Alan Craddock cover art. |
Out of the Shadows introduces the Assassin character (Acrobat-Assassin-Monk-Ranger combo) and two new stats, STEALTH and PERCEPTION. High Ranked characters get new special abilities. They're all for some other time (maybe) - this is a monster run-through after all.
This is a biggie - a bestiary of 'Saturday Night Specials' plus do-overs and power-ups from The Elven Crystals, then a slew of newbies and variants across the three adventures.
There are monsters that are common across systems, but comparisons with BX/OSE are less useful.
A few poor quality scans to give you an idea of the excellent Bob Harvey illos.
Denizens of Nightmare.
Starts out with an updated holy relics table to take in all those faerie or trollkin additions.
Automaton.
BAB +14 AC +5 att. weapon +1 HD 8.2 Rank 13th
Artificial warriors of metal constructed by the sort-of Ancient Greeks using the lore of the sort-of Ancient Egyptians. Ornate, graceful, bejewelled. Presumably magic, but why not technology sufficiently advanced to be indistinguishable from?
Considerable intelligence, but have no free will. Some can speak (in sort-of Ancient Greek), maybe discussing philosophy or reciting poems - even at the same time as fighting you with sword and shield.
STR 16+. Can see in the dark as well as the light.
Barghest.
BAB +9 AC +2 att. d8(d12) + venom HD 4.4 Rank 7th
Faerie hound larger than a wolf... fur is black or green-black... cold green glare of its eyes... the grinning jaws of the beast slaver with a luminous spittle.
Whether styled as the vengeful manifestation of the victims of atrocity, a faerie visitor from the otherworld, a hunter of damned souls or an elemental guardian of hidden treasures, this is a Black Dog straight out of the folklore of the British Isles.
If slain, it will let out a horrible howl that banishes the souls of the dead within 20m (c. 65') so that they cannot be raised by normal means. After that, all that's left is a log, a moss-covered stone or a stagnant pool.
Barudath (Eaves Phantom).
BAB +12 AC +2 att. touch 2d4 HD 8.6 Rank 15th
Believed to arise from the forgotten grave of a suicide (you decide on the in-setting truth or not of this but it's a common trope), the Barudath seeks out an inhabited place to haunt - sometimes down the generations.
It's a horrible but not very frightening ghost, relatively speaking, but it's persistent and always trying to get itself invited in by making noises, imitating voices, appearing in wretched or tempting forms, or just wearing you down until you give in.
Once invited in (and this is open to interpretation, for dramatic purposes), it manifests as a tall figure with bone-white skin, eyes of gleaming jade and a long mane of flowing green hair. While it can pick up and use a weapon, it's touch is deadly and bypasses mundane armour. Once it's killed everyone available, it can't leave this place and settles down to absorb their psychic residue - topped up by the odd wayfarer.
If you don't have the spells or magic weapons to kill it, you can try to find its hidden burial plot (you need 8th level casters for any divination spell to be effective) and exorcise it, or dig up its remains and confront it with them - upon looking into the empty sockets of its own skull, the Barudath gives vent to an unholy shriek and disappears.
It's one of my favourites from the DW monster selection.
Blue Men.
BAB +12 AC +1 att. weapon +2 HD 4.8 Rank 7th
You encounter a dragon-prowed longship (limned with St. Elmo's Fire and visibly neither seaworthy nor from recent history) crewed by 30 of these Viking-esque undead with blue skin and beards tangled with weed. Oof!
They cannot be outrun or out-manoeuvred by mortal sailors, so you eventually have to submit to a contest of rhyme and counter-rhyme. Victory is hazily defined - one side falters or is forced to make an unconvincing or clumsy rejoinder - so you could reduce this bardic skill checks or some such.
If they lose, they depart. If you lose, prepare to repel boarders armed with bronze cutlasses and STR of 16+.
Beating the Blue Men in combat (25%+ casualties) means they will immediately depart, sinking under the water. The souls of the mortal dead go with them and cannot be raised by normal means.
Taking the fight to the Blue Men's vessel also results in them sinking into the water: DEX save at disadvantage/penalty, or you're sucked down with the ship. The Blue Men also pronounce a curse as they go: every adventurer (so every PC?) has to save vs. spells or the ship is becalmed 3d10 days, and everyone is exposed to d3 random diseases per day (normal chances of infection, unless conditions change).
From the description of their ship as waterlogged and impossibly afloat, I imagine you can't scuttle it or set it ablaze by normal means. Possibly dispel magic could work, but I expect you'd get the curse for that.
They're setting specific (or generic) Blue Men of the Minch, if you didn't already know that.
Boggart.
BAB +1 AC +1 att. weapon HD 2.2 Rank 4th
It's basically a DW Goblin, though it's skin is like smooth ebony, delineated with highlights of greyish-green with wine-dark eyes flecked with gold. Plus, it dresses nicer.
Has various loosely defined mischievous spell-like abilities, plus the summoning and command of Bats (again, not defined). Rumoured abilities are shrinking themselves down to ride Bats, turning into a Bat when unseen by mortals, and dancing (teleporting) along moonbeams.
Will brew potions for you, if you can bribe or threaten them sufficiently.
Cool new spells. A Boggart turns up in one of the included adventures.
Cadaver.
Use the stats for a high (min. 10th) level character, with the addition of 4 HD, Strength 18, AC +1 for dead flesh and immunity to all forms of mind control.
Bob Harvey |
These are the mighty dead, heroes of the distant past... elite fighters and warrior-saints. Hundreds, even thousands of years in the tomb, they are undead and undecayed by sheer force of will and the exalted status they held in life.
They're basically Knights, but there's no particular reason you couldn't use a different class - even a spell-caster for a Lich.
