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HYPERBOREA Referee's Manual - Vol. 2

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Published by Capn_Ragnar, 2022-10-07 12:39:35

HYPERBOREA Referee's Manual

HYPERBOREA Referee's Manual - Vol. 2

Keywords: TTRPG,OSR,D&D

HYPERBOREA

100

Volume II: Referee’s Manual 12

OON (Ghost-Man) ORC (Dæmon-Pict)

The Oon are a subterranean race of enthralled hu- These despicable humanoids are the unhallowed
mans, servants of the otherworldly mi-go. They are progeny of babi-ngepet (“swine dæmons”) and an
extremely pale of skin (to the point of transparency), abominable tribe of half-blood Picts. They are stocky,
with grey, sunken eyes and straight, black tresses short-legged, thick-boned, and heavily muscled, but
(but lacking facial or bodily hair). Discerning the dif- their features are horribly disfigured and oft porcine,
ferences betwixt two Oon is difficult—even the males with pronounced lower canine teeth. In the wilderness
and females resemble one another uncannily. Through they are largely nocturnal, but in subterranean lairs
an alien form of synthetic fertilization, they are repro- not necessarily so.
duced genetically in subterranean laboratories and Orcs are temperamental and prone to infighting, but
raised outside the womb with no maternal connexion. under a strong leader they are capable of exceptional
The Oon speak their own language, Oonat; rare excep- obedience. They are a violent species, killing for plea-
tions speak the Common tongue as well. sure, and they relish in torturing and burning their
Throughout their lives, Oon are fed an addictive con- victims; too, they are notorious slavers. Orcs are in-
coction (laced in their food and drink) that suppresses telligent enough to manufacture weapons and armour
sexuality, hormonal development, ambition, and indi- and perform other feats of simple engineering, but
viduality. Thus, the Oon are rendered perfect slaves of their craftsmanship is generally inferior to human
unquestioning obedience to their alien masters. If Oon standards; hence, a suit of orcish plate mail might pro-
are denied this elixir for more than two weeks, they vide AC 4 instead of AC 3. (Orcs otherwise have natu-
initially go mad, but at length begin to develop hor- ral AC 6 from their thick hides.) Orcs speak their own
monally: Females swell of hip and breast; males grow language (Orcish) and oft a crude form of the Common
facial hair, and their voices deepen. Notwithstanding, tongue of mankind; some can speak a smattering of
both sexes remain sterile. Keltic (Pictish).
Lessons are begun at an early age, and the mi-go as- Hunting parties and patrols usually number 1–6 orcs.
sign Oon to appointments that suit their natural tal- Typical tribes comprise 10–80, though large tribes
ents. Some are tasked as bounty hunters or assassins, might total 50–500 orcs. In the City-State of Orcust,
venturing to the surface to effect outcomes desired by they number in the thousands. There will be 1 lieu-
the mi-go; these are amongst the few Oon with knowl- tenant for every 10 orcs, 1 captain for every 20 orcs, and
edge of upper-world tongues. These trusted slaves 1 chieftain for every 30 orcs. Chieftains are seven-
usually are sent in threes, garbed in long, black cloaks foot-tall humanoids, intelligent and cruel. Tribes of
and tall, broad-brimmed hats that conceal their ghost- 100+ orcs have a 2-in-6 chance to include a shaman,
ly features. They will assassinate, abduct, or infiltrate who can advance as high as 5th level; for each level
as ordered; if captured, an Oon might commit suicide beyond 1st, they add 1 hit die (d8) to their base 1 HD.
by rupturing a false tooth that releases a disintegra-
tion toxin. As the Oon abhor light, surface venturers
are seen only at night.
NPC Oon are typically assassins or scouts, to be de-
veloped by the referee. PC Oon might be freed slaves
whose skin and eyes slowly adjust to sunlight (negat-
ing their special abilities). All such Oon use the hit die
type appropriate to their chosen class.
Oon: #E 1d3 (3d8×10) | AL N | SZ M | MV 40 | DX 9
AC 9 | HD 1 | #A 1/1 (weapon) | D (per weapon)
SV 16 | ML 12 | XP 10* | TC J | Special:
‘ Infrared Vision: Infrared vision (as the spell)

to 120-foot range.
‘ Vulnerability: −2 “to hit” when exposed to

bright light.
* Refer to Table 201 for classed individuals.

101

HYPERBOREA

Orc: #E 1d6 (1d8×10 or 5d10×10) | AL LE | SZ M OTYUGH
MV 40 | DX 10 | AC 6 | HD 1 | #A 1/1 (weapon)
D (per weapon) | SV 16 | ML 8 | XP 10* | TC L; C, O, The body of an otyugh is somewhat round and of six-
Q (×10), S | Special: foot diameter, from which three pillar-like legs emerge,
‘ Infrared Vision: Infrared vision (as the spell) the feet of which are round and padded like those of an
elephant. Radiating from the top of the body are three
to 60-foot range. appendages: two tentacles of six- to eight-foot length
‘ Vulnerability: −1 “to hit” when exposed to and one central sensory organ of five-foot length. The
former are lined with sharp talons for rending flesh,
bright light. the latter with a dozen eyes and hundreds of tubular
* Refer to Table 201 for classed individuals. bristles that sense offal, carrion, and waste from hun-
dreds of yards away. At the front of the beast gapes a
Orc Lieutenant: #E 1:10 | AL LE | SZ M | MV 40 sucker-like maw lined with three rows of fangs.
DX 10 | AC 6 | HD 2 | #A 1/1 (weapon) | D (per weap- These appalling monsters dwell in lairs subterranean.
on +1) | SV 16 | ML 8 | XP 20 | TC L (×2) | Special: Otyughs are notorious dungeon dwellers, feeding on the
(see orc) dung of other monsters, though they take particular de-
Orc Captain: #E 1:20 | AL LE | SZ M | MV 40 light in devouring the raw flesh of humans. They almost
DX 11 | AC 6 | HD 3 | #A 3/2 (weapon) | D (per weap- always lurk alone and are believed to be asexual.
on +1) | SV 15 | ML 8 | XP 35 | TC M (×2) | Special: Otyugh: #E 1 | AL N | SZ L | MV 20 | DX 7 | AC 3
(see orc) HD 7 | #A 3/1 (lash/lash/bite) | D 1d8/1d8/1d10
Orc Chieftain: #E 1:30 | AL LE | SZ M | MV 40 SV 13 | ML 8 | XP 810 | TC nil | Special:
DX 12 | AC 6 | HD 5 | #A 3/2 (weapon) | D (per weap- ‘ Diseased Bite: Bite transmits terminal disease
on +2) | SV 14 | ML 9 | XP 150 | TC M (×3) | Special:
‘ See all special abilities for orc. unless death (poison) save is made. The infection is
‘ Weapon Mastery: Weapon mastery in one or marked by the eruption of a purple rash within 1d4
days, followed by headaches, fever, and delirium.
two weapons (+1 “to hit” and damage, increased Strength and constitution each are reduced by 1d6
attack rate, etc.). points whilst disease persists. The victim dies when
CN reaches 0, or after 2d6 weeks in any event.

102

Volume II: Referee’s Manual 12

OWL BEAR

This enormous, ursine beast has the head of a giant
owl, the body of an upright bear, and large, lobster-like
claws. Owl bears typically stand 8–10 feet tall and weigh
as much as 1,700 pounds. The progeny of sorcerous ex-
perimentation, these unnatural, egg-bearing creatures
are extremely aggressive and may be found in hills,
woodlands, or cave lairs. Typically, they are encountered
singly (rogue males) or in small family groups. They of-
ten emit terrible shrieks whilst attacking.
Owl Bear: #E 1 (1d4+1) | AL N | SZ L | MV 40
DX 10 | AC 5 | HD 5 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/2d6 | SV 14 | ML 10 | XP 200 | TC C | Special:
‘ Hug: If same victim is struck by both claw

attacks, the owl bear hugs for 2d4 hp damage.
It might continue to hug at 2d4 hp damage per
round, unless an extraordinary feat of strength
is used to break free, or if a small weapon (WC 1)
is used to dissuade it from hugging any longer.

OWL

This mostly solitary, nocturnal bird of prey has a large,
broad head, binocular vision, razor-sharp talons, and
feathered wings adapted for silent flight. At least
seven species are accounted for in Hyperborea, with
heights ranging from 16 to 24 inches, and wingspans of
three to five feet; however, a dwarf species is known to
thrive in the Savage Boreal Coast, said to be no larger
eight inches in height and of 16-inch wingspan. Owls
hunt mostly small mammals, amphibians, other birds,
and fish. They are found in all regions of Hyperborea
except the central region of the Spiral Mountain Array.
Owl: #E 1d2 (2d4) | AL N | SZ S | MV 10 (fly 80)
DX 15 | AC 7 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1 | SV 17 | ML 4 | XP 11 | TC nil | Special:
‘ Surprize: Silent fliers; chance to surprize

opponents increased by 3-in-6 at night.
‘ Dive Bomb: Dive bomb attack (claws only)

from 50+ feet at +2 “to hit” and damage,
with −1 AC penalty.

103

HYPERBOREA

PEGASUS

This is the wild and pure-hearted beast of legendry, the
winged horse. Originally birthed from the spilled blood
of a beheaded gorgon, these bashful creatures typical-
ly avoid contact. Pegasuses are wise, compassionate
creatures scarcely found in the cruel reaches of Hyper-
borea. They cannot be tamed by mortals, and nearly all
attempts have been met by disaster—the exceptions
being veteran paladins pure of heart who quest for the
beasts as sacred mounts (and the rarer still a cataphract
deemed worthy by the pegasus). If a paladin does break
a pegasus, typically only WC 4 weapons are effective.
Pegasus: #E 1 (1d6) | AL G (Chaotic or Lawful) | SZ L
MV 80 (fly 120) | DX 15 | AC 6 | HD 3+3 | #A 2/1
(hoof/hoof) | D 1d6/1d6 | SV 15 | ML 9 | XP 90 | TC nil

PEGOMASTAX

A bipedal reptilian of ancient origins, the cat-sized
pegomastax has a long neck and tail, a hooked beak
beweaponed with large upper and lower tusks, a pair
of grasping forelimbs, and two strong, claw-tipped
legs. Long, soft bristles cover the rear of its mottled
brown head and back. The pegomastax inhabits arid
regions such as Diamond Desert, where it feeds on
tough leaves and other vegetation.
Pegomastax: #E 1 (1d6) | AL N | SZ S | MV 50
DX 12 | AC 6 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1d3 | SV 17 | ML 5 | XP 7 | TC nil | Special:
‘ Rend: If both claw attacks hit, it uses its rear

claws to rend, each causing 1d2 hp additional
damage.

PHASE SPIDER (Purple Spider of Leng)

This huge, otherworldly arachnid presents as a seven-
foot-long black tarantula, though it is something more:
At will, it can shift from one reality to another, “phas-
ing” to and from Hyperborea to its Æthereal realm of
origin. Phase spiders are web builders, constructing
sticky vertical or horizontal snares of 100 × 100 feet or
more. Multiple phase spiders communicate by means
of a haunting whistle, known to raise the hackles of
dogs and inspire skittishness in horses. Sages posit
that phase spiders might originate from the same di-
mension as Kraken, “The Dimensional Dweller.”
N.B.: A variation of this species is said to dwell in the
Plain of Leng and the canyons of the Leng Plateau.
These are known as the purple spiders of Leng, as
their black fur is spotted with purple rings. These
otherworldly arachnids prey upon Esquimaux, Lapps,
Yakuts, men of Leng, and other creatures.
Phase Spider (otherworldly): #E 1d6 | AL CE | SZ L
MV 50 | DX 14 | AC 7 | HD 5+4 | #A 1/1 (bite)
D 1d6 | SV 14 | ML 8 | XP 740 | TC E | Special:

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Volume II: Referee’s Manual 12

‘ Phase: Phases before and after attacking; oppo- The phoongh are creatures of mad craft and bizarre
nent must make a successful test of dexterity to caprice, and they pursue their inscrutable errands
attempt a counterattack every round; otherwise, in lonely places, attracted to ruins, caves, and places
no attack is allowed. of desolation. (The savage Kimmerian steppe riders
and Kimmeri-Kelts of the Fields of Vol claim they can
‘ Venomous: Bite is highly venomous; make death smell the phoongh and know where one has lingered.)
(poison) save or die. Their motivations are abstruse, but their deadliness is
obvious. Phoongh kill out of whim, entertainment, or
‘ Web: If entrapped in a web, a person can break simple reflex, and they oft play pointless tricks on the
free in a number of rounds equal to 19 minus unsuspecting before an attack.
their strength score; e.g., 3 rounds with 16 ST. Phoongh are strong and agile creatures. They possess
tough carapaces, and the brachial plates of their upper
PHOONG limbs seem to be a source of pride; they burnish and
file them to perfection. In combat they can attack sav-
The phoongh are pale grey, nine-foot-tall insectan crea- agely, oft leaping madly as they fight, dancing amongst
tures of otherworldly origin. They present as weird, bi- their enemies; indeed, the best time to encounter a
pedal grasshoppers (vaguely humanoid) that typically phoongh is when other enemies are nearby, for the
garb themselves in dark, ceremonial vestments; they phoongh do not discriminate amongst targets.
oft wear broad hats and drape their shoulders with A phoongh continues to live even when reduced to −10
long cloaks. How the phoongh reproduce or whether hit points or fewer. Fire, acid, or complete destruction of
in the depths of Underborea they gather in numbers is the head is necessary to kill one, though a dismembered
unknown and the subject of wild speculation amongst phoongh slowly desiccates and dies over the course of
the learned and mad, but all reports from the surface several days. A phoongh that is not dismembered even-
relate encounters with solitary phoongh. tually regenerates if left for dead—yet these bizarre
creatures have been known simply to stop fighting
and allow themselves to be cut down. Whether this
behaviour fulfils some inner drive or completes another
step in the plans of some nameless god is unknowable,
but the wise do not rely on such an event.
Phoongh (otherworldly): #E 1 | AL CE | SZ L
MV 60 | DX 17 | AC −1 | HD 9+3 | #A 2/1 (slash/slash)
D 2d4+4/2d4+4 | SV 10 | ML 9 | XP 1,450 | TC M,
N, Q | Special:
‘ Emanate Shadows: Once per day can emanate

shadows in a three-foot radius. Within the
shadows they can hide at 10-in-12 chance of
success. Any target that passes within 10 feet of a
successfully hidden phoongh is subject to a single
surprize backstab attack at a +4 “to hit” bonus
and ×4 base damage (i.e., 8d4+4 hp damage).
‘ Leap: A phoongh can leap 30 feet from a stand-
ing start (counted as part of its normal move-
ment), leaping once or twice per round. When
leaping, a phoongh can deliver a single attack
equivalent to a charge attack at +2 damage and
a −2 AC penalty.
‘ Surprize: Even when not using their emanate
shadows ability, phoongh are natural hide-and-
strike predators; chance to surprize opponents
increased by 2-in-6.

