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Horror Encyclopedia

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100% found this document useful (2 votes)
394 views49 pages

Horror Encyclopedia

Uploaded by

raulteotonio
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Horror Encyclopedia

The rulebook and guide for gamemasters


Glossary

DC: Difficulty Class - The number you need to get or surpass when
rolling a dice.

Advantage - Roll the dice twice, select the higher result


Disadvantage -Roll the dice twice, select the lower result

Attribute - Your character base abilities, the modifier of each attri-


bute tells how good they are at that attribute

Mods/Modifier - A Number you add or substract to a specific calcu-


lation

1dXX - Roll two dXs and combine the result I.E: 1d6 (6) 1d6 (6) = 6.6

Ritual - A series of steps in correct order needed to archieve an


objective, be it on a ritual circle or not

Spell - A type of harness of the forces of nature, based on the


knowledge shared or found about the gods

Sacrifice - Offering, animated or inanimated to a god for a specific


porpuse

Hexen - a brain-engraving system where soul stones are used to


engrave knowledge and enhace the self
In the most obvious way, an enemy is a threat to you,
depending on the reasons they have to attack you, that Dont be scared
threat can be lethal or just be part of a greater scheme. on inventing
new contexts
Be mindful about where are you putting threats, what for threats to
sense it makes for them to be here, a place where the appear. thats
unlucky party goes has been affected by the darkness the whole
of the god of the depths? did they go to an eternal reason why
autumnal forest where the fear and hunger turned any this ttrpg was
life in there into a deathtrap? maybe a long castle... made!
erected in the sky, where a powerful dark priest resi-
des, using ghouls and skeletons as slaves for his own
agenda.
Context serves as an important part on where do you
want to put your threats!

GRO-GOROTH IS NOT EVIL


Destruction is a part of nature, it doesnt necesarily means that gro-goroth
yearns for plants to stop growing, nor for humans to stop living... Dont close
yourself up on how an enemy attacks someone because they are evil, maybe
they are, but experiment on the reasons why they embrace a violent nature.
Be it good or bad, Fear & Hunger doesn’t answer most of these questions, so
its up to you to answer them.
REAL THREATS
In Fear & Hunger, Enemies oppose real danger, specially for only one
person. Some enemies can permanently blind someone, others can deca-
pitate you without a way of saving yourself from that fate and others can
give you a destiny worse than death... Any specific information about the
enemy will be presented on the
Characteristics, alongside a description of the enemies themselves. These
characteristics can vary from immunity to certain status effects and to
receiving more harm from certain types of damage.
Summoning a new god
ROLL 1D44 ROLL 1D44 for sacri-
fice
1.1-hEARTLESS ONE
1.2- eNDLESS ONE 1.1- a womb
1.3- dOMINATING ONE 1.2- Dead crow
1.4- toRMENTED ONE 1.3- rusty pearl
2.1- eNLIGHTENED 1.4- DECAPITATED
ONE HEAD
2.2- dECREPIT ONE 2.1- clay figurine
2.3- rADIATING ONE 2.2- feather
2.4- cARESSING ONE 2.3- specific food
3.1- bLANK ONE 2.4- reciting a poem
3.3- sUFFOCATED 3.1- your blood
ONE 3.3- a beloved one's
3.4- sHADOWED ONE blood
4.1- lATENT ONE 3.4- a shaped lock
4.2- cHAOTIC ONE 4.1- eyes
4.3- cHANGELING 4.2- specific card
ONE 4.3- a glass of liqu-
4.4- sOLITARY ONE id
4.4- the shaved hair
of ofsomeone, the
person must shave
completely

If the Gamemaster decides to create a new god,


they decide the utility of the deity. It can be a
merchant, enemy or a summonable ally.
THe nature of a new god is up to the game
master. For existing or mentioned new gods
that barely have any information, the game-
master is given freedom to fill on the gaps
Enemy sheet example
NAME:
PHOBIA: The phobia they are affiliated to, as an example, a dog
will have zoophobia, it will trigger the respective disadvantage to
the character that has that phobia.

--LIMBS--
NAME OF THE LIMB - DC: The result you need or higher for lan-
ding a hit on the limb - HP: Hit points
- ATTACKS OR ACTIONS GO HERE

--CHARACTERISTICS--
Here goes any info about the enemy, from buffs, disadvantages, any
unique mechanic the enemy might have, etc.

The enemies on this PDF show enough information for the Game
Master to fill the holes and exploit their imagination

The Heart of Darkness


The horrors one can experience in the darkest part of the world of fear
& hunger are not an everyday ocurrence or are set into dangerous places
that has been long corrupted by otherworldly influence and are outside
or abandoned by society.
Both the Dungeons of Fear & Hunger and the Festival of Termina are
places and events that are not normal and are not a normalized horror
among people.

Keep all of this in mind when you start planning out your campaign.
In what situation you are going to put the players in?
Is there any kind of otherwordly influence corrupting the place? I.E:
Rher’s Moonlight, God of the depths’ Darkness?
What brings them there? did they go knowingly or were forced to be on
that situation?
Was it the Whim of a god? or maybe it was the result of a cult pursuing
its own agenda?
Black box
A black box is a complex system that its internal
workings are hidden or not understood.
Magic is mysterious and mostly isolated to areas
of significance and partially known by a very few.
Most ordinary folk consider magic to be mythologi-
cal, folklore or the work of charlatans.

If not even the new gods can fully comprehend


their own nature, what makes you think you’ll be
able to understand a god’s capabilities that you
cannot otherwise apprehend?
Steal from the dead
And
Lesser companionship
The art of training your ghoul and corpse plundering

Companions
During your adventure, you might be able to learn the arts of necroman-
cy, tame a beast or make an agreement with an otherworldly creature...
just to say of a few things that could happen. There are some exclusive
companions that are not enemies by definition, but share the same sheet.

They will only have the torso Healthpool and DC, they will only take
orders from their master or be controlled by the gamemaster depending
on the nature of the creature (A ghoul will follow their master’s order,
Black kalev will only help if he feels like doing so).