If you fight one when it's just woken up, it has a -5 to Hit and -5 AC penalty in the first round of combat. This reduces by 1 each round as it gets used to moving around after all this time. Could potentially apply similar diminishing penalties to other abilities if you've given it a different class.
They should have some decent magical equipment (except potions) ready to use. They can't speak, but they're not automatically hostile (something of a departure for DW monsters). It's not immune or resistant to non-magical weapons, which would certainly be the case for comparable D&D adjacent undead - this is a quirk of DW, rather than an oversight.
The text mentions two other powerful undead - Night Stalkers and Eidolons - which aren't statted here or anywhere else.
Compare with the Meortie undead from Dark Sun setting.
Caitshee.
BAB +3 AC +4 att. claws d8(d6) + special HD 2.2 Rank 4th
- All personal iron/steel equipment rusts within 1 day.
- 20% per combat first hit taken is a crit, first hit made becomes a miss.
- Save vs. spells at disadvantage/penalty, sunset to sunrise.
- x2 chance of wilderness encounters, and you're the focus of attacks.
- Sprained arm (-2 to Hit, can't use shield or two-handed weapons) or sprained leg (can't run, disadvantage/penalty to movement & evasion); even if healed, will recur within a month.
- 35% per adventure you break/lose best/most useful weapon/magic item.
- No steed will allow you to ride it, except with magical compulsion.
- Your eyes cannot bear the light of day and you take penalties as if in total darkness/vs. invisible.
- If you see a black cat, suffer a d8 fright attack. You die if you fail.
- Your gold treasure becomes silver, silver becomes copper, gems to bits of coloured glass.
So many mechanics that they forgot to say what it looks like.
A faerie cat, counterpart to the Barghest. Frequents cemeteries, woods and ruined abbeys, and likes to stalk adventurers to jinx their spell-casters. Gets its AC from very high DEFENCE.
Normal: BAB +1 AC unarmoured att. weapon HD 4.6 Rank 1st
Warrior: BAB +3 AC unarmoured att. weapon or kick d8(d10) HD 4.6 Rank 3rd
OSE: BAB +3 AC +4 att. x2 hoof d6 + weapon HD 4
Centaurs get an Elf-like +2 to Hit with bows and javelins, have chieftains of 4th to 8th level (Fighters, I suppose - DW Barbarian is implied here), and shamans of 1st to 6th level (DW Mystics, so Clerics or Druids). Text states that a Centaur could learn to be a Sorcerer, but it doesn't happen because they have no written culture (DW Sorcery is an academic pursuit).
Skilled hunters, excellent scouts. Hired as mercenaries, trackers and messengers, but unruly and can't be relied on (drunk on Goblin booze in The Elven Crystals).
The Centaurs of The Elven Crystals are steeped more in myth and fairytale, while these are the flesh, blood and steaming manure inhabitants of a world where they are merely legendary because they live so far away from your everyday.
Chimera.
BAB +14 AC +4 att. claw d12(d12) bite d8(d14) butt d12(d10) HD 8 Rank 14th
OSE: BAB +7 AC +5 att. x2 claw d3 gore 2d4 bite 2d4 bite 3d4 or breath 3d6 HD 9
Bob Harvey |
Not much detail on this beyond its abilities and stressing that it's exceptionally bizarre. Rereading the description reminds me of encountering Call of Cthulhu rpg monster entries for the first time - we're going to need more hirelings to soak up the blood and guts so the PCs have a chance to get away.
Nice use of a newly introduced mechanic.
Chonchon.
Cloudspider.
BAB +17 AC +4 att. bite d10(d12) + strong poison HD 10.2 Rank 16th
A roiling black cloud of mist, within which the rugose body, sparkling eyes and clacking limbs of a giant arachnid are faintly visible.
Minimal information, not even much of a clue to its size, but presumably massive. You can't collect its venom, because it corrodes any container or weapon you dip into it. Roams the deepest levels of the dungeon.
Nice.
Cyclops.
BAB +13 AC unarmoured att. weapon +3 HD 14.2 Rank 10th
OSE: BAB +9 AC +4 att. club 3d10 or rock 3d6 HD 13
AD&D 1e: Cyclopskin AC +7 att. weapon +2 HD 5
Not much to go on but they're one-eyed giants that have very limited intelligence and are driven by wild urges which include a taste for raw human flesh and an irrational love of gold.
Implied Strength of above 19 (DW scale), because of the +3 damage bonus.
Dragoman.
BAB +6 AC +4 att. bite d6(d12) HD 3.5 Rank 2nd
Setting specific Lizard People of the tropics. Train monkeys as scouts and spies. There might be a 1st to 3rd level shaman (Mystic). +1 damage from STR when using a weapon (stone axes, wooden spears).
Bite instead of using a weapon 20% per round, and go into a killing frenzy (+4 to Hit, -4 AC) if subjected to fear/fright attack (or fail a Morale Check, I suppose).
The text does not have a high opinion of their cultural, intellectual and social development.
Fang Warrior.
BAB +13 AC +2 att. claws d6(d12) HD 4.8 Rank 7th
Use detect magic or similar to determine which 9 teeth of a Hydra (see below) can be used to create Fang Warriors.
Throw down a tooth, expend magical energy equal to a 4th level spell and it grows into a Fang Warrior in d8 rounds. DW uses magic points/psychic fatigue checks to measure magical energy, but spell-slots work too - possibly bring down the power equivalence to 2nd level for D&D adjacent.
They remain for 2d4 rounds, have STR 16+ and Reflexes/DEX 18 (adjust AC according to your system), will not fight others from the same Hydra and respond to the creator's thoughts. They will only serve to fight and each tooth works only once.
White and wiry, the superficially human appearance of a Fang Warrior is quickly belied by its sharp claws and teeth and the glare of animal-like hatred in its eyes.
Fungus Man.
Giant Beetle.