105

HYPERBOREA
PTERODACTYL

These pterosaurs have long, slender heads and necks,
with short tails. Their bat-like, membranous wings
span 20–30 feet, and their beaks are lined with sharp
teeth. Hyperborean pterodactyls are thick with downy
feathers, which can range from white to grey to dun.
Pterodactyls are agile and skilled fliers and will swarm
prey, though they are not averse to scavenging. These
beasts typically build their eyries near active volcanoes
and also at the Rim of the World, where volcanic is-
lands present a more hospitable climate. Rare are the
pterodactyls seen above the cold wastes of mainland
Hyperborea, but they will hunt the forests, grasslands,
and swamps during the summer years.
Pterodactyl: #E 1 (5d6) | AL N | SZ L | MV 10 (fly 80)
DX 15 | AC 6 | HD 3+3 | #A 1/1 (bite) | D 2d4 | SV 15
ML 7 | XP 90 | TC nil

PURPLE WORM

This enormous, segmented worm grows to 100 feet in
length and 10 feet in diameter. Its great, round maw
lined with three rows of fangs. Each body segment
is ring-like and projects two pairs of bristles that are
about three feet long. These chætæ give the monster
locomotion as it burrows through the earth, creating
“tubes” by means of a sticky, purple secretion that
coats its body.
Purple worms are omnivorous, though they prefer
flesh. They emerge from their subterranean tunnels to
feed on surface dwellers, which are betrayed by the
subtle vibrations of their movement. Purple worms are
typically solitary, though they will migrate hundreds of
miles to congregate and mate. It is a matter of conjec-
ture as to whether purple worms have any connexion
with Yikkorth, “The Ashen Worm.”
Purple Worm: #E 1 (3d4) | AL N | SZ L | MV 30
DX 4 | AC 6 | HD 14 | #A 1/1 or 2/1 (bite and/or sting)
D 2d8 and/or 2d6 | SV 10 | ML 10 | XP 4,000 | TC B,
Q (×5), X | Special:
‘ Swallow Whole: If bite attack hits by a margin

of 4 or more (or on a natural 20 in any case),
victim is swallowed whole, inflicting 1d6 hp
damage per round thereafter. Swallowed prey
can cut its way out with a WC 1–3 blade, with
an attack penalty equal to the weapon class. If
10 hp damage is inflicted from within, a large
enough rent is cut for escape.
‘ Tail Sting: Tail sting used when confronted from
rear, or if space allows the beast to curl its pos-
terior. Sting delivers venom that is immediately
deadly unless a death (poison) save is made.

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RAT RAVEN

Omnivorous rodent with a pointed snout and a long, This black, omnivorous bird can be found throughout
hairless tail. Hyperborea, though not within the interior of the Spi-
RAT: Brown rats and black rats are extant in Hyper- ral Mountain Array. They are notorious for feeding on
borea. They are from one to two feet long (plus tail), are carrion, insects, grains, berries, fruit, small animals,
aggressive when hungry, and attack people if desperate. nesting birds, and food waste. Inquisitive and smart,
Rat: #E 2d10 (5d10) | AL N | SZ S | MV 30 (swim 20) ravens are oft viewed with religious significance by
DX 16 | AC 9 | HD ¼ | #A 1/1 (bite) | D 1 | SV 17 some, as pests and nuisances by others. Rare examples
ML 5 | XP 7 | TC nil | Special: have white plumage.
‘ Diseased Bite: 1-in-6 chance to infect victim with Raven: #E 1d20 | AL N | SZ S | MV 10 (fly 80) | DX 12
AC 9 | HD ¼ | #A 1/1 (peck) | D 1 | SV 17 | ML 4
disease upon successful hit, unless death (poison) XP 9 | TC nil | Special:
save is made. If save fails, victim either dies in ‘ Pluck: A natural 20 attack roll indicates the
1d6 days after suffering fevers and delusion or is
bedridden for a month with pain and fever. Roll raven has struck an eye and may have plucked it
a d6: On a score of 1–2, the disease is terminal; out (base 2-in-6 chance; 1-in-6 if wearing a helm,
otherwise, the non-deadly strain is contracted. no chance if wearing a great helm).
GIANT RAT: A giant rat measures about three feet
long (plus tail) and weighs as much as 60 pounds. These REMORHAZ
vermin often are found in dungeons, though they might
plague cities. Whether they are naturally oversized or This 25 to 40-foot-long serpentine beast has ridged
the product of sorcery is a matter of speculation. scales that are ice blue in colour, with pale blue spine
Giant Rat: #E 3d6 (3d10) | AL N | SZ S | MV 40 ridges and putrid yellow underbellies, though some
(swim 20) | DX 8 | AC 7 | HD ½ | #A 1/1 (bite) remorhaz have been observed with fuzzy white wool
D 1d4 | SV 17 | ML 8 | XP 9 | TC nil | Special: bristling from their scales during the years long Hy-
(see rat, except score of 1–3 disease is terminal) perborean winter. A typical remorhaz has eight pairs
of stout, hoofed legs, though longer specimens have as
many as twelve pairs. The front third of the monster’s
body is legless; this portion can rear up like a cobra
and unfold large, wing-like frills that extend from its
frightening head, which is remarkable for its black,
bulbous eyes and gaping, fang-toothed maw.

107

HYPERBOREA

Remorhaz dwell in the vast tundras of Hyperborea Roper: #E 1d2 | AL CE | SZ L | MV 10 | DX 11
where they feed on bears, deer, giant elk, lions, mam- AC 0 | HD 10 | #A 6/1 (lash ×6) | D nil | SV 12 | ML 9
moths, and other beasts—not excluding humans, of XP 2,500 | TC Q, R | Special:
course. Aggressive, solitary, and territorial, though ‘ Immunity: Immune to electrical attacks.
they are sometimes encountered in mating pairs. Of- ‘ Resistance: Sustains ½ damage from cold.
ten these mates make their lair in an icy cave, where ‘ Sorcery Resistance: 15-in-20 sorcery resistance
the female lays a single, brown-spotted blue egg valued
at 5,000 gp. Ancient Hyperborean texts suggest that versus spells, magical abilities, and all sorcerous
remorhaz are reputed to be the progeny of Yikkorth, devices. Sorcery resistance should be checked
“The Ashen Worm.” before a saving throw is rolled.
Remorhaz: #E 1 (1d2) | AL N | SZ L | MV 40 | DX 17 ‘ Surprize: Chance to surprize increased by 1-in-6.
AC 0 | HD 10 | #A 1/1 (bite) | D 5d6 | SV 12 | ML 11 ‘ Tentacle: A tentacle hit causes no damage, but
XP 2,650 | TC F | Special: secretion requires death (poison) save or victim
‘ Infrared Vision: Infrared vision (as the spell) is weakened, losing 1d4 points of strength for
1d6 turns. Victims ensnared by at least two
to 240-foot range. tentacles are dragged at 10 MV to the maw of
‘ Sorcery Resistance: 9-in-20 sorcery resistance the monster, which then bites one victim per
round for 5d4 hp damage. Escaping the roper’s
versus spells, magical abilities, and all sorcerous grasp requires an extraordinary feat of strength,
devices. Sorcery resistance should be checked success indicating the tentacle is broken; alter-
before a saving throw is rolled. natively, one may sever a tentacle with a blade,
‘ Spine Ridge: When incited, the spine ridge but it must suffer 8 hp damage to break. A held
becomes white-hot; any non-magical weapon victim is at a disadvantage, suffering −4 “to hit.”
striking the remorhaz has a 3-in-6 chance to melt ‘ Vulnerabilities: Vulnerable to fire (−4 on saves).
immediately. Touching the spine ridge causes For every 8 hp damage sustained, the roper loses
3d10 hp damage. the function of one tentacle.
‘ Swallow Whole: On a natural 20 attack roll, a
Small or Medium victim is swallowed whole, the
heat inside the beast causing immediate death;
note that this action effectively ends the trilling
of a remorhaz (see below).
‘ Trill: Once per day can emit a trilling song that
charms all within 60 feet who hear it, unless
sorcery saves are made; the saves are modified
by willpower adjustment, if applicable. Charmed
individuals stand dumbly, allowing the remor-
haz to swallow whole a single target, but this
attack effectively breaks the spell for any other
charmed victims.

ROPER

These sinuous, pale-yellow monsters are shaped like
tapered pillars, up to nine feet tall and three feet in
diameter, with four-foot-diameter bases. Radiating
from their bodies are six sticky tentacles of five-foot
length, though capable of stretching to 50 feet. Ropers
strictly dwell in lairs subterranean where they prey
upon most animals, including humans. Often, they
hide in limestone caverns, able to hang like stalactites
or protrude like stalagmites. From such a concealed
position, a roper extends its sinewy tentacles (which
are coated in a poisonous secretion) and draws prey
to its fang-toothed, circular maw, above which stares
its single, cyclopean eye. N.B.: A roper oft holds gems
in its gizzard; hence treasure class Q, if scored, will be
within the beast, not about its lair.

108

Volume II: Referee’s Manual 12

RUST MONSTER

These large, armadillo-like creatures consume rust,
which they cause by way of rapid, magically induced ox-
idization. They average from three to four feet in length
and weigh as much as 165 pounds. Rust monsters each
have a pair of long antennæ that radiate up to three feet
from their heads; these “feelers” seek out iron or steel,
which they infect with rust on contact. They then attempt
to consume that which they rust. If attacked, they defend
themselves by ramming their heavy plated bodies against
their opponents (i.e., an overbear attack) but they much
prefer to steal away after satiating themselves.
Rust Monster: #E 1 (1d4) | AL N | SZ M | MV 40
DX 12 | AC 2 | HD 5 | #A 1/1 (lash) | D nil | SV 14
ML 7 | XP 175 | TC Q (×10) | Special:
‘ Rust: When contact with metal is made, rust

effect is immediate. Ferrous metal armour
(iron, steel) and weapons are at once oxidized to
complete disrepair. Magical armour and weapons
have a 1-in-6 chance per “plus” to not be affected;
e.g., a +2 short sword has a 2-in-6 chance to
resist the effect. Such magic items are not rusted
immediately if the check fails; rather they lose
one “plus” per successful hit that is not resisted.

SALAMANDER, GIANT

A giant, serpentine amphibian of legend with ties to the elemental spirits of fire and ice.

109

HYPERBOREA

FIRE SALAMANDER: The fire salamander is a ter- The mystic and recondite scorpioid society is matri-
restrial species of fire elemental, serpentine in form archal. Female scorpioids choose their mates for their
(though four-legged), with the head and limbs of a liz- strength and ferocity. Shortly after an agonizing and
ard. The beast is up to 15 feet long and has bright red nigh interminable mating ritual, the male scarcely can
scales banded orange, black, and yellow. Fire salaman- avoid cannibalization by the dominant female. Once a
ders typically dwell near volcanoes, though sometimes brood is born (typically consisting of six young), the
in deserts, too. They are semi-intelligent, malicious offspring cling to their mother’s body for as long as
creatures, capable of great cruelty, and they attack ice six weeks.
salamanders on sight. Scorpioids have their own language of clicks, keens,
Fire Salamander: #E 1d6 | AL CE | SZ L | MV 40 and whistles, and numerous meaningful components
DX 11 | AC 2 | HD 8 | #A 3/1 (claw/claw/bite) of this language lie outside the realm of human sens-
D 1d6/1d6/2d6 | SV 13 | ML 8 | XP 840 | TC F | Special: es. Scorpioid females also are likely to speak any of the
‘ Emit Heat: Emits intense heat; any creature Hellenic or Thracian dialects of Hyperborea and/or
the Common tongue, but their complex maxillofacial
within 20 feet suffers 1d8 hp damage per round. architecture and the resonant chambers within their
‘ Immunity: Immune to heat and fire. chitin do not impart inflexion to human words.
ICE SALAMANDER: The ice salamander is a ter- Outside of Xin, scorpioids scarcely are observed except
restrial species of water elemental, serpentine in in subterranean mazes or perhaps the spiral towers of
form (though six-legged), with the head and limbs of Khromarium’s “Old City,” where they are said to seek
a lizard. The beast is up to 18 feet long and has bright sacred mysteries; they possibly make use of adventur-
blue scales banded yellow and white. Ice salamanders ers to further their clandestine schemes. In extremely
typically dwell in glaciated regions, carving their lairs rare cases, atypical scorpioids of Xin have been known
out from ice. When they fight, they rear up on their to tolerate and even impart their secrets to human
hind legs to attack with four claws and a bite. Ice sal- monks. Such scorpioids are reputed to be monks them-
amanders are semi-intelligent, and they attack fire selves, some adopting the Neutral alignment.
salamanders on sight.
Ice Salamander: #E 1d4 | AL N(L) | SZ L | MV 40
DX 11 | AC 3 | HD 9 | #A 5/1 (claw×4/bite)
D 1d6 (×4)/2d6 | SV 12 | ML 8 | XP 1,100 | TC F
Special:
‘ Emit Cold: Emits intense cold; any creature

within 20 feet suffers 1d8 hp damage per round.
‘ Immunity: Immune to cold.

SCORPIOID OF XIN

Scorpioids are giant scorpions with humanoid fore-
parts. They stand from eight to nine feet tall, and their
torsos are mostly covered in hard, black chitin. Scorpi-
oids inhabit the plateau of Xin and are associated with
the deity Aurorus. How they serve this god of Chaos
is unknown, but haunted-looking travellers tell of wit-
nessing scorpioids’ inhuman rites and revels on nights
when auroræ light the sky above Xin.
Scorpioids are known to employ arms that they hone
from the pincers of their fallen kin. These black chi-
tinous blades are sharpened to scimitar-like weapons.
They also attack with their terrible pincers and deadly
tail stingers, a veritable onslaught of attacks for the
unprepared.