Limbs follow the player rules unless it says otherwise

The ammount of companions the party can have depends on the am-
mount of players on the party
Players Companions Whenever a corpse gets looted aside
from what is visible on the corpse,
1 3
do a conflip:
2 2 Succeed - Roll on the Loot table
3 1 Fail - The enemy has no items
4 1
get the result
bine the numbers to
Roll two d6 and com

LOOT 1D66 TABLE


11- Egg | -1 Hunger DC |
12- Vegetables | -2 Hunger DC |
13- Vodka | Heals 20 of Mind
14- Tinder box/Lighter |Lets you start a fire
15- Box Matches | Lit a small fire. do a coin flip, if failed, you ran out of matches
16- Blood vial/Chalk | Can be used to draw gods symbols on their respective ritual circle
21- Lucky Coin | You can use one lucky coin on a coin flip to increase your chances
22- Torch | Light fire, illuminating on a radius of 3 meters, goes out after 3 hours
23- Rotten meat | -6 Hunger DC -2 Mind apply Poison apply Parasites
24- Worm Vial | A vial filled with mild poison that eliminates the parasites on the body. Inflicts poison
25- Honey Mead | Heals 17 Mind
26- Empty Scroll | With ink, you can write on the empty scroll
31- Feather & Ink | you can write with it
32- Blue Vial | After drinking roll 2d4 you heal that amount
33- Wine | Heals 15 mind
34- Tobacco | Exported from Vinland, it needs to be smoked with a pipe. Restores 1d12 of Mind
35- Cloth fragment | Cures bleed
36- Dirty Cloth fragment | Cures bleed, causes infection
41- Flour | Grinded wheat, used for cuisine
42- Oil vial | A vial with Black Oil
43- Black vial | A vial filled with a strange black liquid
44- Pine cone | A Pine cone, plant it to preserve nature
45- Moldy bread | -5 Hunger DC |
46- Throwing knife | Deals 1d4 of PIERCE damage, has 15 + Finesse meters of range
51- Stick | A stick, is brown and it’s not sticky
52- Ale | Heals 10 mind
53- Nitroglycerin powder | A highly volatile powder.. one can wonder what can be used for
54- Mushrooms | -3 Hunger DC |
55- Glass vial | A small vial, used a lot in Alchemy, can store minimum amounts of liquid
56- Stones | Deals 2 of BLUDGE damage, has 10 + Body meters of range
61- Dirt | Just Dirt… It wouldn’t be pleasant to get it in the eyes
62- Shards | doesn’t require attack roll, deals 1 of damage, causes blindness if thrown to the head
63- Laudanum | Takes one level of fear away
64- Pipe | lets you use smoking powders
65- Ammunition | Ammunition for your ranged weapons.
66- Bear trap | Automatically destroys the legs of those who step in the trap
MEDICINE 1D6 TABLE
1- Blue Vial | While drinking, heals 2d4 of hit points.
2- Tobacco | Exported from Vinland, it needs to be smoked with a pipe. Restores 1d12 of Mind
3- Hemp stigma / Wild Dagga stigma | Dried stigmas. Needs a pipe to be smoked, when consuming, roll your mind
dice + mind, regain that amount
4- Cloth fragment | Cures bleed
5- White Vial | Works as an antidote to any kind of Poisoning
6- Green Herb | Heals infection
FOOD 1D8 TABLE
1- Egg | -1 Hunger DC |
2- Vegetables | -2 Hunger DC |
3- Berries | -2 Hunger DC |
4- Fruits | -3 Hunger DC |
5- Mushrooms | -3 Hunger DC |
6- Moldy bread | -5 Hunger DC |
7- Dried meat | -6 Hunger DC |
8- Salami | -7 Hunger DC |

ARMOR 1D8 TABLE


1- Leather Armor | -3 BLUDGE -2 SLASHING |
1- Plated armor| -5 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | -2 FINESSE | PREVENTS LIMB LOSS
3- Makeshift armor | -3 SLASHING/PIERCING -4 BLUDGE | -4 FINESSE
4- Chainmail dress | -5 SLASHING/PIERCING |
5- Leather helmet | -2 SLASHING
6- Plated Helmet | -2 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | PREVENTS BLINDNESS, FRACTURE
AND STUNNED
7- Makeshift helmet | -2 SLASHING/BLUDGE | -2 AWARENESS
8 -Hood/scarf | -2 OTHERWORLDLY