BAB +6 AC +5 att. bite d10(d8) HD 7.7 Rank 6th
Stag beetles the size of a large bull.
Burrow through earth and soft rock. Glide 6m (c. 20') and bite in the same round. These things mean it surprises 1-3 on d6.
Comparatively simple and unadorned, I feel it's here for a reason I don't know about. No obvious prototype from previous books, and doesn't turn up in any of the adventures I know of.
Golem.
BAB +13 AC +7 att. weapon +3 or fists d6(d14) HD 11.7 Rank 11th
Made of clay or stone by a Sorcerer, 12th Rank or higher, at the cost of 2 Ranks (D&Dish levels or 50,000 XP, whichever seems appropriate). It takes 221 uninterrupted days' work and needs a casting of Resurrect (choose suitable D&D adjacent analogue).
The creator must also roll 3d20 < INT + WIS (or CHA) + level or make a flawed Golem, which will eventually (days, even years) go kill-crazy or become possessed by an evil demon/spirit. Always tries to kill its creator first, as is tradition.
You do get a d20 < INT check to realise you've done it wrong. Whether that helps you much, I don't know, because the Golem is up and running already.
+3 damage bonus, so DW STR of greater than 19; Reflexes/DEX of 3, so it almost always acts last in a round (only Zombies can have a lower Reflexes score).
A glyph/rune/symbol on its forehead is its weak point. If you know about it and try to break it, RAW you need to successfully hit, roll under your Reflexes on 7d6 and make your Armour Bypass roll (so this would need to be a crit from most weapons). For D&D adjacent, this would be at least a Called Shot or a confirmed crit (whatever that is) or with disadvantage/penalty- I haven't crunched the numbers.
Otherwise, it's just your average Golem and considerably tougher than the one in The Elven Crystals.
Grave Gaunt.
BAB +5 AC +1 att. weapon or antlers d6(d6) HD 4 Rank 4th
Bob Harvey |
Says their origins are lost in the mist of antiquity, implying they're thousands of years old and from the ancient tombs of past civilisations (analogues of Egypt, Greece and Rome, if not Babylon and Sumer).
Can range 100 miles in a night. Takes 1 round to unfold their wings when in combat. Prefer spears/javelins as weapons. Can't stand daylight, but doesn't say if it damages or destroys them.
Give them an extra +3 AC when they're airborne (their EVASION doubles).
Gryphon.
BAB +10 AC +2 att. bite d8(d14) claws d12(d10) HD 8.4 Rank 8th
OSE: Griffin BAB +6 AC +4 att. x2 claw d4 bite 2d8 HD 7
A Griffin. As interesting as you make it.
Hag.
BAB +5 AC +3 att. weapon HD 4.2 Rank 6th
A smelly, ugly witch-monster. Non-human.
The sun strikes her dead or turns her to stone, so she prefers to stick to her lair by day and brew potions (including the Potion of Hate, which she can throw at you - save or uncontrollably attack the nearest person for 2d6 rounds or till you are killed/KO'd). Carries 2-8 with her.
Harpy.
BAB +2 AC +7 (+2 vs. magical weapons) att. claws d8(d8) HD 5.3 Rank 3rd
OSE: BAB +2 AC +2 att. x2 claw d4 or weapon HD 3
No conflation with Sirens here. Their bird-parts are vulture and the description is clear that they don't have arms. They're stronger and tougher than Forest Harpies.
It's only their humanlike parts that are vulnerable to normal weapons (the plumage... turns aside all blows from nonmagical weapons), accounting for their good AC+. Some scope for messing around with mechanics here, if you prefer things less abstract.
Hellion.
Selection of tables for randomly generating demons.
Hellrot.
BAB +4 AC +2 att. weapon or bite d8(d6) + disease HD 6.6 Rank 3rd
Beefed-up version of the Hellrot that appears in The Elven Crystals, but substantially the same.
We learn they can be driven back with a crucifix/holy symbol like a DW Vampire. Can't harm someone holding a holy relic, and the touch of a relic is instantly fatal. Also, vulnerable to sunlight (burned and shrivelled), but no mechanical detail.
Hippogriff.
BAB +9 AC +3 (unarmoured vs. magic weapons) att. bite d8(d6) claws d12(d12) HD 6.6 Rank 8th
OSE: BAB +3 AC +4 att. claw/claw/bite x2 d6/d10 HD 3+1
A carnivorous horse that turns into a monstrous winged carnivorous horse at night.
By day, they have sharp hoofs and curved fangs (stats as Warhorse with +1 damage roll and save vs. magic based on the stats above).
At night, they transform - sprouting wings, scales and talons, while their skull turns slightly ophidian. Transformation is at will during the night, but takes 2 rounds in which they can take no other action and seems painful.
If you're using Rangers and/or Animal Handling proficiencies (or similar), apply bonuses to taming attempts (or allow saves to avoid injury) - but it's never an easy or sure thing. The special bridle is enchanted, treasure-valuable, especially cruel or a combo.
An interesting and unique take on an often unremarkable monster, this Hippogriff has really grown on me. Not explicitly a magical beast. Nasty surprise stand-in for rumours of Pegasus.
Hydra.
BAB +8 AC +3 att. bite d8(d6) + weak poison HD 12 Rank 16th
OSE: BAB +4 to +9 AC +4 att. 5 to 12 bites d10 HD 5 to 12
Starts out with nine heads, so 2-8 bite attacks and the difference in spit attacks each round. As decapitations are abstracted, you choose whether to add the extra head per round of edged damage or per successful wound of edged damage.
Nine of its teeth can be used to make Fang Warriors. Each maw contains enough venom for 2 applications to your weapons (1 round to treat a weapon, first wound is save or die, needs to be used within 10 rounds/1 minute or becomes useless), and can be stored in a suitable airtight container.