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Scorpioid of Xin: #E 1d4 (5d8) | AL CE (or N) | SZ L SEA SERPENT
MV 50 | DX 16 | AC 4 | HD 5 | #A 5/1 (blade/blade/
pincer/pincer/sting) | D 1d8/1d8/1d4/1d4/1d6 | SV 14 This massive, snakelike leviathan of the sea is up to
ML 9 | XP 350* | TC N (females); F, I | Special: 100 feet in length, with shimmering blue-green scales
‘ Immunities: Immune to the fear effect and kill- and several spiny fins. They are notorious for taking
down small vessels, wrapping their bodies around
ing wail of banshees; in fact, scorpioid lairs oft and capsizing them to devour the people overboard;
are found near the haunted zone of a banshee. or they simply lunge and snatch prey from the deck.
‘ Scorpioid Monk: Some scorpioids adopt the Sea serpents are held to congregate at the Rim of the
monk class. They can advance to 9th level; for World where the seas spill eternal.
each level beyond 5th, they add 1 hit die (d8) to Sea Serpent: #E 1 (1d4) | AL N | SZ L | MV 0 (swim 50)
their base 5 HD. DX 8 | AC 5 | HD 16 | #A 1/1 (bite) | D 3d12 | SV 9
‘ Stinger Bonus: If both pincers hit, stinger ML 9 | XP 5,400 | TC nil | Special:
attack is made at +2 “to hit.” ‘ Constrict Ship: Can wrap around a small ship
‘ Venomous: Stinger delivers deadly venom
unless death (poison) save is made, causing and constrict for 3d4 points of hull damage per
immediate loss of speech, paralysis 1 round later, round.
and death in 2d4 rounds. Female scorpioids can ‘ Swallow Whole: On a natural 19–20 attack roll,
lessen the concentration of their venom; in such the monster swallows whole its victim, inflicting
cases, a failed save results in deathlike catalepsy 1d6 hp damage per round thereafter. Swallowed
for 2d6 turns. prey can cut its way out with a WC 1–3 blade,
‘ Vulnerability: When sorcerous ultraviolet with an attack penalty equal to the weapon class.
vision is in effect, a scorpioid takes on a phos- If 18 hp damage is inflicted from within, a large
phorescent glow; all attacks against it are at +1 enough rent is cut for escape.
“to hit.”
* Refer to Table 201 for classed individuals.

SCORPION, GIANT

This arachnidan monstrosity is about 10 feet long
(including tail), with massive pincers, four pairs of tal-
oned legs, and a great metasoma that is barbed with
a deadly stinger. These nocturnal creatures are black
or yellow in colour and dwell in caves, dungeons, des-
erts, steppes, and old ruins. The mother giant scorpion
bears a dozen live young that cling to her for as long
as two weeks.
Giant Scorpion: #E 1d6 | AL N | SZ L | MV 50
DX 17 | AC 2 | HD 4 | #A 3/1 (pincer/pincer/sting)
D 1d6/1d6/1d4 | SV 15 | ML 7 | XP 180 | TC D Special:
‘ Stinger Bonus: If both pincers hit, stinger

attack is made at +2 “to hit.”
‘ Venomous: Stinger delivers deadly venom

unless death (poison) save is made, causing
immediate loss of speech, paralysis 1 round later,
and death in 2d4 rounds.
‘ Vulnerability: When sorcerous ultraviolet
vision is in effect, a giant scorpion takes on a
phosphorescent glow; all attacks against it are at
+1 “to hit.”

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SHADOW SHAMBLING MOUND

These intelligent, incorporeal undead creatures dwell in These slimy, 8- to 10-foot-tall, vaguely humanoid mon-
the illimitable depths of the Black Gulf. They are known sters appear to be composed of sopping wet, rotting
to enter Hyperborea during Fortean events, though vegetable matter bound by pale roots and thick, gnarly
sometimes they are conjured. They appear as humanoid tendrils. Shambling mounds dwell in swamps, marshes,
shadows (such as that which might be cast behind a per- subterranean caverns, or other places where moisture is
son under a gibbous moon), though they can alter their abundant. They are omnivores with insatiable appetites
shapes. Hateful and malicious, these extra-dimension- for organic matter (plant or animal), and they fearlessly
al creatures enjoy draining the living of their vitality, attack with their ropy arms, latching on to prey. Sham-
transforming their victims into fellow shadows. bling mounds are possessed of primitive intelligence;
Shadow (Undead Type 4): #E 1d4 | AL CE | SZ M their brains are phosphorescent masses of green fibres
MV 30 | DX 10 | AC 7 | HD 3+2 | #A 1/1 (touch) located in their midsections, which upon removal can be
D 1d4 | SV 15 | ML 12 | XP 135 | TC F | Special: used as light sources (10-foot radius) for 1d6 hours fol-
‘ Immunities: Immune to cold, fear, paralysis, lowing extraction. N.B.: Esquimaux legends speak of an
intelligent and empathic shambling mound that roams
and poison. Immune to mundane weapons; the wetlands north of Abbicca’s Mere.
harmed only by silver and magical weapons. Shambling Mound: #E 1 | AL N | SZ L | MV 20
‘ Strength Drain: Drains 1 point of strength on DX 5 | AC 0 | HD 10 | #A 2/1 (lash/lash) | D 2d8/2d8
successful hit, a weakness that lasts 24 hours. Any SV 12 | ML 12 | XP 2,050 | TC B, T, X | Special:
creature drained to 1–2 ST becomes a crippled ‘ Electricity Heals: Electrical attacks heal
invalid. At 0 ST, the victim becomes a shadow in
thrall to the one that caused the transformation. shambling mounds, providing a 1d8 hp boost.
‘ Surprize: Chance to surprize increased by 2-in-6 ‘ Immunity: Immune to fire.
against most opponents. ‘ Resistances: Cold attacks cause ½ damage.

Weapon attacks inflict ½ damage.
‘ Strangle: If both attacks strike the same target,

victim is entangled by roots that squeeze and
suffocate, causing 4d8 hp damage per round. The
shambling mound will attempt to walk away with
such a victim in its grasp, refusing to release
unless killed. An extraordinary feat of strength
allows one to break free.
‘ Vulnerability: Vulnerable to plant-related spells
(saves at −2 penalty).

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SHARK Shoggoth (otherworldly): #E 1 | AL CE | SZ L 113
MV 50 (swim 60) | DX 16 | AC 5 | HD 12
Several small, inoffensive shark species are found in #A 1/1 (pummel) | D 6d6 | SV 11 | ML 12 | XP 2,900
the Hyperborean Sea, but those that are aggressive TC nil | Special:
range from nuisance to deadly. ‘ Corrosion: Corrodes leather and metal on
DOGFISH SHARK: Most dogfish shark species
are inoffensive fish that prey upon smaller fish. One contact in 2d4 rounds (including weapons and
species, however, is more aggressive, and will attack armour, though magical metal survives 1 extra
humans, seeking a chunk of flesh. Attracted to shallow round per “plus”).
waters, this grey-brown shark is noted for its charcoal ‘ Fission: When a shoggoth is struck by weapons
grey spots. Mature dogfish sharks measure from four- or lightning, a smaller one is created (e.g., a
to five feet in length, and their scales are coated with 4-HD shoggoth that deals 2d6 hp damage),
venomous slime that larger predators find unpalatable. whilst the main body quickly regenerates, its
Dogfish Shark: #E 2d4 | AL N | SZ M | MV 0 capacities not reduced. N.B.: The small, 4-HD
(swim 40) | DX 15 | AC 7 | HD 1+4 | #A 1/1 (bite) shoggoth also can be split by a weapon or light-
D 1d6 | SV 16 | ML 8 | XP 24 | TC nil | Special: ning, but it does not produce a new shoggoth;
‘ Rip: Successful hit followed by 1d4 hp damage rather, it reforms in a flash.
‘ Immunity: Immune to cold. Harmed only by
per round from ripping and shaking prey. Once fire; other spells may adversely affect it, but
the total damage equals 8 hp or more, the those that are not fire-related and that normally
dogfish flees with its chunk of flesh. inflict physical harm merely split the creature in
GREAT WHITE SHARK: The largest and deadliest twain as noted above.
shark of Hyperborea. These carnivorous killers are ‘ Melt Stone: Enzyme release allows it to heat
identified by their prominent dorsal fins. Thriving in cold and transform stone or earth into a tarry,
waters, the great white shark has established itself as one quicksand-like substance within which it can
of the top predators of the sea. Great whites have been hide or retreat.
reported to achieve lengths of up to 30 feet and attack
vessels of any size, tearing to shreds the thickest hulls.
Great White Shark: #E 1 (2d6) | AL N | SZ L | MV 0
(swim 60) | DX 14 | AC 4 | HD 6 | #A 1/1 (bite)
D 4d8 | SV 14 | ML 8 | XP 300 | TC nil | Special:
‘ Rip: Successful hit followed by 2d8 hp damage
per round from ripping and shaking prey.

SHOGGOTH (Formless One)

Shoggoths present as gargantuan, amorphous crea-
tures of fœtid black iridescence. These shapeless beings
bubble with disgusting pustules of greenish light from
which a multitude of temporary “eyes” glisten. They
move with great plasticity, rolling, oozing, and slithering
their enormous bulk (as large as 25 × 25 × 25 feet of
protoplasmic matter) as fluidly as a python. They thrive
on land as well as in the deepest ocean depths.
In epochs past these unhallowed beasts were created by
the elder things, genetically engineered to serve as a
slave race that could perform multitudinous tasks. For
untold ages their wicked, otherworldly masters believed
the shoggoths were bereft of individuality, even after
they had been evolved to perform the most intricate and
complex of enterprises. Alas, the shoggoths rebelled
against their masters; wars raged betwixt them for un-
told ages, over land, sea, and even the cold blackness
of space. At length both races were nearly extinct, and
surviving specimens regressed to utter savagery.

HYPERBOREA

SKELETON Large Skeleton (Undead Type 2): #E 1d6 | AL CE
SZ L | MV 30 | DX 9 | AC 6 | HD 3 | #A 1/1 (claw
Animated and conjured to service by the baleful sorcery or weapon) | D 2d6 (claw or weapon) | SV 15 | ML 12
of magicians, clerics, and the like, these are the bones of XP 47 | TC Q (×2) | Special: (see skeleton)
humans or humanoids, undead creatures typically found Giant Skeleton (Undead Type 3): #E 1d4 | AL CE
in crypts, dungeons, and other forsaken locales. Often, SZ L | MV 40 | DX 7 | AC 5 | HD 6 | #A 1/1 (claw or
they are charged with guardianship of a person, place, weapon) | D 4d6 (claw or weapon) | SV 14 | ML 12 XP
or thing, and they can wield weapons and shields (adjust 380 | TC Q (×4) | Special: (see skeleton)
AC accordingly, if so). As undead they can be harmed
by holy oil/water. They also can be turned by clerics and SLITHERING SLIME
the like, but otherwise they fight until destroyed.
Large skeletons might be the animated bones of This three-inch-thick, three-foot-diameter pool of slime
albino apes, carnivorous apes, mountain apes, mi- absorbs the fluids of other organisms through proto-
notaurs, or the like. Giant skeletons might be the an- plasmic fingers on its underside. The slithering slime is
imated bones of fire giants, frost giants, hill giants, a transparent dungeon dweller; often it comes upon its
or the like. N.B.: Regardless of whether they use their quarry by surprize, paralyzing with its touch and then
claws or a weapon, large skeletons and giant skeletons draining its victim dry. Once it smells prey, it will follow
deliver 2d6 and 4d6 hp damage, respectively. for several hours and wait to attack when the target is
asleep, sensitive to breathing patterns. It can squeeze
through small openings, under doors, and so forth.
Slithering Slime: #E 1d2 | AL N | SZ S | MV 30
DX 7 | AC 5 | HD 5 | #A 1/1 (touch) | D 1d6 | SV 14
ML 9 | XP 300 | TC C | Special:
‘ Paralyze: Touch paralyzes for 2d6 turns unless

death save is made. Creature then drains fluids
from paralyzed victim at a rate of 1d6 hp per round;
typically, it is sated after draining 1d20+20 hp.
‘ Surprize: Transparency increases chance to
surprize by 2-in-6.

Skeleton (Undead Type 1): #E 2d4 (10d20) | AL CE
SZ M | MV 30 | DX 11 | AC 7 | HD 1 | #A 1/1 (claw
or weapon) | D 1d6 (or per weapon) | SV 16 | ML 12
XP 16 | TC Q | Special:
‘ Immunities: Immune to cold, fear, paralysis,

and poison.
‘ Resistances: Edged and piercing weapons inflict

½ damage to skeletons (damage dice halved,
with bonuses added afterwards), but blunt
weapons inflict normal damage.