WEAPON 1D6 TABLE


1- Knife | 1d4 + FIN | ONE HANDED SLASH or PIERCING
2- Hammer | 1d8 + BDY. | ONE HANDED BLUDGE
3- Mail Breaker | 1d4 + FIN | ONE HANDED PIERCING | IGNORES PIERCING ARMOR
4- Sword | 1d8 + FIN | ONE HANDED SLASH or PIERCING
5- Axe | 2d4 + BDY | ONE HANDED SLASH
6- Spear | 1d4 + 1d6 + FIN | TWO HANDED PIERCING
BOOK 1d20 TABLE
1- Studies of Alllmer
2- Studies of Rher
3- Studies of Gro-goroth
4- Studies of Sylvian
5- Studies of Vinushka
6- Allchemia I
7- Allchemia II
8- Allchemia III
9- Assassin’s handbook
10- Recipes of the 15th century Vol.1
11- Recipes of the 15th century Vol.2
12- - The heart of Darkness
13- The Human Dilemma
14- Blood & Flower magic I
15- Mahavre
16- Poems of love and Torment
17- Natural Doctrine I
18- Natural Doctrine II
19- The fellowship chapter 1
20- The fellowship chapter 2
CHEST 1D66 TABLE
11- Hemp stigma / Wild Dagga stigma | Dried stigmas. Needs a pipe to be smoked, when consuming, roll your mind
dice + mind, regain that amount
12- Soul Devouring necklace | -2 OTHERWORLDLY |
13- 4 Blue Vials | After drinking roll 2d4 you heal that amount
14- 5 + Soul Ammunitions | Ammunition for your ranged weapons.
15- Yggagetsu Amulet | 19 now counts as a Crit |
16- Soul stone | You can trap the soul of a recently deceased corpse
21- Bonesaw | Lets you cut limbs, needs at least one arm to be used | Suffer 1d6 of damage and bleeding when
getting your limb cut
22- Lantern | Permanent Lightsource. Illuminates on a radius of 6 meters, if thrown, deals 1d4 of damage and
breaks setting enemy on fire
2.3- Purifying talisman | Has one use, cures Curse status and can Undo the effect of any lesser magic. Roll 1d20, the
DC will depend on the level of the magic its trying to undo.
24- 3 Glass vials | A small vial, used a lot in Alchemy, can store minimum amounts of liquid
25- 3 Cloth fragment | Cures bleed
26- Chac Chac | adds a 1d6 to any spell casting roll |
31- Explosive vial | A vial with an explosive liquid, can be used to deal 1d20 of raw damage to an enemy in all limbs
or used to clear rubble
32- Betel’s stone | Restore 1 of mind after your turn in combat |
33- 2 Moldy breads | -5 Hunger DC |
34- Hammer | 1d8 + BDY. | ONE HANDED BLUDGE
35- Civilian clothes | -2 OTHERWORLDLY |
36- Everwatching talisman | Prevents phobia status |
41- 3 Salami | -7 Hunger DC |
42- Meat pie | -12 Hunger DC |
43- Opium | Needs to be smoked with a pipe. Restores 1d20 of mind, Lowers a level of fear
44- Vegetable pie | -12 Hunger DC |
45- Mushroom stew | -12 Hunger DC |- Small thing’s amulet | Gives +1 Finesse |
46- Crossbow | 1d8 | PIERCING | 30 METERS
51- 2 Laudanums | Takes one level of fear away
52- 1d4 - Wines | Heals 15 mind
53- Lucky Coin | You can use one lucky coin on a coin flip to increase your chances
54- Elixir of Mind | A vial filled with a liquid that restores All mind and lowers all levels of fear
55- Elixir of Life | Restore all hit points
56- 2 Vodkas | Heals 20 of Mind
61- Ring of wraiths | Restore 1 of hp after your turn in combat |
62- 2 Light blue Vial | After drinking roll 3d4 you heal that amount
63- 4 White Vial | Works as an antidote to any kind of Poisoning
64- Honey Mead | Heals 17 Mind
65- Cimitar | 2d4 + FIN | ONE HANDED SLASH
66- Ring of the still-blood | Prevents Bleeding |
BOOK LIST
- Studies of Alllmer
- Studies of Rher
- Studies of Gro-goroth
- Studies of Sylvian
- Studies of Vinushka
- Allchemia I
- Allchemia II
- Allchemia III
- Pinecone pig instructions
- Assassin’s handbook
- Recipes of the 15th century Vol.1
- Recipes of the 15th century Vol.2
- Penance knights
- The Human Dilemma
- Blood & Flower magic I
- Mahavre
- Poems of love and Torment
- Volkhovnik
- The fellowship chapter 1
- The fellowship chapter 2
- Natural Doctrine I
- Natural Doctrine II
- The old testament of Alllmer
- The penitence and Humilliation of Alllmer
- The heart of Darkness
- God Mnifesto
- Skin bible: Gro-goroth
- Skin bible: Sylvian
- Skin bible: Vinushka
- Skin bible: Rher
- Skin bible: God of Fear and Hunger
- Skin bible: Alllmer
- Skin bible: The dead God
ITEMS LIST
- Tinder box/Lighter |Lets you start a fire
Box Matches | Lit a small fire. do a coin flip, if failed, you ran out of matches
- Purifying talisman | Has one use, cures Curse status and can Undo the effect of any lesser magic. Roll 1d20, the DC
will depend on the level of the magic its trying to undo.
- Blood vial/Chalk | Can be used to draw gods symbols on their respective ritual circle, they have 3 uses before
getting useless
- Lucky Coin | You can use one lucky coin on a coin flip to increase your chances
- Torch | Light fire, illuminating on a radius of 3 meters, goes out after 3 hours
- Rope | the length of the rope is 10 + soul
- Empty Scroll | With ink, you can write on the empty scroll
- Feather & Ink | you can write with it
- Soul stone | You can trap the soul of a recently deceased corpse
- Explosive vial | A vial with an explosive liquid, can be used to deal 1d20 of raw damage to an enemy in all limbs
or used to clear rubble
- Bear trap | Automatically destroys the legs of those who step in the trap
- Lantern | Permanent Lightsource. Illuminates on a radius of 6 meters, if thrown, deals 1d4 of damage and breaks
setting enemy on fire
- Glass vial | A small vial, used a lot in Alchemy, can store minimum amounts of liquid
- Murky Vial | A vial with highly flammable murky liquid, throwing it causes 1d8 of fire damage to all limbs
- Purple Vial | The vial is filled with a strong venom, the venom deals 2 points of damage
- Pipe | lets you use smoking powders
- Shards | doesn’t require attack roll, deals 1 of damage, causes blindness if thrown to the head
- Bonesaw | Lets you cut limbs, needs at least one arm to be used | Suffer 1d6 of damage and bleeding when getting
your limb cut
- Talking board | Lets you speak with spirits
- Flour | Grinded wheat, used for cuisine
- Oil vial | A vial with Black Oil
- Black vial | A vial filled with a strange black liquid
- Pine cone | A Pine cone, plant it to preserve nature
- Throwing knife | Deals 1d4 of PIERCE damage, has 15 + Finesse meters of range
- Stick | A stick, is brown and it’s not sticky
- Nitroglycerin powder | A highly volatile powder.. one can wonder what can be used for
- Ammunition | Ammunition for your ranged weapons.
- Gems | they seem pretty valuable
- Dirt | Just Dirt… It wouldn’t be pleasant to get it in the eyes
- Stone | Deals 2 of BLUDGE damage, has 10 + Body meters of range
- Laudanum | Takes one level of fear away
MEDICINE LIST
- Blue herb | After eating roll 1d4 you heal that amount
- Green Herb | Heals infection
- Lavender | Heals 1 mind
- Dark Blue root | In battle, for each turn heal 1 health point
- Blue Vial | After drinking roll 2d4 you heal that amount
- Light blue Vial | After drinking roll 3d4 you heal that amount
- Condensed Blue | After eating roll 2d-Max-Hit-points and heal that ammount
- Condensed Lavender | After eating roll 2d-Max-Mind-points and heal that ammount
- Condensed Green | Cures poisoned, toxic, nausea, infected and bleeding
- Heart flower stigma | After eating heal max hit points
- Mind flower stigma | After eating heal max mind points
- White Vial | Works as an antidote to any kind of Poisoning
- Tobacco | Exported from Vinland, it needs to be smoked with a pipe. Restores 1d12 of Mind
- Opium | Needs to be smoked with a pipe. Restores 1d20 of mind, Lowers a level of fear
- Blue demon powder | Needs to be smoked with a pipe. Restores 2d20 of mind, the psychoactive effects enhance
the otherworldly connection, reducing the mind cost of spells in 2 and lowers a level of fear
- Hemp stigma / Wild Dagga stigma | Dried stigmas. Needs a pipe to be smoked, when consuming, roll your
mind dice + mind, regain that amount
- Worm Vial | A vial filled with mild poison that eliminates the parasites on the body. Inflicts poison
- Elixir of Mind | A vial filled with a liquid that restores All mind and lowers all levels of fear
- Elixir of Life | Restore all hit points
- Cloth fragment | Cures bleed
- Dirty Cloth fragment | Cures bleed, causes infection
- Ale | Heals 10 mind
- Wine | Heals 15 mind
- Honey Mead | Heals 17 Mind
- Vodka | Heals 20 of Mind
FOOD LIST
- Egg | -1 Hunger DC |
- Vegetables | -2 Hunger DC |
- Berries | -2 Hunger DC |
- Fruits | -3 Hunger DC |
- Mushrooms | -3 Hunger DC |
- Fly Amanita | -3 Hunger DC apply Poison |
- Black matter | -2 Hunger DC apply Poison |
- Moldy bread | -5 Hunger DC |
- Dried meat | -6 Hunger DC |
- Arms | -5 Hunger DC -2 Mind|
- Legs | -5 Hunger DC -2 Mind|
- Hoofs | -3 Hunger DC |
- Yellow Vial | -6 Hunger DC |
- Rotten meat | -6 Hunger DC -2 Mind apply Poison apply Parasites |
- Salami | -7 Hunger DC |
- Meat pie | -12 Hunger DC |
- Vegetable pie | -12 Hunger DC |
- Mushroom stew | -12 Hunger DC |
- Stew | -13 Hunger DC |
ARMOR
Protecting your body is important.
Armor reduces damage taken based on the number and the category of damage.