More coherent and substantially more powerful than in The Elven Crystals.
Imp.
One turns up in Gallows Wood in The Elven Crystals, but I left it out because it had no stats. It doesn't have stats here either, though inviting it to kiss your crucifix scares it off.
Invisible to everyone below 5th Rank, except Elves or if it wants to be seen. It also has the highest STEALTH and PERCEPTION scores in the bestiary.
You need min. Reflexes/DEX of 16 to have a chance of catching an Imp and attempting to wring a favour/promise out of it.
Ire Goblin (Bugbear).
BAB +4 AC unarmoured (+2 vs. non-magical weapons) att. claws d6(d6) HD 2 Rank 3rd
Gangling creatures... with bulbous heads, large slit eyes, and fiercely grinning mouths full of sharp triangular teeth. Matted hair clumps their shrivelled bodies and long limbs, and stands erect in a stiff comb above the bony ridges of the Ire Goblin's face.
Only 120cm tall (just under 4'), they don't look much like other DW Goblins, and behave more like wild animals. They run around naked, spitting blood because they've bitten their lips in a frenzy, and use no weapons more sophisticated than a thrown rock.
Swell up to more than twice their size when wounded, and may be mistaken for berserkers or werebears by terrified survivors.
Faerie folk - their size-change is a magical ability, they're resistant to normal weapons and (some) holy relics have an effect on them.
Able to go about by day when it's stormy or overcast, but prefer the night.
Jumbee.
BAB +6 AC unarmoured att. special HD 5.3 Rank 6th
Excellent - ghostly undead that manifest as three figures: the young man (STR drain), the maiden (DEX) and the withered elder (XP).
Only the single victim they select is able to see them with any clarity - others only see them as a trio of shadowy outlines. They unintelligibly whisper the manner and time of all your deaths - D&D adjacent, you might have spells that could decipher this.
They won't harm anyone else or lay a curse if their victim submits, fading from the world with the Jumbees as they drain them.
Habitat: thorn-tangled ruins, underworlds, forests, jungles, moors.
By name, I would expect to see this in an 80s/90s Voodoo/Horrors of the Caribbean supplement, rather than quasi-medieval pseudo-Europe. It's a cool and creepy monster, whatever milieu you find it in.
BAB +1 AC +3 att. weapon HD 2.4 Rank ?
Eerie beings, vaguely manlike but with long, many-jointed limbs. Their bodies are mauve-pink and hard - more easily chipped than cut. Out of salt-water they begin to weaken within a few hours, and their gleaming pearl eyes cannot tolerate bright sunlight.
The Kappa are crustaceous coral people from under the sea, transformed and adapted by the demonic forces they once enslaved. They remember that they were once human and ruled lands now drowned, and this has become a hatred for surface-dwellers hardened over thousands of years.
Seven Kappa are led by a 1st-4th level Cleric, three of these squads by a multi-class 5th level Fighter/5th-8th level Magic User, and Kappa generals are 9th level Magic Users, several heads taller, pale blue in colour, and able to mesmerise as a DW Vampire - but able to completely alter the victim's allegiance.
They have a strange, fluting tongue that Humans cannot speak. But they can clearly speak intelligibly with Humans - it's in RAW for DW Vampire mesmerism, plus how else do they give their Human spies their missions and receive feedback?
May also be accompanied by Sentinel Crabs (below).
Dave Morris also wrote a gamebook (Eye of the Dragon) with a really good Russ Nicholson pic of a Kappa (they're the main antagonists), but I can't find a decent version of it and no longer have a copy to scan it from.
Krask.
BAB +9 AC +3 att. sting d8(d16) + shock HD 6.2 Rank 8th
The skin of the Krask is prized for various uses - in particular, for making, gloves, capes and sword-hilts.
Under normal circumstances, I'm not that interested in giant subterranean manta ray monsters, and this is one of them. But I like it - it gets me thinking in ways I didn't expect, about the world that it's part of.
It's an alien beast, fauna of the deepest dungeon levels (my thoughts are deep as in days of travel - Veins of the Earth not The Lost City), but its hide is well known enough to be prized for such prosaic things - even the 100gp value (1,000 DW silver - the price of 10 crossbows or 4 horses or 2 suits of chainmail) seems unlikely.
The Krask feels to me more like something no-one even knows exist, and no one will ever hear of them again once the protagonists have encountered one. We don't need to know their biology, ecology, the why or the how, just that it was there and now it's just a memory, a rumour, a weird tale.
It fits the setting better than the Orc.
Lycanthrope.
Wolf, Tiger, Bear, Snake, Boar and Ape are given as possible wereforms, so with the potential to be as profuse and exuberant as D&D across the editions, but with only one extra bestiary entry. Tight.
This is more the werebeast of pop-culture than folklore, and the Werewolf in The Elven Crystals would have been sufficient and maybe fits better with the setting. However, I'm not in charge. I like the wound transference from beast to human, which is a folkloric characteristic missing from the earlier iteration.
My own preferred version would meet somewhere in the middle.
BAB +21 AC +6 att. whip d12(d24) or weapon +4 HD 13.3 Rank 25th
The Balrog. I mean, it's a demon of fire and darkness, possessed of great power - which is always handy, but feels like a nod to a more generic fantasy milieu than integrated into the setting.
Turns up in one of Dave Morris's Golden Dragon gamebooks - same series with the Kappa, though I don't know they share a setting (with DW and/or each other).
Mere-Gaunt.
BAB +9 AC +4 att. grapple, weapon or bite d10(d12) HD 6.6 Rank 8th
Bob Harvey |
Its deadly bite: the hard segments of its face open up like a vile blossom revealing the unendurable horror of the true face beneath... its sharp, spine-edged 'tongue' lashes out and impales the helpless.
