Friday, October 23, 2026

Gnome Vampire

Gnome Vampire

Undead supernatural predator
Scale: 0D

Might: 3D
Agility: 4D+1
Wit: 4D+1
Charm: 3D+1

Move: 12

Skills

Athletics: 5D
Brawl: 5D
Dodge: 6D+1
History: 6D
Investigation: 5D+1
Stealth: 5D+1
Glamour: 5D
Willpower: 5D+1

Defenses

Block: 15
Dodge: 19
Parry: 9
Soak: 9

Attacks

Bite: Attack 5D, Damage 4D
If the Bite inflicts at least a Serious Wound, the vampire immediately heals one wound level. Anyone killed through the vampire's feeding may rise as a vampire the following night.

Claws: Attack 5D, Damage 4D

Rapier: Attack: 3D / D: 5D / R: Melee

Perks & Abilities

Night Sight: The vampire can see normally in complete darkness.

ESP: The vampire possesses supernatural sensitivity to living minds and psychic or magical disturbances.

Glamour: The vampire creates supernatural visual and auditory illusions. Typical effects include altering its appearance, creating phantom sounds or figures, concealing objects or entrances, and changing the apparent details of its surroundings.

A creature that has reason to doubt the illusion may attempt Wit/Search opposed by Glamour 5D. Physical interaction with an illusion normally provides sufficient reason to make the check.

Glamour cannot directly inflict damage.

Shapeshifting

The vampire may assume several traditional forms.

Bat Form: Gains flight and enhanced mobility suitable for scouting and escape. Its small size makes physical combat ineffective.

Badger Form: Gains the ability to burrow through ordinary soil and loose earth, enhanced scent, and a compact body suited to tunnels and confined spaces.

Mist Form: Becomes an insubstantial supernatural mist capable of passing through narrow openings and escaping physical restraints. The vampire cannot make ordinary physical attacks while in this form.

Returning to Gnome form restores its normal attributes and skills.

Vampiric Weaknesses

Sunlight: While exposed to direct sunlight, the vampire suffers -2D to all rolls and -6 to all Static combat scores. Glamours immediately collapse while the vampire remains exposed.

Stake Through the Heart: Targeting the vampire's heart with a wooden stake increases the attack TN by +25. A successful strike kills the vampire instantly.

Forbiddance: The vampire cannot enter a private residence without an invitation from an appropriate occupant.

Holy Symbols: A strongly presented sacred symbol may force the vampire to recoil. The vampire must succeed at an appropriate Willpower check to willingly approach or directly attack the bearer.

Notes 

  • A brilliant terror is the Gnome Vampire. Most vampires agree that they generally avoid embracing gnomes, as the smallfolk tend to damage the image of passion and sensuality of being a vampire. Is a maiden wearing a diaphanous gown be so apt to invite a dark master on her balcony if she knows they just let anyone in?
  • Due to their gnomish brilliance, gnome vampires take a logical approach and actually try to reason a proportioned amount of blood rather than slake themselves on an entire body. If one thought about it, the proportions drained would be reasonable, granted, sometimes a gnome gets a little carried away, especially if their victim tells an offensive height joke.
  • Like all vampires, a gnome can shapeshift. Their forms include turning into bat, mist, or a badger instead of a wolf. Woe be it to adventurers who see a 'large' pale silver or honey badger sporting sharper fangs and cunning eyes emerging from the earth.


Thursday, October 22, 2026

Sengir Bat

Sengir Bat

Armor Class: 16
Hit Dice: 7+4**
No. of Attacks: 1 bite
Damage: 1d8 + Blood Drain
Movement: 10', Fly 60' (10')
No. Appearing: 1d3, Wild 1d4, Lair 2d4
Save As: Fighter: 7
Morale: 9
Treasure Type: None
XP: 800

Blood Drain: If a Sengir Bat hits with its bite, it may latch onto its victim. While attached, it automatically inflicts 1d6 points of damage each round on its Initiative and regains the same number of lost hit points, up to its normal maximum. While feeding, the Sengir Bat suffers a -2 penalty to Armor Class. The victim may use an action to tear the bat loose with a successful Open Doors roll.

Blood-Fed: Once per encounter, if the Sengir Bat reduces a living creature to 0 hit points with its bite or Blood Drain, it becomes invigorated by the victim's blood. For the remainder of the encounter it gains +1 on attack and damage rolls. 