ARMOR LIST

- Dirty Rags | PROTECTS YOU FROM SHAME |


- Civilian clothes | -2 OTHERWORLDLY |
- Leather Armor | -3 BLUDGE -2 SLASHING |
- Plated armor| -5 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | -2 FINESSE |
PREVENTS LIMB LOSS
- Makeshift armor | -3 SLASHING/PIERCING -4 BLUDGE | -4 FINESSE
- Chainmail dress | -5 SLASHING/PIERCING |
- Yellow mage robes / Dark priest robes | -4 OTHERWORLDLY |
HEADGEAR LIST

- Leather helmet | -2 SLASHING


- Plated Helmet | -2 SLASHING/PIERCING/BLUDGE -1 OTHERWORLDLY | PREVENTS
BLINDNESS, FRACTURE AND STUNNED
- Makeshift helmet | -2 SLASHING/BLUDGE | -2 AWARENESS
- Hood/scarf | -2 OTHERWORLDLY

SHIELDS LIST
Shields raise your DC
If receiving critical damage, you can shatter your shield to subtract damage, the value
substracted is the same as the current DC you have, counting the shield before it breaks.
Shields go into the accesory slot.

- Shield of the four | +2 DC | -2 OTHERWORLDLY


- Round wood shield | + 3 DC | Any slashing one handed weapon gets stuck on the shield
- Spiked shield | +3 DC | Deals 1d4 of damage and causes bleeding
- Tower shield | +5 DC | Requires +6 of Body to be wielded
- Reinforced Shield | +3 DC
- Buckler | +2 DC
“Thus the armor has
been designed only to
be put on. There is no
removing it once one is
chosen for the mission.
The armor has rows
of small spikes that
drill into the skin of
its wearer. The pain is
meant to cleanse the
mind for the task at
hand and also heighten
the fury in the midst
of combat.”
ACCESSORIES
Trinkets, baubles and artifacts… You might find them across your adventure.

ACCESSORIES LIST

- Ring of wraiths | Restore 1 of hp after your turn in combat |


- Betel’s stone | Restore 1 of mind after your turn in combat |
- Yggagetsu Amulet | 19 now counts as a Crit |
- Ring of the still-blood | Prevents Bleeding |
- Small thing’s amulet | Gives +1 Finesse |
- Hardened heart | prevents death leaving you at 1 hp, only works if you have more than 1
health|
- Arm guards | Prevents arm loss |
- Leechmonger ring | Heal 2 hit points after attacking an enemy |
- Eclypse talisman | reduces Otherworldly damage by half |
- Eye of Sylvian | Duplicates healing |
- Pinecone pig | When resting, roll on the loot table, and get that item |
- Eyeglasses | Add +4 when doing an attacking roll |
- Soul Devouring necklace | -2 OTHERWORLDLY |
- Chac Chac | adds a 1d6 to any spell casting roll |
- Leg guards | Prevents Leg loss |
- Thorned ring | Prevents and cures poisoning |
- Spirit Anchor | An ancient relic that is said to bind your soul to your body in all situa-
tions. |
- Everwatching talisman | Prevents phobia status |
WEAPONS

The tools for taking a life.


Weapons are listed in different categories:
ONE HANDED - One handed weapon lets you have one free hand for you to use another
weapon or a shield, dual wielding weapons means you roll twice your attack roll, one for
each weapon,
TWO HANDED - Two handed weapons doesn’t let you use your free hand
EROTIC - Erotic weapons are strange weapons that are a rare sight on the battlefield,
The excentric nature of this weapons make them attractive to use, hence the name of the
category. They won’t break if rolling a Nat 1
SLASHING/BLUDGE/PIERCING/OTHERWORLDLY/FIRE - Some enemies may be resis-
tant or weak to certain types of damage. There are weapons that share a type of damage
between slashes, that means you can choose between the type of damage you can do, if it
has a plus, you can combine both types of damage.

WEAPONS LIST
- Unarmed | +BODY | BLUDGE
- Knife | 1d4 + FIN | ONE HANDED SLASH or PIERCING
- Sickle/Hoe | 1d6 + FIN | ONE HANDED SLASH
- Hammer | 1d8 + BDY. | ONE HANDED BLUDGE
- Mail Breaker | 1d4 + FIN | ONE HANDED PIERCING | IGNORES PIERCING ARMOR
- Sword | 1d8 + FIN | ONE HANDED SLASH or PIERCING
- Cimitar | 1d12 + FIN | ONE HANDED SLASH
- Rapier | 1d12 + FIN | ONE HANDED PIERCING
- Axe | 2d4 + BDY | ONE HANDED SLASH | IGNORES SLASH ARMOR
- Mauler | 2d8 + BDY | TWO HANDED BLUDGE+PIERCING
- Warhammer | 2d4 + BDY | TWO HANDED BLUDGE
- Morning Star | 2d4 + BDY | TWO HANDED BLUDGE+PIERCING
- Spear | 1d4 + 1d6 + FIN | TWO HANDED PIERCING
- Greatsword | 2d8 + FIN | TWO HANDED SLASH or PIERCE
- Sabbath | 2d6 + SOUL or MIND | ONE HANDED SLASH or PIERCING | EROTIC WEAPON
- Sergal Spear | 1d10 + 1d12 + BDY | TWO HANDED SLASH or PIERCING | EROTIC WEA-
PON
- Blood sword | 2d6 + SOUL | ONE HANDED OTHERWORLDLY+SLASH or PIERCING |
EROTIC WEAPON
- Longinus | 1d10 + 1d12 + SOUL | ONE HANDED OTHERWORLDLY+PIERCING | EROTIC
WEAPON
- Red Virtue | 6d4 + MIND or FIN | ONE HANDED OTHERWORLDLY+SLASH or PIERCING
| EROTIC WEAPON
Miasma
| 2d20 + 1d6 | ONE HANDED OTHERWORLDLY + SLASH or BLUDGE or PIERCE | EROTIC |

Each time you kill someone, the game master does a hidden Mind saving roll.
It starts with 2DC but each time you succeed the roll, it adds a +1 to the dc.

IE: succeding the first 2dc mind saving throw will make the DC have a value
of 3 for the next time the game master rolls.

If failing the saving throw, your character gets into a frenzy, starting to
attack their allies. The frenzy stops when the rest of the party members die
or if the affected member gets defeated
RESTING
Whenever the party feels
like they had enough ad-
venture and are in a safe
spot, they can rest. Some
traits give activities while
resting, which have their
own unique effect.
While resting, All party
members need to do a
Hunger saving roll.

When resting, players


can interact with each
other in order to reduce
1 level of fear, this means
talking, doing activities,
etc.
STATUS
EFFECTS
They are afflictions that
represent a threat to your
character’s existence. Some
Status effects are permanent
Stunned | Skips your next turn.