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SLOTH, GROUND (Megatherium) Giant Slug: #E 1 | AL N | SZ L | MV 20 | DX 5
AC 7 | HD 12 | #A 1/1 (bite) | D 1d12 | SV 11 | ML 10
This enormous herbivore is about 20 feet long, weigh- XP 2,300 | TC nil | Special:
ing as much as 6,000 pounds. The ground sloth has mas- ‘ Immunity: Immune to blunt weapon attacks
sive bones, a powerful tail, and coarse, reddish-brown
fur. It stands up to nine feet at the shoulder and rears (e.g., clubs, hammers, maces) unless magical;
up on its hind legs to browse trees. Ground sloths walk edged and pointed weapons are effective.
on the sides of their front feet, owing to their non-re- ‘ Spew Acid: Corrosive acid spit once per round,
tractable claws of one- to two-foot length. as missile attack to range of 60. If acid hits,
These creatures are considered docile and slow-wit- victim must make death (poison) save or die at
ted. They will defend themselves, but otherwise ignore once; even if save succeeds, victim suffers 3d10
potential predators (of which few are known). For hp damage, which includes massive scarring,
instance, if a pair of desperate sabre-tooths were to a 2-in-6 chance of blindness, and consequent
approach a ground sloth, all it would need do is rear up armour and equipage ruination.
on its hind legs and display its enormity.
Ground Sloth: #E 1 (2d4) | AL N | SZ L | MV 30 SNAKE
DX 6 | AC 4 | HD 12 | #A 2/1 (claw/claw) or 1/1 (tail)
D 2d8/2d8 or 3d4 | SV 11 | ML 7 | XP 1,500 | TC nil Several snake species inhabit Hyperborea. The asp,
Special: python, rattlesnake, spitting cobra, and viper are
‘ Propel: Tail lash lifts and propels smaller prey some of the more eminent varieties. They typically
hibernate during the winter years, except perhaps on
1d20+20 feet in the air; additional damage is the warmer outer islands, such as New Amazonia and
caused upon landing (1d6 for every 10 feet). The Lemurian Remnant.
ASP: A dark, narrow-hooded cobra of from two- to
SLUG, GIANT five-foot length. Its venom is quite deadly, a prized tox-
in for the most notorious of assassins.
In the depths of the subterranean underworld lurk Asp: #E 1 (2d4) | AL N | SZ S | MV 40 | DX 10
these enormous, slimy molluscs. They can be up to AC 7 | HD 2 | #A 1/1 (bite) | D 1 | SV 16 | ML 7
30 feet long and 10 feet in diameter, though they can XP 60 | TC nil | Special:
squeeze through openings one-third their size. They ‘ Venomous: Bite injects venom thrice per day.
are of pale grey colour, with white or yellow underbel-
lies and eye stalks that extend up to five feet. Victim must make death (poison) save or die at
Giant slugs can burrow through hard-packed earth and once; even if save is successful, 3d6 hp damage
chew through wood with their acidic saliva. They are is sustained (a terrible blood-burning sensation).
voracious eaters of animal and vegetal material, and Site of wound is purple and swollen; may become
they leave slimy, noxious trails in their wake. Giant slugs septic if victim survives (cure disease heals).
pursue prey for several hours to sate their hunger.
PYTHON: The python ranges 11–20 feet in length,
with scales of alternating colours and patterns
(oft spiroid) depending on its native environment
(e.g., forests, grasslands, swamps). The python
bites, constricts, and then swallows whole its prey.
Python: #E 1 | AL N | SZ M or L | MV 30 (swim 20)
DX 8 | AC 7 | HD 3 | #A 1/1 (bite) | D 1d4 | SV 15
ML 9 | XP 101 | TC nil | Special:
‘ Constrict: Upon successful bite, python con-

stricts prey for 2d4 hp damage per round. Victim
can attempt to escape via extraordinary feat of
strength or dexterity. Otherwise, allies whose
strength totals at least 60 can remove snake in
1d4 rounds. Whilst constricting prey, python
suffers a −2 AC penalty (AC 9).
‘ Infrared Vision: Infrared vision (as the spell)
to 30-foot range.

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RATTLESNAKE: The rattlesnake ranges from four to SNAKE, GIANT
eight feet in length, with reticulated black, brown, green,
red, tan, and/or white scales, oft diamond-patterned. It Snakes of great size inhabit the dark corners of Hy-
dwells in deserts or dungeon depths. To ward off ene- perborea; whether their prodigious length is a natural
mies, a rattlesnake shakes the scaly white rattle in its tail, development or the result of sorcery is a matter of con-
though it might not do so before attacking. Because of its jecture. Except on some islands at the Rim of the World,
swiftness, the rattlesnake strikes twice per round. these reptiles are less active during the winter years.
Rattlesnake: #E 1 (2d4) | AL N | SZ S | MV 40 GIANT ASP: This is a dark, narrow-hooded cobra of
DX 15 | AC 6 | HD 2 | #A 2/1 (bite/bite) | D 1d2/1d2 about 12-foot length. These dungeon-dwelling reptiles
SV 16 | ML 7 | XP 64 | TC nil | Special: are notorious for their deadly venom. In the darkest
‘ Infrared Vision: Infrared vision (as the spell) pits they congregate up to a score, writhing together.
Giant Asp: #E 1 (5d4) | AL N | SZ L | MV 40 | DX 9
to 30-foot range. AC 5 | HD 6 | #A 1/1 (bite) | D 1d6 | SV 14 | ML 9
‘ Venomous: Bite injects venom twice per day. XP 500 | TC nil | Special:
‘ Venomous: Bite injects venom thrice per day.
Victim must make death (poison) save or suffer
additional 2d6 hp damage, dying in 1d6 turns. Victim must make death (poison) save or die at
Site of wound is purple and swollen; may become once; even if save is successful, 6d6 hp damage
septic if victim survives (cure disease heals). is sustained (a terrible blood-burning sensation).
SPITTING COBRA: A five- to six-foot-long, pale grey Site of wound is purple and swollen; may become
snake capable of firing a stream of venom. A spitting septic if victim survives (cure disease heals).
cobra usually attacks only when startled or threat- GIANT PYTHON: This is an enormous snake of from
ened, rearing up and releasing a jet of virulent spittle. 20- to 40-foot length, with scales of alternating colours
Spitting cobras also can bite, their venom potentially and patterns (oft spiroid), depending on its native
deadly. They cannot shoot venom and bite in the same environment. They will bite and latch on to their prey
round. and then constrict the victim until it ceases to struggle.
Spitting Cobra: #E 1 (1d6) | AL N | SZ S | MV 30 Many have a taste for human flesh. N.B.: A pale grey-
DX 15 | AC 7 | HD 1 | #A 1/1 (bite) | D 1 | SV 16 white variety with blue and yellow markings is said to
ML 7 | XP 43 | TC nil | Special: thrive in wintery conditions.
‘ Spit Venom: Once per day can spit venom to Giant Python: #E 1 | AL N | SZ L | MV 30 (swim 20)
range of 15, aiming for target’s eyes. If venom DX 8 | AC 6 | HD 5 | #A 1/1 (bite) | D 1d6 | SV 14
hits, victim must make death (poison) save or ML 8 | XP 425 | TC nil | Special:
be blinded. Only cure blindness restores sight. ‘ Constrict: Upon successful bite, giant python
Great helm (typically included with field plate constricts prey for 2d6 hp damage per round.
and full plate) blocks venom on 3-in-6 chance. Victim can attempt to escape via extraordinary
‘ Venomous: Bite injects venom twice per day. feat of strength or dexterity. Otherwise, allies
Victim must make death (poison) save or die in whose strength totals at least 75 can remove
1d6+6 turns (worsening sickness throughout). snake in 1d4 rounds. Whilst constricting prey,
giant python suffers a −2 AC penalty (AC 8).
VIPER: A venomous snake of three-foot length, with a ‘ Infrared Vision: Infrared vision (as the spell)
broad head and large fangs. Vipers present in various to 60-foot range.
colours, typically yellow, orange, or pink, with dark pat- ‘ Swallow Whole: On a natural 20 attack roll, a
terns of brown, green, or black diamond-shaped blotches. Small or Medium victim is swallowed whole on a
Viper: #E 1 (3d10) | AL N | SZ S | MV 40 | DX 10 bite attack, inflicting 1d6 hp damage per round
AC 6 | HD ½ | #A 1/1 (bite) | D 1 | SV 17 | ML 8 thereafter. A swallowed person can cut their way
XP 27 | TC nil | Special: out with a WC 1–3 blade, with an attack penalty
‘ Infrared Vision: Infrared vision (as the spell) equal to the weapon class. If 12 hp damage is
inflicted from within, a large enough rent is cut
to 30-foot range. for escape.
‘ Venomous: Bite injects venom once per day.

Victim must make death (poison) save or suffer
additional 1 hp damage per round for 3d4 rounds.
Site of wound is purple and swollen; may become
septic if victim survives (cure disease heals).

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GIANT SPITTING COBRA: This is a solitary crea- GIANT WATER SNAKE: This a huge black reptile
ture up to 30 feet long and nearly exclusive to dungeon of up to 30-foot length that thrives in fresh water or
depths. The scales of these monstrous reptiles are hard brackish marshes. Water snakes emerge to breathe
as iron. They are reputed to possess quasi-intelligence; about once per six hours. Their bite injects slow-acting
some sages posit they are former Ixian priests of Yig paralytic venom. Often a snake will retreat after biting
(Apep) transmogrified. a victim and lurk nearby, awaiting the poison to take
Giant Spitting Cobra: #E 1 | AL N | SZ L | MV 30 effect so it then can consume its prey.
DX 12 | AC 3 | HD 8 | #A 1/1 (bite) | D 1d6 | SV 13 Giant Water Snake: #E 1 | AL N | SZ L | MV 30
ML 9 | XP 1,080 | TC nil | Special: (swim 40) | DX 8 | AC 6 | HD 3 | #A 1/1 (bite) | D 1d6
‘ Spit Venom: Once per day can spit venom to SV 15 | ML 6 | XP 95 | TC nil | Special:
‘ Venomous: Bite injects venom thrice per day.
range of 30, aiming for target’s eyes. If venom
hits, victim must make death (poison) save or Victim must make death (poison) save or become
be blinded. Only cure blindness restores sight. numb-skinned after 1d6 rounds; face muscles also
Great helm (typically included with field plate fail to actuate, and speech is garbled. Paralysis
and full plate) blocks venom on 3-in-6 chance. takes effect 1d4 turns later and lasts 1d6+6 turns.
‘ Venomous: Bite injects venom thrice per day.
Victim must make death (poison) save or die in
1d6+6 rounds.

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SNAKE-MAN ‘ Alter Self: Can alter self at will (as the spell).
‘ Command Serpents: Snakes and giant snakes
Long before mankind struggled
up from the lowly depths of ape- obey the will of snake-men without question;
dom, this semi-anthropoid race thus snake-men oft have asps, spitting cobras,
of reptiles ruled the continent of or vipers in their presence.
Hyperborea. They built vast cities ‘ Infrared Vision: Infrared vision (as the spell)
of crystal and stone, and through- to 60-foot range.
out millennia they knew conflict ‘ Venomous: Bite delivers venom; make death
with the crab-men, elder things, (poison) save or suffer additional 1d6 hp damage,
fish-men, Great Race, and mi- with paralysis occurring within 1d4 rounds for a
go. Whither the snake-men, not duration of 2d6 turns.
even the wisest of sages can say, * Refer to Table 201 for classed individuals.
for their epoch ended long before
the rise of the Hyperborean race
of Old Earth. They slithered to the
bowels of Underborea, like worms
of the earth, and for untold ages
went unseen. But lo, in the most
unhallowed corners of Hyper-
borea, the hated snake-men have
materialized, taking the guise of
sages and assuming advisory posi-
tions to knights and nobles, kings
and overlords.
In their true forms, snake-men
have vaguely human bodies (upper
torso), though with snake heads
and long tails on which they am-
bulate; too, they are covered in re-
ticulated scales of variable colour.
They may ambulate as humans do,
though with awkward, swaying
gaits, but are faster when they
drop to their bellies and slither.
Snake-men are highly intelligent,
and they speak in a sibilant tongue
that humans cannot duplicate; only
with specially concocted potions
can snake-men speak the languag-
es of mankind whilst in their natu-
ral form. Snake-men are acclaimed
as brilliant scientists, sorcerers,
dweomercræfters, and toxicolo-
gists. Most are held to venerate
Yig, “The Great Serpent.”
N.B.: Most snake-men adopt a class; typical exam-
ples include magician, illusionist, necromancer, monk,
priest, and assassin. They can advance to 11th level; for
each level beyond 2nd, they add 1 hit die (d8) to their
base 2+2 HD.
Snake-Man: #E 1 (2d12) | AL LE | SZ M | MV 20
(slither 40) | DX 10 | AC 6 | HD 2+2 | #A 1/1 (bite
or weapon) | D 1d4 (or per weapon) | SV 16 | ML 9
XP 107* | TC A, S, T | Special:

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119

HYPERBOREA

SPECTRE virginal maidens to devour, or perhaps no more than
the answer to a riddle. Those who meet the price will
These malevolent, incorporeal undead beings are em- unfailingly find the answers they seek, albeit proba-
powered by the negative energy of the Black Gulf. Ap- bly couched in the form of yet another riddle, but the
pearing as ghostly manifestations, spectres haunt un- sphinx will not hesitate to feast on the innards of any
hallowed crypts and tombs and like places of desolation. who do not satisfy its rapacious demands.
They despise life almost as much as sunlight, and with Sphinx: #E 1 | AL LE | SZ M | MV 40 (fly 60) | DX 12
their chilling touch they are notorious for sating them- AC −1 | HD 8 | #A 2/1 (claw/claw) | D 2d4/2d4
selves on the life energies of humans and humanoids. SV 13 | ML 8 | XP 1,480 | TC R, T, X | Special:
Spectre (Undead Type 9): #E 1 (1d4) | AL CE | SZ M ‘ Immunities: Immune to charm, hold, sleep, and
MV 50 (fly 80) | DX 11 | AC 2 | HD 7+4 | #A 1/1
(touch) | D 1d10 | SV 13 | ML 11 | XP 1,080 | TC Q other mind-affecting sorcery.
(×2), X, Y | Special: ‘ Insect Plague: May exhale a cloud of poisonous
‘ Constitution Drain: Touch drains constitution
locusts and flesh-eating scarab beetles once per
(CN) unless a death save is made. If the save fails, day. This acts as an insect plague spell centered
the victim is drained 2d4 constitution. If drained on the sphinx, inflicting triple the usual damage
to CN 1–2, the victim is withered and sickly, to those caught in the swarm. The sphinx itself
unable to move or talk, barely able to swallow soft suffers no damage from the swarm, nor is its
food. At CN 0 or less, the victim is dead and will vision impaired.
rise as a spectre in 1d6 turns. Note that multiple ‘ Read Magic: Can read magic as a magician.
touches have a cumulative effect. Constitution ‘ Sorcery Resistance: 8-in-20 sorcery resistance
returns at a rate of 1 point per day with complete versus spells, magical abilities, and all sorcerous
bed rest; all except the final point, which is a per- devices. Sorcery resistance should be checked
manent loss unless the restoration spell is cast. before a saving throw is rolled.
‘ Immunities: Immune to cold, fear, paralysis, ‘ Spells: Can cast the following spells once per day
and poison. Immune to mundane weapons; each: clairaudience, clairvoyance, contact oth-
harmed only by magical weapons. erworldly being (no chance of insanity), decipher
‘ Vulnerability: Spectres are helpless in daylight, language, detect invisibility, detect magic, dispel
unable to attack or defend. A raise dead spell magic, divination, legend lore (with immediate
automatically kills a spectre. results), locate object, remove curse, tongues.