Notes 

  • The favored pets of the infamous Baron Sengir, the Sengir Bats dwell in the Darklands south and east of the Koskun Falls and Koskun Keep. The bats are adept at surviving in the temperate to cold weather that is common to the region. Some of the largest specimens make their home in the spires of Castle Sengir.
  • Large and aggressive, Sengir Bats will attack anything from livestock to lone travelers along the roads. The bats are the reason many unfortunate dwellers in the Darklands are advised not to leave their dwellings at night. Even then, the bats are quite capable of crashing through flimsy doors or shutters to get at prey.
  • Sengir Bats like to start the evening going after weak prey, such as animals, in order to gain the Blood Fed ability, granting them bonuses to attack and damage when they encounter adventurers.

Wednesday, October 21, 2026

Walden Belfry, Dhampyr Businessman

Name: Walden Belfry
Ancestry Human / Type: Dhampyr / XP: 30 / Rank: Seasoned

Attributes 
Agi: d6
Sma: d8
Spi: d8
Str: d6
Vig: d6

Skills: Drive: d4, Fighting: d6, Intimidate: d8, Notice: d6, Persuade: d8, Shooting: d6, Stealth: d6, Taunt: d6, Throwing: d6

Info: Pace: 6 / Parry: 5 / Toughness: 6 (1 - Heavy Coat)

Sword 9mm: Attk: d6 / D: 2d6 / R: 12/24/48 / AP: 1 / Action: SA

Stakeout Shotgun: Attk: d6 / D: 1-3d6 / R: 12/24/48 / Action: S / Special: Shot

Baton: Attk: d6 / D: 2d6 / R: Melee / Special: Concealed

Traits 
Dhampyr: Sense Vampire (Notice). Sire's Strength. Weakness (Sunlight): -2 physical actions under sunlight and specialized UV light.

Hindrances: Arrogant, Habit (Mi), Quirk

Edges: Charismatic, Level Headed, Rich, Strong Willed

Notes 

  • Walden Belfry is a Dhampyr, a child of a human mother who had been bitten and afflicted with the vampiric curse while pregnant with Walden, thus transferring a portion of the dark essence to the seemingly mild manner human. He lives in Neptune Key. Another time, another place where humans share the world with various manner of fantastical creatures.
  • Was working as the concierge for the powerful city patron, Nora Belle, the owner of the world famous 'Babylon Tower' located in the heart of downtown Neptune Key. Shortly after Nora's death, Walden learned he was named Nora's heir and the new owner of the tower.
  • Has worked to establish himself, much like his predecessor, as a patron and power within the city, being the owner of one of the most popular hotel towers in the city. At the same time, it has fallen to Walden to figure out who ordered Nora's death and avoid suffering the same fate.

Tuesday, October 20, 2026

Maybrush, Tremere Old Blood

Name: Maybrush

Clan: Tremere (Chorazin) / Level: 4


Attributes
Str: 12
Dex: 12
Con: 11
Int: 14
Wis: 13
Cha: 12


Info 

Ini: 12

Damage: 1d8/1d6
Armor (Leather Coat): 1 / UD: d4
HP: 22


Traits
Blood: d6
Frenzy (Blood Ravenous during feeding): d4
Flock: d4
Security: d8
Wealth: d6

Fetter (Chantry): d8


Sword 9mm: Attk: 13 / D: 1d6 / R: Near


Switchblade: Attk: 12 / D: 1d6 / R: Melee


Gear: Car, Component Kit Bag


Blood Gifts

Lesser Gifts — 5

Aura Sight
The Voice
Potent Blood
Strong Willed
Supernatural Senses

Greater Gifts — 2
Subvert the Will
Wizard


Goetia
Casting Die: 14

 
Rank 1
Know the Soul

Chorazin Scalpel
Shield the Lair
Vital Wakefulness

Rank 2
Armour of Blood
Eyes of the Minion
Enchant Vessel

Rank 3
Fogweaver

Notes 

  • Maybrush is a Tremere occult investigator on behalf of the L.A. Camarilla located in its growing footprint in the Santa Monica domain following the Strauss Coup that saw the overthrow of Prince Sebastian LaCroix and the installation of Strauss as the Prince of Los Angeles. Maybrush was once known as 'The Fledgling' who had served under LaCroix and working with the Anarchs before ultimately siding with Strauss.
  • His role, in addition to troubleshooting problems with the new power in the city, is establishing a sub-Chantry within Santa Monica in what was once the apartment buildings over Trip's Pawnshop, as per the agreement with the Santa Monica baron, Therese Voerman.
  • Has used powers such as Eyes of the Minion and Subvert the Will in order to try and keep Masquerade violations in Santa Monica to a minimum. 