Poison | -2 hit points per turn, outside of combat lose 2 hit points per hour,
if resting without taking care of the poison, you will die.

Blindness | -5 Attack roll Burning | for each turn, roll 1d6 of fire damage

Paralyzed | Skips your turn till cured Parasites | Any kind of food only
decreases -1 DC

Brain Flower | -3 to attack rolls, you may only attack your allies

Nausea | If failed a hunger saving throw, your character will puke, suffe-
ring 2 points of damage

Critical state | The next attack you receive will deal max damage

Infected | One of your limbs is infected, if resting without taking care of the
infected wound, you will die of the infection

Fracture | -4 to max Hp. Before you can move, you must make a Torment
Threshold saving throw (DC:12)

Bleeding | -1 hit points per turn, outside of combat lose 1 hit point per hour,
if resting without taking care of the bleeding, you will die.
The enemies shown on this pdf are all examples.
it is highly reccomended to adapt and/or create enemies to suit your taste

Ghoul
AFFILIATION: Blood Magic
PHOBIA: Necrophobia

–LIMBS–
HEAD - DC Nat 20 - HP: 2
-Gnashing of teeth: Next turn, will use Rending
Chomp!
-Rending Chomp!: Coinflip attack: Failure
means target is reduced to 1 Hp, has bleed and
infected. Next turn, will use Gnashing of teeth

TORSO - DC 10 - HP: 15
-Tackle - 1d4 BLUDGE Damage, target makes a
Body save: DC 8 to avoid getting knocked onto
the ground.

RIGHT ARM - DC: 11 - HP: 8


-Scratch - 1d10 SLASH damage

LEFT ARM - DC: 11 - HP: 8


-Scratch - 1d10 SLASH damage

RIGHT LEG - DC 8 - HP: 4


-Stomp - 1d4 Bludge to character knocked onto
the ground

LEFT LEG - DC 8 - HP: 4

A slain ghoul will only be able to be brought to


life if the necromancy wasn’t done by a party
member
Ghouls are inmune to bleeding
Necromancy can be deactivated and the ghoul
killed instantly with a counter magic mantra or
making them realize They are undead
product of necromancy The Ghoul is weak to
slashing attacks, adding +2 damage -The Ghoul
still fights without its head
If the Ghoul kills a character, it will get devour
the body and forget about the other characters
Moonless wolf/Jagged Jaw
Affiliation: Corrupted by God of
the depths
PHOBIA: Zoophobia

—LIMBS—
Head - DC 19 - HP: 11
-Bite - 1d8 PIERCE damage -
Causes bleeding Do a DC 10 Body
saving throw, if failed, you get
infected.

Torso - DC 9 - HP: 20
(If the hind paws are lost, Moon-
less cannot pounce)
-Prowl and Growl: Next turn,
will use pounce!
-Pounce!: Coin flip attack, Failure
causes the character to have their
throat ripped out, they’re redu-
ced to 1Hp and get Bleeding.

Front Paws - DC 9 - HP: 10


-Claw - 1d6 SLASH damage -
Causes bleeding

Hind Paws - DC 9 - HP: 10

--CHARACTERISTICS--

- Weak to FIRE damage, taking


+3 damage
- The moonless wolf can be
tamed with meat, and cannot
ingest raw vegetables
Yellow mage
PHOBIA: Rabdophobia

–LIMBS–
HEAD - DC Nat20 - HP: 6

TORSO - DC 12 - HP: 22

RIGHT ARM - DC 12 - HP: 11 -


-Hand Symbols - The Yellow Mage gets +2 to its
next attack roll

LEFT ARM - DC 12 - HP: 11


-Locust Swarm - 1d4 PIERCE damage - an
awareness saving throw DC: 9 must be made, if
failed, get stunned for two rounds

RIGHT LEG - DC 16 - HP: 8


-La Danse Macabre - The yellow mage starts
its ritual dance… - On the next turn, it will use
Hurting
-Hurting - 1d20 OTHERWORLDLY damage Hur-
ting cuts a limb

LEFT LEG - DC 16 - HP: 8


-La Danse Macabre - The yellow mage starts
its ritual dance… - On the next turn, it will use
Hurting
-Hurting - 1d20 OTHERWORLDLY damage Hur-
ting cuts a limb

--CHARACTERISTICS--

Yellow mages are resistant to OTHERWORLDLY


damage, taking -3 damage
Yellow mages are weak to slashing attacks,
taking +2 damage
Cutting one of their legs will stop them from
performing La’ Danse macabre
Dark Priest
AFFILIATION: Polytheist
PHOBIA: Rabdophobia

HEAD - DC 19 - HP: 7
Chanting - 1 SOUL damage - Deep Chanting
- 3d6 OTHERWORLDLY damage & 2 SOUL
damage

TORSO - DC 8 - HP: 18

RIGHT ARM - DC 8 - HP: 7


Lantern Flame Trick - 2d8 FIRE damage - Bur-
ns the target

LEFT ARM - DC 8 - HP: 7

RIGHT LEG - DC 8 - HP: 5

LEFT LEG - DC 8 - HP: 5

–CHARACTERISTICS–
Weak to SLASH damage, taking +5 damage
Resistant to OTHERWORLDLY damage, taking
-5 damage
Resistant to FIRE damage, taking -1 damage
Innate knowledge of gods and magic, talking
to the dark priest can yield a deluge of useful
theological information.
Chanting can be stopped by using countermagic
or by engaging the Dark priest in a conversa-
tion (The gamemaster may decide if the Dark
priest is in the mood to talk)
- The dark priest can know any god spell
Corrupted Human (Tumor growth)
AFFILIATION: Corrupted by God of the Depths
PHOBIA: Erotophobia, Teratophobia

–LIMBS–
HEAD - DC Nat20 - HP: 8
TORSO - DC 7 - HP: 22
Tackle - 1d6 BLUDGE Damage

RIGHT ARM - DC 8 - HP: 15


Muscular tension - The arms of the corrupted
one starts to tense… On the next turn, it will
use Mad rush
Mad rush - 4d6 BLUDGE Damage
Punch - 1D6 BLUDGE damage

LEFT ARM - DC 8 - HP: 15


Muscular tension - The arms of the corrupted
one starts to tense… On the next turn, it will
use Mad rush
Mad rush - 4d6 BLUDGE Damage
Punch - 1D6 BLUDGE damage

STINGER - DC 8 - HP: 10
Pulsation - The stinger starts to pulsate… On
the next turn, it will use Stinger thrust
Stinger Thrust - 3d8 PIERCE Damage

RIGHT LEG - DC 8 - HP: 14


LEFT LEG - DC 8 - HP: 14

--CHARACTERISTICS–
After being killed, the Corrupted Human will do
one last attack before dying.
The Corrupted human can do two actions on
the same turn, but using different limbs.
It can have different weapons, replacing Slam
with the damage dice and damage type of the
weapon it’s using for one limb, or replacing
both limbs if the weapon is two handed.
Skeleton
AFFILIATION: Blood magic
PHOBIA: Necrophobia