I immediately like this guy, lurking under the water and being horrible - after it eats you, it carves your bones into obscene artifacts which it scatters around the shores of its domain.
Gruesome scrimshaw yes, but everyone needs a hobby. That, and the chance of Mystic abilities gives me a little bit more to think with on this monster than (say) the Gryphon or the Wyvern.
Minotaur.
BAB +17 AC +1 att. horns d12(d12) or weapon +2 HD 6.2 Rank 12th
OSE: BAB +5 AC +3 att. gore d6 bite ? or weapon +2 HD 6
Born to human parents who've (supposedly) done something awful - illicit union between a monk and a nun is one example. The text is somewhat sympathetic.
Then we get into the flesh-eating, torture, heavy drinking and ultra-violence.
Minotaurs have the ability to go into a Blood Rage, like an 8th Rank Barbarian can, and I'd be interested to know whether monster or character class had the ability first.
Mordu (Headless Warrior).
BAB +9 AC +5 att. weapon +1 HD 6.4 Rank 8th
The Mordu's entire body seems to glow faintly and occasional flickers of cold white fire dance across its armour - but otherwise a headless undead Knight.
Physical attack with a weapon at DW STR 16+, with DW Armour Factor equal to plate armour, but seems to step out of thin air and has a traditionally spectral appearance.
Text mentions possibility of properly burying its bones/remains and/or finding its lost head as methods to dispel/placate the Mordu.
This is one of the few types of undead that are not hindered by the light of day. Doesn't say why.
Necrochor.
BAB +2 AC unarmoured +1 att. weapon HD 4.8 Rank 6th
A Mummy variant of the setting analogue of the Ancient Egyptians, ritual priests that (possibly) volunteered to be tomb guardians.
An interesting variation on a theme. The scorpions were particularly the practice with the embalmers of the XIIIth and XIVth dynasties, so not every Necrochor will have them - and leaving room for surprising alternatives in both more ancient and more recent tombs. As written, the spell-casting technique is an elaborate sequence of weaving, ritual motions ('the Arcane Dance'), so may lack verbal and material components altogether.
Nightmare.
It only comes when you're all sleeping.
Anything that would detect it or warn against it has only a 60% chance of giving the barest of hints, but most likely you'll be too sleepy/asleep to notice.
If someone's awake, it will use a special sleep spell on them - save at disadvantage/penalty, works regardless of HD/levels. If you make your save, you become aware of the Nightmare's attempt and will be able to wake everyone else - it was trying to put you under to prevent this.
The Nightmare takes over all your dreams (no save!) and you can't tell that you're dreaming anymore. As far as you're concerned, adventures and life go on - whether it's just the next encounter or the rest of the campaign, it's all a construct of the Nightmare and completely under its control.
Eventually, the Nightmare will want to kill you or drive you mad, as this is how it feeds. Your fate might be literal or symbolic in the dream, but if you roll (d20 > average of WIS and CHA + your level) you wake up rather than succumbing. Otherwise, you die, lose your wits, fall catatonic etc, depending on what happened in the dream. Game over.
(As the text notes, psychically gifted but inexperienced characters are most prone to suffer at the Nightmare's clutches, but DW has Psychic Talent as an Ability Score and this doesn't have an easy analogue in D&Dish systems. I've used average of CHA & WIS, but you could build your own subsystem, taking into account psionics and magical specialism. If you want.)
Everyone else in the shared dream also gets 2d20 < INT check to be shocked back to wakefulness on seeing the horrible fate of a companion.
The Nightmare can also go after an individual rather than a group, attempting to use them as a sleepwalking puppet (mechanics as if using its sleep spell).
It can also haunt an individual, returning night after night to mess with their head while they sleep (or try to sleep). The victim doesn't appear to get any save, and is tired and drained (-3 STR, -3 CON) until the Nightmare is exorcized (undefined). Even if this occurs, the stats recover but the character's hair turns stark white and he remains nervous and uneasy for the rest of his life (+2 to fright attack intensity RAW, but you can call it save vs. fear at disadvantage/penalty).
Apart from killing it in the dream (it always appears, even if you don't recognise it) and exorcism, there doesn't seem to be any other way of defeating the Nightmare.
This is a cool monster that you should probably only use once, and formed the basis for my Sleep Paralysis Demon.
Okeman.
BAB +16 AC special att. claws d8(d10) HD 17.3 Rank 14th
Ent or Treant or Swamp Thing, they are woodland spirits that have taken up permanent residence in trees. You can't tell them from vast and ancient trees until they move to attack (or communicate).
They're less hostile than Gnomes, because they tolerate normal hunters and woodsmen as creatures of the forests just as much as any beast or plant is. They may even be very friendly and helpful to Elves and men of good character (however that it is defined).
As well as general defenders of the woods, they also avenge/protect the sacred groves the druids left - Druids being a historical/underground faith rather than a contemporary presence in DW.
Has superhuman strength (DW STR 19).
Oni.
BAB +11 AC +4 att. claws d8(d8) + special HD 4.6 Rank 12th
Ogres of the Far East. Impatient, and not particularly bright by human standards. A tall apparition in flowing robes.
Only visible after dark, when they use the ability to change form to get close to their victims.
Text suggests to play them as slightly more sophisticated Ogres with a battery of magical powers.
Phoenix.
BAB +12 AC unarmoured att. beak d10(d8) talons d6(d10) HD 5.7 Rank 7th
Legendary/mythical Phoenix.
It has an 8m (c. 26') wingspan and an implied DW STR of 16+, so maybe it can carry you off.
Rakshah.
BAB +13 AC +6 (+3 vs. magic weapons) att. hoofs d8(d8) + special HD 7.7 Rank 8th (by day)/ 12th (at night)
Bob Harvey |
Anyway. The DW Rakshah is an interesting and unusual monster; just look at those special abilities for a start.