Monday, October 19, 2026

Bedevere, Halfling Vampire

Bedevere, Halfling Vampire

NO. ENCOUNTERED: 1
SIZE: Small
HD: 6d12+3 (42 hp)
MOVE: 30 ft., Climb 20 ft.
AC: 18
ATTACKS: Bite +6 (1d4)
SPECIAL: Blood Drain, Dominate, Gaseous Form, Alternate Form, Spider Climb, Halfling Stealth, Fearless, Vampiric Resilience, Vampire Vulnerabilities
SAVES: M, P
INT: High
ALIGNMENT: Chaotic Evil
TYPE: Undead
TREASURE: 6
XP: 900 + 6 per hp

Blood Drain

If Bedevere successfully bites a living creature, the victim must make a Strength save (CL 6) or be caught in his grasp.

Once held, Bedevere automatically drains 1d4 hit points per round. He heals an equal number of hit points for every point drained.

A held victim may attempt another Strength save each round to break free.

Dominate

A creature meeting Bedevere’s gaze must make a Charisma save (CL 6) or fall under his supernatural influence.

A dominated victim regards Bedevere as a trusted friend and ally and will defend him even against former companions. A new save is permitted whenever Bedevere commands an action grossly contrary to the victim’s nature.

Halfling Stealth

Bedevere gains a +2 bonus on Hide and Move Silently checks.

When moving silently, he may travel at up to half his normal movement without penalty; faster movement imposes the normal halfling penalties.

Fearless

Bedevere retains the formidable nerve of his halfling ancestry and gains a +2 bonus on saving throws against fear.

Alternate Form

Bedevere may assume the form of a large bat or canine at will. He retains his supernatural defenses but cannot use Blood Drain or Dominate while transformed.

Gaseous Form

Bedevere may become a cloud of mist at will.

If reduced to 0 hit points outside his resting place, he automatically assumes gaseous form and attempts to escape to his lair. He cannot attack while gaseous.

Spider Climb

Bedevere can climb walls, ceilings, and other surfaces without making a check, moving at 20 feet while doing so.

Vampiric Resilience

Bedevere can only be harmed normally by +2 or better magical weapons. Lesser mundane weapons fail to penetrate his supernatural flesh.

Vampire Vulnerabilities

Sunlight: In true daylight, Bedevere is powerless and unable to attack or move. After 6 consecutive rounds, he burns to ash and is permanently destroyed.

Running Water: Full immersion in running water destroys him in 3 rounds, inflicting one-third of his maximum hit points each round.

Holy Symbols, Garlic, and Mirrors: Bedevere recoils from strongly presented holy symbols of good deities, garlic, and reflective surfaces. He cannot willingly approach past such an object and loses 1d4 rounds maneuvering around it.

Stake Through the Heart: A wooden stake driven through Bedevere’s heart renders him inert while it remains in place. Permanent destruction requires appropriate additional measures such as decapitation and consecrated burial.

Notes 

  • Bedevere is one of the unfortunates who ended up in the clutches of the Master Vampire as an adventuring halfling. The Master was so amused that a halfling would come into his domain that he turned and then freed Bedevere from that of being spawn so that Bedevere could have free will, but denied the existence of sunlight or mortal comfort being a member of the undead.
  • Bedevere now haunts the castle grounds, a victim, but also a threat driven by hunger. He hates the Master Vampire, but knows if he tries to kill the Master, not only would he probably fail, but he'd be punished even more in failure. There is also a fear if he kills the Master, the entire castle may crumble to ruin.
  • Will use his short stature and natural talent at stealth to trail a party, watching them before deciding whether to help or hinder them foil the Master's plans. 