--LIMBS--
SKULL - DC 8 - HP: 12
-

TORSO - DC 6 - HP: 15
- Tackle - 1d8 BLUDGE damage

RIGHT ARM - DC 8 - HP: 8


- Skull throw - The skeleton throws their skull
at you! - 1D8 BLUDGE Damage - The skeleton
loses their skull

LEFT ARM - DC 8 - HP: 8


- Bone stab - 1d4 PIERCE Damage

RIGHT LEG - DC 5 - HP: 7


- Skeleton kick - 1d8 BLUDGE damage

LEFT LEG - DC 5 - HP: 7


- Skeleton kick - 1d8 BLUDGE damage

--CHARACTERISTICS--
- The skeleton receives double damage out of
BLUDGE damage
-Necromancy can be deactivated and the
Skeleton killed instantly with a counter magic
mantra
- If a limb is cut and not crushed, the skeleton
can take a turn to put back one of their limbs
-The skeleton doesn’t care that they are a pro-
duct of necromancy, telling them about it will
only make them get a reaction about it
- It can have different weapons, adding an at-
tack with the damage dice and damage type of
the weapon it’s using for one arm, or replacing
both arms if the weapon is two handed.
Specter
AFFILIATION: Ghost
Phobia: Phasmophobia

–Limbs–

Body - DC: 5 - Hp: 10


Ruin: The ghost steals your
life force… your body ages
rapidly… Inflicts 1d4 soul
damage and makes you
look older… if a character
is hit by ruin 3 times they
die.

–Characteristics–
The specter can only be
harmed by Otherworldly
damage, soul damage or
damage from an erotic
weapon
A specter can pass through
solid objects and through
people freely.
Maneba
AFFILIATION: Green Hue
Phobia: Teratophobia

–Limbs–

Head - DC: 12 - Hp: 12


Meneba kiss: The Maneba spits parasites that
sink into you flesh, inflicts the parasite status
effect.

Tentacle 1 - DC: 7 - Hp: 7


Whiplash - 1d4 blunt damage

Tentacle 2 - DC: 7 - Hp: 7


Whiplash - 1d4 blunt damage

Tentacle 3 - DC: 7 - Hp: 7


Whiplash - 1d4 blunt damage

–Characteristics–
Maneba can communicate telepathically…
When the fight starts, the maneba will inform
their friends that food has arrived.
Maneba are vulnerable to fire and suffer +3
from fire damage.
If while engaged in melee to the maneba you
try to escape from it, you provoke Maneba’s
opportunity

Maneba’s opportunity
Make a coinflip saving throw, if you succeed,
you narrowly avoid a gruesome fate…
If you fail the coinflip, the Maneba… Does some-
thing horrible to you. You lose 1d12 mind, if this
brings you to 0 mind or less, you gain Eroto-
phobia (if you already have Erotophobia, gain
an additional fear level)
Cavegnome
AFFILIATION: Cavemother
PHOBIA: Teratophobia

--LIMBS--
BODY - DC 17 - HP: 5
- Gnaw - 2 PIERCE damage - Inflicts infection

--CHARACTERISTICS--
The cavegnome KAWS! after attacking, calling
for another cavegnome, if already called one,
the cavegnome will not Kaw again.
Cavedweller
AFFILIATION: God of the depth’s Worship
PHOBIA: Erotophobia

--LIMBS--
HEAD - DC nat20 - HP: 9
-

TORSO - DC 5 - HP: 12
-

RIGHT ARM - DC 4 - HP: 5


- Slam - 1d4 Bludge danage

LEFT ARM - DC 6 - HP: 8


- Rock Smash - 1d6 BLUDGE damage

RIGHT LEG - DC 4 - HP: 6


-

LEFT LEG - DC 4 - HP: 6


-

GENITAL - DC 7 - HP: 2

--CHARACTERISTICS--
- Weak to SLASH damage, taking +4 damage
- Can commuinicate on a very primitive way,
using hand signs
- Cavedwellers are uncomfortable with fire
- They have little to no tolerance to disrespect
Ronteal
AFFILIATION: Rher’s Realm
PHOBIA: Erotophobia, Rabdophobia

--LIMBS--
HEAD - DC 9 - HP: 15
- Bite - 1d8 PIERCE damage

TORSO - DC 6 - HP: 80
-

MAW - DC 7 - HP: 15
- Bite - 1d8 PIERCE damage

RIGHT ARM 6 - DC - HP: 20


- Pendulum Swing - 1d12 SLASH damage - cuts
a limb
- Pick up Speed - The pendulum swings faster
- Guillotine Swing - 2d20 SLASH Damage -
Decapitates the target - Pendulum must be
moving quickly

LEFT ARM - DC 6 - HP: 20


- Pendulum Swing - 1d12 SLASH damage - cuts
a limb
- Pick up Speed - The pendulum swings faster
- Guillotine Swing - 2d20 SLASH Damage -
Decapitates the target - Pendulum must be
moving quickly

RIGHT LEG - DC 5 - HP: 10


-

LEFT LEG - DC 5 - HP: 10


-

--CHARACTERISTICS--
- The Ronteal still fights without a head as long
as the maw is alive and viceversa.
- Once saw, whenever the player sleeps, a
ronteal is there in any form, subliminal, literal,
alive or dead.
- The legs wobble too much…
- If an arm takes 10 or more damage during a
turn, if it’s moving quickly, it slows down again
Ratkin
AFFILIATION: God of Fear and Hunger
PHOBIA: Zoophobia

--LIMBS--
HEAD - DC 18 - HP: 8
- Nasty Bite - PIERCE 1d6 damage - Infects

TORSO - DC 9 - HP: 15
- Putrid Stench - Causes Nausea
- Tackle - 2 BLUDGE damage

RIGHT ARM - DC 7 - HP: 6


- Nasty Scratch - SLASH 1d4 damage

LEFT ARM - DC 7 - HP: 6


- Nasty Scratch - SLASH 1d4 damage

RIGHT LEG - DC 7 - HP 6
-

LEFT LEG - DC 7 - HP 6
-

--CHARACTERISTICS--
- Cowardly
- The Ratkin is resistant to OTHERWORLDLY
damage, taking -2 damage
- The Ratkin is weak to SLASH damage, taking
+1 damage
- Mastery over Vermin is required for commu-
nication, yet they won’t normally obey orders
Brain Flower Husk
AFFILIATION: Vinushka
PHOBIA: Teratophobia, Nosophobia
--LIMBS--
BRAIN FLOWER - DC 17 - HP: 5
- Pollinate - OTHERWORLDLY 1d6 damage -
Infects the target with a brain flower

