000 + 20/hp
only offends and insults the gods, but it drives the
berserker’s spirit insane, stripping away all remnants of Dwelling only in the most northerly climes, Snow Rocs
humanity and reason that the living human being might are dissimilar to the traditional variety, resembling gigantic
have had, fueled as it is by nothing but wrath, pride, and snowy owls rather than eagles. They are nocturnal, and
jealousy. These spirits soon become twisted and evil in although they do not possess infravision in the normal
their defiance of death, and most eventually embrace sense, they have incredibly accurate vision in the dark,
their undead state, swearing allegiance to the enemies equivalent to that of a real owl.
of the gods they once worshipped and seeing themselves
as a weapon in the battle to bring about Ragnarok, the Like owls, Snow Rocs are capable of flying very quietly.
destruction of the world and the gods. They are Despite their huge size (40ft wingspan), they are still
occasionally found in small bands, usually due to an capable of surprising opponents with the usual chances
avalanche or similar event that stranded a raiding party of success (1-2 on a d6).
to die together in the frozen wastes.
Their traditional prey are woolly mammoths and woolly
A rimmeserker inhabits the body it wore in life, appearing rhinoceri, on which their preferred attack mode is the
as a berserker warrior rimed with ice and snow that never swoop. If both of their claws hit, the Snow Roc will carry
melt. A typical rimmeserker wears heavy furs and a horned the beast aloft. The next round, the Snow Roc will drop
helm, with a long, wild beard growing from its dead face. its target, the subsequent impact with the ground inflicting
10d6 damage. This attack mode can only be used on
These undead are wreathed in bitter cold, so intense that creatures larger than man-sized, but a horse with rider
anyone engaging in melee combat with one of them will would be subject to it.
begin suffering 1d4 hps of damage per round after the
first round of close exposure. Cold does not damage them, Snow Rocs are generally uninterested in treasure.
and fire will actually restore hit points to them if they are However, the area around their clifftop lairs will typically
damaged, for it was lack of warmth that ended their lives be bestrewn with mammoth-bones, and 1,000-6,000 gold
and they take strength from it. Like most undead, they pieces worth of ivory can normally be recovered from
are immune to sleep and charm spells. such an area.

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Snow Roc eggs are highly prized, since these creatures TREASURE: See description.
can be trained, and an intact viable egg could be sold for
as much as 10,000 gp. Recovering such an egg is rarely Author and copyright holder: Stuart
easy, since it will need to be kept warm if it is to hatch. “PapersAndPaychecks” Marshall, 2005.

A quill made from Snow Roc feathers is a frequent


component in the manufacturing process for high level
spell scrolls.

depart. However, if they are attacked or not given food


ROCKROACH
they will become angry and will attack. When a rockroach
is angry, all the stone in a radius of 50ft around the creature
FREQUENCY: Very Rare
turns gelatinous to a depth of about one foot. It is quite
NO. ENCOUNTERED: 1d6
difficult to move in the gelatinous mud; in order to manage
SIZE: Small
a successful melee attack a character must make a
MOVE: 120ft, 240ft (tunneling)
successful save versus wands at a bonus of +4. Missile
ARMOR CLASS: 5
attacks and spell casting are not affected.
HIT DICE: 2
ATTACKS: 1
If the stone of a ceiling is affected by a rockroach’s anger,
DAMAGE: 1d6
it will begin to drip blobs of gelatinous rock (with the
SPECIAL ATTACKS: See below
same weight and density of solid rock). Any creature other
SPECIAL DEFENSES: Immune to metal and stone weapons
than a rockroach has a 10% chance per round of being
MAGIC RESISTANCE: Standard
hit by a falling blob of gooey rock, which will inflict 2-8
LAIR PROBABILITY: Nil
points of damage (some blobs being larger than others).
INTELLIGENCE: Animal
ALIGNMENT: Neutral
When a rockroach dies, the gelatinous stone will instantly
LEVEL/X.P.: 3/ 65 + 2/hp
become normal stone once again, possibly entombing
the party’s feet, or equipment they have dropped, in as
Rockroaches are a form of vermin from the elemental
much as a foot of solid rock.
plane of earth, occasionally entering the Prime Material
Plane. They are about two feet long, with segmented
Rockroaches eat gems, and there is a 75% chance that a
chitin armor over an insect-like body (many have
rockroach’s innards will contain a 10-60 gp gem.
described them as resembling large sow bugs, or pill bugs).
TREASURE: See description.
These creatures have no fear of humans, and will approach
parties of adventurers in the hopes of being fed. If they
Author and copyright holder: Matt “Mythmere” Finch,
are given a day’s worth of rations they will feed and then
2005.

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S Sand Newt – Scuttler – Scylla (Sea Hydra) – Sea-Mare – Serpent, Earth – Sewer Thug – Shade Walker –
Shadow Vetch – Shrieker, Black – Shroom – Skelton – Slivering Hive –
Snagwort, Hanging – Snake – Spiny Horror – Stilt Walkers (Anthrophalangidae) –
Sting Lichen – Stonefish, Giant – Stygian Serpent

SAND NEWT

FREQUENCY: Rare
NO. ENCOUNTERED: 3d6 (10d10 in lair)
SIZE: Medium
MOVE: 90 ft (20 ft through sand)
ARMOR CLASS: 5
HIT DICE: 2
ATTACKS: 1
DAMAGE: By weapon (usually spear, 1d6)
SPECIAL ATTACKS: None
SPECIAL DEFENSES: Swim through sand
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: Nil
INTELLIGENCE: Average to Genius
ALIGNMENT: Lawful Evil
LEVEL/X.P.:
3rd Level Magic-User: 3/ 105 + 3/hp
5th Level Magic-User: 4/ 205 + 6/hp
3HD Newt: 2/ 50 + 2/hp
4HD Newt: 3/ 75 + 3/hp
5HD Chief: 3/110 + 4/hp

Sand newts are desert dwellers, humanoid amphibians


SCUTTLER
that lair near underground water and in ancient ruins
deep beneath the sands. Sand newts have a bizarre ability
FREQUENCY: Rare
to swim through sand as if it were water. They use this
NO. ENCOUNTERED: 1d100
ability to find and excavate the ruined or buried buildings
SIZE: Small (6")
of lost civilizations, using them as lairs. Entire towns of
MOVE: 10ft
sand newts are rumored to exist in deeper desert areas,
ARMOR CLASS: 9
secure in their buried strongholds.
HIT DICE: 1 hp each
ATTACKS: 1
Most sand newt clans are led by magic-users, for they
DAMAGE: Nil (poison only)
have garnered considerable ancient knowledge from
SPECIAL ATTACKS: Poison
desert ruins unknown to the surface world. From time to
SPECIAL DEFENSES: None
time, raiding parties will emerge to the surface, stealing
MAGIC RESISTANCE: Standard
or trading for foods and for arcane supplies sought by
LAIR PROBABILITY: 90%
their leaders. All sand newt lair are well-supplied with
INTELLIGENCE: Non-
underground water sources, for their eggs are laid in
ALIGNMENT: Chaotic neutral
water.
LEVEL/XP: 1/ 8 + 1/hp
A sand newt lair will generally contain females equal to
Scuttlers result when spider eggs are affected by magical
100% the number of males, and young numbering
emanations, seeping potion residues, alchemical
perhaps 50% of the number of adult males. Lairs will
experiments, and other exposure to magical substances
contain the following unusual individuals: Per 20 sand
or effluences. They might have any number of legs, from
newts: 1 magic user of 3rd level; Per 20 sand newts: 1
four to thirteen (3d4 +1), and frequently suffer gross
sand newt of 3 HD; nd newts: 1 sand newt of 4 HD; Per
mutations in body shape (two heads, nine eyes, one
50 sand newts: 1 magic user of 5th level; Per tribe: 1
mouth part four times the size of the other, and so on.)
“chief” with 5 HD
They might be any color of the rainbow, and striped,
spotted, and piebald varieties have also been reported.
Author and copyright holder: Matt “Mythmere” Finch,
2006.

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Not all scuttlers build webs; those that do tend to build waves (3d6+3 ft in height). Once per day a scylla may
irregular, crazily shaped structures. They tend to be about create a powerful current up to a quarter of a mile from
the size of a man’s fist. its location, strong enough to draw most ships toward
the scylla. Additionally, once per day a scylla can create a
Scuttler poison can be weak or strong (save at –2, 0, +2, powerful whirlpool 30 ft in diameter, with a duration of
or +4, equal chance of each) but is rarely fatal (only if the 2d10 rounds. Vessels less than 20 ft in length caught within
victim rolls a natural 1 on his/her saving throw vs. poison). the whirlpool must make a saving throw or be submerged
Instead, it has a very strong psychedelic effect on the (a process that takes 1d6 rounds). Larger vessels (20-40
nervous system. There is a 50% chance that someone ft) will submerge in 5d6 rounds if the vessel’s saving throw
failing his or her save will be affected by confusion (as fails.
the 4th-level illusionist spell) and a 50% chance he/she
experiencing an emotion (again as the 4th level illusionist Scyllae are powerful swimmers, using their 12 legs and
spell—roll randomly for the type of emotion experienced.) fish-like tail to move faster than most vessels (though they
Scuttler ichor is a component in many recipes for potions prefer to stay near their lairs). These terrifying beasts love
of delusion. treasure, keeping it well hidden within their lairs. A scylla’s
lair will be guarded by its allies: mermen (30% chance),
TREASURE: None sharks (30% chance) or a giant octopus (40% chance).

Author and copyright holder: Stuart An encounter with a scylla is 60% likely to come from
“PapersAndPaychecks” Marshall, 2005. solitary females. Scyllae of both genders attack from below
the water surface, gaining surprise on 1-3 (d6). They can
travel on land, moving at a rate of 90ft, but always stay
SCYLLA (Sea Hydra) very close to the shore. Scyllae speak their own language
and are on good terms with storm giants.
FREQUENCY: Rare
NO. APPEARING: 1d3 If 45 pts of damage are inflicted on any one head, that
SIZE: Large head will be severed.
MOVE: 150 Ft. in water, 90 ft. on land
ARMOR CLASS: 5 TREASURE: 50% 1-6,000 cp, 50% 2-12,000 sp, 80% 3-
HIT DICE: 12-15 18,000 gp, 60% 1-6,000 pp, 50% 2-8 gems, 30% 1-3
ATTACKS: 6 jewelry, 65% 3 magical items
DAMAGE: 4d6 per attack (poison bite)
SPECIAL ATTACKS: Controls water, surprise Author and copyright holder: M. Ahmed, 2005.
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 50% SEA-MARE
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil FREQUENCY: RARE
LEVEL/X.P.: 8/ 3700 + 18/hp NO. ENCOUNTERED: 2d20
SIZE: Large
Scyllae (sea hydrae) are horribly grotesque sea monsters MOVE: 180ft, swimming 180ft
with six long necks equipped with grisly humanoid heads. ARMOR CLASS: 4
The six mouths are noxious, each with three rows of sharp
HIT DICE: 4
teeth, and dripping with a poisonous saliva. The saliva
ATTACKS: 3 or special
causes paralysis if it enters a victim’s blood stream (failed
DAMAGE: 1d8/1d8/1d4
saving throw indicates paralysis for 1-4 hours). The body
of a scylla is reptilian, but with twelve canine legs and a SPECIAL ATTACKS: Poisonous breath
great fish-like tail. Scyllae are generally at least twenty SPECIAL DEFENSES: None
feet long, with necks ten feet in length. The heads have MAGIC RESISTANCE: Standard
blue hair and sickly greenish skin. They have a virulent LAIR PROBABILITY: 20%
hatred of all living things, especially men. INTELLIGENCE: low
ALIGNMENT: chaotic evil
Scyllae normally lair in crags and caves on the shorelines LEVEL/X.P.: 4/ 175 + 3/hp
of desolate islands, or in large caves with air-filled
chambers just below the surface. They wait in these Sea-Mares are flesh eating, amphibious horses that roam
protected lairs for passing ships to come within range of ocean coastlines in search of prey. They are evil beasts,
their attack. Scyllae have magical control over ocean water and often kill for mere sport. They resemble heavy
as follows: Twice per day a scylla can create 1-4 tidal warhorses in size, but their skin is a rubbery black

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An OSRIC™ Resource Monsters of Myth

SERPENT, EARTH

FREQUENCY: Rare
NO. ENCOUNTERED: 1d12
SIZE: Large
MOVE: 60 ft
ARMOR CLASS: 4
HIT DICE: 12
ATTACKS: 1
DAMAGE: 1d12
SPECIAL ATTACKS: Toss opponents
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 50%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 7/ 2000 + 16/hp

An earth serpent is a huge creature that grows from the


organic material of the earth, becoming crusted with a
rocky shell as it matures. Although it is possible that these
behemoths grow from tiny eggs, they appear to be a
colossal example of spontaneous generation. When the
earth serpent reaches a certain size, it seems to develop
a rudimentary intelligence. The wakened creature cracks
through the surrounding rock and earth, beginning to
seek prey. They are normally found in deep, subterranean
caverns, but occasionally one of the monsters will find its
way to the surface, wreaking havoc as it moves aimlessly
beneath the surface of the ground, seeking food.

Earth serpents normally attack by breaking through the


ground underneath whatever food source it has detected
substance as tough as armor. Sea mares have fins on their (the beast can detect movement at a distance of 50 ft
through any sort of earth or rock). Its bite inflicts 1d12
legs that lie flat while the creature is on land, and gills on
points of damage, but the serpent’s instinctual hunting
their necks. Their most startling characteristic, though, is
method can cause considerably more. When the serpent
the single, blood red eye in the middle of the forehead.
successfully hits an opponent, the victim must make a
saving throw vs. breath weapons or be snatched in the
Often sea-mares will serve as mounts for Nuckelavee
serpent’s jaws. On the following round, the serpent rears
(q.v.). When they are used as a mounts they do not receive
up and shakes the trapped character, inflicting an
an attack in the first round of any charge, but thereafter
automatic 1d12 points of damage, then hurls the prey
may attack with two hooves and a bite. into the air. Small creatures will travel 40 feet into the air,
medium sized creatures will travel 30 ft, and large
The breath of a sea mare is poisonous, and can be used creatures (within reason) will travel 20 ft. Falling back to
as a breath weapon once per day. The misty cloud spreads the ground inflicts normal falling damage, and hitting a
equally well in air or water, and lasts 5 rounds before ceiling on the way up will result in damage both from the
dissipating. It affects a 300 sq ft area, in which all plant impact and then from the subsequent fall. An earth
matter will wither and die, and any creatures or humanoids serpent’s treasure is found trapped in its multiple gizzards
must make a save vs. poison or be rendered unconscious except for any gems, which are usually imbedded in the
for one turn. After reviving from the poison, it takes a full creature’s rock-like skin.
turn before a victim is well enough to move on his own,
due to extreme nausea and cramps. Untreated, it takes a Earth serpents generally attain a length of 30 to 40 feet
full week before a victim is entirely back to normal health, before emerging from the rock to hunt.
although the lingering effects do not affect combat or
saving throws. TREASURE: None

TREASURE: None Author and copyright holder: Matt “Mythmere” Finch,


2006.
Author and copyright holder: B.J. “Stranger” Poirot, 2006.

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Monsters of Myth An OSRIC™ Resource

soaking wet with sewage and emit a horrid smell. If this


material is removed from a sewer thug’s corpse - they
never willingly expose themselves - it will be discovered
that they are gaunt, pale creatures with sunken eyes and
long rotting teeth. While they resemble ghouls in
appearance and mannerisms, sewer thugs are not undead
creatures.

It is rumored that a great hatred exists between the sewer


thugs and wererats, whom often compete for the same
territories.

TREASURE: 20% - 1d12x1000 copper coins, 30% -


1d6x1000 silver coins, 10% - 1d4x1000 electrum coins,
25% - 1d6 gem stones, 20% - 1d3 jewelry items, 10% - 2
magic items.

Author and copyright holder: Tony “Wheggi” Rosten,


SEWER THUG 2004-2005..

