Monsters

Exterminus
Large Outsider

End Dice: 11d8+33 (83 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 17 (-1 size, +8 natural)
Base Combat Skill: +11
Attack: Claw +16 melee (1d6+5) or battleaxe +16 melee (1d10+5)
Full Attack: 2 claws +16 melee (1d6+5) or battleaxe +16 melee (1d10+5) or charge
Space/Reach: 10 ft./5 ft.
Special Attacks: Charge
Special Qualities: Darkvision
Saves: Fort +10, Ref +7, Will +7
Abilities: Str 21, Con 17, Dex 11, Int 12, Wis 11, Cha 10
Skills: Acrobatics +12, Athletics +16, Climb +19, Intimidate +14, Knowledge (arcana) +13, Knowledge (religion) +9, Knowledge (the planes) +14, Occult +13, Perception +11, Stealth +12, Survival +10
Environment: Daziarn
Organization: Solitary (Magnamund) or pack (2-5, Daziarn)
Challenge Rating: 7
Allegiance: Always Evil
Advancement: 12-22 ED (Large), 23-33 ED (Huge)

Stepping out of a swirling black portal is a large creature with bloodstained lips. It licks its fangs menacingly as it lowers its head and runs at you, hoofed feet clopping on the stone floor.

Charge (Ex): As a full-round action, an Exterminus can lower its head and gore an opponent with its horns. This uses its full attack bonus and deals 4d4+5 points of damage. The Exterminus must be at least 10 feet from any opponent it wishes to charge.

The Exterminus are a race native to the Daziarn but often summoned by practitioners of the dark arts. Though their head is reminiscent of a bull, it also has distorted human features. On their native plane, they are notorious for feasting on the native humans, and they carry this habit to Magnamund.

Extermini speak the Dark Tongue and Eldreth.
 
My god! Are there really this many monsters from the book series that aren't in the RPG book? There is enough material in this thread for a book of its own. Thanks a lot to everyone who has contributed here, more stuff to use in a game!
 
Dholdaarg
Huge Dragon

End Dice: 12d12+84 (162 Endurance)
Initiative: +0
Speed: 10 ft., 50 ft. swimming
Armor Class: 18 (-2 size, +10 natural)
Base Combat Skill: +12
Attack: Bite +24 melee (2d8+12)
Full Attack: Bite +24 melee (2d8+12)
Space/Reach: 20 ft./10 ft.
Special Attacks: Constrict (3d8+12), swallow whole
Special Qualities: Partial psychic immunity, scent
Saves: Fort +15, Ref +8, Will +8
Abilities: Str 35, Con 25, Dex 11, Int 10, Wis 11, Cha 10
Skills: Athletics +27, Intimidate +15, Perception +15, Stealth +12
Environment: Temperate and warm swamps
Organization: Solitary
Challenge Rating: 14
Allegiance: Usually Unaligned
Advancement: 13-24 ED (Huge), 25-36 (Gargantuan)

You hear a croaking growl, and spin to see a massive serpent, gray with glowing yellow eyes. It bares its ebon fangs as it dives towards you…

Partial Psychic Immunity (Ex): The Dholdaarg is immune to Mindblast, but not Psi-surge.

Dholdaargs are an aquatic species of giant serpent native to the regions surrounding the Tentarias.

*****

Yeah, this guy has 33 unspent skill points, but I can't think of anything else to spend them on.

Oddly, the Dholdaarg is on the cover of the US edition, but the encounter with it is edited out.
 
From book 13, I have the impression that Exterminus is the creature's name, not the name of his race. I would assume he is a unique monster. Am I wrong?
Also, I think that his stats are far too weak. In my opinion, he should be stronger than a 20th level warrior. The Charge idea is very good.
 