HEAD - DC 20 - HP: 4
-

TORSO - DC 6 - HP: 15
-

RIGHT ARM - DC 11 - HP: 12


- Slam - BLUDGE 1d6 damage

LEFT ARM - DC 11 - HP: 12


- Slam - BLUDGE 1d6 damage

RIGHT LEG - DC 7 - HP: 8


-

LEFT LEG - DC 7 - HP: 8


-

--CHARACTERISTICS--
- Weak to FIRE damage, takes +3 damage.
- Weak to SLASH damage, takes +1 damage.
- When the brain flower is destroyed, the husk
gains disadvantage on attacks
It can have different weapons, replacing slam
with the damage dice and damage type of the
weapon it’s using for one limb, or replacing
both limbs if the weapon is two handed.
Cursed Armor
AFFILIATION: Ghost
PHOBIA: Phasmophobia

--LIMBS--
Helmet - DC 14 - HP: 15
-

Chestplate - DC 6 - HP: 35
- Tackle - 1d6 BLUDGE damage

Right Arm Guard - DC 8 - HP: 20


- Punch - 1d8 BLUDGE damage
- Guard - Removes the weakness to PIERCE
damage, and gives an extra level of resistance
against BLUDGE and SLASH damage to all
other limbs until the beginning of its next turn.

Left Arm Guard - DC 8 - HP: 20


- Punch - 1d8 BLUDGE damage
- Guard - Removes the weakness to PIERCE
damage, and gives an extra level of resistance
against BLUDGE and SLASH damage to all
other limbs until the beginning of its next turn.

Right Leg Guard - DC 7 - HP: 20


-

Left Leg Guard - DC 7 - HP: 20


-

--CHARACTERISTICS--
- The only status effects that can be applied to
the cursed armor are Burning and Stunned
- Resistant to FIRE damage, taking 5 less dama-
ge
- Does not need a helmet to keep fighting
- Weak to PIERCE damage, taking +3 damage
It can have different weapons, replacing Punch
with the damage dice and damage type of the
weapon it’s using for one limb, or replacing
both limbs if the weapon is two handed.
Lesser Moonscorched
AFFILIATION: Moonlight Cancer
PHOBIA: Nosophobia

--LIMBS--
HEAD - DC nat20 - HP: 6
- Scream of agony - 2 MIND damage

TORSO - DC 6 - HP: 16
-

RIGHT ARM - DC 7 - HP: 8


- Scratch - 1d4 slash damage
- Face scratch - The lesser moonscorched scrat-
chs their face... taking 1 point of damage on the
head

LEFT ARM - DC 7 - HP: 8


- Scratch - 1d4 slash damage
- Face scratch - The lesser moonscorched scrat-
chs their face... taking 1 point of damage on the
head

RIGHT LEG - DC 6 - HP: 6


-

LEFT LEG - DC 6 - HP: 6


-

--CHARACTERISTICS--
- The lesser moonscorched screams in agony.
Bloated Moonscorch
AFFILIATION: Moonlight Cancer
PHOBIA: Terotophobia
–LIMBS–
HEAD - DC nat20 - HP: 11
Vomit - 2d4 OTHERWORLDLY damage - The
moonscorched vomits maggots onto the target,
and at the beginning of the target’s next turn,
they may make a DC 13 Finesse saving throw to
fling off the maggots, otherwise they are infes-
ted with parasites.

TORSO - DC 6 - HP: 31

RIGHT ARM - DC 7 - HP: 12


Punch - 1d6 BLUDGE damage

LEFT ARM - DC 7 - HP: 13


Punch - 1d6 BLUDGE damage

RIGHT LEG - DC 6 - HP: 13

LEFT LEG - DC 6 - HP: 12

--CHARACTERISTICS--

If the Bloated Moonscorch dies by having its


torso killed, it explodes, and all nearby creatu-
res take 1d12 OTHERWORLDLY damage and are
poisoned
Half cocooned Moonscorched
AFFILIATION: Moonlight Cancers
PHOBIA: Nosophobia, Erotophobia

--LIMBS–
HEAD - DC nat20 - HP: 7
-

TORSO - DC 6 - HP: 26
- Tackle - 1d4 BLUDGE damage

RIGHT ARM - DC 7 - HP: 10


- Punch - 1d6 BLUDGE damage

CACOON - DC 6 - HP: 20
- Slam - 1d8 BLUDGE damage

RIGHT LEG - DC 7 - HP: 10


-

LEFT LEG - DC 7 - HP: 10


-

MALLET - DC 5 - HP: 7
-

--CHARACTERISTICS--
- When the mallet is destroyed, the creature is
knocked off-balance, lowering the head dc to 3
- Resistance to SLASH damage, takes 2 less.
- Their mind is clouded with rage.
Bellend moonscorched
AFFILIATION: Moonlight Cancer
PHOBIA: Erotophobia, Terotophobia

--LIMBS--
Head - DC 17- HP: 35
-

Torso - DC 7- HP: 60
- Harden - For the next 2 turns, all body parts
take -5 damage from SLASH, PIERCE, BLUDGE,
and FIRE damage
- Tackle - 1d6 BLUDGE damage - Deals 1d12
BLUDGE damage instead if Harden is active

Right Arm - DC 7- HP: 30


- Choke - 4d4 BLUDGE damage - Locks the
target in place

Left Arm - DC 7- HP: 30


- Choke - 4d4 BLUDGE damage - Locks the
target in place

Right Leg - DC 6- HP: 28


-

Left Leg - DC 6- HP: 28


-

--CHARACTERISTICS--
- Resistant to SLASH, BLUDGE, and FIRE dama-
ge, taking -4 damage
- Weak to PIERCE damage, taking +2 damage
- Senses the world through magical means
Lizardman
AFFILIATION: Lizardmen society
PHOBIA: Zoophobia

--LIMBS--
Head - DC nat20 - HP: 12
- Poison Tongue - 1d4 PIERCE damage - Applies
poison status effect

Torso - DC 7 - HP: 35
-

Right Arm - DC - 9 HP: 28


- Shield Raise - Applies Counter to all limbs and
raises

Left Arm - DC - 7 HP: 20


- Crude Sword - 2d8 SLASH damage - Cuts arm
- Low Sweep - 1d8 SLASH damage - Cuts leg

Right Leg - DC 6 - HP: 18


-

Left Leg - DC 6 - HP: 18


-

Tail - DC 15 - HP: 12
- Tail Whip - 1d4 SLASH damage

--CHARACTERISTICS--
- Counter - if an enemy attacks fails, the Li-
zardman counterattacks causing 1d6 BLUDGE
damage
- The Right Arm is resistant to BLUDGE and
SLASH damage, taking -3 damage.
Crimson Father
AFFILIATION: Sulfur god/Green hue
PHOBIA: Rabdophobia, Zoophobia
--LIMBS–
Head - DC 19 - HP: 15 (20)
- Mind Control - Target can only attack their
allies and must attack each turn - Lasts 2 turns
(- Gaping Bite - 1d8 PIERCE damage - Bleeds -
Slight chance to cause Critical State)

Torso - DC 8 - HP: 52
-

Right Arm - DC 7- HP: 15 (30)