SPHINX

Though smaller in stature than
the fabulous beast of legendry
from Old Earth, the Hyperborean
sphinx is natheless puissant and
fearsome. These sorcerous crea-
tures usually dwell in trackless
deserts and desolate hills, though
some few have been known to
make their lairs in the highest
parts of the Ixian ziggurats. The
Hyperborean sphinx appears as
a small, winged lion with the cru-
elly-beautiful face and bosom of
a woman; some sages aver that
this beast, regardless of its less-
er size and greater perspicacity,
must bear some relationship to
the manticore. The sphinx is filled
with dark wisdom and the gloomy
secrets of the cosmos, but will
share these only if its price is met.
This price will vary depending on
what hungers torment a particular
sphinx; it might demand beautiful
gems and jewellery, rare beasts or

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SPIDER, GIANT GIANT OGRE-FACED SPIDER: An eight-foot-long
arachnid renowned for its face, which is reminiscent
Spiders of prodigious size are recorded throughout of a mountain ape—specifically its disturbingly large
Hyperborea’s wilderness and cavernous depths. eyes, one twice the size of the other. From trees, crags,
Known species include the giant black widow, giant or abandoned buildings, it hangs by a strand of dry
crab spider, giant ogre-faced spider, giant trapdoor silk, holding its web net with its four front legs. As
spider, and giant wolf spider. Most sages concur that prey passes below, it stretches open the net, casting it
these unusually sized arachnids are “natural” in all over and enveloping the prey.
respects and that their gargantuan size is likely the Giant Ogre-Faced Spider: #E 1d6 | AL N | SZ L
product of sorcery from a bygone age. MV 30 | DX 10 | AC 6 | HD 3 | #A 1/1 (bite) | D 2d4
GIANT BLACK WIDOW: A six-foot-long arach- SV 15 | ML 7 | XP 167 | TC D | Special:
nid, black with a red or orange “hourglass” mark on ‘ Cast Web: Cast web net over a single Small or
the abdomen. These spiders weave tangled webs of
100 × 100 feet or more. A black widow can sense when Medium victim. If victim is surprized, success is
a living creature touches its web and at once move in automatic; if not surprized, avoidance save is al-
for the kill. Encountered black widows are always fe- lowed to evade. If entrapped in a web, a person can
male; males are the size of an apple and unaggressive. break free in a number of rounds equal to 19 minus
Giant Black Widow: #E 1d4 | AL N | SZ M | MV 30 their strength score; e.g., 3 rounds with 16 ST.
DX 12 | AC 6 | HD 3 | #A 1/1 (bite) | D 2d6 | SV 15 ‘ Surprize: Chance to surprize increased by 1-in-6
ML 7 | XP 161 | TC A | Special: when attacking from above.
‘ Venomous: Bite victim must make death ‘ Venomous: Bite victim experiences extreme
swelling and skin ulcerations, coupled with
(poison) save or be paralyzed, dying in 1 turn. intense joint pain that limits physical activity
Wound becomes necrotic in any event, with 3-in- (½ MV; −2 penalty to attack rolls, damage, and
6 chance of infection unless cure disease is cast. saving throws). Death ensues in 6d6 turns unless
After 30 days victim must make another save or death (poison) save is made; swelling subsides in
die; otherwise, infection subsides. 1d4+6 hours.
‘ Web: If entrapped in a web, a person can break
free in a number of rounds equal to 19 minus
their strength score; e.g., 3 rounds with 16 ST.
GIANT CRAB SPIDER: A five-foot-long arachnid
that does not use webs to capture prey; rather, it lies
in wait and pounces. Crab spiders’ bodies are some-
what flat, and (unlike most spiders) their front legs
angle outward, giving them the appearance of crabs;
too, they can move sidewise and backwards as easily
as forwards. Their chameleonic ability allows them to
blend with their environs.
Giant Crab Spider: #E 1d4+1 | AL N | SZ M | MV 40
DX 12 | AC 7 | HD 2 | #A 1/1 (bite) | D 1d8 | SV 16
ML 7 | XP 32 | TC C | Special:
‘ Nimble: Can move across walls and ceilings at
normal MV.
‘ Surprize: Chameleonic ability increases chance
to surprize by 2-in-6.
‘ Venomous: Bite victim must make death (poison)
save or suffer additional 1d8 hp damage.

121

HYPERBOREA

GIANT TRAPDOOR SPIDER: A seven-foot-long SPORE-MAN
arachnid that digs a burrow in the ground, which it
covers with a lid or trapdoor built of mud and silk, some Spore-men present as humans, cave-men, ape-men,
folding open from the middle. When prey passes, the orcs, or other mammalian humanoids. However, they
spider springs out to attack. Its bite delivers venom have been infected by the spores of the russet mould,
that may be deadly. Giant trapdoor spiders’ burrows a highly intelligent fungus of otherworldly origin able
are tubular and can be 75 feet long. They are lined with to endure the cold vacuum of the Black Gulf, traversing
silk webs and may have branches that serve as extra the cosmos on comets and meteors. When a mammal
hiding places; inside the burrows are also their nests. steps within five feet of the russet mould, it releases
Giant Trapdoor Spider: #E 1d6 | AL N | SZ L rust-coloured spores. The target must make a death
MV 30 | DX 13 | AC 6 | HD 3+2 | #A 1/1 (bite) (poison) save or suffer infection; cure disease is effec-
D 1d8 | SV 15 | ML 7 | XP 105 | TC C | Special: tive if cast within 48 hours.
‘ Surprize: Chance to surprize increased by 2-in-6 Aggressively the spores multiply and release an en-
zyme that breaks down flesh, muscles, and organs, all
when pouncing from trapdoor nest. quite painful and debilitating. This necrosis kills most
‘ Venomous: Bite victim must make death mammals after 48 hours, but with humans and other
mammalian humanoids, the spores form a symbiotic re-
(poison) save or suffer 1 hp damage per round lationship, controlling the host like a puppet. The spores
for 2d6 rounds. cover the victim in lumpy russet mould, joining with the
‘ Web: If entrapped in a web, a person can break skin and hair and leaving two dead white eyes. Notwith-
free in a number of rounds equal to 19 minus standing, the victim still can be saved and revived via
their strength score; e.g., 3 rounds with 16 ST. a cure disease spell from a CA 6 or greater sorcerer;
GIANT WOLF SPIDER: A nine-foot-long arachnid that survival also requires a trauma survival check.
thrives in various environs. Aggressive hunters, these spi- Spore-men reserve the highest esteem for Yug and
ders are notorious for chasing down and pouncing on prey Azathoth. They often assume positions of leadership
after emerging from trees, or from under rocks or shrubs. in the societies of cave-men (their primary host spe-
They are brownish in colour, with long, stout, hairy legs cies), selectively infecting their leaders. Spore-men are
and four pairs of eyes, one set being much larger than the strong, intelligent, cruel, and manipulative. From their
others. They have large, powerful jaws with paralytic ven- hands they can form sickle claws of three-foot length,
om. A female might be seen carrying on its back a large, composed entirely of spores as hard and sharp as steel.
grey-white silk sac filled with hundreds of eggs.

N.B.: Whether it be the result of foul sorcery or dæ-
monic corruption, intelligent giant wolf spiders are
reputed to exist, almost always female. These talking
spiders are Evil creatures that derive sadistic pleasure
in cruelty, and some exhibit a lust for treasure. Often,
they are bound to the task of guardianship of a place
or thing. Too, these abominations are amongst the few
wolf spiders that weave nests, some as large as 100 ×
100 feet or more
Giant Wolf Spider: #E 1d6 | AL N (or CE) | SZ L
MV 50 | DX 14 | AC 5 | HD 4 | #A 1/1 (bite) | D 2d6
SV 15 | ML 8 | XP 255 | TC C | Special:
‘ Venomous: Bite victim must make death (poison)

save or be paralyzed in 1d2 rounds, lasting 2d6
turns. Wound becomes necrotic in any event, with
3-in-6 chance of infection unless cure disease is
cast. After 30 days victim must make another
save or die; otherwise, infection subsides.
‘ Web: If entrapped in a web, a person can break
free in a number of rounds equal to 19 minus
their strength score; e.g., 3 rounds with 16
ST. N.B.: Most giant wolf spiders are not web
builders; rather, they are chasers/pouncers.

122

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Spore-Man: #E 1d3 | AL LE | SZ M | MV 40 | DX 9 ‘ Crippled Arm: An arm struck for 16 hp damage 123
AC 6 | HD 3+2 | #A 2/1 (claw/claw) | D 1d8+1/1d8+1 is severed or rendered useless (the only means of
SV 15 | ML 9 | XP 165 | TC J, K, L, M | Special: breaking free of their grasp). A crippled arm does
‘ Exhale Spores: Once per day can exhale spores not detract from the monster’s overall hp total.

in a cone 20 feet long and 10 feet wide at the ‘ Ink Cloud: If the colossal squid loses five or
terminus. Target must make death (poison) save more arms, it jets away at ×3 movement whilst
or suffer russet mould infection, as noted above. releasing a cloud of ink that fills a 200 × 200 ×
200-foot cube of water behind it.
SQUID, GIANT
SQUIRREL
The giant squid is a 60- to 120-foot-long leviathan of
the deep. The largest specimens (colossal squids) are Small herbivorous mammal with a slender body, bushy
amongst the most feared beasts of Hyperborea. These tail, and large eyes. Squirrel fur is soft and silky, though
cephalopods are notorious for attacking and sinking much thicker in the colder regions of Hyperborea. The
ships. Also, they lurk beneath crafts, anchor two arms coat colour is highly variable; observed colours include
to the hull, and then attack with eight arms, snatching black, brown, grey, red, and white. N.B.: A less common
seamen to snack upon. The most powerful of these species of flying squirrel, native to New Pictland and
beasts are known to have crushed ships in their arms. the Savage Boreal Coast, can glide from limb to limb.
Giant Squid: #E 1 (1d4) | AL N | SZ L | MV 0 Squirrel: #E 1d6 | AL N | SZ S | MV 40 (glide 30*)
(swim 60) | DX 8 | AC 3 (body), 7 (arms) | HD 12 DX 16 | AC 6 | HD ¼ | #A 1/1 (bite) | D 1 | SV 17
#A 8/1 (arms ×8) | D 1d8 (×8) | SV 11 | ML 9 ML 4 | XP 5 (or 7*) | TC nil | Special:
XP 3,700 | TC A | Special: ‘ Nimble: Can climb and move along trees and
‘ Bite: If two or more arms enwrap the same
other rough climbing surfaces at normal MV.
creature, victim is pulled to the beaked mouth of * Applies to flying squirrels only.
the beast for its bite attack for 2d8 hp damage.
‘ Capsize Vessel: If a giant squid attacks a small STIRGE
ship and hits with six or more arms, it will
capsize and sink the vessel in 2d4 rounds. This hated magical beast is the result of sorcery: a
‘ Constriction: A successful hit is followed by small, feathered, bird-like monster up to 12 inches in
2d6 hp damage per round from constriction and length, with a long, bloodsucking proboscis (not unlike
toothed suckers. For each attached arm, the that of a massive mosquito) and batlike wings. They
victim suffers −1 “to hit.” are egg-bearing creatures, feeding on the blood of their
‘ Crippled Arm: An arm struck for 8 hp damage
is severed or rendered useless (the only means of
breaking free of their grasp). A crippled arm does
not detract from the monster’s overall hp total.
‘ Ink Cloud: If five or more arms are lost, it jets
away at ×3 movement whilst releasing a cloud
of ink that fills a 100 × 100 × 100-foot cube of
water behind it.
Colossal Squid: #E 1 | AL N | SZ L | MV 0 (swim
60) | DX 6 | AC 0 (body), 5 (arms) | HD 18 | #A 8/1
(arms ×8) | D 2d8 (×8) | SV 8 | ML 9 | XP 9,250
TC Z | Special:
‘ Bite: If two or more arms enwrap the same
creature, victim is pulled to the beaked mouth of
the beast for its bite attack, which causes 4d8 hp
damage.
‘ Capsize Vessel: If a colossal squid attacks a ship
(any size) and hits with six or more arms, it will
capsize and sink the vessel in 2d4 rounds.
‘ Constriction: A successful hit is followed by
4d6 hp damage per round from constriction and
toothed suckers. For each attached arm, the
victim suffers −1 “to hit.”

HYPERBOREA

victims (typically mammals) and regurgitating it onto During hours of darkness in a haunted area (usually no
their eggs. They are attracted to blood and sweat, the more than one square mile), swinish shades manifest as
scent of which they can detect half a mile away. When a foul wind that plucks and tears at the bodies of the
they strike, they plunge their proboscises into their living and torments their souls. Those who listen closely
prey and proceed to drain blood until sated. Stirges oft might perceive a sound like the squealing and shrieking
are found in forests and swamps, particularly where of myriad pigs. Although naturally invisible, if swinish
ground sloths and thew waggons dwell, but they also shades are revealed through true seeing or a like abili-
are encountered in cavernous dungeon depths. ty, they present as an indistinct cloud of darkness with
Stirge: #E 2d6 (4d6) | AL CE | SZ S | MV 10 (fly 60) scores of burning eyes, portions of the mass occasionally
DX 10 | AC 7 | HD 1 | #A 1/1 (bite) | D 1d3 | SV 16 coalescing into the leering faces of dæmonic pigs. When
ML 8 | XP 19 | TC D | Special: few swinish shades are present, this wind can but annoy
‘ Aggressive: +2 “to hit” on initial attack roll. and harass (e.g., extinguish torches or lanterns, move
‘ Drain Blood: Drains victim for 1d4 hp damage per small objects), but when many such entities exist, they
can present a real danger to life and limb.
round; after about 12 hp, the sated stirge flies away. Swinish Shade (Undead Type 1): #E 1d20×10
AL CE | SZ S | MV 50 | DX 12 | AC −3 | HD ¼
SWINISH SHADE (1 hp each) | #A nil | D nil | SV 17 | ML 12 | XP 15
TC nil | Special:
It is well known amongst savants that orcs are the ‘ Haunted: During hours of darkness, living beings
spawn of fleshly humans and dæmons, given life by the
fell bargains of desperate folk in ancient times. What in a place haunted by swinish shades suffer −2 “to
is less known is that the dæmonic essence lingers even hit,” damage rolls, and saving throws.
after foul orcish flesh is buried, burnt, or (oftest) eat- ‘ Immunities: Immune to most sorcery. Protection
en by fellow orcs. In a place where many orcs died in from evil prevents swinish shades from affecting
a short time, such as a great battlefield or an orcish those so warded. Dispel evil cast within their
settlement whose inhabitants were massacred, these area of manifestation destroys all swinish shades
unseen swinish shades can be numerous enough to af- present. Immune to mundane weapons; harmed
fect the world of the living. only by magical weapons.
‘ Single Entity: During hours of darkness, swinish
shades can work as one entity, engulfing a single
victim and exerting a strength score (ST) equal
to 1 per 10 shades present (18 maximum). This
strength manifests as a physical force against the
victim. If the victim is of equal or greater strength,
it suffers −4 “to hit,” damage, and saving throws.
Weaker victims are overpowered and helpless,
dragged at 50 MV toward a pit, precipice, or some
other deadly position. This final push can be evad-
ed through an avoidance save; however, the shades
relentlessly continue to push every round (possibly
requiring subsequent avoidance saves).
‘ Swinish Sickening Living beings that remain
in an area haunted by swinish shades eventually
sicken and die. These unfortunates will be unable
to sleep and will recover neither hit points nor
spells. After spending 24 hours in such an area,
they must make death saves or suffer 1d4 hp
damage. In subsequent 24-hour periods, this
damage is automatic, with no saves permitted.
‘ Vulnerabilities: An attacker with true seeing
or like means to penetrate invisibility receives
+4 “to hit” versus swinish shades. When swinish
shades are massed as a single entity (see above),
every hit point of damage inflicted upon them
destroys one shade (e.g., a single strike from
a magical sword causing 5 hp damage would
eliminate five swinish shades).