FREQUENCY: Rare
NO. ENCOUNTERED: 4d10 SHADE WALKER
SIZE: Medium
MOVE: 120ft FREQUENCY: Very Rare
ARMOR CLASS: 5 NO. ENCOUNTERED: 1
HIT DICE: 2+2 SIZE: Medium
ATTACKS: 2 MOVE: 240ft
DAMAGE: 1d4/1d4 ARMOR CLASS: 2
SPECIAL ATTACKS: See Below HIT DICE: 5
SPECIAL DEFENSES: See Below ATTACKS: 2
MAGIC RESISTANCE: Standard DAMAGE: 1d6, 1d6 (or by weapon)
LAIR PROBABILITY: 50% SPECIAL ATTACKS: None
INTELLIGENCE: Low SPECIAL DEFENSES: See below
ALIGNMENT: Chaotic Evil MAGIC RESISTANCE: Standard
LEVEL/X.P.: 3/ 65 + 2/hp LAIR PROBABILITY: Nil
INTELLIGENCE: Exceptional
Sewer thugs are a race of degenerate humanoids that ALIGNMENT: Any Evil
lurk in the sewage systems of major cities. They crawl to LEVEL/X.P.: 4/ 245 + 4/hp
the surface at night, looking for victims to satisfy their
cannibalistic hunger. On very rare occasions, the tortured soul of an evil person
manages to escape somehow from the nether planes,
In combat, sewer thugs use a pair of savage metal hooks. fleeing into the prime material plane by unknown means.
These hooks are always rusty and covered with filth, and These escaped souls become shade walkers. A few
any creature wounded by one of these weapons has a diabolists postulate that shade walkers are occasionally
15% chance per wound of contracting a serious disease. released for sport hunting, but in general these fugitive
A successful save vs. poison will negate the effects of the souls are a matter of great concern to the lords of the
infection. Sewer thugs themselves are immune to all forms underworld planes, representing not only a great injury
of disease. to their pride and status, but threatening further escapes
by the same route. Whether for sport or from necessity,
As a result of their subterranean existence, sewer thugs shade walkers on the prime material plane are invariably
can see in the infrared spectrum up to 60ft. They shun the subject of a relentless demonic pursuit. They are
bright light, and sunlight imposes a -1 penalty to their ‘to- constantly moving, knowing their time is limited before
hit’ rolls. they are recaptured. In some cases the hunt may continue
for centuries, for only the most resourceful of souls
When encountered, sewer thugs will always be manage to escape from the netherworld in the first place,
completely wrapped in whatever material they manage and those remaining ahead of their pursuers become ever
to collect: rags, old garments, sackcloth, skins, and even more canny and elusive.
rotting hay and parchment. These wrappings are always

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An OSRIC™ Resource Monsters of Myth

It is worthy of note that shade walkers, like their pursuers, Shade walkers appear as quick moving, oddly indistinct
are thoroughly ruthless and evil, irrevocably twisted by figures, often wearing capes and wide brimmed hats to
the tortures of the afterlife and retaining little of their hide their shadowy black forms. They feed upon fear and
original humanity. nightmares, often purposefully provoking terror and
dreams of madness in their victims to gain strength.
Shade walkers are undead, existing in the same semi-
material state as ghosts. They may be hit only by silver Their most chilling quality, however, is the ability to possess
weapons (half damage) or by magical weapons (full and animate the corpses of recently-killed humanoids
damage). All shade walkers are immune to sleep, charm, (preferring elves and humans), entering the dead body
and electrical attacks. Some shade walkers were magic and capturing its memories well enough to pose as the
users in life (10% chance) and these maintain their spell corpse’s original occupant while wearing the body
casting powers.

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(provided, of course, that any obviously mortal wounds SHADOW VETCH


can be concealed from sight). Shade walkers can only
possess a corpse that has been dead for less than one FREQUENCY: Very Rare
turn, and can control the body for only 1-3 hours before NO. ENCOUNTERED: 1d4
it succumbs to rigor mortis. As the rigor mortis sets in, SIZE: Medium
the shade walker slowly loses the ability to draw upon MOVE: 30ft
the body’s memories or to make it speak, and the host ARMOR CLASS: 3
body will, at the end of the 1-3 hours, turn into something HIT DICE: 6
similar to a zombie. Once a body is in this condition, the ATTACKS: 1
shade walker will usually discard it to search for other DAMAGE: 1d4
prey. SPECIAL ATTACKS: Life drain
SPECIAL DEFENSES: Magic or silver weapon to hit
Shade walkers may animate and possess corpses for MAGIC RESISTANCE: Standard
various reasons: sometimes they do so to re-experience LAIR PROBABILITY: 0%
the thrill of material existence, at other times to commit INTELLIGENCE: Semi-
murder or other vile acts without leaving clues that might ALIGNMENT: Neutral evil
draw the attention of their demon pursuers. Most LEVEL/X.P.: 5/ 420 + 6/hp
important, to the shade walker, is that it cannot be sensed
by demons when it is wrapped in flesh, even if the flesh Shadow vetch is a plant-like being of negative material
it inhabits no longer lives. substance, rooted in the negative material plane but with
its tendrils twisting and extending through planar
Shade walkers can sense the nearby presence of demons, boundaries almost into the material plane itself. The
and will immediately seek to hide itself in a dead body physical manifestation of a shadow vetch is only semi-
when pursuit draws near. If only living bodies are available, material, like that of a wraith or shadow. This insubstantial
the shade walker will seek to render one of these into a intruder has a root-like extrusion that fades away into
viable host by killing it. nothingness (where it disappears toward its roots in
another plane of existence), and innumerable wispy
When a shade walker inhabits a recently killed corpse, “branches” extruding from the front end. The plant is quite
the corpse improves the shade walker’s AC by 1, and capable of movement, for although it remains stationary
absorbs half of all damage the shade walker would in the negative material plane its manifestation in the Prime
otherwise have taken. Once a corpse has absorbed 20 Material is not physical in any meaningful sense.
hp of damage, it will come apart and the shade walker
will no longer be able to use it. A shadow vetch attacks by rising from solid substances
to grab at living beings. They will often stalk their prey,
TREASURE: None waiting for the best opportunity to strike.

Author and copyright holder: M. Ahmed, 2006 When shadow vetch hits an opponent, it extrudes semi-
material strands of its substance into and through the
victim’s body. The victim will begin losing one point of
strength and 1d4 hit points per round, automatically, until
the shadow vetch is killed (unless the plant is somehow
distracted into attacking a different opponent). The loss
of ability points is permanent, but all may be restored
with a single wish spell or by a restoration spell.

Shadow vetch can move through solid substances such


as rock and earth, and may do so during combat to gain
an advantage.

TREASURE: None

Author and copyright holder: Matt “Mythmere” Finch,


2006.

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SHRIEKER, BLACK component is required, but this power otherwise operates


exactly as the third level magic-user spell. The type and
FREQUENCY: Rare number of summoned creatures appearing is determined
NO. ENCOUNTERED: 1d2 randomly. They will remain under the Black Shrieker’s
SIZE: Medium total control until the spell duration expires.
MOVE: 10ft
ARMOR CLASS: 5 Because they need to give commands to their minions,
HIT DICE: 5+15 Black Shriekers speak an enormous variety of languages.
ATTACKS: 1 As well as using rotting meat for food, they are motivated
DAMAGE: 1d2 to obtain fresh corpses, particularly of humans and demi-
SPECIAL ATTACKS: Conjuration humans, into which they inject the spore colonies by
SPECIAL DEFENSES: None which these monsters reproduce. The body of a human
MAGIC RESISTANCE: See below who has been infected by these spores can only be raised
LAIR PROBABILITY: 90% if cure disease is cast prior to the raise dead.
INTELLIGENCE: Very
ALIGNMENT: Neutral Although the Black Shrieker has no interest in treasure
LEVEL/X.P.: 4/ 230 + 6 for itself, the creatures it summons will have their full
normal treasure.
Black shriekers are a more powerful and intelligent variant
of normal shriekers. Their cries do not call wandering TREASURE: See description.
monsters from nearby; instead, they act as a Monster
Summoning I spell, which the Black Shrieker can use once Author and copyright holder: Stuart
per round up to five times per day. No somatic or material “PapersAndPaychecks” Marshall, 2006

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Monsters of Myth An OSRIC™ Resource

SHROOM Shrooms are highly individual, and the GM should feel


free to invent all kinds of these sinister malefactors. Most
FREQUENCY: Very Rare will have the spell-casting abilities of at least a fourth level
magic user, and all have strange powers to create and
NO. ENCOUNTERED: 1d6
shape the plants of their environments. Although these
SIZE: Large
powers take time to employ and will not be relevant in
MOVE: 90 ft
combat, they can be used to create a considerably
ARMOR CLASS: 6 hazardous lair.
HIT DICE: 6+1
ATTACKS: 1
DAMAGE: By weapon The flesh of a shroom is delectable, but deadly. Any
SPECIAL ATTACKS: Spells person eating shroom-flesh must make a saving throw
SPECIAL DEFENSES: Spells versus poison or be affected as if by a feeblemind spell.
MAGIC RESISTANCE: Standard The condition may be reversed by a heal or restoration
LAIR PROBABILITY: 60% spell. The effects of the toxin can actually turn out to be
INTELLIGENCE: Genius beneficial in the long run; there is a 5% chance that a
ALIGNMENT: Neutral Evil feebleminded character who has been healed or restored
LEVEL/X.P.: 6/ 545 + 8/hp will permanently gain a point of intelligence from the
effects of the shroom-flesh.
Shrooms are evil geniuses, toadstool creatures with
considerable magical powers. They lurk in the deep places TREASURE: 25% -1d3x1000 gold coins, 30% - 1d8 gem
of the earth and in dank forests, plotting ruin against stones, 20% - 1d4 jewelry items and 10% - Magic sword,
surface dwellers and scheming to gain power for armor or other magical item.
themselves by any means possible. They are highly adept
with magic that influences plants, and most of them are Author and copyright holder: Matt “Mythmere” Finch,
knowledgeable enough to create lairs where they can 2006
manufacture pod-men (q.v.) as servants.

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SKELETON, ALTERED SKELETON, SLIME (JELLETON)

FREQUENCY: Uncommon FREQUENCY: Rare


NO. ENCOUNTERED: 1d6 NO. ENCOUNTERED: 1d12
SIZE: Large SIZE: Medium
MOVE: Equine: 120ft (240ft on all fours); Tauran: 90ft MOVE: 60 ft
ARMOR CLASS: 6 ARMOR CLASS: 4
HIT DICE: 3+3 HIT DICE: 4+1
ATTACKS: Equine: 2 or by weapon; Tauran: 2+ gore or ATTACKS: 2
weapon + gore DAMAGE: 1d8/1d8
DAMAGE: Equine: 1d6/1d6; Tauran: 1d8/1d8/1d6 SPECIAL ATTACKS: None
SPECIAL ATTACKS: None SPECIAL DEFENSES: One quarter damage from slashing
SPECIAL DEFENSES: Half damage from non-blunt and blunt weapons, no damage from piercing weapons
weapons MAGIC RESISTANCE: Standard
MAGIC RESISTANCE: Standard LAIR PROBABILITY: 50%
LAIR PROBABILITY: 40% INTELLIGENCE: Nil
NTELLIGENCE: Non- ALIGNMENT: Neutral
ALIGNMENT: Neutral LEVEL/X.P.: 4/ 165 + 5/hp
LEVEL/X.P.: Equine: 3/ 105 +3/hp
Tauran: 3/ 135 + 3/hp Slime skeletons are odd undead creatures resulting from
a skeleton’s long-term immersion in living slimes, jellies,
An altered skeleton is the undead skeleton of a large or oozes. What process prevents the digestion of a victim’s
animal, its bones rearranged to suit the purposes of the bones is not known, but seems to be related to unholy
necromancer who animated it. In general, such creatures influences in the area where the victim fell prey to the
are used as shock troops to bolster ordinary skeletons or slime.
zombies. There are two common types of altered
skeletons: equine and tauran. In both cases, the front Eventually, the rubbery horror rises from its place of death
hoofs have been replaced with finger-bones from and walks the earth again, dripping (harmless) drops of
humanoid skeletons, allowing the altered skeleton to wield slime from its bones. Just as with a normal animated
weapons and carry heavy objects. Generally, an altered skeleton, a slime skeleton suffers reduced damage from
skeleton stands upright on its hind legs. edged weapons. However, the monster’s flexible, almost
elastic bones grant it protection from blunt weapons as
Altered equine skeletons are created from horse skeletons, well. A slime skeleton takes only one quarter of the
and can carry a rider (which, of course, prevents them damage that would ordinarily be inflicted by blunt or
from using weapons). Altered tauran skeletons are edged weapons, and no damage from piercing weapons
created from bull skeletons, and although they cannot such as spears. Missile weapons do no damage at all.
carry a rider they can use their horned skulls to gore their Slime skeletons are immune to sleep, charm, and hold
enemies. spells. They are turned as ghouls.

Altered skeletons are immune to sleep, hold and charm. TREASURE: None
They are turned as ghouls.
Author and copyright holder: Matt “Mythmere” Finch,
The creation of an altered skeleton requires the use of a 2006.
special manual for the reconstruction and alteration of
animal skeletons prior to animation. Most such tomes
contain instructions for both the tauran and equine forms
of altered skeletons, and some are reputed to contain
formulae for other types beyond these two.

TREASURE: None

Author and copyright holder: Matt “Mythmere” Finch,


2005

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SLEEPER In this way, the more souls that are killed and absorbed,
the more powerful the sleeper becomes (permanently
FREQUENCY: Extremely Rare gaining 1 HP per absorbed soul). Sleepers are destroyed
NO. APPEARING: 1 by sunlight and cannot cross running water, but can be
SIZE: Large affected by both silver and magic weapons. Sleepers
MOVE: 120 FT appear as inky black fog with 1d8 8ft shadowy, wispy
ARMOR CLASS: 5 (can only be hit with silver or +1 or tendrils. These tendrils pertrude from the main body and
greater magic) feel around, sensing for life. Sleepers will typically glide
HIT DICE: 10-20 about, hovering a foot or two above the ground, but can
ATTACKS: 1-8/ or surround ascend upward to any height. Sometimes they attack by
DAMAGE: Special see below dropping down onto unsuspecting prey. Sleepers surprise
SPECIAL ATTACKS: Surprise 1-4 in 6 in total darkness on 1-4 in 6 in total darkness, but have normal surprise in
SPECIAL DEFENSES: Immune to fire, Electrical Attack semi-darkness, such as on a full moon night. Sleepers
Double Damage make no noise, and are only detectable in darkness when
MAGIC RESISTANCE: Immune to charms, Illusions and their inky sillouettes are outlined against a light source.
sleep
LAIR PROBABILITY: 50% Sleepers often lair near isolated roads or small villages so
INTELLIGENCE: Exceptional that they may be near the souls on which they prey. At
ALIGNMENT: Chaotic Evil dusk, Sleepers must return to their dark lairs, usually below
ground or in an abandoned buildings basement, to avoid
Sleepers are an extremely rare form of undead. They are daylight which causes 1d8 pts of damage per round.
created when a powerful chaotic evil cleric, and his
congregation (of at least 13), purposefully commit suicide On particularly overcast days, Sleepers can venture out
in the hopes of returning as a single, undead entity. When without taking damage from sunlight, but move at 1/2
successful (which is very rare), such an entity is composed normal speed. They often do this to scout for victims, but
of not only the souls of the cleric and his congregation, typically stay near their lair where they feel safe. Once
but also the souls of any who are killed by the evil entity. the true darkness of night descends, the Sleeper ventures

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out to begin hunting for souls to absorb. A sleeper attacks The hive is a predatory creature, moving slowly from place
with
. it’s wispy tendrils. The tendrils inflict no damage, to place in search of victims. It will often remain for
but do cause a temporary form of insanity lasting 1-6 months in an area where there is an ample source of
turns. During this time the victim will attack anyone not prey, such as a dungeon complex or village with herds of
affected by the sleeper, and has a desire to stay no more cattle.
then 100 feet from the creature.
When the slithering hive causes its gnats to swarm, they
The second form of attack occurs when the sleeper issue forth in a cloud (similar in many respects to an insect
completely surrounds its victim with its shadowy mass, plague spell) 60ft in diameter, which moves at a rate of
enveloping them in total pitch darkness. Any surrounded 90ft. Any creature caught within the swarm will suffer
in this manner must save vs. petrification or become the effects of being bitten. The hive will direct the gnats
paralysed for 1-10 hours. Once this occurs, the victim is either to bite or to feed. If the gnats are directed to bite,
then typically moved by the creature into its lair (a sleeper every creature caught within the swarm must make a
can carry up to 500 lbs) to be absorbed at the rate of 1 saving throw vs. paralysis or be paralyzed for 1d6+1
HP of life force per round. Sometimes the cunning Sleeper rounds from the poisonous bites.
will keep victims alive as bait to lure would be rescuers
into traps and situations where it has an advantage. If the hive directs the swarm to feed, on the other hand,
.Sleepers often work with other undead such as witches, the swarm will inflict 1hp damage per round to any
vampires and the like, communicating with them using a creature within, as small pieces of flesh are cut away and
form of telepathy. Those using ESP upon a Sleeper can brought back to the hive. The slithering hive can generate
read its thoughts (both its victims’ and the controlling a practically endless supply of gnats, so it is pointless to
soul of the cleric). attack the swarming cloud (although it may win the party
a round or two of respite before the hive belches forth
A light spell cast upon a Sleeper inflicts 1d8 points of another cloud).
damage per round, and it is turned as a lich. A person
whose soul has been absorbed may not be magically If the slithering hive is killed, the gnats will die within 1d6
brought back to life until the Sleeper has been destroyed rounds, and they will not attack to feed during this time,
which also frees all of the trapped souls of its victims. only inflicting their paralyzing bites. When the hive itself
is dead, the swarm will remain stationary.
TREASURE: 80% 3-12,000 SP, 70% 1,000-10,000 GP, 30%
3 magic items Although a slithering hive does not accumulate treasure,
there will often be found the remains of unwary travelers
Author and copyright holder: M. Ahmed, 2005 nearby if the hive has been in an area for even a relatively
short period of time.