Antah Wasps
Tiny Vermin (Swarm)

End Dice: 7d8 (32 Endurance)
Initiative: +4
Speed: 20 ft., 30 ft. flying
Armor Class: 16 (+2 size, +4 Dex)
Base Combat Skill: +5
Attack: Swarm 2d6
Full Attack: Swarm 2d6 or hail of stingers
Space/Reach: 10 ft./0 ft.
Special Attacks: Hail of stingers
Special Qualities: Darkvision, swarm traits, tremorsense 20 ft., vermin traits
Saves: Fort +5, Ref +6, Will +2
Abilities: Str 1, Con 10, Dex 18, Int --, Wis 10, Cha 2
Environment: Underground
Organization: Solitary, plague (2-4 swarms) or hive (7-12 swarms)
Challenge Rating: 4
Allegiance: Always Unaligned
Advancement: --

Swarming down the tunnel are hundreds of angrily buzzing insects, striped in yellow and black. Their abdomens begin to glow, and they fire a volley of stingers at you!

Hail of Stingers (Ex): As a full-round action, a swarm of Antah Wasps may shoot their stingers at a foe for 2d6+5 damage. This damage is dealt as a swarm and thus requires no attack roll. However, a Reflex save may be made (DC 19) for half damage. This is usually done on the first round of combat, but in any case may be done only once per combat.

Antah Wasps are large, stinging insects native to underground areas and ruins in the north-western part of Magnamund. Each swarm is led by a soldier wasp, which is an angry scarlet in color.
 
Nyxator said:
From book 13, I have the impression that Exterminus is the creature's name, not the name of his race. I would assume he is a unique monster. Am I wrong?
No. ;)

I was under that impression, too, but I figured there was probably a race of beings like Exterminus out there on the planes. And in absence of any other name, I just called them all Exterminus.

BTW, in interests of not stepping on Mongoose's toes, I'm skipping over Masters of Darkness and Captives of Kaag until I get my copy of Darklands (soon).

Also, does The Skull of Agarash add any monsters?
 
Ordovician said:
Also, does The Skull of Agarash add any monsters?

As far as I remember, they're all cameos of monsters which previously appeared in the gamebooks. I'll check tomorrow and let you know if I find something new.
 
There are some problems with the Antah Wasps. First, you don't actually explain what the hail of stingers does; second, CR is too low (I'd put it either 3-4, depending on what the hail of stingers does).

Sado: That's 82 monsters that we have done so far!
 
Gartoth
Small Aberration

End Dice: 11d8 (50 Endurance)
Initiative: +3
Speed: 30 ft. swimming
Armor Class: 18 (+1 size, +3 Dex, +4 natural)
Base Combat Skill: +8
Attack: Tentacle +12 (1d2+4)
Full Attack: Tentacle +12 (1d2+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constrict (2d4+4), iron tentacles
Special Qualities: Darkvision, tremorsense 20 ft.
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 18, Con 10, Dex 17, Int 2, Wis 8, Cha 6
Skills: Perception +6, Stealth +7, Survival +2
Environment: Temperate swamps
Organization: Solitary or pod (2-5)
Challenge Rating: 6
Allegiance: Always Unaligned
Advancement: 12-15 ED (Small), 16-22 ED (Medium)

As you swim along through the dark waters, you feel a strong tugging at your leg. Looking down, you see the vague outline of a light-colored creature attempting to pull you under.

Iron Tentacles (Ex): A Gartoth has exceptionally resilient tentacles. While the above Armor Class and Endurance total refers to a Gartoth’s main body, the tentacle has 30 hp and an effective AC of 29.

Gartoth are pale sack-like creatures native to the sluggish rivers that make up the Hellswamp. They have a single eye, which is surrounded by four antennae like those of a snail. A Gartoth also has two tentacles, with which it grips its prey. Although they usually prey on fish and other species of aquatic life.

*****

I fixed the Antah Wasp entry.
 
Tarhdemon
Large Magical Beast (Darkspawn)

End Dice: 9d10+27 (77 Endurance)
Initiative: +2
Speed: 40 ft.
Armor Class: 16 (-1 size, +2 Dex, +5 natural)
Base Combat Skill: +9
Attack: Claw +13 melee (1d6+4)
Full Attack: 2 claws +13 melee (1d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Darkvision, low-light vision, scent
Saves: Fort +9, Ref +8, Will +2
Abilities: Str 18, Con 17, Dex 15, Int 8, Wis 8, Cha 6
Skills: Perception +4, Stealth +6, Survival +2
Environment: Underground
Organization: Solitary
Challenge Rating: 6
Allegiance: Always Evil
Advancement: 10-18 ED (Large), 19-20 ED (Huge)

You hear a snuffling from the tunnel ahead. Approaching you on clawed feet is some sort of animal, its head distended and bloated. Two eyes regard you evilly as it pounces.

