Monsters of Myth v131
Monsters of Myth v131
Monsters of Myth v131
Contents
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An OSRIC™ Resource Monsters of Myth
MONSTERS OF MYTH™
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.
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.
ACKNOWLEDGEMENTS
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.
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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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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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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.
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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.
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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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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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.
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B Ballista Beast – Barrow Corpse – Bedlam Witch - Beguiler – Bewailing Cicadas – Bhannog
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.
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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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damage she will break off from combat and fly to the
signaling male.
TREASURE: None
.BHANNOG
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C Caladrius –Cave Witch – Cavern Glazer – Centipedes, Nest of – Chalkeion, Men of Bronze – Clam, Giant
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.
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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.
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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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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
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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.
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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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DEMONS
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(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.
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DRAKES
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
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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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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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EARTH BRAWLER
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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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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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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.
G Gaping Maw – Garrechidna – Ghoul Monkey – Giant – Glittering Slime – Glow Jelly – Goblin – Golem –
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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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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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
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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.
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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
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VOUDOUN GOLEM
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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.
TREASURE: None
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
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
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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
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.
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.
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K Karkadann – Kheph
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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
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.
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Monsters of Myth An OSRIC™ Resource
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.
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M Magog Locust Swarm – Mammoth, Tundra – Mindscarab – Mistweird – Monkey – Mothmere – Mynakh
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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
TREASURE: None
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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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N Naga, Hanu – Navanax, Giant – NightCreeper – Night Shade – Night Vapor – Nuckelavee
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NAVANAX, GIANT
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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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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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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
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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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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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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
TREASURE: None
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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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
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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.
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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
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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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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
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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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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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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.
TREASURE: None
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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
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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.
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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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TREASURE: None
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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.
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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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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.
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.
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
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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.
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 –
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 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
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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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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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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.
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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
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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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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.
All text in the following section, as far as the Random Encounters section, is copyright Stephen R. Marsh 2003-6.
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:
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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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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.
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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
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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.
TREASURE: None
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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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Monsters of Myth An OSRIC™ Resource
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.
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;
(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other
computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation,
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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
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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
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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
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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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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
version of this License.
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
Game Material so affected.
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.
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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