TREASURE: None
SLITHERING HIVE
Author and copyright holder: Matt “Mythmere” Finch,
FREQUENCY: Rare 2005
NO. ENCOUNTERED: 1
SIZE: Small
MOVE: 10ft SNAGWORT, HANGING
ARMOR CLASS: 3
HIT DICE: 5 FREQUENCY: Rare
ATTACKS: 1 NO. ENCOUNTERED: 1d10
DAMAGE: 1d8 (bite) SIZE: Medium
SPECIAL ATTACKS: Insect plague MOVE: 5 ft/ round
SPECIAL DEFENSES: None ARMOR CLASS: 6
MAGIC RESISTANCE: Standard HIT DICE: 3
LAIR PROBABILITY: 100% ATTACKS: 1
INTELLIGENCE: Semi- DAMAGE: See below
ALIGNMENT: Neutral SPECIAL ATTACKS: See below
LEVEL/X.P.: 4/ 190 + 4/hp SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
A slithering hive is a semi-intelligent insect about three LAIR PROBABILITY: 100%
feet long. Sinus-like cavities in its exoskeleton are TREASURE: Nil
inhabited by myriads of small, biting gnats, their activities INTELLIGENCE: Animal
directed by the hive. ALIGNMENT: Neutral
LEVEL/X.P.: 3/ 65 + 3/hp

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Hanging snagworts are a strange variety of dungeon plant, The condor serpent is a giant constrictor snake with great
a cluster of slime-covered tendrils hanging at the end of a bird wings spanning thirty feet or more. These predators
thick, rope-like strand. Within a range of ten feet or so, a usually lair in the caves of rocky hills and mountains,
snagwort can lash out by swinging its ropy strand. If this allowing them, like birds of prey, to glide on the support
attack scores a successful hit, the tendrils (which are short, of air currents while they search for food.
about ten inches long) affix themselves to the target with
a strong adhesive. A condor serpent swoops to the attack, seizing prey in
its coils and flying back to its lair to kill, eat, and digest the
This initial attack causes no damage, but the bond caused meal. If the serpent hits its prey with a successful strike
by the vegetable glue is virtually unbreakable except by of its coils, the target must make a successful bend bars/
magical means. Once the snagwort is dead, the glue will lift gates check to avoid being caught in the snake’s lashing
lose its adhesive properties in 1d6 hours. The dead grip (this roll may be attempted in subsequent rounds to
snagwort, in other words, will still be attached to the break free). If other characters help to break the snake’s
character for quite a while, possibly causing great grip, their chance to do so is added together into a
inconvenience and weighing 40 pounds. While the cumulative number. A creature caught in the snake’s coils
snagwort is alive, it can neutralize the glue at will. Once may attack with in-hand melee weapons, but cannot cast
the snagwort is attached to an opponent, the plant can, spells or use missile weapons.
in following rounds, smash the victim against nearby
surfaces for 1d6 points of damage without needing to TREASURE: 2d4x10 gold coins.
make further attack rolls.
Author and copyright holder: Matt “Mythmere” Finch,
If a snagwort is being attacked with missile weapons and 2005
has no enemies within range, it will flatten itself against a
ceiling or behind cover. This will usually give it enough
cover to merit a -4 on attack rolls against it. A lone
SNAKE, JAVELIN
snagword can easily be killed with missile weapons,
provided the party keeps to a safe distance.
FREQUENCY: Uncommon
TREASURE: None
NO. ENCOUNTERED: 1d6
Author and copyright holder: Matt “Mythmere” Finch, SIZE: Small
2005. MOVE: 60ft slithering
ARMOR CLASS: 7
HIT DICE: 1
ATTACKS: 1 Impale or 1
DAMAGE: 2d4 (impale) or 1d3 (bite)
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: Nil
NTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 1/ 15 + 1/hp
SNAKE, CONDOR SERPENT
These snakes can be found in virtually any climate, lairing
FREQUENCY: Rare in places where they can position themselves to fall upon
NO. ENCOUNTERED: 1d2 their prey. They strike as a javelin thrown by a 4th level
SIZE: Large (10-20ft long) fighter, using their sharply pointed heads as an impaling
MOVE: 90ft (120ft flying) weapon. These snakes are very fond of wine, and will go
ARMOR CLASS: 5 out of their way to obtain some; wine merchants are
HIT DICE: 5+1 often the targets of their attacks. One of their most
ATTACKS: Bite + constrict distinguishing features is their three-pronged tongue.
DAMAGE: 1d4/2d6
SPECIAL ATTACKS: Constriction TREASURE: None
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard Author and copyright holder: Sean “Stonegiant” Stone,
LAIR PROBABILITY: 10% 2006.
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 4/ 230 + 6/hp

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SNAKE, WINGED VIPER are fairly small snakes, not normally growing beyond four
feet in length, with a pair of bat-like wings. It is not known
FREQUENCY: Rare whether winged vipers are the product of some magical
NO. ENCOUNTERED: 1d6 wandering, 2d6 in lair experiment or whether they are a strange offshoot of a
SIZE: Small normal snake. They are aggressive predators, normally
MOVE: 120ft (180ft flying) hunting rodents and wild fowl, but they will attack humans
ARMOR CLASS: 4 that venture too close to the nest, or aggravate them in
HIT DICE: 2+2 some way.
ATTACKS: 1
DAMAGE: 1 The poison of the winged viper is not particularly toxic
SPECIAL ATTACKS: Poison (see below) (+4 to save), but it is highly corrosive, causing 1d8 points
SPECIAL DEFENSES: None of damage even if the victim’s saving throw is successful.
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 25% The eggs of a winged viper can be sold for 50 gp each;
INTELLIGENCE: Semi- evil magic-users can find many uses for these creatures,
ALIGNMENT: Neutral evil including training them as guards or pets. Clutches usually
LEVEL/X.P.: 3/ 125 + 2/hp contain 2-8 eggs.

These serpentine predators can be found in any region TREASURE: None


save for the bitter cold of the arctic, although in colder
climes they remain dormant much of the time (lair Author and copyright holder: Matt “Mythmere” Finch,
probability may increase to as high as 80%). Winged vipers 2005
.

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Monsters of Myth An OSRIC™ Resource

SPINY HORROR STILT WALKERS (Anthrophalangidae)


FREQUENCY: Uncommon FREQUENCY: Very Rare
NO. ENCOUNTERED: 1d100 NO. ENCOUNTERED: 2d12
SIZE: Small SIZE: Large
MOVE: 60ft MOVE: 240ft
ARMOR CLASS: 6 ARMOR CLASS: 7
HIT DICE: 1d6 hp HIT DICE: 2+1
ATTACKS: 5 ATTACKS: 1
DAMAGE: 1d2/1d2/1d2/1d2/1d4+1 DAMAGE: By weapon (+1 damage)
SPECIAL ATTACKS: None
SPECIAL ATTACKS: Thief abilities
SPECIAL DEFENSES: None
SPECIAL DEFENSES: Climbing
MAGIC RESISTANCE: Standard
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 40%
LAIR PROBABILITY: 25%
INTELLIGENCE: Animal
INTELLIGENCE: High
ALIGNMENT: Neutral
ALIGNMENT: Lawful good
LEVEL/X.P.: 1/ 11 + 1/hp
LEVEL/X.P.: Anthrophalangidae: 3/ 65 + 2/hp
Chief: 4/ 155 + 4/hp
Sub-chief: 3/ 105 + 3/hp
Spiny horrors are dark-furred animals weighing
approximately 5 lbs, with a large number of long, jointed
spines protruding from their bodies. They are predators, Stilt walkers (aka anthrophalangidae) resemble a cross
jumping to the attack (able to move and attack as per a between men and giant “daddy longlegs” spiders, having
charge without incurring any benefits or penalties) and a human-like head and torso set atop 6 stilt-like spider
usually traveling in packs along the tops of walls where legs of 6-8ft length and 2 long, slender forelimbs which
they cluster like large bats. Because of the spines, spiny serve as arms. Their entire bodies, save their faces, are
horrors are often mistaken for large spiders at first glance. covered in a layer of fine fur, ranging in color from gray
and brown to red in rare exceptional individuals. These
When attacking, a spiny horror digs its spines (a maximum creatures are surprisingly fleet and agile atop their long
of four per round) into its prey, and bites with its small legs, able to traverse both walls and ceilings as easily as
but sharp teeth. As many as twenty horrors may swarm floors, even when carrying burdens of up to 240#. The
upon a single man-sized opponent. long needle-like fingers on the hands of their forelimbs
are also very nimble, giving all stilt walkers the ability to
Spiny horrors are normally found in subterranean areas; pick pockets, open locks, remove traps, move silently,
however, packs occasionally find their way into cities, and hide in shadows as thieves of 7th-12th level. In combat
where they can become a serious menace with their fast they prefer slings and javelins, or long spears (count as
rate of reproduction. pikes) and poleaxes (count as halberds) for melee, though
they generally seek to avoid the latter. Stilt walkers all
TREASURE: None have superior infravision (120ft range).

Author and copyright holder: Matt “Mythmere” Finch, Anthrophalangidae inhabit deep subterranean caves and
2005. caverns where they tend fields and forests of giant fungi.
Their lairs contain 1 HD females and non-combatant
young equal to 50% and 25% the number of males,
respectively, as well as a chief with 4+1 HD, AC 5, and a
+3 damage bonus and 2-4 sub-chief warriors with 3+1
HD, AC 6, and a +2 damage bonus. Stilt-walkers are sworn
enemies of the other evil underground races, who often
capture and use them as slave labor in their own fungi-
farms. Because of this they tend to be very wary and
reclusive and will seek to avoid contact whenever
possible. If communication can be established, though,
they will generally be friendly and cooperative towards
other good-aligned creatures, and can make excellent
scouts, guides, and spies. All stilt walkers are completely
mute and communicate with each other via a complex
sign language, but they are highly intelligent and fully
capable of understanding human languages.

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stinging cells. If the sting-root hits, and the victim fails to


save vs. poison, the sting causes prey to be stunned for
1-6 hours. During that time, the Sting Lichen moves from
its rock onto the body of the victim, covering it and
leeching out useful minerals. Bodies drained of these
essential minerals appear to be lumps of mushy flesh. A
sting lichen will kill a grown man in 1 hour if left to feed
undisturbed. Infrequently, 2-12 sting lichens may work in
unison, not launching their sting-roots until a majority of
the individual colonies sense motion. These colonies of
sting lichens can be dangerous even to large parties of
travelers, for the group may wander into the middle of
the entire colony before the lichens begin to attack.

TREASURE: None

Author and copyright holder: M. Ahmed, 2005

TREASURE: 20% - 1d12x1000 copper coins, 30% -


1d6x1000 silver coins, 10% - 1d4x1000 electrum coins, STONEFISH (Giant Stonefish)
25% - 1d6 gem stones, 20% - 1d3 jewelry items and 10%
- 2 magic items and 1d4 potions. Normal Giant
FREQUENCY Uncommon Rare
Author and copyright holder: T. Foster, 2006. NO. ENCOUNTERED 1 1
SIZE Small, 1ft Medium, 5’
ARMOR CLASS 9 7
STING LICHEN MOVE 60ft 180ft
HIT DICE 1d6 3+1
FREQUENCY: Uncommon ATTACKS 1 1
NO. ENCOUNTERED: 1d4 or 2d6 DAMAGE 1hp see below 1d6
SIZE: Medium SPECIAL ATTACKS See below Poison
MOVE: 10ft SPECIAL DEFENSES Surprise 1-5 Surprise 1-5
ARMOR CLASS: 9 MAGIC RESISTANCE Standard Standard
HIT DICE: 3
LAIR PROBABILITY 75% 50%
ATTACKS: 1
INTELLIGENCE Animal Animal
DAMAGE: None
SPECIAL ATTACKS: Poison ALIGNMENT Neutral Neutral
SPECIAL DEFENSES: None LEVEL/XP 2/ 35 + 1/hp 4/ 190 + 4/hp
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: Nil Stonefish are predatory tropical/subtropical fish, normally
INTELLIGENCE: Non- growing to about a foot in length. They so closely
LEVEL/X.P.: 3/ 110 + 2/hp resemble rocks or coral growth that they gain surprise on
a 1-5 (on a d6). Stonefish lunge with extraordinary speed
There are a great number of lichens and mosses in the to attack prey, but they will not bite humans unless
world, many of which have adapted to the harsh and provoked; nor is their bite particularly dangerous. The
nutrient-poor environments found above the tree line of danger posed by a stonefish is in its thirteen dorsal spines,
mountains and high plateaus. Though most species of which inject a virulent poison (-1 saving throw). The
lichens are harmless, some can prove fatal to the unwary
traveler. One such species is the sting lichen, a blue-gray
growth virtually indistinguishable from normal lichens.

Sting lichen can detect the presence of nearby animals


that contain minerals the lichen needs (typically calcium)
and will attack when the creature moves into range. The
lichen shoots forth a fine, thread-like white root, 2 to 6
feet in length and covered with thousands of microscopic

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normal stonefish does not use these in combat, but in any These massive serpents, imbued with a crafty and malign
round the stonefish is attacking there is a 10% chance intelligence, are mentioned in secret texts and forbidden
that the spines will come into contact with its opponent writings dating from the dawn of mankind’s known
(treat as an additional attack for no damage, but existence. They are ancient, monstrous horrors that lurk
necessitating a saving throw vs. poison at –1, if the spine beneath the ground, never emerging into the sunlight
hits). but occasionally slithering up to the surface world on the
dark nights of evil portent. Many are in the service of
The giant variety of stonefish poses a much greater danger dark gods (particularly those of poison and/or death),
than its smaller cousin, for it has two forward spines that dwelling beneath temples (or remaining forgotten beneath
it uses in combat. The attack listed for the giant stonefish such ruins) and frequently commanding minions in dark
is a lunging attack with the forward spines, which are places beneath the earth. They are particularly associated
poison-bearing. The poison of the giant stonefish is no with the Egyptian god Set and the River Styx.
more virulent than that of the normal stonefish (-1 to saving
throw).
The Stygian serpent’s gaze is hypnotic; any person looking
accidentally into its eyes must make a saving throw against
TREASURE: None
paralysis or be frozen in place for a period of 3d6 turns.
The serpent’s paralyzing gaze is not its most fearsome
Author and copyright holder: Matt “Mythmere” Finch,
2006. attribute, however; its fangs drip with a potent magical
venom. Any person bitten by a Stygian serpent must
immediately make a saving throw versus poison at –1 or
become subject to the serpent’s absolute control,
following any spoken command it gives and losing all
individual volition. The Stygian serpent’s control over a
poisoned victim is so complete that if the snake orders its
victim to die, the victim’s heart will immediately cease to
beat. Regardless of whether the serpent orders its victim
to die, the poison is inevitably lethal within 2-5 weeks.