Native to the caverns of regions surrounding the Darklands and other lands tainted by Naar, the Tarhdemon is a lion-sized monstrosity. A grossly bloated cranium tops a wild-eyed face. The creature has a snout like an anteater.
 
Tukodak
Medium Humanoid (Darkspawn)

End Dice: 3d8 (14 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 15 (+5 breastplate)
Base Combat Skill: +1
Attack: Sword +3 melee (1d8+2)
Full Attack: Sword +3 melee (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Battle-frenzy, weapon of choice (sword)
Special Qualities: Scent
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 12, Con 11, Dex 10, Int 8, Wis 10, Cha 10
Skills: Athletics +4, Intimidate +6, Perception +3, Stealth +2
Environment: Any temperate or warm
Organization: Patrol (2-5) or squadron (10-100)
Challenge Rating: 1
Allegiance: Always Evil
Advancement: By character class

Screaming armor-clad forms trail behind the Drakkarim. Their faces, what you can see of them, are oddly angular and savage, yet undeniably human.

Battle-frenzy (Ex): A Tukodak may voluntarily enter a state of battle-frenzy, which a Drakkar warrior may also inspire with a successful Charisma check. In this state, the Tukodak enjoys a further bonus equal to one-half its level (no more than 8) to its Combat Skill.

The Tukodak are a humanoid species bred by the Darklords and other servants of darkness. They are often found in conjunction with Drakkar troops, to whom they defer in all things. Tukodaks may be a hybrid species of human (likely Drakkar) and Giak. They are prone to anger.

The above statistics are for a 1st-level Tukodak warrior.
 
Vortexi
Medium Outsider (Darkspawn, Incorporeal)

End Dice: 9d8+9 (50 Endurance)
Initiative: +0
Speed: 30 ft.
Armor Class: 13 (+3 deflection)
Base Combat Skill: +9
Attack: Claw +10 melee (1d4+1)
Full Attack: 2 claws +10 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Magical combat, psychic combat
Special Qualities: Darkvision, mind’s eye
Willpower: 19
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 13, Con 12, Dex 11, Int 10, Wis 10, Cha 16
Skills: Concentration +13, Escape Artist +9, Intimidate +15, Knowledge (arcana) +12, Knowledge (Darklands) +12, Knowledge (the planes) +10, Occult +10, Perception +12, Stealth +11
Environment: Plane of Darkness
Organization: Storm (5-24)
Challenge Rating: 6
Allegiance: Always Evil
Advancement: --

A cyclone of grayish mist swirls behind the Darklord. As the storm nears you, you hear a screaming noise, and a score of more-or-less human forms fly out of it.

Mind’s Eye (Su): Vortexi locate prey by means of a sort of psychic sonar. As a result, they may add a total of ¼ of their Willpower as a bonus to their Perception checks.

Vortexi always initially appear as a whirling tornado or cyclone of screaming humanoid shapes. They are very much spirits of the mind, and are often summoned by Darklords and other devotees of Naar.

Vortexi understand the Dark Tongue, but cannot speak. They communicate via telepathy.
 
Kleasa
Large Undead (Incorporeal, Evil)

End Dice: 10d12 (65 Endurance)
Initiative: +3
Speed: 30 ft
Armour Class: 15 (-1 size, +3 Dex, +3 deflection)
Base Combat Skill: +5
Attack: Touch +7 melee (1d4 plus energy drain)
Full Attack: 2 touches +7 melee (1d4 plus energy drain)
Space/Reach: 10 ft/ 10 ft
Special Attacks: Energy drain, engulf, psychic combat
Special Qualities: Darkvision 60ft, undead traits, incorporeal traits
Willpower: 24
Saves: Fort +3, Ref +6, Will +9
Abilities: Str --, Dex 17, Con --, Int --, Wis 14, Cha 16
Skills: --
Environment: Any
Organization: Solitary
Challenge Rating: 7
Allegiance: Always Evil
Advancement: 11-14 ED (large)

Your camp fire is the only thing keeping you warm this night, but it harbours a hidden danger. From out of the flames rises a dark shadowy creature, its only distinguishing features being tow eueslits and a mouth.