Friday, October 16, 2026

Mothman

Mothman 

Attributes: Might 2D, Agility 3D, Wit 1D, Charm 1D 

Movement: Move 12, Fly 20 

Skills: Brawl 4D+1, Dodge 4D, Search 3D+2, Stamina 4D, Stealth 4D+1 

Defenses: Block 13, Dodge 12, Soak 10 (4 - Leathery Skin) 

Claws: 4D+1 / 3D 

Traits 
Leathery Skin:
+4 Soak 

Nightvision 

Silent Wings: +1D Stealth while gliding or flying slowly 

Fear Screech, 1/scene: Cone; Courage TN 15 or Frightened for 1D rounds. Frightened targets suffer -1D against the Mothman and cannot voluntarily approach it; an action and a successful Courage check ends the effect early.

Notes 

  •  Haunting the forest regions, a herald of doom, and altogether menace to civilization is the Mothman. This dimensional humanoid emerged from a shadowy realm and likes to use a combination of dense forest and abandon buildings to terrorize the local population.
  • Has an appetite for blood and will typically strike cattle, but will also settle for people if one happens to cross it path, especially in the woods at night, or those who wander too close to what it considers its nest.
  • In addition to its claws is its ability to create a keening screech that has been said to strike men dead with terror.

Thursday, October 15, 2026

Blue Scaled Anaconda

Blue-Scaled Anaconda

NO. ENCOUNTERED: 1–3
SIZE: Large
HD: 6d10+12 (45 hp)
MOVE: 30 ft., Swim 40 ft.
AC: 15
ATTACKS: Bite +6 (1d8+4), Constrict +6 (1d8+4)
SPECIAL: Iridescent Scales, Constriction, Drowning Coils
SAVES: P
INT: Animal
ALIGNMENT: Neutral
TYPE: Animal
TREASURE: Nil
XP: 510 + 6 per hp

Blue-Scaled Anacondas are enormous river and swamp predators whose overlapping scales shimmer in shades of blue, turquoise, and green. When submerged, their coloration blends with reflected water and shifting light, allowing the snakes to drift frighteningly close before striking.

Unlike ordinary giant constrictors, Blue-Scaled Anacondas instinctively drag captured prey into deep water, tightening their coils while the victim struggles for air.

Iridescent Scales

While submerged or mostly concealed beneath water, a Blue-Scaled Anaconda gains a +4 bonus to checks made to hide, stalk, or surprise prey.

Creatures actively watching the water may oppose this with an appropriate Wisdom check.

Constriction

If the anaconda hits with its constrict attack, a Medium or smaller creature is caught in its coils.

Beginning on the following round, the victim automatically suffers 1d8+4 damage each round without another attack roll.

At the end of each round, the victim may attempt a Strength save (CL 6) to escape.

While constricting a creature, the anaconda may continue to bite that victim but cannot constrict another target.

Drowning Coils

While swimming with a Medium or smaller creature trapped in its coils, the Blue-Scaled Anaconda moves at its full swimming speed.

If the water is deep enough, it may forego its bite attack to drag the victim beneath the surface. A submerged victim must then contend with the normal rules for holding breath and drowning while still taking constriction damage.

Notes 

  • A major terror of the crystal blue lakes and nearby rivers is the blue scaled anaconda. These massive predators are known for their enchanting blue scales and hypnotizing golden eyes before they launch themselves to ensnare and drag their prey into the water.
  • Blue Scales have the power to move at full speed underwater while keeping their prey trapped, ensuring that prey either dies from being crushed or drowned by the waters. Once the prey stops struggling, the blue scale then proceeds to swallow and consume the prey whole.
  • Although they can be a terror, they also have a price on their heads due to blue scales being desired by flashier rogues and other leather wearers who love the look of the blue scales once they are skinned, treated, and worked into coats, leather armor, or boots. 

Wednesday, October 14, 2026

In Search of Adventure #10

 In Search of Adventure - #10 

The distance between Castle Caldwell and Threshold is roughly 2 hexes away as both castles have enough distance that, technically, Clifton Caldwell could rebuild and turn his castle into a domain seat of at least the baronial level. The party is subjected to three checks per hex, plus three night checks.
---

The next day was a short breakfast and another round of bread and water before the prisoners were tied off. After drawing lots, Longinus cursed his luck in having to carry and dump the Misfit and his partner’s chamber pot in the courtyard where the original wolves’ offal was located. Part of him regretted having spared the three, given the added labor, but Longinus was determined to see the matter through. The party started from the top of the plateau where Castle Caldwell was located and the party headed east using the old Halav’s Road that ran through the area. Patches of the road had been lost since the days of the old castle.