In combat, the Stygian serpent will attack with its bite,


and will also seek to throw its coils around foes. If the
serpent hits with its coils, the unfortunate target is held
immobile and will suffer crushing constriction damage of
2-16 hit points automatically beginning on the following
round. Only one of the snake’s opponents may be held
STYGIAN SERPENT in its coils at a time, and a successful bend bars/lift gates
attempt will allow the opponent to break free of the
FREQUENCY: Very Rare snake’s grip.
NO. ENCOUNTERED: 1 or 2-5
SIZE: Large A hatchling Stygian serpent (see below) is 8ft long; young
MOVE: 90ft serpents are 15ft long, mature serpents are 20ft long,
ARMOR CLASS: -1 and old serpents are 25-30ft long. They are considerably
HIT DICE: Young: 5+1 more massive than normal giant snakes of similar length.
Mature: 10+1 All Stygian serpents are immune to sleep.
Old: 15+1
ATTACKS: 2 The lair of a Stygian serpent is usually (80% chance)
DAMAGE: 1d8 (bite), 2d8 (constrict) guarded by one or more creatures enslaved by the
SPECIAL ATTACKS: Constrict, poison, gaze serpent’s poison, and may also (25% chance) contain 1d4
SPECIAL DEFENSES: None hatchlings. Hatchlings are AC 3, have 3+1 HD, and are
MAGIC RESISTANCE: 50% medium sized rather than large. Hatchlings are not large
LAIR PROBABILITY: 60% enough to constrict opponents of man size or larger.
INTELLIGENCE: Very
ALIGNMENT: Lawful Evil TREASURE: None
LEVEL/X.P.: Young: 6/ 540 + 6/hp
Mature: 8/ 3100 + 14/hp Author and copyright holder: Matt “Mythmere” Finch,
Old: 9/ 8100 + 20/hp 2005

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An OSRIC™ Resource Monsters of Myth

T Thorn Creeper – Tommo – Troglodyte, Hominid – Tunnel Prawn

THORN CREEPER this point in their life cycle they begin to hunt for warm-
blooded prey. When a thorn creeper attacks it attempts
FREQUENCY: Rare to wrap around its target and then constricts it, forcing
NO. ENCOUNTERED: 2d6 the creeper’s poisonous thorns into the victim’s body (save
SIZE: Medium (10-12 feet long, 1 foot thick) vs. poison or die). Even if the victim’s saving throw
MOVE: 150ft succeeds, he still takes 1-6 points of damage per round
ARMOR CLASS: 4 (from the constriction) and must continue to make saving
HIT DICE: 4 throws until he breaks free (bend bars/lift gates) or the
ATTACKS: 1 creature is killed.
DAMAGE: 1d6
SPECIAL ATTACKS: Surprise 3-6, poison, constrict During cocooning season, entire clusters of thorn
SPECIAL DEFENSES: None creepers will lie in wait for prey, especially over well-
MAGIC RESISTANCE: Standard traveled paths or trails. They normally drop from above
LAIR PROBABILITY: Nil onto their unsuspecting victims, and are even known to
INTELLIGENCE: Non move quietly from branch to branch over sleeping
ALIGNMENT: Neutral adventuring parties before dropping down to the attack.
LEVEL/X.P.: 4/ 205 + 3/hp
Thorn creepers move in quick undulations and can fall
Thorn Creepers are huge, omnivorous caterpillars that from more than 100 feet without taking damage.
dwell high in trees, eating huge amounts of foliage day
and night. Just before building a cocoon, mature thorn Thorn creeper cocoons may be found in the vicinity of
creepers must feed on gallons of iron-rich blood, and at hunting thorn creepers (30% chance). Such cocoons are

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Monsters of Myth An OSRIC™ Resource

made from a high quality silk , and each is worth between In human form the Tommo attacks with 4 furious blows
300 to 500 gp. (similar to a monk but with wilder and more savage
motions). They can also block missiles or magical attacks
Adult thorn creepers turn into giant nocturnal moths that as a 12th level monk, and are 50% magic resistant. They
feed on honey hives. move at 240ft in human form and 100ft in cloud form.

TREASURE: None If brought to 0 hp or lower, the Tommo transforms back


into a misty cloud and moves away, returning to its lair to
Author and copyright holder: M. Ahmed, 2005. rest and heal. If the lair of a Tommo is disturbed (a place
of importance and meditation to them) the spirit will
typically leave that mountain (or mountain range) in search
TOMMO of another.

FREQUENCY: Very Rare The only way to kill a Tommo permanently is to inflict fire
NO. ENCOUNTERED: 1 damage sufficient to bring it below -10 hit points.
SIZE: Medium
MOVE: 240ft / 100ft TREASURE: Lair: 50% 1d-6 gems, 20% 1d3 jewels and
ARMOR CLASS: 3 (Human Form) / 6 Cloud Form 70% 1d3 magic items.
HIT DICE: 6
ATTACKS: 4 Author and copyright holder: M. Ahmed, 2006.
DAMAGE: 1d4+4/1d4+4/1d4+4/1d4+4 or 1d10 cold
attack as cloud
SPECIAL ATTACKS: Fly, Invisibility once a day, Transform TROGLODYTE, HOMINID
to mist cloud at will +1 weapon to hit in “cloud form”
SPECIAL DEFENSES: Regenerates 1d4 hp per turn FREQUENCY: Very Rare
MAGIC RESISTANCE: 50%, Immune to cold and electrical NO. ENCOUNTERED: 20-200
attacks SIZE: Medium
LAIR PROBABILITY: 20% MOVE: 120ft
INTELLIGENCE: High ARMOR CLASS: 8
ALIGNMENT: Chaotic Neutral HIT DICE: 1+1
LEVEL/X.P.: 6/ 510 + 6/hp ATTACKS: 1
DAMAGE: By weapon
Tommo are chaotic nature spirits that dwell atop remote SPECIAL ATTACKS: None
mountains, often near small waterfalls or alpine meadows. SPECIAL DEFENSES: None
The tommo’s natural form is that of a slow moving cloud MAGIC RESISTANCE: Standard
of cold mist. These spirits typically spend their time drifting LAIR PROBABILITY: 50%
about the mountaintops as small clouds, but can form at INTELLIGENCE: Semi-
will into a stout human (usually dressed in a simple grey ALIGNMENT: Chaotic Evil
or white monk’s robe) with bushy eyebrows, gray or white LEVEL/XP: 2/ 20 + 2/hp
beard, and grayish silver eyes.
These creatures arise when a group of humans, through
Despite their extremely chaotic nature, these spirits are long association with and worship of a particularly chaotic
naturally adept in the same arts monks strive to achieve and evil being, begin to revert to an earlier evolutionary
through self-discipline, and they are wise in the ways of state. Generally they begin to lose the power of language,
enlightenment. In consequence, they are often sought although they can usually communicate with one another
out by monks seeking to gain wisdom, insight, and fighting reasonably effectively via a system of hoots, grunts, shrieks
skills. Tommo are reluctant to reveal their secrets unless and gestures. The societies formed by hominid troglodytes
forced to do so, often in single, unarmed combat with are chaotic and violent in the extreme, with the strong
the questing monk. They typically live in high caves, tending to dominate the weak most cruelly; typically
inaccessible except in cloud form, adorned with simple leader-types will be associated with the tribe’s religion
furniture and any items of treasure the tommo finds and possess minor clerical powers.
aesthetically pleasing. Tommo also watch and know much
about the activities of those who travel in their domain. Many regressions to the hominid troglodyte condition
They are hostile to most humans/monsters though neutral happen underground, and in this case the man-trogs will
to friendly with monks (as long as the monk has made an possess senses well attuned to the darkness. Although
attempt to show respect). they do not have true infravision, their acute hearing,

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light-sensitive eyes and enhanced olfactory capabilities attack any living beings venturing near.
enable them to act effectively even in total darkness.
One tunnel prawn can provide the equivalent of a day’s
For every 10 trogs, there will be a leader-type with rations. The meat is tough and very chewy, and keeps for
maximum hp. For every 30 trogs, there will be a tribal only one day, but is actually quite delicious. Some taverns,
cleric of 2nd level; if 100 or more are encountered, there usually those located near dungeon entrances,
will be a tribal priest of 3rd or 4th level. There will also be serve tunnel prawn as an item on the bill of fare, and will
females (as the males, but with 1d6+1 hit dice instead of pay up to 3 gps for a fresh tunnel prawn. The prawns
1d8+1) equal to 100% of the number of males, and young weigh about 20 lbs each.
equal to 50% of the number of males. These creatures
are in addition to the number shown on the die.
TREASURE: None
Description: Hominid troglodytes resemble stooped,
hunched humans with low, beetling brows and protruding Author and copyright holder: Matt “Mythmere” Finch,
jaws. Their legs are noticeably shorter than those of most 2005.
humans, but their arms are longer, and those which live
underground tend to be very pale of skin. They have
often abandoned the use of clothing, and many tribes
compensate for this by a thick growth of body hair. Often
they will bear scars arising from the fighting, torture, and
foul religious observations of their kind.

TREASURE: 30% - 1d6x1000 silver coins, 25% - 1d2


electrum coins and 50% - 1d4 magic scrolls

Author and copyright holder: Stuart


“PapersAndPaychecks” Marshall, 2005.

TUNNEL PRAWN

FREQUENCY: Uncommon
NO. ENCOUNTERED: 2d6
SIZE: Small
MOVE: 60ft
ARMOR CLASS: 4
HIT DICE: 1
ATTACKS: 2
DAMAGE: 1-2
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 10%
INTELLIGENCE: Animal
ALIGNMENT: Neutral
LEVEL/X.P.: 1/ 10 + 1/hp

Tunnel prawns are scavengers resembling very large


lobsters, with a hard, rocklike shell. These creatures
wander through subterranean caverns eating bugs and
fungi from the wall, floor, and ceiling. A tunnel prawn
can scale walls and move along ceilings with no more
difficulty than walking along a floor.

These dungeon vermin are easily antagonized, and will

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U Ulyuleng

ULYULENG
4: The victim loses one spell (starting with first level spells
FREQUENCY: Rare of the player’s choice) from memory per round for 2d12
NO. ENCOUNTERED: 2d6 rounds. If a character (a fighter, for instance) does not
SIZE: Medium have any spells memorized he will lose one point from a
MOVE: 10ft/120ft (fly) randomly determined ability score each round for the
ARMOR CLASS: 0 remaining duration of the 2d12 rounds of insanity. These
HIT DICE: 5+1 ability points will return at the rate of one point per day,
ATTACKS: 4 but the character will forever after suffer from occasional
DAMAGE: 1d6/1d6/1d6/1d6 nightmares.
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to charm and cold 5: The victim loses one point of wisdom permanently
MAGIC RESISTANCE: Saves as 6th level magic-user (subject to restoration), and is not further affected by the
LAIR PROBABILITY: 10% sound of the wings, even finding it pleasant. A character
INTELLIGENCE: Semi- so affected has a 25% chance of becoming chaotic evil
ALIGNMENT: Chaotic evil within the following month.
LEVEL/X.P.: 5/ 350 + 6/hp
6: The victim attacks the ulyulengs in a berserker frenzy,
Ulyulengs are an abomination that shatters sanity, a gaining +2 to hit, for 2d6 rounds.
wrongness that has crept into the world from another
dimension or perhaps is a holdover from the time before
known time, when the laws of nature held weaker sway.
They are described in forbidden tomes and blasphemous
cuneiforms as a mass of dripping tentacles supported in
flight by membranous wings similar to those of a bat.
Some aspect of this appearance, and the sound of the
wings, is unnatural beyond the bounds of sanity.

It is when the ulyulengs take wing that the true horror of


their existence becomes manifest to observers. Any
person within 100 feet who sees or hears the ulyulengs
in flight (or in melee combat) must immediately make a
saving throw versus paralyzation or become temporarily
insane (described hereafter). If a character is not affected
by insanity, that character must continue to make
successful saving throws each round until the ulyulengs
no longer beat their wings or the character succumbs to
insanity from the sound/sight. The effect of the insanity is
randomly determined on a d4.

1: The victim attacks himself for 3d6 rounds, clawing at


his eyes and ears to automatically inflict 1d3 hps damage
per round until restrained or magically cured.

2: The victim succumbs to homicidal mania, becoming


convinced that his former allies have betrayed him. He
will attack the nearest person that he formerly considered
a friend or ally, using any weapon readily to hand. This
condition persists for 1d6 rounds.

3: The victim drops all held items and moves towards the
ulyulengs of dark madness, entreating them to come and
feed upon him.

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All saving throws made against the insanity caused by an 1 to saving throws, but the presence of multiple ulyulengs
ulyuleng can be improved by certain conditions. The does not mandate additional saving throws.
saving throw is a mental threat, so wisdom bonuses apply
to the roll. All clerics and monks save at +1, paladins save Ulyulengs make all saving throws as a 6th level magic
at +3, and all beings of lawful alignment also gain a +1 to user, and are immune to charm and cold.
the saving throw (lawful clerics, therefore, gain a total of
+2, paladins gain +4). If the characters are subject to a When an ulyuleng dies, its body dissolves into a viscous
chant or prayer while the ulyulengs are flying or attacking, ichor that acts as a contact poison.
such spells grant a +2 to saving throws over and above
their normal effects. Further, any creature that can neither TREASURE: None
see nor hear the ulyulengs will be completely immune to
the insanity caused by their appearance and sound. Author and copyright holder: Matt “Mythmere” Finch,
2005.
For every five additional ulyulengs, there is a penalty of –

V Vampire Moss – Velikul – Verminvine – Vermith

VAMPIRE MOSS to attack (within ten feet), the victim may attack the
vampire moss even if he or she is in a maddened state.
FREQUENCY: Rare
NO. ENCOUNTERED: 1 Anyone covered with vampire moss can attack it normally
SIZE: Large or try to tear the moss away. Tearing the moss away takes
MOVE: 20ft 1d4 rounds, and the final round of tearing away causes
ARMOR CLASS: 4 1d6 hit points of damage per round to the person covered
HIT DICE: 3 with moss. Once the moss is torn away it will need to
ATTACKS: 1 make another successful attack to latch on to another
DAMAGE: 1d4 (see below) victim.
SPECIAL ATTACKS: Suck blood
SPECIAL DEFENSES: None A vampire moss attached to a victim is a fairly large target,
MAGIC RESISTANCE: Standard but the GM may assign a small chance that the victim’s
LAIR PROBABILITY: 90% allies might hit the victim while trying to kill the moss.
INTELLIGENCE: Nil
ALIGNMENT: Neutral TREASURE: None
LEVEL/X.P.: 3/ 80 + 2/hp
Author and copyright holder: Matt “Mythmere” Finch,
Vampire moss is a dangerous subterranean hazard, a mass 2005.
of vegetable substance that feeds upon red blood.
Vampire moss usually drops upon unwary explorers, but
it is capable of slow normal movement when necessary.
When vampire moss attacks, its first attack is merely to
attach itself to prey and inflicts no damage. Subsequent
attacks inflict 1d4 hit points of damage automatically. In
addition to inflicting damage from its blood drain, vampire
moss has a chance to make its victim maddened. Every
round in which a victim takes damage from vampire moss
he or she must also make a saving throw against poison.
If the saving throw fails, the victim will use any weapon
in hand to attack random enemies (other than the vampire
moss) nearby. Once the saving throw has failed, no further
saving throws are allowed. If there is no one for the victim

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VELIKUL and forgotten recesses of the earth, and in other places


where sane men fear to tread. One such is the being
FREQUENCY: Very Rare (possibly Unique) known as Velikul (it is not known whether any other
NO. ENCOUNTERED: 1 survivors of Velikul’s horrid race still exist).
SIZE: Large
MOVE: 60ft Velikul is an amorphous mass with three pseudopods, a
ARMOR CLASS: 10 central eye, and a gaping maw lined with deadly fangs. It
HIT DICE: 35hp; treat as a 5HD monster considers itself to be a God; and for unfathomable reasons
ATTACKS: 3 it pleases some Chaotic power of the Outer Planes to
DAMAGE: 1d8/1d8/1d8 grant spells to Velikul’s worshippers as if this were so.
SPECIAL ATTACKS: Voice
SPECIAL DEFENSES: None Creatures of this kind prize arcane knowledge above all
MAGIC RESISTANCE: Standard other things, and will almost always (90%) possess 2d4
LAIR PROBABILITY: 100% randomly-determined scrolls. If the creature has, or had,
INTELLIGENCE: Genius worshippers nearby, these will have left it offerings to a
ALIGNMENT: Chaotic Evil total value of 10d100 gold pieces. Often these offerings
LEVEL/X.P.: 4/ 245 + 6/hp will comprise carvings, paintings, statuettes or other
objects of value rather than cash.
It is well known to sages, but not often mentioned, that
ancient horrors once slithered upon the earth and Foul though Velikul’s appearance undoubtedly is, its voice
burrowed beneath it, squamous monstrosities is sweet and reasonable. Incongruously, its tones are those
remembered only in the darkest legends and the most of a young but well-spoken human child, and it can be
forbidden lore. Some few of these yet remain, in the deep very persuasive.