Energy Drain (su): DC 18 to resist.

Engulf (su): If a Kleasa hits the same target with both touches, it is able to engulf it in its shadowy form. When this occurs, the target must make a Fortitude save (DC 15) or gain 1d6 negative levels.

The Kleasa, also known as a Soul-eater in some parts of Magnamund, are evil creatures born from the nightmares of scared children. They are often summoned by Dark Sorcerers and used as hunters and assassins.
 
Kundi
Small Humanoid

End Dice: 1d8+1 (5 Endurance)
Initiative: +2
Speed: 30 ft, climb 30 ft
Armour Class: 14 (+1 size, +2 Dexterity, +1 natural)
Base Combat Skill: +1
Attack: Spear +3 melee (1d8+3)
Full Attack: Spear +3 melee (1d8+3)
Space/Reach: 5 ft / 5 ft.
Special Attacks: Weapon of Choice (spear)
Special Qualities: Low-light vision
Saves: Fort +3, Ref +2, Will +0
Abilities: Str 14, Dex 14, Con 13, Int 8, Wis 10, Cha 8
Skills: Climb +8, Perception +2, Stealth +4
Environment: Azanam
Organization: Solitary, pair, hunting group (3-30) or tribe (30-120)
Challenge Rating: 1/2
Allegiance: Usually Good
Advancement: By character class

From out of the trees swings a stunted, ape-like man. Landing in front of you, he looks at you curiously, as if he is waiting for you to speak.

The Kundi people, known as the Lost Tribe of Lara, are a race of primitive humanoids that now dwell in the jungles of Azanam after Shasarak the Wytch-King destroyed their homeland. They make their homes high up in the trees, out of sight of the Shadkine forces who still seek to hunt them down.
 
Elessi
Medium Humanoid

End Dice: 1d8 (4 Endurance)
Initiative: +0
Speed: 30 ft
Armour Class: 12 (+2 leather)
Base Combat Skill: +1
Attack: Unarmed +2 melee (1d3+1)
Full Attack: Unarmed +2 melee (1d3+1)
Space/Reach: 5 ft / 5 ft
Special Attacks: Pipes of Pain
Special Qualities: Weapon of Choice (unarmed)
Saves: Fort +2, Ref +0, Will +1
Abilities: Str 10, Dex 11, Con 10, Int 12, Wis 12, Cha 15
Skills: Bluff +6, Diplomacy +6, Knowledge (the planes) +5, Perorm (sing) +6
Environment: Daziarn (Singing City)
Organization: Solitary, pair, patrol (3-10) or community (10-100)
Challenge Rating: 1/2
Allegiance: Usually Balance
Advancement: By character class

The sound of music eminates from the city. A guard greets you, his voice like the tinkling of tiny bells.

Pipes of Pain (sp): The only weapon that an Elessi often carries is a small silver pipe. When played, any non-Elessi within 30 ft must make a Will save (DC equal to the Perform check made by the Elessi) or suffer 2d6 sonic damage.

The Elessin people were created by the demon Steth-Amon, the Screaming God, as slave-singers. They rebelled against him by creating the Threnogem, a tool of silence, and trapping the god within. Now they guard the gem with their lives, for if Steth-Amon were ever freed, he would surely destory the Ellesin race. An individual Ellesi looks like a fair-haired human with strange, circular ears.

*The stats represent a 1st level Ellesi Warrior. Elessi leaders are often Adepts.
 
Shamath Automaton
Medium Construct

End Dice: 9d10+20 (70 Endurance)
Initiative: +0
Speed: 20 ft.
Armor Class: 21 (+10 natural, +1 shield)
Base Combat Skill: +6
Attack: Sword +7 melee (1d8+1)
Full Attack: Sword +7 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: --
Special Qualities: Construct traits, darkvision, low-light vision
Saves: Fort +3, Ref +3, Will +3
Abilities: Str 13, Con --, Dex 11, Int --, Wis 11, Cha 1
Environment: Plane of Darkness
Organization: Battalion (5-24)
Challenge Rating: 6
Allegiance: Always Evil
Advancement: --

Around the dark altar are scores of armor-clad skeletons. As you look closer, you see that they are not mere undead, but mechanical humanoids under the control of the Demonlord even now taking form. At his silent command, they advance.