Daytime Encounters represent morning, noon (with lunch break), and evening. The results area: 2, 6, 5 - No Encounter

At no point did the party encounter anything significant. There was some wildlife in the distance, but nothing worth being cautious about. The party had lunch at noon, where they also found various bushes to squat at. Topace and Longinus worked to guard and ensure the Misfit, Hiram, and Bobby Lee had access to bread and water along with time to use the bushes, but they were always watched.

Night Encounters: 2, 2, 2

Night time saw little action. Perhaps The Misfit or his compatriots wanted to run or cause trouble, the problem is there was always an eye watching them. Even Tirnol, who at least appeared busy in driving the pony and ensuring the mule was following at a pace that was efficient, but never taxing to the poor beast. Even Tirnol’s ears seemed to crook in the direction of the three. Then there was Topace. The dragonborn was always watching, always narrowing his eyes and flaring the nostrils at the end of his elongated face. He always seemed to grip his sword or draw his breath, preparing to strike down or electrocute the three men.

After a night passes by, the party moves on towards Threshold and another set of Random Encounter checks are made while in patrolled lands: 6, 1 - Encounter: 6 - Centaur

Eventually the party reaches a small copse of trees next to a spring that had yet to be fenced off like some of the other fields the party had passed. It was clear they were getting closer to Threshold Keep and regions that were regularly patrolled. The party paused when the party spotted a figure napping at the glade. His massive equine body gracefully lowered on the ground at rest, while the broad figure of a human male, leaned forward, his eyes closed.

Surprise Check: 6 (Party) / 2 (Centaur)

The centaur opened his eyes as the party’s wagon drew close, he paused for a moment, watching as Longinus made his way to the front of the party with hands raised. The centaur did not shout or touch the bow nearby, instead the man grabbed and blew on a hunting horn that was answered by several more horns. Soon from various directions up to another fifteen centaur closed in on the group.

“What brings you here, travelers?” The centaur asked.

“For now, simple rest by the glade, friend,” Longinus said, “Last I checked no one had a claim to this glade.”

“That is true,” The centaur said.
--

Q: Does the centaur recognize Tirnol?
A: 15% ≤ 65% - Yes, the Centaur does recognize Tirnol when the harengon brings the horse and mule to drink.

Quick note - As for encounters, I rolled up 2d8 - Settled Lands and got a 6 (Centaur) - Number Encountered was 16 with a Reaction of 8 - Favorable
--

“Tirnol!” The centaur said, surprised when he saw the harengon wipe his hands after getting the animals to drink. The centaur stood up, holding his hand up and giving the nod to several of the centaur present. The centaur relaxed, which signalled that the group could also relax while Tirnol stepped forward and greeted the centaur.

“Vissarion, it’s been awhile,” Tirnol said, “Your herd moving through here I take it?”

“It is, we are about to return to the Hillfollow River, but decided to make one more patrol through this region so that we could give Baron Halaran an update. What are you doing around here?”

“Adventuring,” Tirnol said, “Well, I’m just acting as a guide and we’re taking some suspected brigands to Threshold. You heading that way? Perhaps we could tag along?”
--

Q: Are the centaur and the party going in the same direction?
A: 68 > 65 - No, they are actually heading in the foothills near Castle Caldwell as part of their scouting.
--

“I’m afraid not, we are heading east to the foothills to be scouting. We will be back by the end of the week. Are you planning to camp here?”

Tirnol looked at Longinus who shook his head and put in, speaking for the first time since Vissarion began speaking, “We plan to push onto Threshold.”

“Then best of luck to all of you. As you noted, Human, we do not own this glade. Feel free to drink from it and eat at your leisure.”
—

The party took up the centaur’s hospitality in sharing the glade, which allowed them to eat, drink, and take care of any and all bodily needs with a sense of security breaking some of the tension that had settled on the group. Demelza ate with Longinus and the two briefly discussed the tenets of their faith before settling into a quiet nap next to one another on top of their bedrolls. Fengir and Topace kept up with sentry duty, keeping one eye on the Misfit, who sat quietly with his head lowered, and the other on the Misfit’s compatriots who seemed more openly dejected at their rotten luck. Branwell and Messalina at first ate, then sipped a touch of sacramental spirits that Branwell carried before the two napped on top of a blanket spread and Messalina woke cursing and swiping at a trail of ants crawling up her leg.