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Velikul can use its voice in two ways. It may hypnotize its A person infested with Verminvine will continue to suffer
audience (therefore making them vulnerable to a from the plant’s life cycle as new tendrils keep growing
suggestion spell), but only if it can speak uninterrupted from the seeds, and these continue to release more seeds
for three rounds during which no combat is taking place. in a repeating cycle. The unfortunate victim will continue
Alternatively, Velikul may choose to speak its honeyed to lose one hit point every two hours, and will be
words as a command spell. Even while attacking, Velikul swarming with the tiny, hopping seeds. Fortunately, there
may issue one command each round. are many ways to get rid of a verminvine infestation;
coating the entire body with oil or vinegar or completely
It is possible to avoid the effects of Velikul’s insinuative immersing the body in water are the most common
words if a character carefully blocks his ears with candle methods.
wax (or a similar substance) in advance of the encounter.
TREASURE: None

TREASURE: See description. Author and copyright holder: Matt “Mythmere” Finch,
2005.
Author and copyright holder: Stuart
“PapersAndPaychecks” Marshall, 2005.

VERMINVINE

FREQUENCY: Rare
NO. ENCOUNTERED: 1
SIZE: Large (covering approximately 10 square feet)
MOVE: See below
ARMOR CLASS: n/a
HIT DICE: n/a
ATTACKS: See below
DAMAGE: 1 hp/2 hours
SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 100%
INTELLIGENCE: Nil
ALIGNMENT: Neutral
LEVEL/X.P.: 2/ nil

Verminvine is a predominantly subterranean plant,


spending most of its life cycle in seed form. The seeds
rest in small rock crevices until a warm object (body
temperature) remains within a few feet of the seeds for
more than an hour, at which time they send out rapidly- VERMITH
growing tendrils (the plant grows at a rate of about one
foot per hour) toward the warm object. When the tendrils FREQUENCY: Uncommon
reach their goal, they begin feeding on it if it is a living NO. ENCOUNTERED: 1
creature, drawing one hit point of blood every two hours. SIZE: Medium
MOVE: 60ft
The process is so slow that it will not awaken a sleeping ARMOR CLASS: 2
person unless he makes a successful saving throw against HIT DICE: 5
charm (wisdom bonuses apply). A person who is not ATTACKS: 7
asleep will, of course, notice the tendrils. The blood DAMAGE: 1d6/1d6/1d6/1d6/1d6/1d6/1d10
drained from the victim is used to create more seeds. For SPECIAL ATTACKS: Surprise on 1-3
a period of six hours, these seeds are capable of motion, SPECIAL DEFENSES: Half damage from blunt weapons
hopping like fleas. They will swarm over and around the MAGIC RESISTANCE: Standard
victim, infesting rations and any other substances that LAIR PROBABILITY: 80%
might be eaten. Seeds from a single Verminvine can eat INTELLIGENCE: Animal
three days’ worth of rations in an hour. ALIGNMENT: Neutral
LEVEL/X.P.: 4/ 200 + 4/hp

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Vermiths are deadly subterranean predators that attack


from ambush. They are nightmarish in appearance, having
a boneless, wormlike body with a single eye and fanged
mouth where the head might be found, and three jointed
limbs on each side of the body. The six limbs all end in
long, chitinous blades, used to attack prey.

Suckers along the Vermith’s body allow it to fix itself


against a ceiling (often nestled in a group of concealing
stalactites), and its boneless body can be compressed into
surprisingly narrow spaces.

From these hidden recesses, the Vermith can launch itself


forth in a deadly surprise attack.

The boneless body structure of a Vermith makes it


relatively immune to the effects of blunt weapons, which
inflict only half damage.

TREASURE: 10% - 1d8x1000 copper coins, 15% -


1d12x1000 silver coins, 15% - 1d8x1000 electrum coins,
50% - 1d6x1000 gold coins, 30% - 1d10 gem stones,
25% - 1d6 jewelry items and 15% - 2 magic items and 1
magic potion.

Author and copyright holder: Matt “Mythmere” Finch,


2005.

W Willow Men – Wishing Carp – Wyrm, Northland

WILLOW MEN to allow them to hide with 90% success within one foot
of a willow tree, where they appear to be part of the tree
FREQUENCY: Rare itself. Willow men dwell deep within the roots of their
NO. ENCOUNTERED: 1d6 rotted tree-lairs, preferring to attack from hiding when
SIZE: Small possible.
MOVE: 120ft
ARMOR CLASS: 4 These malevolent creatures employ sharp spears or
HIT DICE: 2+2 swords in combat, their weapons coated with a willow-
ATTACKS: 1 bark poison that causes sleep for 10 rounds (saving throw
DAMAGE: 1d4 (poison spear) applies). They may also attack with their bare hands, with
SPECIAL ATTACKS: Animate Willow Tree, shocking grasp which they can deliver a powerful jolt of electricity causing
SPECIAL DEFENSES: 90% invisible when within 1ft of 1-8 points of damage. The most dangerous ability of the
Willow Tree willow men is their ability to animate willow trees in the
MAGIC RESISTANCE: Standard same manner, and with the same limitations, as a treant.
LAIR PROBABILITY: 50%
INTELLIGENCE: Average Willow men keep their treasure hidden in a lair below
ALIGNMENT: Neutral Evil the roots of their dying lair-trees. Below ground level is a
LEVEL/X.P.: 4/ 185 + 2/hp chamber 10-20 feet across with piles of gold, colorful
stones, and magic items taken from unwary victims.
Willow men are an evil faerie folk, found in old stands of
dying, blight-infected willow trees. They resemble small TREASURE: 20% - 1d8x1000 copper coins, 25% -
people, about six inches to one foot in height, but formed 1d12x1000 silver coins, 30% - 1d8x1000 electrum coins,
of gnarled root-wood, rotten with fungus growth. Indeed, 80% - 1d6x1000 gold coins, 20% - 1d4x100 platinum
their natural resemblance to roots is deceptive enough

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to be granted in the most roundabout fashion; thus, “Make


that girl fall in love with me!” might lead to a comedy of
errors whereby the love struck fisherman would get the
opportunity to woo the object of his affection. Alternately
a wish for wealth to help a destitute family might result in
the fisherman espying a jewel or glint of platinum in the
bed of the stream where the Wishing Carp was caught.
Genuinely selfless wishes - cures or aid to the dead or
dying, the destruction of a great evil which threatens an
entire kingdom, etc. - are more easily and readily granted.

Once the wish is granted, the Wishing Carp will (always


and without error or effort) wriggle free of its captor and
leap back in to the water, never to be seen again. Once
a wish has been granted and the Wishing Carp freed, the
coins, 40% - 1d10 gem stones, 35% - 1d6 jewelry items person who originally caught the Carp will never again
and 25% - 2 magic items and 1 magic potion. catch one. Ever.
Author and copyright holder: M. Ahmed, 2005. Anyone who catches the Wishing Carp and releases it
without asking for a boon will (1 in 6 chance) receive a
small gift nonetheless - a base 50 gp gem, a +1 bonus to
WISHING CARP a single characteristic (GM’s choice), and so forth. Again,
these boons apply only to good or at worst neutral
FREQUENCY: Very Rare characters.
NO. ENCOUNTERED: 1
SIZE: Small (1ft) Treasure: None
MOVE: 120ft
ARMOR CLASS: 2 Author and copyright holder: Bill “Dungeon Delver”
HIT DICE: 1/4 Silvey, 2005
ATTACKS: 0
DAMAGE: Nil
SPECIAL ATTACKS: None WYRM, NORTHLAND
SPECIAL DEFENSES: See Below
MAGIC RESISTANCE: Standard FREQUENCY: Rare
LAIR PROBABILITY: Nil NO. ENCOUNTERED: 1 (35% chance of 1d4)
INTELLIGENCE: High SIZE: Large
ALIGNMENT: Neutral Good MOVE: 90ft, some flying 180ft
LEVEL/X.P.: 1/ 30 + 1/hp ARMOR CLASS: 3 to –2 (see below)
HIT DICE: 7 to 10 (see below)
The Wishing Carp is an extremely rare creature found ATTACKS: 3
only in the purest lakes and rivers, particularly those of DAMAGE: 3d6/1d8/1d8
higher altitude and colder climes. The carp appears like a SPECIAL ATTACKS: See below
great goldfish in color and shape and is beautiful to SPECIAL DEFENSES: See below
enchanting to behold. The fish is extremely quick, and MAGIC RESISTANCE: Standard
rarely seen. A live specimen can fetch 5000 gp on the LAIR PROBABILITY: 90%
open market thanks to its special ability: the ability to INTELLIGENCE: Semi- to Low
grant a single wish. ALIGNMENT: Neutral Evil
LEVEL/X.P.: 5/ 345 + 8/hp
When caught, the fish is able to communicate in whatever 6/ 550 + 10/hp
tongue the captor speaks best (thanks to a limited form 7/ 900 + 12/hp
of telepathy). Its message is simple, its plea honest: 8/ 1100 + 13/hp
Animated Skin: 4/ 230 + 6/hp
“Please, set me free and I shall grant you one wish!”
Northlander Wyrms are dragon-like wyrms of the north.
The Wishing Carp’s high intelligence gives it a reasoning The characteristics of each wyrm are highly individualistic,
ability and it will not allow its wish to be granted for a and two northlander wyrms may have little in common
perverse or evil reason, and it will always adjudicate beyond a generally draconic appearance and the ability
“greedy” wishes (even those which can be munificent) to breed more of their kind.

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The AC of a northland wyrm is determined using 1d6-3, destroyed or until it collapses 3d6 rounds later. Animate
and their HD using 1d6+4. There is a 50% chance that Skin may be used only once per day.
the Wyrm will be semi-intelligent and cannot speak;
otherwise it will be of low intelligence and can speak If the skin is held by a hostile creature capable of casting
Common. Charm Monster, the spell can be directed at the skin rather
than the Wyrm itself. In this case, the skin receives no
Only speaking Wyrms can cast spells. If the Wyrm can saving throw and the Charm effect extends to the Wyrm
speak, roll 1d6; on a “1” it can use magic. Such Wyrms as well as the skin.
receive 2d8 randomly-determined magic-user spells of
levels 1-4 (d4); the Wyrm can use each spell once per Wyrms are not normally social creatures and are usually
day, unless a duplicate is rolled. Note that Wyrms must (65%) encountered alone. The rest of the time, there will
speak the words of their spells, but do not require gestures be 1d4 Wyrms which will normally be a family unit. There
or material components; this is due to the creatures’ is a 25% chance of eggs or young being present in the
magical nature rather than to any special form of magic lair.
they employ, and a human speaking the same spell would
still require gestures if appropriate. Drinking the blood from a Wyrm’s heart grants the drinker
the power to understand the speech of beasts. (For
50% of Northlander Wyrms can fly. If so, the flying example, after he had slain the Wyrm Fafnir and drunk a
movement rate is 180ft. Even those that cannot fly may draught of its heart’s blood, the hero Sigurd learned of
still have vestigial, stubby wings. his impending betrayal from the conversation of nearby
creatures.) For game purposes, what Wyrms’ heartsblood
Not all Northlander Wyrms possess a breath weapon; enables is for the character to understand any mammalian
indeed, most do not (1 in 6 chance of a breath weapon). or avian creature which is not magical, larger than a human
If the Wyrm does have one, roll another d6. It will breathe fist, and not possessed of a named language of its own.
fire on a 1-4, ice on a 5, and a cloud of poison gas on a 6. In other words, Sigurd would be able to understand the
The breath weapon will always be a cone originating from speech of owls or horses. He would not be empowered
the beast’s mouth which is 100ft long and 30ft in diameter to understand foreign human languages, nor the speech
at its farthest point. Fiery and icy breath will inflict 7d6 of dwarfs, elves, orcs etc. who were using their native
damage (saving throw for half damage applies), while tongue, nor the languages of fish or reptiles or insects,
poison gas will kill (but cause no damage if a successful nor of tiny mammals such as shrews; nor would he be
save is made). able to speak the animals’ tongue, merely to understand
it.
1 in 6 Northlander Wyrms have poisonous bites. In this
case the poison applies only to the creature’s bite, not its Almost all Wyrms love treasure and will compete with
claws. This poison is always of the save-or-die, but no one another to see which can accumulate the hugest
damage on a successful save, variety. possible hoard. These are arranged for show, and the
rule of thumb is that the initial sight of a Wyrm’s treasure
Of course, all Northlander Wyrms can roar, but 1 in 6 of should be sufficient to make even the greediest hero’s
them possesses a roar powerful enough to grant them a jaw drop. There should certainly be coins in enormous
special attack. In this event, the roar will be a wave of quantities (although it may later transpire that these are
stunning force, 100ft long in a 45-degree arc in front of mostly copper with only the top ones being gold), many
the creature’s mouth; all creatures within this area of effect gems (the quality of which may be low, since Wyrms are
must save against petrifaction or stand motionless for 1d4 much more concerned with size and number of gems
rounds. than with value), a substantial number of items of jewellery
(although on later inspection the crowns may prove to
Northlander Wyrms typically shed their skins every two be gilded bronze, the goblets only silver-plated, and the
years. The shed skin is usually kept safe and secure, ivory merely polished bone), and assorted magical items.
because it can be used by the creature, or against it, in a
number of ways. It will decay 1d6 months after being Despite the emphasis on show rather than substance for
shed. a Wyrm’s treasure, very many powerful magic items have
been found by venturesome heroes in Wyrms’ hoards.
If the Wyrm has a shed skin within 100ft, it will often
(50%) have the power to Animate Skin. The animated Treasure: See description
skin is AC6, has 6 hit dice, and no special attacks, but it
moves and fights as the Wyrm itself does, inflicting the Author and copyright holder: Stuart
same damage. Using the Animate Skin power requires “PapersAndPaychecks” Marshall, 2006
the Wyrm to concentrate for one round, and once used,
the skin will attack any non-Wyrms in the area until it is

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Y Yox – Yuun, Rider – Yuunsteed

YOX YUUN, Riders of

FREQUENCY: Uncommon to Rare FREQUENCY: Very Rare


NO. ENCOUNTERED: 1d6 NO. ENCOUNTERED: 2d6
SIZE: Large (10ft at the shoulder) SIZE: Medium
MOVE: 120ft MOVE: 60ft (240ft mounted)
ARMOR CLASS: 6 ARMOR CLASS: 0
HIT DICE: 8 HIT DICE: 5
ATTACKS: 2 (trample) or 1 (horns) ATTACKS: 1
DAMAGE: 1d10/1d10 or 3d6 DAMAGE: 2d8+3 (flail)
SPECIAL ATTACKS: None SPECIAL ATTACKS: None
SPECIAL DEFENSES: None SPECIAL DEFENSES: Bad luck, regeneration after death
MAGIC RESISTANCE: Standard MAGIC RESISTANCE: Standard
LAIR PROBABILITY: Nil LAIR PROBABILITY: Nil
INTELLIGENCE: Animal INTELLIGENCE: Semi
ALIGNMENT: Neutral ALIGNMENT: Neutral Evil
LEVEL/X.P.: 5/ 350 + 10/hp LEVEL/X.P.: 5/ 280 + 4/hp

Yoxen are massive herd animals resembling a shaggy bison Riders of Yuun are beings from beyond the prime material
with curling ram horns. Standing ten feet tall at the plane, ordinarily encountered only when summoned by
shoulder, these behemoths are frightening to behold, but a powerful spell caster or when they are hunting down a
they are quite peaceful so long as they are not disturbed. nest of Mynakhs (q.v.), their deadly enemies. The riders
Some nomad cultures (and even a few civilized societies) are never found separated from their mounts (see
tame yoxen as riding beasts or for use in combat. “Yuunsteeds”). Indeed, it seems quite likely that of the
rider and mount, it is actually the yuunsteed rather than
Up to four small creatures, three man-sized creatures, or the rider which is the thinking entity. It is even possible
a single large creature can ride a single domesticated that the rider is an organ of the yuunsteed rather than an
yox. independent entity, and that they are physically separate
only due to the geometric constraints of the prime material
In combat, a yox may either trample opponents or smash plane. This theory is, perhaps, borne out by the fact that
with its great horned head. a Rider cannot be completely slain until its mount is
already dead. A rider regenerates at a rate of 2 hps/round
TREASURE: None once it has been reduced to 0 hp (the process continuing
unabated thereafter until the Rider is fully healed) unless
Author and copyright holder: Matt “Mythmere” Finch, its mount has been killed, at which point the Rider can
2005. no longer regenerate.