Shamath Automatons are called such because they were first created and used by the Demoness Shamath, although any of the powers of darkness may summon a squadron of these constructs.
 
Zarthyn
Huge Magical Beast

End Dice: 11d10+55 (116 Endurance)
Initiative: +1
Speed: 20 ft., 50 ft. flying
Armor Class: 19 (-2 size, +1 Dex, +10 natural)
Base Combat Skill: +11
Attack: Claw +19 (2d4+8)
Full Attack: Claw +19 (2d4+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Darkvision, low-light vision, soul of the void
Saves: Fort +12, Ref +8, Will +3
Abilities: Str 27, Con 20, Dex 13, Int 8, Wis 11, Cha 9
Skills: Intimidate +8, Perception +6
Environment: Plane of Darkness
Organization: Solitary
Challenge Rating: 10
Allegiance: Always Evil
Advancement: 12-20 ED (Huge), 21-25 ED (Gargantuan)

Diving towards you through the sky is a spindly-limbed creature, winged with a single pair of legs. The feet are tipped with vicious talons.

Soul of the Void (Ex): The Zarthyn possess the equivalent of the Tier V Nexus discipline.

Zarthyn are a dragon-like beast native to the Plane of Darkness. Their jaws are oddly segmented into four parts like an insect’s. They are sometimes summoned by evil magicians to lay waste to the countryside.
 
Nebora
Large Humanoid

End Dice: 1d8 (5 Endurance)
Initiative: +1
Speed: 30 ft., 60 ft. flying
Armor Class: 12 (-1 size, +1 Dex, +2 leather)
Base Combat Skill: +1
Attack: Sword +2 melee (1d8+1)
Full Attack: Sword +2 melee (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Weapon of choice (sword)
Special Qualities: --
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 10, Con 10, Dex 13, Int 10, Wis 11, Cha 8
Skills: Knowledge (nature) +4, Perception +4
Environment: Temperate plains or forests
Organization: Solitary, pair, patrol (2-5), or community (10-100)
Challenge Rating: ½
Allegiance: Usually Balance
Advancement: By character class

Before you is a golden-skinned humanoid, large feathery wings extending from his back. In all ways except for his color and wings, he appears perfectly human.

The Nebora are peaceful winged humanoids native to the lands that became the Darklands. Their greatest city, Neboron, was destroyed by Darklord Vashna long ago. It is not known if any Nebora survived the fall of their city, but it is not inconceivable that some may be found.

The above statistics are for a 1st-level warrior. Leaders of Neboran communities are often adepts.
 
Korozon
Large Animal

End Dice: 10d8+10 (55 Endurance)
Initiative: +2
Speed: 30 ft., 30 ft. swimming
Armor Class: 16 (-1 size, +2 Dex, +5 natural)
Base Combat Skill: +7
Attack: Tentacle +7 melee (1d4)
Full Attack: 2 tentacles +7 melee (1d4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict (2d4)
Special Qualities: Immune to psychic attack, low-light vision, tremorsense 60 ft.
Saves: Fort +7, Ref +7, Will +3
Abilities: Str 11, Con 13, Dex 14, Int 2, Wis 10, Cha 8
Skills: Perception +9, Stealth +4*
Environment: Underground (Darklands)
Organization: Solitary or pair
Challenge Rating: 5
Allegiance: Always Unaligned
Advancement: 11-15 ED (Large), 16-25 ED (Huge)

Emerging from the pool is an octopoid creature. Its skin is warty and resembles the pebbles of the lake bottom as it extends its tentacles towards you and gives pursuit.

Korozon are octopus-like creatures native to the Darklands. They may be relatives of the Meersquid of other lands. They usually feed on fish, though Korozon are not opposed to feeding off of the occasional Giak or Drakkar that falls into their clutches. Korozon have an additional +5 to Stealth checks made for hiding.
 
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