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TENTACULAR HORROR 125

This otherworldly parasite is transmitted to a host (typi-
cally mammal) through contact with infected fæcal mat-
ter. The digestive system of the host is attacked, proving
fatal within 24–48 hours. Dogs, wolves, and (especially)
blink dogs can sense an infected victim and will howl
and bristle in response. Tentacular horrors fear and
loathe blink dogs, which are immune to affliction.
Upon death, the host sprouts six legs of eight-foot length,
similar to those of a daddy longlegs; typically, these legs
burst from the ribcage of the host. From the back or
shoulders of the victim emerge two powerful tentacles
of 12-foot length, edged with sharp horns. The tentacles
are coated with a paralytic enzyme. Paralyzed victims
are consumed by the tentacular horror host’s mouth, be
it that of a human, dog, horse, lion, bear, or the like.
Tentacular Horror (otherworldly): #E 1 | AL CE
SZ L | MV 50 | DX 15 | AC 7 | HD 5 | #A 2/1
(lash/lash) | D 2d4/2d4 | SV 14 | ML 8 | XP 250
TC D | Special:
‘ Paralyze: Tentacles paralyze on contact for 2d6

turns unless death save is made. Cure disease
can alleviate affliction during incubation period.
‘ Vulnerability: Cure disease can kill a tentacular
horror outright unless a death save is made.

THEW WAGGON

Thew waggons are 8- to 12-
foot cubes of dense, corrugat-
ed muscle that weigh as much
as 4,000 pounds. Small of brain
and sluggish of temperament,
these swamp-dwelling be-
hemoths bristle with barbed
quills of up to 12-inch length.
They ambulate by rotating
their underbelly muscles. In
the bogs of Hyperborea, en-
terprising people have tamed
thew waggons to serve as
transports. First, onto the end
of the beast’s snout is attached
a large syrup sack that con-
tains decayed vegetal matter
laced with ground lotus petals;
in effect, this fragrance pla-
cates the beast. Next comes
quill extraction, a painstaking
process that must be repeated
with some regularity.
Once properly tamed, the
thew waggon is fitted with a
harness system, which secures

HYPERBOREA

a carriage house atop its back and fastens a tow bar TIGER
to extend from the beast’s posterior. Next, the “leg”
muscles are made to grip heavy wooden axles to which Tigers are the largest extant cat species of Hyper-
massive wheels are set. This entire process yields a borea. Tigers are recognizable for their dark vertical
most uncanny freight engine with torque unmatchable. stripes on orange-brown fur with a lighter underside,
The “driver” sits in the carriage and employs a long whilst sabre-tooths are thickly furred with spots.
iron rod, pressing it between the folds of muscle that Tigers are apex predators, primarily preying on red
line the beast’s back and touching nerves that stimu- deer, boar, and musk ox, though some species take on
late specific responses: stop, go, left, right, and so forth. much larger prey. Tigers are territorial and generally
Thew waggons are herbivores; they feed on decayed solitary, but they will cooperate as social predators.
plant matter using the tubular snouts that extend from They oft compete with bears and wolves for territory.
their anterior masses. These beasts fear little, but if TIGER: A great striped cat that inhabits the grass-
threatened, they shake their quills, slam their bulks lands and woodlands of Hyperborea. White-coated
against the ground, and release nauseating musk. Suf- tigers with black or brown stripes are the norm in the
ficiently this behaviour drives away all but the most grasslands and tundra, whereas tigers of yellow-brown
tenacious predators. During Nightfall, thew wagons coats and black stripes roam the woodlands. Adult
will shimmy until their bulk is buried in muck. There males typically measure eight feet long (plus tail) and
they will hibernate until Helios next shows his face. weigh as much as 650 pounds; adult females are about
Thew Waggon: #E 2d6 | AL N | SZ L | MV 20 | DX 4 three-quarters this size.
AC 4 | HD 10 | #A 1/1 (slam) | D 1d10 | SV 12 | ML 8 Tiger: #E 1 (1d4) | AL N | SZ M | MV 50 | DX 14
XP 1,300 | TC nil | Special: AC 6 | HD 6 | #A 3/1 (claw/claw/bite) | D 1d6/1d6/2d6
‘ Musk: Can release musk thrice per day; nau- SV 14 | ML 8 | XP 420 | TC nil | Special:
‘ Rake: If both claw attacks hit, the cat automat-
seates and burns the eyes, nose, and throat of
any within 30 feet, unless death (poison) saves ically rakes with its two rear claws for 2d4 hp
are made. Victims suffer −4 “to hit” and saving damage each.
throws for 1d4 turns. ‘ Surprize: Superior stalker; chance to surprize
‘ Quills: Bodily contact with barbed quills inflicts increased by 2-in-6.
3d4 hp damage.

TICK, GIANT

These parasitic arachnids lurk in forests, caves, and
caverns. They are oval in shape, measure up to three
feet in diameter, and possess strong exoskeletons.
They lurk in branches, under foliage, or on cavern ceil-
ings, waiting to lurch or drop upon their warm-blooded
victims. Their bite is venomous.
Giant Tick: #E 1d6 (3d12) | AL N | SZ S | MV 20
DX 5 | AC 3 | HD 3 | #A 1/1 (bite) | D 1d4 | SV 15
ML 12 | XP 107 | TC nil | Special:
‘ Drain Blood: Tick remains attached once bite

is established, draining blood for 1d6 hp damage
per round until either victim or tick is dead.
‘ Surprize: Chance to surprize increased by 1-in-6
when dropping from a tree or another suitable
hiding place.
‘ Venomous: Bite transmits venom; make death
(poison) save at +2 bonus or suffer paralysis for
1d2 turns.
‘ Vulnerability: Can be driven off with fire; 3-in-6
chance it releases if already attached.

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SABRE-TOOTH TIGER (Smilodon): An enormous SABRE-TOOTH TIGER SUPERIOR (Smilodon Su-
and powerful cat built for strength; it has short limbs, perior): The largest of the great cats. This six-legged
a thick, powerful body, and curved canine teeth of 10- beast has stout limbs and a thick, heavily muscled
inch length. The hindquarters are striped, the front back. Adults measure up to 12 feet long (plus tail) and
thickly furred with spots. Adults measure up to 10 feet 5 feet at the shoulder, weighing 1,200 pounds. Their
long (plus tail) and 4 feet at the shoulder, weighing 800 coats are tan and spotted, and their canine teeth are
pounds. Hunters of giant elk, woolly mammoths, and 12 inches long. These are the most feared predators
musk oxen, these great cats range over plains and of the Hyperborean steppes, taking down the largest
tundra, scarcely finding humans worth their efforts, herbivores—as well as other carnivores. Usually they
but they will attack if desperate or incited. ignore humans, unless desperate or threatened. They
Sabre-Tooth Tiger: #E 1 (1d4) | AL N | SZ L | MV 50 typically rear up on their hind legs when fighting,
DX 14 | AC 6 | HD 8 | #A 3/1 (claw/claw/bite) rending with their front four claws.
D 1d6+1/1d6+1/2d8 | SV 13 | ML 8 | XP 840 | TC nil Sabre-Tooth Tiger Superior: #E 1 | AL N | SZ L
Special: MV 40 | DX 15 | AC 5 | HD 10 | #A 5/1 (claw×4/bite)
‘ Rake: If both claw attacks hit, the cat automat- D 1d8+2(×4)/2d10 | SV 12 | ML 9 | XP 1,300
TC nil | Special:
ically rakes with its two rear claws for 2d4 hp ‘ Surprize: Superior stalker; chance to surprize
damage each.
‘ Surprize: Superior stalker; chance to surprize increased by 2-in-6.
increased by 2-in-6.

127

HYPERBOREA

TOAD, GIANT whether these are mates, siblings, or colleagues re-
mains open to conjecture. (If a pair is met, the female
Giant toads are enormous, man-eating amphibians generally will be somewhat friendlier and more solic-
that have stout legs and thick, warty skin. They weigh itous of “lesser beings.”) When slain, a transmundane
as much as 700 pounds and are up to 10 feet in length. disappears within a few moments, leaving behind the
They can shoot their sticky tongues up to 18 feet, and smell of sweet spices.
their skin is poisonous to the touch. These creatures The transmundane come to Hyperborea for diverse
also possess camouflage and have a taste for human purposes, not all of which are comprehended easily by
flesh, which they can swallow whole. They dwell in cav- the learned. Oftest, their actions seem to be in direct op-
erns, dungeons, forests, and swamps; a white variety position to the diabolical schemes of dæmons and such
also thrives in arctic environments. inimical aliens as the Great Race and the mi-go. To
Giant Toad: #E 1d6 | AL N | SZ L | MV 20 (hop 50) these ends they put their formidable mental powers,
DX 10 | AC 5 | HD 3+2 | #A 1/1 (bite) | D 1d6 as well as the strength of people whose loyalty has
SV 15 | ML 6 | XP 195 | TC nil | Special: been purchased by strange gems found nowhere else
‘ Poisonous: If the toad’s skin is touched, a death in Hyperborea. Despite their frequent warfare against
the minions of Thaumagorga, most transmundane are
(poison) save must be made or the victim suffers best classified as Lawful Evil, little caring how many
1d8 hp damage. Unless the secretion immediately humans suffer or die in pursuit of their lofty goals. A
is wiped away (with something suitable, as a cloth), rare few seem to be Lawful Good, and these will take
damage persists every round at 1 hp less than the some care to minimize human casualties in the course
previous round (i.e., if the initial damage is 7 hp, of their eldritch conflict with the dæmons—but even
then the next round is 6 hp, followed by 5 hp, and the most benevolent transmundane will suffer neither
so forth), until the result is 0 hp damage. N.B.: 1-in- questioning nor disobedience from the “lesser beings”
6 giant toads has deadly toxin; a failed save results that they generously allow to serve as soldiers in their
in paralysis followed by death in 1 turn. invisible war.
‘ Surprize: If lying in wait, camouflage increases
chance to surprize by 1-in-6.
‘ Swallow Whole: On a natural 20 attack roll, the
tongue reels in and swallows a Small or Medium
victim whole, inflicting 1d6 hp damage per round
thereafter. A swallowed person can cut their way
out with a WC 1–3 blade, with an attack penalty
equal to the weapon class. If 6 hp damage is
inflicted from within, a large enough rent is cut
for escape.

TRANSMUNDANE

The transmundane are members of a powerful and
enigmatic race whose place of origin is unknown, but
which certainly lies beyond Hyperborea. A transmun-
dane looks much like a six- to seven-foot-tall handsome
man or woman, typically clad in the dress and hairstyle
of classical Greece and bearing an Hellenic name such
as Hypnos or Kressida.  The flesh, clothing, and hair
of these beings are shades of gold and silver, making
the transmundane look not unlike animated statues, or
perhaps cunning automata; appearances notwithstand-
ing, they do seem to be living creatures. Their voices
are high and melodious, and they are surrounded by a
pleasing scent of exotic blossoms, but their personali-
ties are most haughty and imperious.
The transmundane understand even the most ad-
vanced technology (such as that of ancient Atlantis)
and have been known to use such devices in their cryp-
tic schemes.  They may bear any weapon, but rarely
deign to do so. Generally, either one transmundane is
encountered, or a pair comprising a male and a female;

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Transmundane (otherworldly): #E 1d2 | AL LE Transtellarial (otherworldly): #E 1 (2d6) | AL N
SZ M | MV 40 | DX 13 | AC 3 | HD 7+7 | #A 2/1 SZ L | MV 30 | DX 9 | AC ˗5 | HD 14 | #A 1/1 (weapon)
(weapon) | D (per weapon +2) | SV 13 | ML 11 D 9d6 | SV 9 | ML 9 | XP 6,500 | TC V | Special:
XP 1,640 | TC Q (×3) | Special: ‘ Disintegration: Emit a 60-foot-long disintegra-

‘ Immunity: Immune to mundane weapons; tion ray from eyes, as per the disintegrate spell,
harmed only by magical weapons. usable once per day.
‘ Electrical Discharge: Emit a 75-foot-long
‘ Sorcery Resistance: 14-in-20 sorcery resistance electrical discharge from the chest for 12d6
versus spells, magical abilities, and all sorcerous damage, avoidance save for half damage. This
devices. Sorcery resistance should be checked power can be emitted 4 times per day, but the
before a saving throw is rolled. second release is for 9d6 damage, the third for
6d6 damage, and the fourth for 3d6 damage.
‘ Spells: Can cast the following spells at will ‘ Explode: Destruction of a transtellarial causes it
(though only one at a time): advanced spectral to explode in a 40-foot-diameter blast of white-
phantasm, charm person or beast, detect evil, hot flames, causing 10d6 damage (avoidance
dimension door, discern lie, extrasensory save for half damage) and leaving naught but
perception, hold monster, invisibility, tongues. melted slag behind.
‘ Immunities: Immune to disease, paralysis, and
TRANSTELLARIAL poison. Also immune to charm, fear, sleep, and
other mind-altering effects. Immune to mundane
Transtellarials are a race of fewer than 100 other- weapons; harmed only by magical weapons.
worldly beings whose origins are mired in mystery. In ‘ Spells: Can cast dimension door, plane shift,
their natural form, these fully armoured giants stand and teleport (without error) at will.
40 feet tall, though they can double their size or re-
duce themselves to as small as 10 feet tall. Although
it is generally believed that a humanoid form exists
beneath the sealed armour of a transtellar-
ial, some Ixian sages aver that these alien
beings may be entirely composed of raw
energy from the stars. Typically, they wield
great maces or other bludgeoning weapons,
but these are unusable by other creatures,
as their function is directly connected to the
aliens’ armour.