The riders have a human-like form, swathed in heavy robes


worn over plate mail. Those who have looked upon the
unhelmeted face of a Yuun Rider report that the features
are sharply angled and unnaturally symmetrical, and that
the eyes are amber-colored orbs with neither iris nor pupil.
In battle, the Riders fight mounted upon their Yuunsteeds,
swinging great iron flails set on a ten-foot chain.

Any creature native to the Prime Material Plane standing


within ten feet of a Rider will begin to suffer from
progressive bad luck. In the second round of such
proximity, the material plane creature will make all attacks,
damage rolls, and saving throws with a penalty of –1. In
the third round, the penalty will increase to –2. In the
fourth round the penalty increases to –3, and so on, to a
maximum of -5. The penalties begin returning to normal

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(at a rate of +1 per round) immediately from the moment Yuunsteeds are the tall horses ridden by the unearthly
the afflicted creature moves farther than ten feet from Riders of Yuun, and they may actually be the more
the Rider. significant of the two beings (see “Riders of Yuun”). Any
spell caster summoning Riders of Yuun without taking
If a rider’s yuunsteed is slain, the rider will eventually (1- into account the accompanying Yuunsteeds will discover,
2 weeks) fade into non-existence. It is unknown whether usually in fatal manner, the severity of his miscalculation:
this dissolution represents the actual destruction of the a Yuunsteed can carry its rider through any supernatural
rider, or if its substance leaches back into the otherworlds barrier that does not also bar the steed, even against the
beyond the material plane of existence. power of a wish spell that blocks the rider. A Yuunsteed
can plane shift once per week with its rider.
TREASURE: None
These extraplanar beings resemble horses in size and
Author and copyright holder: Matt “Mythmere” Finch, shape, but have unnaturally glittering eyes and very long
2005. legs. Their most disturbing attribute, however, is seldom
seen by any who live to tell the tale. Yuunsteeds have a
prehensile tongue over seven feet long, tipped with a
YUUNSTEED sharp, forked end. When the tongue hits an opponent, it
worms its way into the wound, sucking blood for an
FREQUENCY: Very Rare automatic 1d6 points per round thereafter until it is
NO. ENCOUNTERED: 1d2 unmounted, or 2d6 mounted severed. The tongue has AC 10 and 6 hps. If it is severed,
SIZE: Large (10ft at the shoulder) it will immediately regrow from the stump, reaching full
MOVE: 240ft length again within one round.
ARMOR CLASS: 1
HIT DICE: 6 Yuunsteeds (and their riders) will occasionally serve
ATTACKS: 2 hooves or bite powerful evil leaders who summon them from the planes
DAMAGE: 1d12/1d12 or 1d6 (bite) of existence in which they reside.
SPECIAL ATTACKS: Suck blood through tongue
SPECIAL DEFENSES: Damaged only by +2 or better TREASURE: None
weapons, half damage from cold and fire
MAGIC RESISTANCE: Standard Author and copyright holder: Matt “Mythmere” Finch,
LAIR PROBABILITY: 0% 2005.
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral Evil
LEVEL/X.P.: 5/ 350 + 6/hp

Z Zuul-Koar, “the Forgotten”

The Zuul-Koar are undead from beyond the Prime Material


ZUUL-KOAR, “the Forgotten” Plane, tall humanoid beings with branching horns that
curl and twist around a skeletal head. These malignant
FREQUENCY: Very rare entities are often servants of forgotten deities of the
NO. ENCOUNTERED: 1d4 undead. They use all the power of their formidable
SIZE: Medium intelligence to bring about the destruction of all that is
MOVE: 90ft living, seeking to convert all life into an undead state
ARMOR CLASS: 2 under their control. Although they are not native to the
HIT DICE: 10+3 negative material plane, Zuul-Koar are capable of existing
ATTACKS: 1 within it, and are occasionally summoned forth by
DAMAGE: 1d10 plus level drain necromancers in possession of ancient writings that
SPECIAL ATTACKS: See below address this subject.
SPECIAL DEFENSES: Immune to cold, sleep, hold, and
charm A Zuul-Koar has the ability to cast a death spell twice per
MAGIC RESISTANCE: Immune to spells lower than third day, and twice per day can attempt to summon 1-6 wraiths
level (80% chance of success) or 1-6 wights (95% chance of
LAIR PROBABILITY: 80% success). They may shift into the negative material plane,
INTELLIGENCE: Very but the process takes 2d4 rounds, during which time the
ALIGNMENT: Neutral Evil Zuul-Koar is in a semi-material state similar to that of a
LEVEL/X.P.: 8/ 3700 + 14/hp wraith. When the Zuul-Koar is semi-material, it can be hit

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only with silver weapons (for half damage) or by magical A Zuul-Koar lair will almost always (95%) contain 1-6
weapons (for full damage). A Zuul-Koar is immune to wights.
first and second level spells, and to all cold, sleep, hold,
and charm spells. TREASURE: 25% - 1d6x1000 copper coins, 30% -
1d6x1000 silver coins, 35% - 1d6x1000 electrum coins,
The touch of a Zuul-Koar deals 1-10 points of damage 40% - 1d10x1000 gold coins, 20% 1d4x100 platinum
and drains one life level per hit. Any person drained of all coins, 60% - 4d10 gem stones, 50% - 3d10 jewelry items
life energy by a Zuul-Koar rises within 1d6 turns as a and 30% - 3 magic items.
wight under the Zuul-Koar’s control. Holy water causes
2-12 points of damage to a Zuul-Koar, and they are turned Author and copyright holder: Matt “Mythmere” Finch,
as liches. 2005.

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FOREWORD TO STEVE MARSH’S SECTION:

I’m glad I invited Steve Marsh to participate in Monsters of Myth, and I’m delighted that he agreed and was so generous
with his creative work. It was a pleasure to work with him.

Steve is perhaps the most laconic man I’ve ever encountered. He makes “terse” into an art form. I’m pretty far from terse,
and I think I must have written three paragraphs to Steve for every sentence he wrote to me. But it didn’t take me long to
figure out that Steve’s staccato phrases were driven by a lively intelligence, an eagerness to participate, and a boundless
creativity that left me awestruck. I can now see why Gary Gygax chose Steve as one of his collaborators when first writing
1e.

I took the decision to put Steve’s material in its own, separate section of the book after reading the first few drafts. The
creatures which follow have their own, unique flavor.

If you’re interested in finding out more about Steve’s creatures and his worlds, I very heartily recommend visiting his web
pages, seeing his descriptions and pictures, and reading his stories at http://www.adrr.com/story.

— Stuart Marshall 2006

All text in the following section, as far as the Random Encounters section, is copyright Stephen R. Marsh 2003-6.

STEVE MARSH PRESENTS:

In Steve Marsh’s campaign “chaos” is the outside force that is inimical to life and creation. What OSRIC™ -compatible
systems usually use for Chaos would be Disorder or Tychism in Steve’s campaign. Some beings tap into the outside for
power, much like Cthulhu mythos cultists tap into the mythos for advantage. Of course it is destructive, corrosive and
degrading (but consider everyone who uses steroids in our world), but that doesn’t stop some. Often, but not necessarily,
associated with negative plane connections.

Certain creatures are described as having “Chaos Taints.” These are variations of the creature’s standard abilities, which
may be described in the creature text. If not described, the GM may make up an appropriate ability or roll on the table
below:

Roll 15 May use 1 magic-user spell 1d6 times per day


16 Regenerate 1 point per turn — including fire and magic
1-2 Add 1d6 to INT (or move INT one category) damage.
3-4 Add 1d6 to STR (or add 1d3 to damage from strength) 17 Regenerate 1d3 points per melee round
5-6 Add 1d6 to CON (or add +2 hit points per hit die) 18 +1d3+1 to Armor Class
7-8 Add 1d6 to DEX (or treat as able to use haste spell 19 1-3 +50% to magic resistance (or 50% magic resis-
1d3 times per day) tance)
9-10 Add 1d6 to CHA (or give charm person for 1d6 me- 4-6 50% spell turning
lee rounds, reusable) 20 +1d6 elemental type damage to all attacks
11 Add 1d3 to WIS (or grant an elf’s abilities to locate 1 Fire
hidden doors, etc.) 2 Ice
12 +1d3 to saving throws 3 Electric
13 May use 1 illusionist (roll level 1d6, location on spell 4 Acid
chart by rolling 1d12) spell 1d6 times per day 5 Petrification (turns small amounts of flesh to stone)
14 May use 1 clerical spell 1d3 times per day 6 Poison (poison does d6 damage rather than death)

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DRIFT NETS places. Once they were aquatic, but now the sea rejects
them, and they are vulnerable to seawater (which does
FREQUENCY: Very Rare damage as holy water does to undead). If it touches the
NO. ENCOUNTERED: 1d3 sea itself, a Kja Khada must make a saving throw vs. death
SIZE: Medium or be instantly slain.
MOVE: Flying only: 240 ft
ARMOR CLASS: 8 As with the Shiressa (q.v.), some Kja Khada are tainted
HIT DICE: 2d8 with chaos and may possess additional powers.
ATTACKS: 1
DAMAGE: Special TREASURE: Individuals 3d6pp plus 50% chance of a gem
SPECIAL ATTACKS: Entangle
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard KTTHJJ
LAIR PROBABILITY: Nil
INTELLIGENCE: Animal FREQUENCY: Very Rare
ALIGNMENT: Neutral NO. ENCOUNTERED: 1d6+6
LEVEL/X.P.: 3/ 50 + 1/hp SIZE: Large
MOVE: 150ft
These flying, floating creatures are very pretty at a distance, ARMOR CLASS: 2
like blankets of muted pastel color. They rarely fall to HIT DICE: 7d8+14
earth. ATTACKS: 1
DAMAGE: 2d8
Their attack is an attempt to envelop and digest victims. SPECIAL ATTACKS: Varies
A saving throw vs. death is necessary to avoid the SPECIAL DEFENSES: Varies
envelopment. Once the victim is enveloped, the drift net MAGIC RESISTANCE: Varies
will inflict 1d6 points of digestion damage per round LAIR PROBABILITY: 85%
automatically. Note that once attached, it is quite difficult INTELLIGENCE: Very-Exceptional
to harm a drift net without harming its prey also. ALIGNMENT: Chaotic evil
LEVEL/X.P.: 7 Ktthjj: 50,000 xp
TREASURE: None 8 Ktthjj: 60,000 xp
9 Ktthjj: 75,000 xp
10 Ktthjj: 90,000 xp
KJA KHADA 11 Ktthjj: 120,000 xp
12 Ktthjj: 150,000 xp
FREQUENCY: Rare
NO. ENCOUNTERED: 1d4 GM caution: Ktthjj are extremely dangerous foes,
SIZE: Medium particularly in larger groups; they are more powerful than
MOVE: 90ft, flying 240ft their hit dice would suggest! Only the mightiest heroes
ARMOR CLASS: 2 will be able to face them in battle.
HIT DICE: 6d8+2
ATTACKS: 1 Ktthjj (the plural is sometimes written “Ktthjji”) are
DAMAGE: 2d6 somewhat like huge, undead magical leeches that walk
SPECIAL ATTACKS: Drain blood on legs like those of spiders, men or crabs. Sages say
SPECIAL DEFENSES: None they are “made of dreams, decay and old magic” and
MAGIC RESISTANCE: Standard they are creatures of strong chaos.
LAIR PROBABILITY: 25%
INTELLIGENCE: Very They are normally found in areas of strong magic, where
ALIGNMENT: Chaotic Evil they will leech the source of magic to project their
LEVEL/X.P.: 6/ 545 + 8/hp “dreamselves”. The Dreamself is a physical replica of the
Ktthjj which has half the hit points of the original and is
under the original’s control; otherwise, it precisely
Kja Khada are shapeshifters, chaos-tainted kin to the
resembles the Ktthjj itself, having all of the creature’s
Couranth (q.v.), and can take the shape of men or gigantic
special attacks and abilities. Thus, a group of 12 Ktthjj
cicadas. The huge bite of this latter form drains blood;
might appear as 24 such creatures. Each Ktthjj can only
having bitten, the Kja Khada will drink deeply, losing its
have one Dreamself at a time, and if the original creature
normal attack but automatically draining 1d10 hp of blood
is slain, the Dreamself will also vanish.
from its victim per round. Some are still bound in their
towers, sealed there when the city fell around them and
Ktthjj drain levels of experience in combat; each hit steals
their kin left for sanctuary in the mountains and other
one level (no save). If the Ktthjj drains six levels, it can

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project another Dreamself when the previous one is slain. to the creature’s current hit points (save vs. dragon breath
This takes the creature one melee round, but the effect is for half damage).
not a spell and cannot be interrupted by hitting it.
3 - Cold, a cone 50ft long with 40ft diameter at the base.
Each Ktthjj will have at least 1d3 Chaos taints. The Damage is equal to half the creature’s current hit points
following powers and abilities are over and above these: and also has the effect of a slow spell (save vs. dragon
breath halves the damage and nullifies the slow.) Multiple
There is a 50% chance that each Ktthjj will be surrounded slow effects are cumulative.
by a cloud of poison. This poison will inflict 2d6 hp damage
every round to every breathing creature within a 50ft 4 - Disease, a cloud of 30ft diameter in front of the
radius (saving throw vs. poison at -3 for half damage). creature. Save vs. Dragon Breath or contract a horrible
Ktthjj are undead and do not breathe. disease which drains 1 level per round until the character
is level 1. Curing this disease requires a remove curse
Each Ktthjj will have an elemental attack form, similar to followed by a cure disease spell.
the breath weapon of a dragon. The nature of the attack
form should be rolled randomly: 33% of Ktthjj will be spellcasters (determine randomly
whether the creature is a mage, illusionist or cleric), casting
1 - Fire, a cone 100ft long with 20ft diameter at the base. spells as a character of level 1d6+6. They do not require
Damage is equal to the creature’s current hit points (save spellbooks or material components.
vs. dragon breath for half damage).
1 in 10 Ktthjj has the power to reflect damage inflicted
2 - Lightning, a single bolt up to 200ft long (or as short as on it. The creature takes normal damage from any attack
100ft at the discretion of the creature). Damage is equal