Why do you finding them guarding treasure on the deepest dungeon levels? Because that's how they organise their society - a Rakshah always garners treasure for the day when it can seek out others of its kind and 'buy its way' into one of the communal treasure-halls.
They're reverse-adventurers, monsters adapted to dungeon-logic. I like that.
I see them as apparently rational, conversational and droll, in the vein of Vancian monsters, with relatively delicate feelings, sulky tendencies and possibly the ability to poke through the fourth wall now and again.
Either they are excellent or innate time-keepers, or the absence of recognisable day/night in a dungeon can be used against them.
I'd love to know more about them, but maybe not too much - so as not to spoil them.
There's also no mention of an association with DW's sort-of India (if there is/was one).
Sentinel Crab.
BAB +3 AC +5 att. pincer d4(d2) HD 2.6 Rank 2nd
OSE: Giant Crab BAB +2 AC +7 att. x2 pincers 2d6 HD 3
Delicious giant crab. Size of a dog. Trained as guards and fighters by the Kappa.
Shadow Walker.
Dwell normally in a murky dimension from which they can occasionally peer into our world... cloaked in the semblance of another, it joins the party's ranks by stepping out of the very shadow of the character it has copied.
Rather cool Doppelganger variation - at least, I like it. Stats and equipment as the original - magic and all.
Has all the victim's memories and perfectly imitates their mannerisms, so you're only able to (initially) tell them apart if you see it step from their shadow - only 10% chance if they were at the rear (otherwise 80%) and no chance if the party was split.
No spell can penetrate the Shadow Walker's duplication (at least, in the DW spellbook), and it will attempt to convince you that it is the original and the original is an evil Shadow Walker.
Can only change form or return to its home dimension if all who saw it in its current form are dead, which it will try to do itself, if it can't get you to fall out with and turn on each other.
Suggestion that they have no physical reality but are all in your mind.
When slain, any remains and all equipment vanishes.
Shen Lun (Black Dragon).
BAB +13 AC +7 (+4 vs. magical weapons) att. talons d10(d14) HD 9.5 Rank 15th
A Dragon indigenous to the Orient that may turn to ponder the true Mystic Way, attain Adepthood and become human (leaving behind it's horns, which can be made into a flying device, and a magical pearl that contains its draconic power).
Just giving it Cleric levels doesn't really carry the flavour this monster deserves, so (if you can) give it AD&D Monk or BECMI Mystic abilities along with Cleric spells. Until it hits 5th level, it's a typical monster (with unexpected powers), but once it starts its quest for enlightenment it will become less quick to terrorise and despoil and hoard treasure. Go nuts and splice in later edition Monks of all types.
If it fails in its initial attempt to become an Adept, it may turn monstrous again out of bitterness and regret - this time with higher level powers and a grudge.
Skullghast.
Sphinx.
BAB +13 AC +4 att. claws d12(d14) HD 11.7 Rank spell-casting level +7
Five times bigger than a full-grown lion. Doesn't have wings in this iteration.
Apart from that drain oxygen ability and its inclination to force you to join some absurd quest it has been following for centuries this is a Sphinx. Apparently generous with rewards if you help it out, but does insist that it is the senior partner.
Oxygen drain ability is a riff on Sphinx approximating "strangler" in Ancient Greek. Also related to "sphincter", if you want to do something with that.
Spriggan.
BAB -2 AC +4 att. barbs d10(d4) HD 1.1 Rank 1st
Grotesquely ugly and dangerously spiteful faerie creatures... Gnarled, spiky appearance, their brown-black integument is tough like an acorn husk... little red eyes... inflict stinging scratches with their talons and barbed tails.
They're 30cm (c. 1') tall, but Number Appearing 5-40. Sometimes set as treasure guardians - you can try to get the location from them, by threats or guile, implying that they hide it away as well as protect it.
They get +3 of their AC from having a high DEFENCE relative to their ATTACK.
Titan.
BAB +16 AC +5 att. weapon +2 HD 14.6 Rank 15th
Bordering on the psychedelic, Titans are extra-planar giants with an inflexible code of honour and armour carved from the ivory of the Sky Narwhal (their AC +5). They can be summoned and bound to service by magic, but cannot forgive this dishonour - likewise theft of his sword, murder of someone in his protection, and insult to his ancestors.
Stand 4m (c. 13') tall and sometimes cross into our world during electrical storms in the mountains.
Water Leaper.
BAB +8 AC +1 att. bite d6(d10) + poison or swallow HD 11.1 Rank 10th
A huge, leprous-white, limbless toad with a distended belly, leathery wings and a long, tapering tail. Tiny, needle-sharp fangs line its wide maw.
It's the Llamhigyn Y Dwr of Welsh folklore. I like this iteration.
Wyvern.
BAB +10 AC +5 att. bite d8(d8) sting d8(d6) + strong poison HD 13.3 Rank 10th
OSE: BAB +6 AC +6 att. bite 2d8 sting d6 + poison HD 7
Sting: save at disadvantage/penalty or lose d3 hp permanently.
A Wyvern. As interesting as you can make it.
Adventure 1 - The One-Eyed God.
The two adventures in Book 2 and the first two here, for me, form the core mini-campaign that embodies the folkloric, medieval world and spirit of Dragon Warriors.
This one takes the party into an ancient barrow in pursuit of a fleeing Assassin. It's being squatted by Goblins, led by a Boggart, and is the resting place of an ancient king who is an analogue of both Odin and King Arthur.
Also, a bottomless pit that is almost casually confirmed to lead straight to actual Hell.
The Pendragon's Spirit.
BAB +9 AC unarmoured/ethereal att. touch d10(d10) HD 3.5 Rank 11th
No more description that it arises from his corpse in a wreath of red flames... with a terrible shriek. It's a modified DW Spectre/Wraith combo. Reflexes/DEX 16.