Eventually it was time for Vissarion’s herd to move on. Vissarion and a few others walked up to greet Tirnol and wished him well before they pressed east. As for the party, they gathered their gear and got the three prisoners to their feet as they pressed west towards Threshold.
—

It is shortly around late afternoon getting to dusk when the party finally reaches the gates of Threshold and are met by the guard. Seeing as the group is escorting three tied up men, the first action was to summon the magistrate, in this case the Baron’s attendant and bailiff, Bailiff Morozov.

Topace did the talking as he gestured to the men, “Due to circumstantial evidence reported by this name who goes by the name Bobby Lee, we believe this is the infamous brigand, Wolfe the Misfit.”

“And does this man have any defense?”

Wolfe raised his head and said, “I believe you men have already made your minds or not about whether or not you lynch me, so I will deny nothing. I am the Misfit,” He gestured to the two men in his company, one was shivering in resignation, the other glared at the Misfit, “These two men and I engaged in brigandage. Bobby Lee in particular took joy in killing.”

“You dirty liar!” Bobby snapped as he tried to jerk his shoulder to free his hand from the binding rope, only for the strong hands of sentries to seize and hold him back, “Who gave us the nod to kill those people?”

“And who was the one who openly bragged about good fun it was to kill?” The Misfit asked gravely. Speaking as a man resigned, and perhaps eager to face the gallows rather than the rack of torture.

“Alright, alright!” Bailiff Morozov said, “We will have these men placed in the dungeons and we will look into this.” He then looked at Topace and said, “We’ll need to look over the letters we’ve received from the Bounty Hunter’s Guild about this. Where can we reach you in the next day or so?”

Topace volunteered the inn’s name as the Gold Dragon Inn, which, naturally, Morozov was aware of, being one of the longest living residents of the Keep.

Bonesy, Skeleton Pirate

Name: Commodore Bonesy
Ancestry: Skeleton / Level: 6

Attributes 
Str: 15 / Attk: +1 / Dmg: +0 / Force Doors (d6): 2-in-6
Dex: 15 / Attk: +1 / AC: +1
Con: 10 / HP: +0 / System Shock: 75%
Int: 11 / Bonus Languages: 11
Wis: 13
Cha: 13 / Henchmen: 5 / Loyalty: +1

Info 
AC (Leather +1): 14 / 17 (Missile Only)
Save: 10
BtH: +3
HP: 33

Cutlass +1: Attk: +5 / D: 1d6+1 / R: Melee

Pistol: Attk: +4 / D: 1d8 / R: Near

Knife: Attk: +4 / D: 1d4 / R: Thrown

Gear: Rope, Flask, Lantern, Powder, Ammo Pouch, Ring, Rope of Climbing, Bag of Holding

Traits 
Skeleton: Undead. Bony Figure: +3 AC vs. Missile Weapons.

Deathless Recovery: Cannot benefit from magical healing, but can recover all hit points after 8 hours of non-interrupted rest.

Resist Turning (13 Charisma / +2 HD): Vs. any turning attempts, a Skeleton with a high Charisma counts as a number of bonus HD to determine final target number to turn them. Current HD/Level with Charisma: 8 HD

Notes 

  •  'Commodore' Bonesy is a sentient skeleton that was a former pirate before he was hanged, his body placed in a gibbet, and the area was exposed by a necromatic pulse that reanimated the commodore to wander the world searching for gold, weapons, and ornamental teeth to replace the one or two he is missing.
  • Is currently stalking the Underport looking to sign on with a crew of other nefarious types, such as drow raiders, or Vampirates. Groups that generally look down on having a 'mere' skeleton in their ranks.
  • Due to the sentient and sapient energy radiating through him, as opposed to standard skeletons, Bonesy finds him more resilient to the powers of turn and rebuke undead.