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that harms it, but all living creatures (not Ktthjj which are ROACHEPHANT
undead) within 100ft of the creature takes 1d6hp of
damage, no save, each time the creature is harmed. FREQUENCY: Very Rare
NO. ENCOUNTERED: 1d3
50% of Ktthjj will be immune to fire, 50% immune to SIZE: Medium
cold and 50% immune to lightning (it is possible for one MOVE: 150ft
creature to have several immunities). All are undead, and ARMOR CLASS: 6
therefore immune to sleep, charm and hold spells, not HIT DICE: 9d8
subject to morale, and susceptible to holy water. They ATTACKS: 1
may be turned as a special. DAMAGE: 1d10
SPECIAL ATTACKS: Trample
All are immune to weapons of less than +3 enchantment. SPECIAL DEFENSES: None
25% are semi-immune to physical weapons, taking only MAGIC RESISTANCE: Standard
1hp of damage per hit with a material object, regardless LAIR PROBABILITY: 25%
of enchantment, strength or any special considerations. INTELLIGENCE: Animal
ALIGNMENT: Chaotic neutral
Dotted around Ktthjj lairs will be brood masses. These LEVEL/X.P.: 7/ 1100 + 13/hp
are masses of chaos-tainted protoplasm. They are harmless PALMETTO.: 7/ 2700 + 16/hp
(sometmes nascent forms of the Ktthjj, sometimes simply ONE-EYED KING.: 8/ 4400 + 16/hp
food sources; they can be destroyed by fire or other
elemental attacks), but they appear extremely repulsive. Roachephants are elephants tainted with chaos, and look
like an elephant crossed with a roach. They can trample
Variant forms: In addition to the Ktthjj form shown above, prone opponents for 3d6 damage.
Ktthjj can look like corrupted forms of other creatures,
typically men, spiders, crabs, lizards or snakes. This has There are two variant types of Roachephant:
no effect on their stats or abilities.
1. Palmetto Roachephant:- This extra large variant (11d8
Background: These creatures appear in several of Steve hp) is as a normal Roachephant save for its size (large)
Marsh’s various worlds. Some are associated with the and its power to spit acid. The acid does 2d6 damage per
Starstrands, some with the World Tree, and some are round for 1d3 rounds if it hits a character (save vs. dragon
touched by the runes of Undeath and Dream. Some seem breath to avoid the spittle).
to breed with creatures called Stoorwyrms, or other
greater chaos creatures to procreate; others are formed 2. One-Eyed King:- These rare creatures are intelligent
from men. (INT: Average or Very), magical (has the powers of a
mage of level 2d4), huge (14d8 hp), well-armored (AC -
TREASURE: 50% chance of 1d12 magic items; 75% 3), and have only one eye. The other eye is a rotting nest
chance of scrolls of 1d6 randomly-determined magic-user of spider-mites which give the One-Eyed King another
or illusionist spells; 90% chance of cash loot (including special attack: If the One-Eyed King is in melee combat,
gems, jewelry and coins) to a total value of 3d6x1,000 on a 1 on 1d6, a swarm of spider-mites will spawn from
gp. the King’s rotting eye and attack the assailant. (If there
are several attackers in melee, determine which one is
attacked randomly.)

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The spider-mite swarm is treated as a single creature with


2d8 hp, but is only vulnerable to area effect or elemental
attacks such as fire or smoke. Their bite is poisonous, and
unless a save vs. poison is passed, the victim will lose
nervous co-ordination (-2 on “to hit” rolls, -2 to DEX,
cumulative for subsequent bites).

TREASURE: None

SHADOW VAMPIRE

FREQUENCY: Rare
NO. ENCOUNTERED: 1d6
SIZE: Medium
MOVE: 120ft, flying 120ft
ARMOR CLASS: 4
HIT DICE: 4d8+4
ATTACKS: 1
DAMAGE: 1d6 + drain
SPECIAL ATTACKS: Temporary level drain
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard SHIRESSA
LAIR PROBABILITY: 75%
INTELLIGENCE: Low FREQUENCY: Rare
ALIGNMENT: Neutral Evil NO. ENCOUNTERED: 2d6
LEVEL/X.P.: 5/ 350 + 4/hp SIZE: Large
MOVE: 90ft, swimming 120ft
Shadow vampires are typically ethereal, and in this form ARMOR CLASS: 3
are imperceptible and invulnerable to creatures on the HIT DICE: 7d8 or more
Prime Material Plane, but equally cannot attack in this ATTACKS: 2
state, although they can see dimly onto the Prime Material DAMAGE: 2d4/2d4
from the ethereal. They are capable of plane shifting SPECIAL ATTACKS: Sometimes, see below
between the ethereal and the Prime Material plane at SPECIAL DEFENSES: Sometimes, see below
will, such transition requiring one complete round, during MAGIC RESISTANCE: Standard
which the Shadow Vampire appears to “solidify” or LAIR PROBABILITY: 50%
coalesce into a shadowy, smoky form or to dissipate into INTELLIGENCE: Very to exceptional
nothingness. ALIGNMENT: Chaotic evil
LEVEL/X.P.: 5/ 350 + 10/hp
Even on the Prime Material, Shadow Vampires are
invulnerable to non-magical weapons, except that burning Shiressa are called “sea-demons” by many humans. They
weapons (e.g. torches) or those with light spells cast on are refugees from a foreign and very distant plane, and
them do normal damage. Continual light spells will do d6 are chaos-tainted, elemental, and very evil.
points per melee round to a shadow vampire.
Shiressa prefer cold temperatures and aestivate during
Shadow Vampires are undead, with the consequent warmer times, preferring to do so in stasis. They inhabit
immunities to sleep, charm, hold, and morale checks, and towers of fused quartz. They are as large and strong as
also the vulnerabilities to holy water and clerical turning. trolls.
They can be turned as a Ghast.
These creatures are amphibious, breathing water as easily
The touch of a Shadow Vampire drains one level of as air, and frequently tainted with chaos, which may give
experience, but the loss is temporary. One level is individual Shiressa special attacks, special defenses,
regained for every hour that passes. magical or clerical powers (frequently), additional hit dice,
great size, extra limbs, or many other changes from the
Shadow Vampires are known to inhabit the Coral Towers. “standard” type given here.

Shiressa yearn to reach their colleagues in the frigid depths


TREASURE: None
of the oceans. A Shiressa who achieves this will transform
into a Sha-Shiressa, a wormlike creature of great size with

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pseudopods resembling those of a marine radiolarian or SPIDERKIN


giant squid. Encounters with Sha-Shiressa are very rare
and little is known about them, but they are believed FREQUENCY: Very Rare
typically to have at least ten hit dice, possibly much more, NO. ENCOUNTERED: Males: 2d6; Females: 1d6
and may have even greater magical and chaos-related SIZE: Males: Small; Females; Medium
powers than the Shiressa. MOVE: 90ft, in web 150ft
ARMOR CLASS: Males: 7; Females; 5
It is believed that some Sha-Shiressa, exiled and driven HIT DICE: Males: 2; Females: 3
from their kind, may live in deep sands rather than in the ATTACKS: 5
oceans. DAMAGE: 1d4(x4)/1d3
SPECIAL ATTACKS: Poison bite
TREASURE: Individuals 4d12pp or more SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 10%
SPIDER GECKO INTELLIGENCE: Males: Semi-; Females: Low
ALIGNMENT: Chaotic evil
FREQUENCY: Very Rare LEVEL/X.P.: Male 3/ 90 + 1/hp
NO. ENCOUNTERED: 1d12 Female 3/ 125 + 2/hp
SIZE: Small
MOVE: 90ft, in web 180ft Spiderkin are typically found in dungeons or ruined cities.
ARMOR CLASS: 5 They resemble spider-centaurs, having four legs and four
HIT DICE: 1d8+3 arms, and typically wield four daggers in combat. Their
ATTACKS: 1 bite is poisonous (save at +1 or die).
DAMAGE: 1d4
SPECIAL ATTACKS: Spit flaming webs They prefer to attack from ambush, and if they are in a
SPECIAL DEFENSES: None well-prepared position, they will surprise on a 1-5 on 1d6.
MAGIC RESISTANCE: Standard However, these are cowardly creatures and suffer a -25%
LAIR PROBABILITY: 50% penalty to their morale. They will certainly run if a battle
INTELLIGENCE: Non- is not going exactly their own way.
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 3/ 80 + 1/hp Male spiderkin are desperately afraid of the females, which
both breed with them and eat them. Females can attract
Part spider, part gecko, the most feared power these the males with pheromones if the male is within 60ft.
creatures possess is the ability to spit burning webs (at a
single target, range 60ft, no save but the gecko must roll Some spiderkin are tainted with chaos and may have
“to hit”). The webs stick to their target and inflict 1d6 different attributes to those shown.
damage per round for 1d6 rounds.
TREASURE: (Per individual) Males: 3d20 gp; Females:
There is a giant variant, as above but with triple the hit 4d20 gp
dice.

TREASURE: None SPIN DRYAD

FREQUENCY: Very Rare


NO. ENCOUNTERED: 1d4
SIZE: Medium
MOVE: 120ft
ARMOR CLASS: 9
HIT DICE: 4d8+4
ATTACKS: 7
DAMAGE: By weapon (x6)/1d3
SPECIAL ATTACKS: Poison, illusion
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 75%
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
LEVEL/X.P.: 4/ 200 + 4/hp
Variant: 4/ 280 + 4/hp

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Spin dryads are dryads tainted by chaos. In some respects hostile to civilization and the civilized races. The tan-
they have assumed the attributes of a spider. They always browns also have an excellent relationship with the sea
appear to be spinning slightly, as if caught in a vortex. elves, meeting and trading with them where the desert
Owing to their chaos-tainted state they are no longer meets the sea.
bonded to trees like other dryads; sages believe they are
bonded to “a web that is Starstrands”. TREASURE: 4d12 gp, 25% jewelry (individual)

They have six arms and two legs, and each arm is capable
of using a weapon. Their bite is poisonous (save or die). TROLL
As with most creatures with a chaos taint, Spin Dryads
are variable creatures and particular individuals may have FELL TROLL
different attributes to those shown above.
FREQUENCY: Rare
A common variant of the Spin Dryad creates webs. A NO. ENCOUNTERED: 1 or 2
creature venturing onto the web must make two saving SIZE: Large (8ft to 10ft)
throws - one (against paralyzation) to avoid being MOVE: 120ft
entangled and one (against magic) to avoid the mind- ARMOR CLASS: 3
hazing effects of the web, which may be a randomly- HIT DICE: 7, 8, or 9
determined illusion (33%), charm (33%) or a randomly- ATTACKS: 3
determined emotion (33%). DAMAGE: 7HD: 2-8/2-8/2-16
8HD: 2-10/2-10/2-20
This variant may also be able to spit globs of liquid which 9HD: 3-12/3-12/3-24
have the same mind-hazing effect. SPECIAL ATTACKS: See Below
SPECIAL DEFENSES: See below
TREASURE: None MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 35%
INTELLIGENCE: Low
SPINDLES ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 6/ 950 + 8/hp
FREQUENCY: Rare Old: 7/ 1550 + 10/hp
NO. ENCOUNTERED: 1d10 Ancient: 7/ 2300 + 12/hp
SIZE: Large
MOVE: 150 ft Fell Trolls are rubbery-skinned, scaly-clad, chaos tainted
ARMOR CLASS: 6 creatures. They possess a head and limbs as humanoids,
HIT DICE: 3 but are quite large and hideous to behold. Existing in a
ATTACKS: 4 state somewhere between the living and the dead, they
DAMAGE: by weapon survive by eating other sentient beings, and have a 33%
SPECIAL ATTACKS: None chance of successfully tracking their prey by scent.
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard As they get older, Fell Trolls get stronger and more tainted,
LAIR PROBABILITY: 10% becoming Old and then Ancient Fell Trolls, increasing
INTELLIGENCE: Average their hit dice, attack damage and other special abilities
ALIGNMENT: See below described hereafter. Fell trolls regenerate 1d3 hit points
LEVEL/X.P.: 3/ 65 + 2/hp per melee round, and their rubbery skin beneath their
scales possesses an iron-like toughness that affords them
Spindles are insect men similar to stick-beetles but bipedal excellent protection from weapon attacks. All Fell Trolls
and oddly humanoid in appearance. They weigh no more also have the effect of causing fear to all creatures within
than ninety to a hundred pounds, and this meagre weight a radius of 20ft (30ft for old, 40ft for ancient). Any being
is distributed over a height of eight to nine feet. These failing its saving throw versus Paralysis will immediately
strange creatures are desert dwellers, organized into flee in the direction opposite the troll at their maximum
nomadic tribe-hives that establish territory for a time, then possible movement rate, and they will flee for 8 rounds
move on. (10 for old, 12 for ancient). Additionally, each Troll has a
10% chance to know d2 random 1st level Cleric spells.
There are two distinct varieties of spindle, a tan-and-brown When determining such spells, only those with possible
species that tends toward law and good in alignment and baneful effects may be chosen.
a black-and-red species that tends toward chaos and evil.
The tan-browns trade sporadically with human nomads These Trolls are particularly susceptible to sunlight, and
and desert cities; the black-reds are raiders and slavers, will sustain 2d6 points of burning damage per round.

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Obviously, they will avoid sunlight at all costs. The only Due to their semi-undead state, non-evil Clerics may turn
way to ensure the destruction of this creature is through Fell Trolls as Type 9 undead.
the total dissolution of its body. This may be accomplished
through burning by fire, acid or exposure to sunlight. TREASURE: Lair: 50% - 1d8x1000 copper coins, 25% -
Chopping the body into miniscule pieces will only delay 1d6x1000 silver coins, 25% - 1d4x1000 electrum coins,
the regeneration process, as all the individual pieces will 25% -1d3x1000 gold coins, 30% - 1d8 gem stones,
strive to grow toward any and all pieces of the same troll. 20% - 1d4 jewelry items, 10% - Magic sword, armor or
other magical item.

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SPIDER TROLL large scales. These Trolls are related to Fell Trolls and
share their ability to regenerate 1d3 hit points per melee
FREQUENCY: Rare round.
NO. ENCOUNTERED: 1d6
SIZE: Large (8ft+) Due to their vampiric origin, they take 2d6 points of
MOVE: 150ft damage per melee round when they are in bright light
ARMOR CLASS: 4 (equal to sunlight) and double damage from fire.
HIT DICE: 7
ATTACKS: 5 (see below) In combat, Twisted Earth Trolls know enough to leverage
DAMAGE: 2-8(x4)/1-10 or by weapon used (see below) their size and strength to use massive bludgeon weapons
SPECIAL ATTACKS: None and other two handed weapons. If an enemy is powerless
SPECIAL DEFENSES: Regeneration (see below) (bound, knocked out, rendered unconscious, etc.) these
MAGIC RESISTANCE: Standard trolls, by touch, can tap the enemy for 1d2 from
LAIR PROBABILITY: 60% Constitution, adding 1d6 hit points to themselves for each
INTELLIGENCE: Low melee round that they feed on the target.
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 6/ 550 + 8/hp Twisted Earth Trolls also have the ability to bind certain
1st level Cleric spells into their weapons. Whenever these
Spider trolls look like scale-covered spiders with tufts of trolls are encountered, there is a 33% chance for each
hair sprouting out between the scales. While Spider Trolls weapon that it will be enchanted with any one of these
are related to Fell Trolls, the Spider Trolls lack most of the spells, usable once per day: Bless, Cure Light Wounds,
chaos tainted abilities of the Fell variety; except that Spider Darkness (reverse of Light), Protection from Good
Trolls do regenerate 1d3 hit points per melee round. In (reverse of Protection from Evil). In every respect, these
combat, these trolls usually walk on two legs and fight spells have the effects as if cast by a first level Cleric.
with four, typically using two clubs, one claw and a shield,
and they are very fast. TREASURE: Lair: 25% - 1d6x1000 copper coins, 30% -
1d6x1000 silver coins, 35% - 1d6x1000 electrum coins,
40% - 1d10x1000 gold coins, 20% 1d4x100 platinum
TREASURE: Lair: 20% - 1d12x1000 copper coins, 30% - coins, 60% - 4d10 gem stones, 50% - 3d10 jewelry
1d6x1000 silver coins, 10% - 1d4x1000 electrum coins, items, 30% - 3 magic items.
25% - 1d6 gem stones, 20% - 1d3 jewelry items, 10% -
2 magic items.
TSUNG PATHET

TWISTED EARTH TROLL FREQUENCY: Very Rare


NO. ENCOUNTERED: 1
FREQUENCY: Rare SIZE: Large (some individuals Huge)
NO. ENCOUNTERED: 1d6 MOVE: 120ft
SIZE: Large (10ft+) ARMOR CLASS: -2 or better
MOVE: 120ft HIT DICE: 12d8 or more
ARMOR CLASS: 3 ATTACKS: 1
HIT DICE: 9 DAMAGE: 3d6
ATTACKS: 2, or 1 when using a weapon SPECIAL ATTACKS: Variable
DAMAGE: 5-20/5-20 or by weapon used (see below) SPECIAL DEFENSES: Variable
SPECIAL ATTACKS: Characteristic Drain (see below) MAGIC RESISTANCE: Variable
SPECIAL DEFENSES: Regeneration (see below) LAIR PROBABILITY: 20%
MAGIC RESISTANCE: Standard INTELLIGENCE: Average
LAIR PROBABILITY: 60% ALIGNMENT: Chaotic Evil
INTELLIGENCE: Low LEVEL/X.P.: 8/ 3400 + 16/hp
ALIGNMENT: Chaotic Evil Spellcaster: 8/ 4250 + 16/hp
LEVEL/X.P.: 7/ 2000 + 12/hp
Tsung Pathet are extraplanar entities and are believed to
Twisted Earth Trolls are a massive, strong and tough originate from Pandemonium. Their size varies, because
species of troll spawned from places in the earth where they gain 1" in height and 25lb in weight for each sentient
the blood of a great vampire troll of chaos was spilled. creature they consume. After eating 25 such creatures,
The blood regenerated itself individually into trolls that the Tsung Pathet will gain a hit die. Some Tsung Pathet of
drew their substance and strength from the earth. They 30 or more hit dice size have been reported, and such
are dark earth colors; red, black and mud, with rough, creatures will do proportionately more damage in combat.