The only spells that can inflict damage on it are Phantasm, Vorpal Blade, Sword of Damocles, Battlemaster, Steel Claw. It is immune to direct-attack spells.
One reading of this suggests it is also immune to indirect-attack spells, but I don't know if this was the intention.
You also can't fight the Pendragon's Spirit with its own +3 sword: it will work for one hit then shatters into a thousand fragments rather wound its ancient master a second time. Fortunately, defeating the spirit and plundering the barrow is not the aim of this adventure.
Adventure 2 - The Sins of the Fathers.
Plunge into an ancient barrow (this never really gets old for me) with the baron's son to rescue/retrieve the corpse of a loyal retainer, with a levitating spear to guide the way.
Described as 'seminal', this adventure has a semi-optional railroad running through it and has at least one hoofed foot planted firmly in the horrific.
This is a dungeon, but it is also an otherworld, a mythic underworld - I suspect it would have no physical presence if not for the events that set the plot of the adventure in motion.
Rimwolves.
BAB +6 AC +1 att. bite d6(d12) HD 2.6 Rank 3rd (based on XP award in text)
Larger and stronger than normal wolves. Reflexes/DEX 16.
Faerie wolves that may or may not materialise out of the darkness.
There are seven of them in the adventure, and only one of them is vulnerable to damage at a time - the others suffer no harm, no matter the number or strength of attacks. If the vulnerable one is struck, the wound appears on the others and they all take damage.
The vulnerability then transfers to a different randomly determined Rimwolf.
The vulnerable one can be detected using the lowest level detection spells, but otherwise appears no different to the others. It's possible a DW Elf might be able to use Sixth Sense or ESP to detect the right one, but it's not specified.
Cool ability, think I'll take it.
Mummified Warriors.
BAB +7 AC +2 att. weapon or antlers d6(d12) HD 5.1 Rank 6th
Embalmed warriors with stags' heads. In this instance, armed with warhammers (d8 hits). Reflexes/DEX 9.
Slightly lower attack strength and hit points than DW Mummies. Can't lay a Doom on their slayers, but are equally as flammable.
Jack-in-the-Green.
BAB n/a AC n/a att. brambles d8(d6) HD 7.3 Rank 9th
A nature spirit... a tumbling, rolling column of damp soil, twigs and leaves.
If it can catch you (moves at a fast walking pace), it engulfs you.
The 1-6 automatic hit thorn attacks per round might be a bit much, as D&D lacks the Armour Bypass mechanic, so maybe just d6 or d8 automatic damage per round. The ripping thorns are accompanied by a magical attack: save each round or drained of d4 hp and d12x100 XP - if the draining kills you, either by hp or XP you're irrevocably dead because your soul's been destroyed/devoured.
The victim does, however, get auto hits against the engulfing monster but can only use a dagger. Can't cast spells with somatic components (DW all Sorcerer spells).
Attack the Jack with edged weapons and roll d20 < Reflexes/DEX to avoid hurting your trapped companion while you do. I think there's some ambiguity in the text, but it suggests to me that the Jack is not harmed by blunt or piercing weapons and the engulfed victim takes a beating and a poking.
Tweak the HD to the D&D standard hierarchy and use this as the Earth Elemental.
Winged Snake.
BAB +8 AC +4 att. bite d8(d6) HD 4.6 Rank 9th
It's part of a challenge/puzzle/trap. Description reads that it's an otherworldly creature - wings of greenish shadow and there's an item in the dungeon that turns the Snake into a magic item.
Reflexes/DEX 17.
Redcap.
BAB +9 AC +2 att. weapon +1 + disease HD 3.7 Rank 7th
A large, gnarled Goblin-like creature with a rusty cleaver.
DW STR 16+ and Reflexes/DEX 10. Basic save or you get Wasting Disease from any wounds.
It's hidden behind an illusion in the adventure, but there's no indication whether this is a property of the location or the monster.
It can see in the dark. I don't whether it's Armour Factor comes from natural protection or represents leather armour.
Beast Men.
BAB +3 AC unarmoured att. weapon +1 HD 2.2 Rank 1st
A bunch of drunken animal-headed humanoids - wolves, badgers, hares, stags, boars and eagles. Creatures of the old wood that look upon men as game.
DW STR of 16+ and Reflexes/DEX 8 - maybe this would be higher if they weren't drunk?
Whether because they're drunk or because they eat people or because they're monsters, 1-4 on d6 that if you throw them sufficient cooked flesh or rotting meat they'll drop to the floor to devour it instead of fighting.
Man-Slug.
BAB +11 AC unarmoured att. bite d6(d8) HD 7.3 Rank 7th
It has the glistening body of a slug; its manlike head has a mouth filled with serried fangs and a slug's probing horns in place of eyes.
It's big, because it can swallow you, but otherwise nothing on the dimensions. Reflexes/DEX 6.
Using surprise instead of fear/morale/sanity is a nice touch, but if you (or your character?) voice that you suspect something like it is up ahead after seeing its mucus trail then you're prepared enough for it just to be a normal surprise roll.
Garambar.
BAB +15 AC +5 (heavy armour) att. weapon +2 or tusks d6+1(d12) HD 6.8 Rank 13th
Boar-King, Overseer of the Forest, who have ruled here since ancient times. I am Lord of the Beasts and you who have come from the world of mortal men have no place in my realm.
Has a spear +2 (that can fly around by itself), a silver horn that summons a Boar, Wolf or Stag when blown and a bronze shield +1 that gives a +2 save vs. Elven magic, though he uses none of them when fighting the adventurers (having offered them the chance to leave in peace).
Any Beast Men nearby (undefined range) will come to his aid in 3-12 rounds. DW STR 19 and Reflexes/DEX 16.