Transtellarials are said to have frequented
Old Earth during the age of the snake-
men, and they may have played a key role
in the development of mankind from apish
brutes to evolved thinkers and innovators.
It is furthermore believed that subsequent
visitations, spaced over millennia, were un-
dertaken to study the development of man-
kind. They largely concern themselves with
the state of the multiverse, experimenting
with space, time, matter, and energy. Some
believe that they are arbiters of the balance
between positive and negative energy, the
very stuff of the cosmos; conversely, some
druids postulate that transtellarials are
cosmic avatars who strive to maintain the
balance between Law and Chaos out in the
nameless depths of the Black Gulf.

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TREE-MAN (Treant) in family groups of mostly adults, with one old tree-man
for every six, and one ancient tree-man for every twelve.
Sometimes considered a type of wood elemental, these Adult Tree-Man: #E 1 (2d12) | AL C (Good or Evil)
strange beings typically dwell in ancient forests. Nearly SZ L | MV 40 | DX 8 | AC 2 | HD 8 | #A 2/1 (claw/claw)
all observed examples are conifers (e.g., fir, pine, spruce). D 2d6/2d6 | SV 13 | ML 9 | XP 600 | TC Q (×5)
TREE-MAN: Tree-men are reputed to be the progeny Special:
of humans and a race of intelligent trees. Although they ‘ Vulnerability: Vulnerable to fire; +2 hp per die
present as trees of vaguely humanoid countenance, they
are quite ambulatory, with long, sinuous arms that open of damage.
to claws. Most tree-men are indifferent to the affairs of Old Tree-Man: #E 1 (1:6) | AL C (Good or Evil) | SZ L
mankind, though some are known to take up proactive MV 40 | DX 7 | AC 1 | HD 12 | #A 2/1 (claw/claw)
causes for Good or Evil, depending on their individual D 3d6/3d6 | SV 11 | ML 10 | XP 1,500 | TC Q (×5)
proclivities. They can converse both in the various Special: (see adult tree-man)
tongues of humanity and their own ancient language. Ancient Tree-Man: #E 1 (1:12) | AL C (Good or Evil)
Tree-men are found in three basic age groups, deter- SZ L | MV 40 | DX 6 | AC 0 | HD 16 | #A 2/1 (claw/claw)
mining the tree-man’s size and total HD: An 8-HD adult D 4d6/4d6 | SV 9 | ML 11 | XP 3,000 | TC Q (×5) Spe-
tree-man is 9–12 feet tall, a 12-HD old tree-man is cial: (see adult tree-man)
12–16 feet tall, and a 16-HD ancient tree-man is 16–24
feet tall. Tree-men typically are encountered alone, or

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TREE-MAN CRAWLER (Pinophytal Horror, Sail- ‘ Rootacle Reel: If a Medium creature is struck
back Treant): These carnivorous tree-men of from by two or more rootacles, the crawler pulls the
20- to 30-foot height do not walk upright in a bipedal victim to its maw and bites automatically for 3d8
fashion; rather, when they uproot themselves to am- hp damage. Also, attached rootacles will continue
bulate, they tip over and place their trunks parallel to to constrict for 2d6 hp damage per round. Auto-
the ground. Next, they use their branches to crawl as matic bites continue each round that two or more
centipedes—except for the branches on the topside of rootacles remain attached. Escaping the crawler’s
the trunk, which are raised like a sail (hence the name grasp requires an extraordinary feat of strength,
“sailback treants”). Once parallel to the ground, a tree- success indicating the rootacle is broken; alterna-
man crawler will utilize large knots on opposite sides of tively, one may sever a rootacle with a blade, but
its trunk to see; these weird, wooden oculi evince the it must suffer 10 hp damage to break (separate
cold, dead stare of a doll’s eyes. from the main body’s hp total). A held victim is at
When in ambulatory form, a tree-man crawler un- a disadvantage, suffering −4 “to hit.”
leashes its four tentacle-like roots (“rootacles”) to
attack prey (typically mammals), lashing and drawing ‘ Sweep: The largest tree-man crawlers (those of
victims to its terrible maw. Like most other tree-men, 55 or more hit points) are long enough that they
tree-man crawlers are conifers; consequently, their may use the last four to six feet of their lengths
rootacles are covered in sap and adhere to whatever to sweep opponents off their feet. A successful
they touch. In fact, resin suffuses these creatures in- sweep attack deals 2d6 hp damage and knocks
side and out, hence their vulnerability to fire. prone Small or Medium creatures. A successful
Tree-man crawlers typically are found in high-eleva- avoidance save halves the damage and allows
tion glaciated regions, and they tend to be territorial: the subject to remain standing.
Adults rarely stray more than 100 yards from their
home grounds, and they attack on sight any perceived ‘ Vulnerability: Vulnerable to fire: +2 hp per
threat within that range. Saplings, after reaching die of damage, −2 saving throw penalty. ML
about one foot in height, scurry away to find new reduced to 8 in presence of fire.
grounds where they can root themselves; they oft are
mistaken for giant centipedes during such journeys.
In the hoary depths of the Savage Boreal Coast, leg-
ends persist of enormous redwood horrors standing
over 400 feet tall, capable of devouring whole a woolly
mammoth. Esquimaux, Half-Blood Picts, and Tlingit
sages and shamans aver that these beings originally
grew from eggs shed by Kraken (Khalk-Xu).
Tree-Man Crawler: #E 1d3+1 | AL N | SZ L | MV 40
DX 12 | AC 2 | HD 10 | #A 5/1 (lash×4/bite)
D 2d6 (×4)/3d8 | SV 12 | ML 11 (8) | XP 1,300
(1,450 if hp 55+) | TC Q (×5) | Special:

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TREE-MAN, ACCURSED STUMP (Togunbo): Cen- TROGLODYTE
turies ago, when a Tlingit prince (nephew of a chieftain)
was sentenced to death by his tribe’s witch-doctor, the Troglodytes are reptilian humanoids of primitive intel-
prince uttered terrible maledictions to all who partic- ligence, capable of weapon use and simple technology.
ipated in and witnessed the treacherous act. After the They are violent creatures who despise people and
execution, the prince was interred in a box of cedar. All attack on sight. They dwell in subterranean caverns
the while, Raven “The Trickster” watched from afar. or dungeons, and they see in the dark through bulging,
Impressed by the unvarnished venom and spite in the lamp-like eyes.
late prince’s maledictions, Raven flew down from the Troglodytes have scaly skin, long legs, short tails, and
trees to the burial site. He plucked out one of his own spiny combs that protrude from head, neck, and back;
pin feathers and drove it into the sand, puncturing the smaller combs protrude from the backs of their arms.
coffin. A spirit of vengeance was born! The cedar box The digits of their hands and feet are webbed, and they
joined with the dead prince, forming a vaguely human- are superior swimmers, able to hold their breath for as
oid stump with bark as hard as iron. Thus the togunbo long as two hours. These creatures also possess natural
was born, killing all in its path. By the seaside it shed chameleonic abilities and can emit a musk scent that
seedlings that floated to various corners of Hyperborea; nauseates other creatures. For every 20 troglodytes,
now more hateful stumps kill people in an unquenchable there will be 1 troglodyte chieftain, an exceptional
thirst for vengeance. Accursed tree-men are of 5- to beast with overlapping, chitinous scales.
7-foot height and of vaguely humanoid shape. They are Troglodyte: #E 2d4 (1d6×10) | AL CE | SZ M | MV 40
known to grab their prey with branch-like claws and (swim 50) | DX 10 | AC 5 | HD 2 | #A 3/1 (claw/claw/
then slam them into their trunk. Then, they slowly gnaw bite) or 1/1 (weapon) | D 1d3/1d3/1d4 (or per weapon)
on their victims, which typically is not nearly as harmful SV 16 | ML 9 | XP 32 | TC J; A | Special:
as the initial slam; in fact, escapees are reputed to say ‘ Musk: Nauseating musk odour surrounds them
that the bark of the togunbo is worse than its bite.
Accursed Stump Tree-Man: #E 1 (1d3) | AL CE in 10-foot radius; make death (poison) save or
SZ M | MV 20 | DX 7 | AC −2 | HD 5 | #A 2/1 (claw/ suffer −2 “to hit” for 1d6 rounds.
claw) | D 1d6/1d6 | SV 14 | ML 11 (8) | XP 1,300 ‘ Surprize: Chameleonic ability increases chance
TC Q | Special: to surprize enemies by 2-in-6.
‘ Hug and Bite: If same Troglodyte Chieftain: #E 1:20 | AL CE | SZ M
MV 40 (swim 50) | DX 12 | AC 3 | HD 5 | #A 3/1
victim is struck by both (claw/claw/bite) or 1/1 (weapon) | D 1d3/1d3/1d4
claw attacks, the tree-man (or per weapon +1) | SV 14 | ML 10 | XP 225
automatically hugs for TC M (×2) | Special: (see troglodyte)
an extra 2d4 hp damage.
Unless an extraordinary
feat of strength is used
to break free, or if fire
is used as a deterrent, it
will proceed to gnaw on
victims for 1d3 hp damage
per round.
‘ Vulnerability: Vulnerable
to fire: +2 hp per die of
damage, −2 saving throw
penalty. ML reduced to 8
in presence of fire.

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TROLL

These repulsively emaciated humanoids stand 8–10
feet tall, with huge noses and beady black eyes. Their
hairless, rubbery, wart-riddled skin is of jaundiced or
glaucous complexion. They are perhaps the ugliest of
humanoids, and their ways are equally cruel. Trolls
speak the Common tongue of mankind. Typically, they
dwell in caves and dungeons, though they might lurk in
old forests and other places of desolation. They enjoy
preying on humans, taking sadistic delight in capturing
and tormenting their quarry before devouring it.
Troll: #E 1d4 | AL CE | SZ L | MV 40 | DX 8 | AC 4
HD 6+2 | #A 3/1 (claw/claw/bite) | D 1d6/1d6/2d6
SV 14 | ML 9 | XP 870 | TC D | Special:
‘ Olfaction: Acute sense of smell; can scent prey

within one mile, unless upwind.
‘ Regeneration: Regeneration begins 3 rounds

after sustaining damage, healing wounds at a
rate of 3 hp per round, save fire or acid damage.
Even if killed they will regenerate to life (unless
all damage is via fire or acid), limbs reattaching
or re-growing as necessary.

UNDEAD ANIMAL

These are the risen skeletons of animal carrion, raised
to serve the vile purposes of some wicked necromancer.
They are fearless in their guardianship, but their com-
prehension of directives is dubious at best. They will
attack using a means standard to their type, though
limited to one such attack per round; too, undead an-
imals no longer retain special abilities such as flight,
musk, venom, and so forth. For more information, re-
fer to the spells animate carrion, animate carrion II,
and animate carrion III.
Small Undead Animal (Undead Type 0): #E 1 (1d6)
AL CE | SZ S | MV 30 | DX 10 | AC 8 | HD ½
#A 1/1 (claw, bite, etc.) | D 1d4 | SV 17 | ML 12
XP 9 | TC nil | Special:
‘ Immunities: Immune to cold, fear, paralysis,

and poison.
‘ Resistances: Edged and piercing weapons cause

½ damage against them (damage dice halved,
with bonuses added afterwards), but blunt
weapons inflict normal damage.
Medium Undead Animal (Undead Type 1): #E 1
(1d6) | AL CE | SZ M | MV 30 | DX 10 | AC 7 | HD 1
#A 1/1 (claw, bite, etc.) | D 2d4 | SV 16 | ML 12
XP 16 | TC nil | Special: (see small undead animal)
Large Undead Animal (Undead Type 2): #E 1
(1d6) AL CE | SZ L | MV 30 | DX 9 | AC 6 | HD 5
#A 1/1 (claw, bite, etc.) | D 3d4 | SV 14 | ML 12
XP 200 | TC nil | Special: (see small undead animal)

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VAMPIRE does not regenerate unless vampire returns
to its coffin for 24 hours. If reduced to 0 hp in
This notorious undead monster is a cursed human aris- sunlight, vampire disintegrates. To otherwise kill
en from the grave to prey on the weak and drink their a vampire, wooden stake must be driven through
blood. Vampires take many forms, some being incorpo- its heart when reduced to 0 hp; body must be
real manifestations that haunt locales of unfortunate placed in a coffin and sealed, and decapitated
occurrences. The most common vampires are those head buried elsewhere.
oft told of in folklore: malevolent corpses that dwell in * Refer to Table 201 for classed individuals.
cursed tombs, ruins, and other desolate places, where
they slumber in coffins, sarcophagi, or like receptacles.
Vampires are perhaps the most feared undead because
of their brutal power and ability to command both the
living and the dead. They are as clever and resourceful
as they are sadistic and cruel; to conquer a vampire is
no easy task. Rare is the vampire that retains a class
from its mortal life (oftest a magician or cleric), with
abilities as high as 9th level, but no additional HD.
Vampire (Undead Type 11): #E 1 (2d4) | AL E (Lawful
or Chaotic) | SZ M | MV 40 (fly 80) | DX 16 | AC 2
HD 9+2 | #A 2/1 (pummel/pummel) | D 2d6/2d6 | SV 12
ML 10 | XP 2,650* | TC F | Special:
‘ Ensorcel and Drain: Once per victim per day,

can ensorcel a human with its gaze; must make
sorcery save at −2 penalty or acquiesce to
vampire’s will. The save is modified by willpower
adjustment, if applicable. A vampire then can
bite its victim’s neck to drain blood for 1 point of
constitution per round. Those drained to 1 or 2
CN become vampire thralls; those drained to 0
CN are slain. Survivors regain lost CN at 1 point
per day of complete bed rest.
‘ Immunities: Immune to cold, fear, paralysis,
and poison. Immune to mundane weapons;
harmed only by magical weapons.
‘ Regeneration: Regenerates 3 hp per round;
if reduced to 0 hp, assumes gaseous form and
returns to its coffin, where it regenerates at 3 hp
per turn.
‘ Shapechange: At will, can assume the shape of a
bat, giant bat, or wolf, or gaseous form (as the
potion).
‘ Summon: Once per day can summon 3d6 giant
bats, 6d6 rats, 2d12 giant rats, 2d6 wolves, or
1d8 dire wolves, which arrive 1d4 rounds later.
‘ Vulnerabilities: Will not cross running water
unless secured in its coffin; stagnant water
(ponds, swamps, etc.) are not an impediment.
Strong odour of garlic repels unless death
(poison) save is made. Even if turning is not
possible (or if turn attempt fails), vampires will
recoil from the boldly presented holy symbol of
a Lawful Good cleric, priest, or paladin; momen-
tarily (1 round) opponents gain a +2 “to hit” the
vampire. Disintegrated by direct sunlight, unless
death save is made, in which case creature is
burnt for 1d6 hp damage per round; this damage