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Tsung Pathet appear as gigantic humanoids of great Ice: Blue or blue-black in color; invulnerable to ice. They
muscularity and strength. Their skin color varies according inflict 2d6 cold damage in the same way that the Fire
to their clan or sept (see below), but all have colored Sept inflict fire damage.
markings in their skin which resemble tattoos. Some sages
speculated that these markings may be a script of some Earth: Brown or yellow in color; owing to their density
kind. and metallic skin, the Earth Sept gain a bonus of +1d4 to
AC and 1d4 additional hit dice from birth.
There are six clans, or septs, of Tsung Pathet:
Air: Blue or yellow in color; always at least 50% magic
Fire: Red in color; invulnerable to fire. Owing to the resistant. Their touch drains 1 point from a random
intense heat of their skin, members of the Fire Clan inflict attribute (STR, DEX, CON, INT, WIS or CHA).
an additional 2d6 damage from heat to any creature they
hit (this can be nullified by fire resistance).

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Dark: Black in color. Their touch causes fear (a saving VOID SHARK
throw -v- dragon breath at -4 negates this). Even creatures
which are theoretically immune to fear are subject to this FREQUENCY: Uncommon (on the astral/ethereal planes)
effect, although they suffer no penalty on their save. NO. ENCOUNTERED: 1 (66%) or 2 (33%)
SIZE: Medium
Tainted: Greenish in color. Their loathsome touch causes MOVE: 150ft (notionally “swimming”)
corruption, having a 50% chance of causing a random ARMOR CLASS: -1
disease in their target; any magic item touched by one of HIT DICE: 10d8+10
these creatures (including weapons and armor) must save ATTACKS: 1
-v- disintegrate or rust/wither to uselessness. DAMAGE: 4d6
SPECIAL ATTACKS: Puncture wound, brush attack
Chaos is strong with these creatures and there are many SPECIAL DEFENSES: See below
variations, particularly spellcasters (cleric, magic-user or MAGIC RESISTANCE: Standard
illusionist, casting level may be as high as 18 but typically LAIR PROBABILITY: Nil (no lair)
less than 12), Tsung Pathet with magic resistance, or a INTELLIGENCE: Animal
variant which has a spell turning effect. ALIGNMENT: Neutral
LEVEL/X.P.: 7/ 2400 + 13/hp
Like demons, Tsung Pathet have True Names. However,
unlike them, they cannot summon their fellows when they Void sharks swim in the Ether, and are sometimes also
are on the Prime Material plane (in Pandemonium it is found on the Astral Plane. Their armor is very tough, and
different). Also unlike demons, Tsung Pathet have little any weapon which hits a void shark must pass a saving
hierarchy or social order. The strong eat the weak, the throw -v- normal blow or be broken.
weak hide from the strong, and none can control either.
If the void shark rolls a natural 20 on its “to hit” roll, its
Perhaps fortunately, Tsung Pathet are rarely brought to bite inflicts a puncture wound which does an additional
the Prime Material Plane. 2d6 damage (for a total of 6d6). They are too small to
swallow prey whole.
TREASURE: Variable but at least a 25% chance of 1d3
magic items plus 1,000-12,000 gold pieces worth of The void shark may also brush against targets, in which
cash loot; some individuals much more. case its rasping skin inflicts 1d8 damage. It may move its
full movement rate in a round and employ its rasping
attack against every creature which intersects its path on
VIADANN that round.

FREQUENCY: Rare TREASURE: None


NO. ENCOUNTERED: 2d4
SIZE: Large
MOVE: 90ft
ARMOR CLASS: 3
HIT DICE: 8d8+1
ATTACKS: 2
DAMAGE: 2d4/2d4
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
LAIR PROBABILITY: 25%
INTELLIGENCE: Semi-
ALIGNMENT: Chaotic Evil
LEVEL/X.P.: 5/ 350 + 10/hp

The Viadaan are semi-demonic entities, slaves to the Kja


Khada. They are violent, hungry and vile.

TREASURE: None

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APPENDIX: RANDOM ENCOUNTERS

Goblin Battle-Spirit Fire Stag Hound of the Underworlds


PART 1: LIST OF CREATURES
BY LEVEL Hyeenoch Iacca (6HD) Jellyfish, Giant Moon
Iacca (4HD) Naga, Hanu- (5HD) Navanax, Giant
This list is provided for the as- Magog Locust Shadow Vampire Night Vapor
sistance of GMs who wish to Mistweird Shadow Vetch Onocentaur
develop custom random en- Nuckelavee Shiressa Ozaena
counter tables for their own Pod-Man Ulyuleng Pudding, Alien
dungeons. Rimmeserker Wyrm, Northland (7HD) Roachephant
Rockroach Yox Serpent, Earth
Sewer Thug Yuun, Rider of Troll, Fell (Old or Ancient)
LEVEL 1 Skeleton, Altered Yuunsteed Troll, Twisted Earth
Snagwort, Hanging Void Shark
Bewailing Cicada Snake, Winged Viper LEVEL 6 Wyrm, Northland
Crawling Corpse Spider Gecko
Ghoul Monkey Spiderkin Barrow Corpse
Bedlam Warlock LEVEL 8
Goblin, Shadow Spindle
Grimling Stilt Walker Beguiler
Clam, Giant Leopard (7HD) Bhannog
Inkling Sting Lichen
Entelodont (8HD) Clam, Giant Leopard (10HD)
Monkey Vampire Moss
Funghemoth Demon, Jhabara
Nightcreeper (1HD)
Giant, Sea Demon, Punjar (7-9HD)
Scuttler LEVEL 4
Illumine Demon, Shadow Cat
Snake, Javelin
Jagwere Earth Brawler
Spiny Horror Antlerin
Karkadann Floating Mound (11-12HD)
Tunnel Prawn Arrivaunt
Kheph Gaping Maw
Wishing Carp Ballista Beast
Kja Khada Likho
Bedlam Witch
Leopard, Giant Mammoth, Tundra
LEVEL 2 Deceived of Set
Lithonnite Mothmere
Drake, Guardian
Mindscarab Night Shade
Atlaca Golem, Voudoun
Mynakh Onocentaur, 2-headed
Aviant Hypno-Spider
Naga, Hanu- (6HD) Pastinaca
Caladrius Iacca (5HD)
Oculethe Roc, Snow
Centipedes, Nest of Ishabti
Rajkami Scylla
Crab, Giant Fiddler Lacing Moth
Shroom Stygian Serpent, Mature
Crows, Murder of Lancer Juggernaut
Stygian Serpent (Young) Tsung Pathet
Hawktoad Sea-Mare
Tommo Wyrm, Northland (10HD)
Iacca (3HD) Shade Walker
Troll, Fell (7HD) Zuul-Koar
Nightcreeper (2HD) Shrieker, Black
Piranha Skeleton, Slime Troll, Spider
Wyrm, Northland (8HD) LEVEL 9
Sand Newt Slithering Hive
Stonefish Snake, Condor Serpent
LEVEL 7 Dark Envoy
Troglodyte, Hominid Spin Dryad
Floating Mound (13HD)
Verminvine Stonefish, Giant
Apis Bull Guardian Giant, Jotun
Thorn Creeper
Clam, Giant Leopard (8- Ice Creeper (50hp)
LEVEL 3 Velikul
9HD) Stygian Serpent, Old
Vermith
Archerfish, Giant Willow Man Demon, Punjar (5HD)
Drake, Red Troll LEVEL 10
Cavern Glazer
Chalkeion LEVEL 5 Eelkrake
Entelodont (9HD) Dark Envoy (Wizard or Priest of
Drift Net
Floating Mound (10HD level 11-14)
Earwig, Giant (male) Cave Witch
Garrechidna Giant, Jotun (Hero, Champion, or
Ercinee Drowad
Giant, Sand King)
Glittering Slime Earwig, Giant (female)
Golem, Brass Ice Creeper (80hp)
Glow Jelly
Ktthjj

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Monsters of Myth An OSRIC™ Resource

EXCEPTIONAL

OSRIC™-compatible systems sometimes include encounters or quests of exceptional difficulty. Examples include hunting
down and slaying a Demon Prince on its home plane, or disposing of some legendary but evil relic. These projects are
very challenging even to parties capable of defeating Level 10 encounters with relative ease, and deserve to be in a
category of their own.

When writing Monsters of Myth, we decided not to include any of the traditional Demon Princes, Devil Lords, or other
semi-godlike unique beings worth 50,000 xp or more, because we felt that these creatures are of little value to most GMs
and we wanted to focus on material that would be more likely to be useful in play. However, this book does contain two
possible types of encounter which are in this extreme category: Larger groups of Ktthjj (such as a group of 11 or 12 of
them), and full-sized Jotun lairs.

Onocentaur
PART 2: LIST OF CREATURES BY TERRAIN TYPE HILL/MOUNTAIN
Pastinaca
Pod-Men
This list is provided for the assistance of GMs who Ballista Beast
Rajkami
wish to develop custom random encounter tables Rimmeserker Caladrius
for their own campaigns. Crows, Murder of
Rockroach
Sand Newt Drake, Guardian
Scuttler Drake, Red Troll-
DUNGEON/RUIN Serpent, Earth Goblin Battle-Spirit
Shadow Vetch Kja Khada
Apis Bull Guardian Shrieker, Black Lacing Moth
Arrivaunt Likho
Shroom
Barrow Corpse Skeleton, Altered Mistweird
Bhannog Onocentaur
Skeleton, Slime
Cave Witch Slithering Hive Snake, Condor Serpent
Cavern Glazer Snake, Javelin
Snagwort, Hanging
Centipedes, Nest of Snake, Javelin Snake, Winged Viper
Chalkeion Sting Lichen
Snake, Winged Viper
Crawling Corpse Spiny Horror Tommo
Deceived of Set Viadann
Stilt Walker
Drake, Guardian Sting Lichen Wishing Carp
Drake, Red Troll- Wyrm, Northland
Stygian Serpent
Drowad Troglodyte, Hominid
Earwig, Giant FIELDS/PLAINS
Troll, Fell
Eelkrake Troll, Spider
Funghemoth Caladrius
Troll, Twisted Earth
Gaping Maw Tunnel Prawn Chalkeion
Glittering Slime Crows, Murder of
Ulyuleng
Goblin Battle-Spirit Vampire Moss Entelodont
Goblin, Shadow Ercinee
Velikul
Golem, Brass Verminvine Gaping Maw
Golem, Voudoun Garrechidna
Vermith
Hawktoad Goblin Battle-Spirit
Hypno-Spider Goblin, Shadow
ARCTIC/POLAR
Ice Creeper Grimling
Ishabti Hyeenoch
Antlerin
Kheph Entelodont Iacca
Lancer Juggernaut Karkadann
Giant, Jotun
Likho Ice Creeper Lacing Moth
Lithonnite Roachephant
Mammoth, Tundra
Mothmere Rimmeserker Slithering Hive
Naga, Hanu- Snake, Javelin
Roc, Snow
Nightcreeper Sting Lichen Snake, Winged Viper
Night Shade Yox
Wyrm, Northland
Oculethe Yox

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WOODLAND/FOREST TOWN/CITY EXTRAPLANAR/VOID

Antlerin Grimling Arrivaunt


Aviant Scuttler Dark Envoy
Bedlam Witch/Warlock Sewer Thug Demon, Jhabara
Bewailing Cicada Spiny Horror Demon, Punjar
Bhannog Demon, Shadow Cat
Crows, Murder of DESERT Drift Net
Earwig Earth Brawler
Ercinee Apis Bull Guardian Fire Stag
Garrechidna Chalkeion Hound of the Underworlds
Goblin Battle-Spirit Deceived of Set Illumine
Goblin, Shadow Giant, Sand Inkling
Hypno-Spider Hyeenoch Kja Khada
Karkadann Kheph Ktthjj
Mistweird Sand Newt Magog Locust Swarm
Mothmere Snake, Javelin Mindscarab
Night Shade Snake, Winged Viper Mynakh
Pastinaca Spider Gecko Night Vapor
Pod-Men Spiderkin Pudding, Alien
Shroom Spindle Rockroach
Snake, Javelin Shade Walker
Snake, Winged Viper FRESH WATER Shadow Vampire
Thorn Creeper Shadow Vetch
Willow Men Archerfish, Giant Spin Dryad
Clam, Giant Leopard Tsung Pathet
JUNGLE/RAINFOREST Crab, Giant Fiddler Ulyuleng
Glow Jelly Viadann
Atlaca Ozaena Void Shark
Aviant Piranha Yuun Rider
Garrechidna Stonefish, Giant Yuunsteed
Ghoul Monkey Wishing Carp Zuul-Koar
Goblin, Voudoun
Hypno-Spider SALT WATER
Jagwere
Leopard, Giant Crab, Giant Fiddler
Monkey Floating Mound
Naga, Hanu- Giant, Sea
Night Shade Glow Jelly
Piranha Jellyfish, Giant Moon
Rajkami Navanax, Giant
Roachephant Nuckelavee
Snake, Javelin Ozaena
Snake, Winged Viper Scylla
Sea-Mare
SWAMP/MARSH Shiressa
Stonefish, Giant
Bedlam Witch/Warlock
Beguiler
Funghemoth
Goblin Battle-Spirit
Goblin, Voudoun
Likho
Lithonnite
Mistweird
Skeleton, Slime
Snake, Javelin
Snake, Winged Viper

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Monsters of Myth An OSRIC™ Resource

Open Game Content Designation:

The statistics of all monsters are open game content. The names and descriptions of all monsters are Product Identity, with
the exception of any material included therein required by the Open Game License to be Open Game Content.

Open Game Content may only be Used under and in terms of the Open Game License Version 1.0a, reproduced below.

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”).
All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;
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computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to
reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content”
means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as
Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product Identity. (e) Product Identity” means product and product
line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells,
enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or
registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by
a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise
create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other
terms or conditions may be applied to any Open Game Content distributed using this License.

3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual,
worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You
represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed
by this License.

6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text
of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add
the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a
work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of
such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall
retain all rights, title and interest in and to that Product Identity.

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An OSRIC™ Resource Monsters of Myth

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any
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10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You
Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or
all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Vulchling from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

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