He's immortal, unless you kill him. But if you do, from then on all woodland animals will single you out during encounters (and you probably get a big penalty on your Reaction Roll, too) - this extends to everyone who was involved, not just who struck the final blow.
His brother is already slain by mortal hand.
Adventure 3 - The Greatest Prize.
Join up with Knights to conquer the castle of a Sorcerer, or join the Sorcerer to fight off the Knights, or turn on everyone to take it for yourselves. Don't mistake DW for a low magic/ subtle sorcery setting - this is all happening out in the open, with transformations, summoned elementals and animated skeletons on the battlements.
The monsters below are part of the esoteric initiation quest in a hidden dungeon that need not be a part of the adventure.
Ifrit.
BAB +10 AC +5 att. weapon d8+1(d16) HD 5.5 Rank 5th
Fire genie of the Arabian Nights variety - turban, scimitar, baggy silk trousers. Remove stereotypical culture baggage and use as a Fire Elemental.
Telamon.
BAB +14 AC +6 att. first d10(d10) HD 7.7 Rank 12th
The Telamon is an animated stone guardian, shaped like a human (male) figure, named for the architectural feature.
The text describes it as being like a (DW) Gargoyle, so maybe apply some of the details of that monster if you re-use the Telamon, but there's no ambiguity that it's anything other than a construct.
There's magnetic force in the room it inhabits (-1 to Hit, AC & damage if using metal weapons/wearing metal armour, half movement in metal armour), though it's a property of the location not the monster. You could splice the Telamon and the Magnetic Monster from The Elven Crystals for a slightly more interesting Earth Elemental.
Anaxagor.
BAB +11 AC +2 att. claws d8(d10) HD 6.6 Rank 9th
A permanently invisible monster. It might have hands and becomes visible when it is killed, and rapidly degenerates into a shapeless grey mass of clay.
It's outline is visible for 1 round when it is struck by indirect-attack magic (though the text could be read to mean only electricity/lightning), and being able to see invisible etc. only helps you fight it rather than reveals its appearance.
While the statblock gives it panoptical vision (can see equally well in all darkness/light conditions), the text suggests that fighting it in total darkness will cancel out the advantage of its invisibility. Which I prefer.
Anaxagoras, the name, doesn't give me any clues as to the naming of this monster, or ideas of its appearance. I've always had something canine in mind, possibly the monster dogs from Ghostbusters.
The Challenge of the Unreal.
BAB +16 AC +5 att. d10(d12) HD 8.4 Rank ?
It's not real, but it's not an illusion.
It inflicts fear and harm based on feedback from your own fears. Adopts a new and terrifying form every round, and adjusts its strength and abilities (always upwards) if you give the GM clues as to how powerful you think it is and as to what you think it is.
You can't disbelieve it like an illusion, but you can block up your ears and cover your eyes. Without access to these senses, it cannot access the others and the feedback loop is broken - it no longer exists for you.
Roll d20 < INT if/after you discover it's unreality and you'll get back half the hit points you lost to it.
Could be used as the mechanical basis for some of the more powerful illusion spells.
Savage Warriors.
BAB +4 AC unarmoured att. weapon HD 3.3 Rank 1st
Savage warriors in blue warpaint.
Armed with axes, they rise up in pairs, pulling substance from the fog. I don't think they're undead, but I don't know if they're conjurations, summonings, illusions, elementals or plucked out of time.
Commentary.
Of the new monsters in the bestiary, only one (the Boggart - oh, and a hint of off-camera Gryphons) turns up in any of the adventures. While many are genre staples and/or updates of prototypes from The Elven Crystals, they're an overall interesting bunch.
There are few hints of monster life outside of the encounter - the Rakshah is my favourite exception - and the bestiary presents the monsters as things to kill or be killed by (often made explicit in the adventure text). But this does give space for development, whether as part of setting ecology or making them unique. Some of the monsters could be served up as the last remaining representative of their species.
As well as setting and system, the four adventures I see as being DW's core share common characteristics:
- each is an episode in the story of Baron Aldred, his fief, and his political life - the PCs are bit-players, not the heroes.
- each has a clear mission/quest that happens to take them into a/the dungeon.
- each dungeon has a legendary/powerful monster at the end, but defeating it is not necessary to complete the mission/quest.
- the dungeons are simple, almost to the point of linear, but I think this reflects the 'reality' of a site's construction rather than logic of the dungeon-for-adventure-gaming.
- the obstacles and problems during the adventure almost always have their solutions elsewhere in the dungeon, as long as you bring your ingenuity.
'The Greatest Prize' also fits this rough model, with the PCs being bit-players in someone else's drama - though they have the opportunity to seize control of it. It's also the only adventure that feels like walking away is a realistic option - with the others, there's an element of compulsion in the set-up.
Further Note on Crude Conversions.
Armour Bypass, Armour Factor and DEFENCE do not convert well to AC, so the numbers come out low compared to D&Dish. Anything with AC +5 is equivalent to DW plate armour, so can always be raised to the system norm; if you do that, anything above +5 (where it doesn't specify the AC + is from DEFENCE, EVASION, flight etc) can be increased. I'd hesitatingly suggest +6 (stone) getting an additional +2 and +7 (special resistance) getting a +3. Or use the nearest equivalent monster AC from your host system.
Because of the Armour Bypass roll, monsters with a first-listed damage die of less than d6 can only beat DW plate armour on a crit. In these cases, you could give a BAB/to Hit penalty of -2 if it doesn't already have a negative, or a similar penalty to damage rolls.
BAB is the real outlier and should be toned down to better fit the HD - unless you're wanting to run things closer to the epic level. I've mostly kept it as a point of comparison/interest, a legacy of the original conversion method.
Of course, another option is to take the host system's nearest equivalent and plug the special abilities straight into it.