Tuesday, October 13, 2026

Abyssal Copepod - Fleshpit Dweller

 

Abyssal Copepod 

AC 4 [16], HD 6+3** (30hp), Att 2 × hand (1d6) or 1 × bite (2d6), BtH: +6, MV 120’ (40’) crawling / 180’ (60’) springing / 150’ (50’) swimming, SV D8 W9 P10 B10 S12 (F7), ML 10, AL Neutral, XP 950, NA 1d2 (1d4), TT None

Blind senses: Abyssal copepods perceive their surroundings through pheromone trails, sound, vibration, and other non-visual senses. They function normally in complete darkness and are unaffected by blindness that only impairs sight. Effects that suppress several of their senses may reduce or negate this ability at the referee’s discretion.

Slick coating: The copepod’s body is covered in viscous secretions. It has a 2-in-6 chance of slipping free from ropes, chains, nets, and similar mundane restraints each round. Against magical restraints such as web, the copepod may make a save versus Spells to break free. One attempt may be made each round.

Constricting hands: If both hand attacks hit the same human-sized or smaller target in one round, the copepod grasps and constricts the victim.

A constricted victim cannot move and suffers a –2 penalty to attack rolls. At the end of each subsequent round, the victim may save versus Paralysis to break free.

While holding a victim, the copepod cannot make hand attacks, but gains a +2 bonus to its bite attack against that victim.

Audible clicking: While hunting, copepods emit rhythmic clicking sounds which echo strangely through the living chambers they inhabit.

In their native flesh-pit environment, opponents are surprised only on a roll of 1–2 on 1d6 when encountering a stalking copepod. Outside this environment, where their clicking is easier to identify and locate, opponents are surprised only on a 1 on 1d6.

Notes 

  • The internal parasitic fauna that lives within a Immanis colosseus. The most famous one being the Mystery Flesh Pit on Earth, but spread across other worlds, there exists variants of this mysterious and fascinating organism. Regardless of world, where there is an Immanis colosseus there is bound to be copepods lurking both within the flesh halls and emerging to grab prey.
  • Will either grab prey and proceed to direct consumption, brining the unfortunate victim with its human-like hands which grasp and keep the victim steady for its mandibles to feed on. It likes to bite its prey head first.
  • Will may instead drag prey back into Immanis colosseus, where it is packed in with other captured creatures and exposed to the Pit’s acids. The softened tissue binds and fuses into a single living composite called megafauna, a larger meal for the parasite.

Monday, October 12, 2026

Moor Fiend

Moor Fiend

Fiend, Ice-Based

Attributes
Agility d8
Smarts d4
Spirit d6
Strength d8
Vigor d8

Skills
Fighting d8, Intimidation d8, Notice d6, Stealth d6
Info: Pace: 6 / Parry: 6 / Toughness: 6

Claws: Fighting d8; Damage Str+d6

Special Abilities

Fiend: +2 to recover from being Shaken; immune to poison and disease; takes half damage from nonmagical attacks except cold iron.

Frenzy: The Moor Fiend may make two claw attacks in one action at –2 to both attacks.

Moor Walker: The Moor Fiend ignores movement penalties from swamps, bogs, mud, shallow water, and similar Difficult Terrain. It gains +2 Stealth while in such terrain.

Cold Born: The Moor Fiend is immune to environmental cold and gains +2 Armor against cold-based attacks.

Weakness (Cold Iron): The Moor Fiend takes normal damage from weapons and ammunition made of cold iron.

Notes 

  • Moor Fiends are the horror summoned by the master necromancer, Lim-Dul, in order to terrify and besiege the city of Korv, which borders the vast moors. Even if the fiends do not get into the city, they certainly have no problem slaughtering livestock and families whose farms support the city.
  •  The fiends are clever, holding their breath and hiding in the low bogs and cold marshes that dot the moors outside of Korv. They lay in weight for travelers in order to rise and ambush in order to taste flesh and warm blood.
  • They hate and in some ways fear the magical ore cold iron, which is forged by the dwarves in their mountain strongholds. Several adventuring companies will switch gear, carrying cold iron swords, axes, arrows, and bolts when they make their way through the Korv region. 

Gnome Vampire

Gnome Vampire Undead supernatural predator Scale: 0D Might: 3D Agility: 4D+1 Wit: 4D+1 Charm: 3D+1 Move: 12 Skills Athletics: 5D Bra...