- Occult Dagger - 1d8 SLASH damage - Bleeds -
Slight chance to cause Critical State
(- Tentacles - 3d6 BLUDGE damage)

Left Arm - DC 7 - HP: 15 (30)


(- Tentacles - 3d6 BLUDGE damage)

Right Tentacle - DC 12 - HP: 10


-

Middle Tentacle - DC 12 - HP: 10


-

Left Tentacle - DC 12 - HP: 10


-

--CHARACTERISTICS--
- After 3 rounds, the Crimson father transforms
and his attacks change to those in parenthesis.
He can no longer use attacks not in parenthesis
after this
- Resistant to OTHERWORLDLY damage, taking
4 less
- Except for the head, all body parts are weak to
SLASH damage, taking +2 damage
- No skin to irritate
- They are born out of pools of blood, the deeper
the pools, better are the chances for them to
appear.
Mumbler
AFFILIATION: Corruption of God of the Depths
PHOBIA: Genital Appearance

--LIMBS--
HEAD - DC 6 - HP: 10
- Soul Bind - Deals 2 SOUL damage & 1d6 MIND
damage

TORSO - DC 5 - HP: 15
-

RIGHT ARM - DC 6 - HP: 7


-

LEFT ARM - DC 6 - HP: 7


-

RIGHT LEG - DC 6 - HP: 7


-

LEFT LEG - DC 6 - HP: 7


-

--CHARACTERISTICS--
- When the Mumbler’s head dies, it uses Burst
- Burst - 2d8 OTHERWORLDLY damage to ever-
yone - Causes poison
Greater Mumbler
AFFILIATION: Corruption of God of the depths
PHOBIA: Genital Appearance/Monster

--LIMBS--
Head - DC 18 - HP: 20
- Greater Soul Binding - 2d8 Mind damage

Torso - DC 7- HP: 70
- Lure - Target must make a DC 15 Awareness
check or spend 15 ft. of movement on their next
turn to move towards the Greater Mumbler

Right Arm - DC 9 - HP: 25


- Spirit Flame - 2d8 FIRE damage - Applies
burning status effect

Left Arm - DC 9 - HP: 25


- Soul Bell - 1d6 Mind damage to all party
members

Right Leg - DC 6 - HP: 18


-

Left Leg - DC 6 - HP: 18


-

--CHARACTERISTICS--
- Weak to PIERCE damage, taking +3 damage
- Resistant to OTHERWORLDLY damage, taking
-5 damage
Beekeeper
AFFILIATION: Ritual of God of the depths
PHOBIA: Terotophobia

--LIMBS--
HEAD - DC 8 - HP: 80
-

TORSO - DC 6 - HP: 98
-

RIGHT ARM - DC 8 - HP: 50


- Double slap - Requires both arms - BLUDGE
2D6 damage
- Slap - BLUDGE 2D6 damage

LEFT ARM - DC 8 - HP: 50


- Punch - BLUDGE 1D6 damage
- Slap - BLUDGE 2D6 damage

RIGHT LEG - DC 5 - HP: 35


-

LEFT LEG - DC 5 - HP: 35


-

NEST - DC 5 - HP: 10
-

--CHARACTERISTICS--
- The beekeeper receives receives +5 FIRE da-
mage
- When combat starts, the GM chooses one limb
where the hive stirs, that limb gains the attack
“Hornet sting”
Hornet sting - PIERCE & OTHERWORLDLY
3d2 Damage - Causes poison - needs 1 turn to
recharge
Salmonsnake
AFFILIATION: None
PHOBIA: Zoophobia

--LIMBS--
HEAD - DC 6 - HP: 150
- Breath of the Sea - 1d6 OTHERWORLDLY damage -
Can only be used if the tongue is destroyed - Exhales
a miasma that causes nausea

RIGHT EYE - DC 14 - HP: 10


-

LEFT EYE - DC 14 - HP: 10


-

TONGUE - DC 8 - HP: 90
- Extension 1 - The tongue starts to extend… - On the
next turn, proceed to do Extension 2
- Extension 2 - The tongue continues to extend… -
On the next turn, proceed to do Extension 3
- Extension 3 - The tongue is extended… - On the
next turn, proceed to do Suction tongue
- Suction tongue - If coin flip fails, the person at-
tacked instantly dies, crushed by the pressure of the
tongue and gets eaten.

TORSO - DC 6 - HP: 550


- Tackle - 2d10 BLUDGE damage

- RIGHT ARM - DC 5 - HP: 89


- Pummel - 1D8 BLUDGE damage

- LEFT ARM - DC 5 - HP: 89


- Pummel - 1D8 BLUDGE damage

--CHARACTERISTICS--
- For each eye destroyed, the Salmon snake gets -1 on
any attack roll
- Hitting the tongue will make it get into a previous
state of extension
- The Salmon snake is weak to PIERCE damage,
adding +4 damage
- The captured soul of the salmon snake can be used
as an accessory
- The soul of the salmon snake has an unique effect,
hardening the skin of the one wielding it.
Salmon snake soul | PREVENTS LIMB LOSS, BLEE-
DING, INFECTION AND BURNING
NAME: Crow Mauler
AFFILIATION: Curse of God of the depths
PHOBIA: Zoophobia, Terotophobia

--LIMBS--
HEAD - DC 19 - HP: 30
- Flock of Crows
- Peck - 1d12 PIERCE damage - Decapitates

TORSO - DC 9 - HP: 90
-

RIGHT ARM - DC 10 - HP: 50


-

LEFT ARM - DC 7 - HP: 65


- Maul - 3d12 BLUDGE damage - Causes infec-
tions and fractures bones

RIGHT LEG - DC 8 - HP: 40


-

LEFT LEG - DC 8 - HP: 40


-

--CHARACTERISTICS--
- Terrifying Presence, when he appears, everyo-
ne has to make a fear saving roll
- The soul of the Crow Mauler has a unique
effect, filling its wielder with its unending rage
Crow Mauler soul | MELEE ATTACKS DEAL AN
EXTRA 1d6 DAMAGE
Name: Pocketcat
AFFILIATION: Rher Servant
PHOBIA: Zoophobia, Terotophobia

--LIMBS--
HEAD - Dc nat 20 - Hp: 33
-

TORSO - Dc 10 - Hp: 83

RIGHT ARM - Dc 8 - 48
- Gentle tear. - 1d12 SLASH damage - removes
a limb

LEFT ARM - Dc 8 - 48
- a good rub - The cat begins to rub one of his
pockets...

RIGHT LEG - Dc 8 - 48
-

LEFT LEG - Dc 8 - 48
-

CHARACTERISTICS
- Pocketcat talks too much, even for his own
good
-He can only follow orders from his Master
Rher
-He starts to get nervous once the hand he rubs
himself is cut, after he becomes nervous, his
body distorts into a more monstrous way.. He
gets a resistance of -3 Otherwordly and -4 to All
damage

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