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VHUURMIS (Beast-Man) GIANT WEASEL: Giant weasels are nocturnal ani-
mals eight feet long, sleek, swift, and powerful. Their
The vhuurmis are a degenerate race of quasi-men that fur colour depends on species and environment, typ-
stand some six feet in height and are covered in shag- ically black, brown, or golden. In winter, their coats
gy, umber-coloured fur. Their faces are fur-hedged as moult to a brilliant snow white. Giant weasels are
those of baboons, except they are disturbingly human, vicious creatures that, although omnivorous, are espe-
with bright blue eyes, smooth ruddy skin, and pointed cially fond of human flesh. They latch on to prey and
ears. They wield primitive weapons, and they commu- siphon blood from their victims. Giant weasel pelts can
nicate via a complex barking and howling language. fetch as much as 25 gp, and if quality is high, winter
Typically, they lair in caves that pock the faces of sheer pelts can fetch as much as 100 gp. N.B.: Intelligent gi-
mountain walls and are generally inaccessible to most ant weasels have been reported, these being rare and
other creatures. reclusive creatures of Evil alignment.
The vhuurmis are amongst the more ancient races na- Giant Weasel: #E 1 (1d6) | AL N (or CE) | SZ M
tive to Hyperborea. When the decadent empire of the MV 50 | DX 13 | AC 2 | HD 4+3 | #A 1/1 (bite)
snake-men fell, it was the vhuurmis who, from their D 1d8 | SV 15 | ML 7 | XP 200 | TC nil | Special:
cliff-side palaces, ruled the Hyperborean mainland ‘ Drain Blood: Latches on to prey upon success-
for ages; they rose to power and then degenerated to
savagery. The first humans followed: Hyperborean ful hit, draining blood for 1d8 hp damage per
witches and warlocks who wrested control and hunted round. Whilst draining, giant weasel’s AC is
the vhuurmis. The dwindling vhuurmis retreated to penalized (increased) by 2.
Mount Vhuurmithadon, a treble-peaked volcano deep ‘ Morph Coat: Pelt turns white in winter years;
in the Spiral Mountain Array. Then came the Green camouflage provides 9-in-12 chance to hide in snow.
Death. Mankind was driven to nigh extinction, and in
the subsequent Dark Age, the vhuurmis rebounded.
Presently their savage tribes populate mountain lairs
all about the realm.
Vhuurmis: #E 2d6 (5d6) | AL N | SZ M | MV 50
DX 11 | AC 4 | HD 3+2 | #A 1/1 (weapon) | D (per
weapon +1) | SV 15 | ML 8 | XP 105 | TC B | Special:
‘ Climb: Climb on 11-in-12 chance of success, at

full movement rate.
‘ Resistance: +2 bonus to saves versus cold-relat-

ed attacks.

WEASEL (Ermine, Stoat)

Opportunistic carnivores renowned as pests to man-
kind yet valued for their beautiful pelts. They primarily
eat mice, rats, voles, squirrels, and rabbits. Sometimes
they will eat birds, bird eggs, snakes, frogs, and in-
sects. Two species are extant throughout Hyperborea:
the common weasel and the giant weasel. Both are
renowned for their terrible musky odour, which they
use to mark their territory and discourage predators.
WEASEL: Weasels are common in Hyperborea. During
the winter years, their pelts turn from black or brown to
snow white. When they do, such pelts are said to fetch
as much as 20 gp in certain towns and cities; otherwise,
they can fetch as much as 5 gp if the quality is high.
Weasel: #E 1d2 | AL N | SZ S | MV 40 | DX 16 | AC 6
HD ¼ | #A 1/1 (bite) | D 1 | SV 17 | ML 5 | XP 7
TC nil | Special:
‘ Morph Coat: Pelt turns white in winter years;

camouflage provides 9-in-12 chance to hide in snow.

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WHALE Narwhale: #E 1 (1d4) | AL LG | SZ L | MV 0
(swim 70) | DX 8 | AC 6 | HD 9 | #A 1/1 (gore)
Marine mammals oft of prodigious size. Many lurk D 2d6 | SV 12 | ML 10 | XP 1,300 | TC nil | Special:
close to coastline of mainland Hyperborea during sum- ‘ Charge Attack: If incited (e.g., pups threatened),
mer years and migrate close (sometimes perilously) to
the Rim of the World during winter years. can deliver a charge attack for treble damage dice
BLUE WHALE: The blue whale is the largest marine (6d6), though with an AC penalty of 2.
mammal of Hyperborea. It reaches lengths of 100 or
more feet and has speckled blue-grey or white skin. It WIGHT
feeds on krill and will not seek human prey but might
swallow a lone swimmer if hungry enough. If harpooned This dreadful creature is formed when a negative-en-
the blue whale can be quite deadly, overturning the larg- ergy spirit inhabits a cadaver. The result is an undead
est vessels. Typically, they feed in the shallow waters of thing that feeds on positive energy (i.e., life). Pallid of
coastal Hyperborea during summer years and breed countenance, with long, talon-like nails and broken,
near the Rim of the World during winter years. jagged teeth, wights walk with a stoop and carry the
Blue Whale: #E 2 (1d4+1) | AL N | SZ L | MV 0 stench of death and decay. They never desist from at-
(swim 60) | DX 4 | AC 5 | HD 18 | #A 1/1 (bite) tempting to feed.
D 4d6 | SV 8 | ML 8 | XP 5,500 | TC nil | Special: Wight (Undead Type 5): #E 1d6 | AL CE | SZ M
‘ Swallow Whole: If bite attack hits by a margin of MV 30 | DX 7 | AC 5 | HD 4 | #A 1/1 (claw) | D 1d4
SV 15 | ML 12 | XP 195 | TC B | Special:
4 or more, or on a natural 20, victim is swallowed ‘ Constitution Drain: Touch drains constitution
whole, inflicting 1d6 hp damage per round there-
after. Swallowed prey can cut its way out with a (CN) unless a death save is made. If the save fails,
WC 1–3 blade, with an attack penalty equal to the the victim is drained 1d4 constitution. If drained
weapon class. If 20 hp damage is inflicted from to CN 1–2, the victim is withered and sickly,
within, a large enough rent is cut for escape. unable to move or talk, barely able to swallow soft
KILLER WHALE (Orca): The killer whale is a black food. At CN 0 or less, the victim is dead and will
and white hunter of the sea, up to 30 feet long and rise as a wight in 1d6 turns. Note that multiple
weighing as much as 30,000 pounds. Killer whales prey touches have a cumulative effect. Constitution
on fish, mammals, and other whales. Of course, they returns at a rate of 1 point per day with complete
will devour humans, too. bed rest; all except the final point, which is a per-
Killer Whale: #E 1 (1d4) | AL N | SZ L | MV 0 manent loss unless the restoration spell is cast.
(swim 80) | DX 8 | AC 5 | HD 6 | #A 1/1 (bite) | D 3d6 ‘ Immunities: Immune to cold, fear, paralysis,
SV 14 | ML 9 | XP 500 | TC nil | Special: and poison. Immune to mundane weapons;
‘ Swallow Whole: On a natural 20 attack roll, harmed only by silver or magical weapons.
a Small or Medium victim is swallowed whole,
inflicting 1d6 hp damage per round thereafter.
Swallowed prey can cut its way out with a WC
1–3 blade, with an attack penalty equal to the
weapon class. If 20 hp damage is inflicted from
within, a large enough rent is cut for escape.
NARWHALE: The narwhale is a grey, spotted,
20-foot-long mammal prized for its great spiral horn
of from 8- to 10-foot length (valued at 2,000 gp), found
only on the males of the species. Peaceful and intelli-
gent, these “unicorns of the sea” scour glacial waters
for prey and will molest a human only if threatened—
except in the case of fish-men, which they attack on
sight. Narwhales are believed to communicate via
telepathy. Legends speak of an Atlantean paladin who
tamed a narwhale to become her sacred mount.

137

HYPERBOREA

WILL-o’-WISP WOLF

These haunting creatures manifest during nocturnal The wolf is a wild, carnivorous animal that lives and hunts
hours, appearing as phosphorescent balls of light (e.g., in packs. Two of these canine species are extant through-
yellow, green, saffron, violet) in bogs, swamps, marsh- out Hyperborea, the common wolf and the dire wolf.
es, or other places of desolation; too, they might be en- WOLF: Wolves are found in caves and wilderness
countered in dungeon labyrinths. Always encountered alike; forest species are thinner and longer-limbed,
solitarily, each will-o’-wisp comprises from one to six tundra species stockier and of denser coat. Captured
balls of light that range from one to two feet in diame- wolf pups might be trained much as dogs, though the
ter. A will-o’-wisp flits about playfully, feigning to be a possibility exists of unfortunate incident upon matura-
jovial færie and throbbing lovely colour displays whilst tion. Every pack has an alpha male, which might be a
emitting a peaceful hum. It will lure a victim to a pit, specimen of maximum hit points.
quicksand, or another trap; then it attacks, discharg- Wolf: #E 2d4 (1d12+6) | AL N | SZ M | MV 60
ing powerful electricity that drains the victim of life. DX 11 | AC 7 | HD 2+1 | #A 1/1 (bite) | D 1d6
Will-o’-Wisp: #E 1 | AL CE | SZ S | MV 0 (fly 60) SV 16 | ML 7 | XP 35 | TC nil
DX 17 | AC −6 | HD 8 | #A 1/1 (touch) | D 2d8
SV 13 | ML 7 | XP 1,080 | TC Z | Special:
‘ Immunities: Immune to sorcery, save protec-

tion from evil, which drives it away, and magic
missile. Even a spell such as sanctuary will not
stop a will-o’-wisp.
‘ Surrender: If reduced to 6 hp or fewer, the crea-
ture turns pale blue and leads its conqueror(s) to
its lair, which might contain its treasure.

WINTER WOLF

The winter wolf is an Evil, semi-intelligent, supernat-
ural beast that inhabits the most forbidding arctic re-
gions. These wolves have pure-white coats, stand from
five to six feet at the shoulder, and weigh as much as
750 pounds. They can release terrible howls that dis-
charge blasts of cold, freezing to the bone their prey,
which they then crush in their horrible jaws. They are
believed to have their own strange language. Winter
wolves fear and loathe the men of Leng, and they leap
in wild, howling fervour when Ythaqqa walks amongst
them or sends his frigid wind.
Winter Wolf: #E 1 (2d4) | AL LE | SZ L | MV 60
DX 9 | AC 5 | HD 6 | #A 1/1 (bite) | D 2d4 | SV 14
ML 9 | XP 500 | TC I | Special:
‘ Breathe Frost: Frost blast once every 6 rounds;

blast is 10 feet long and 10 feet wide at its termi-
nus, causing 4d6 hp damage, with an avoidance
save allowed for ½ damage.
‘ Immunity: Immune to cold.
‘ Vulnerability: Vulnerable to fire: +1 hp per die
of damage.

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DIRE WOLF: The dire wolf is a larger, heavier, more WOOLLY MAMMOTH
ferocious wolf, as large as five feet at the shoulder and
500 pounds, seemingly possessed of semi-intelligence. The woolly mammoth is the only member of the elephant
Typically, dire wolves range across most wilderness en- family known to thrive in Hyperborea. Two species of
virons, though their lairs usually are located in caves. these massive, shaggy-furred herbivores are extant: the
It is said that abominable snow-men have devised a woolly mammoth and the woolly mammoth superi-
means of training these savage animals to pull their or. Mammoth ivory, which is a rich yellow, is prized by
war sleds. Every pack has an alpha male, which might some cultures, and tusks can fetch 100–600 gp apiece.
be a specimen of maximum hit points. WOOLLY MAMMOTH: Woolly mammoths are mas-
Dire Wolf: #E 1d6 (1d6+6) | AL N | SZ L | MV 50 sive, lumbering beasts up to 15 feet at the shoulder and
DX 10 | AC 6 | HD 4+1 | #A 1/1 (bite) | D 2d4 weighing as much as 14,000 pounds. They have thick,
SV 15 | ML 8 | XP 150 | TC nil shaggy fur and enormous, yellow tusks up to 15 feet
long. If raised from a calf, a mammoth can be used
WOLVERINE as a beast of burden; in Hyperborea, mammoths pull
great waggons with wheels eight feet high. They also
The wolverine is a stocky, short-legged, carnivorous can be used in war, driven by trained riders to trample
mammal known for its dark, shaggy coat, bushy tail, enemy troops. When encountered in the wild, woolly
and renowned for its ferocity, strength, and odious mammoths are either solitary or in family groups, but
stench. Some wolverines present with lighter-coloured, when the great herds gather, hundreds will assemble.
banded fur; hence, the coat can be of value to hunters. Woolly Mammoth: #E 1 (1d6+6 or 4d6×10) | AL N
Two species are extant in mainland Hyperborea: the SZ L | MV 40 | DX 7 | AC 3 | HD 12 | #A 2/1 (gore/
common wolverine and the giant wolverine. trample) | D 2d6/4d6 | SV 11 | ML 8 | XP 1,700
WOLVERINE: Typical wolverines are about four feet TC nil | Special:
long and weigh as much as 70 pounds. They are robust ‘ Berserk: When struck for damage, 2-in-6 chance
creatures of nasty temperament, with semi-retract-
able claws and powerful teeth, and they carry an odi- of going berserk, attacking at +2 “to hit” and
ous musk stench. They are held to possess intelligence damage for the remainder of the fight (and
slightly above that of other animals, and they dwell in equally dangerous to their human masters, if
boreal forests and tundra regions, hunting deer, elk, applicable). N.B.: A bull in musth is always in a
and even other predators. Wolverines chase down their berserk state, as above; furthermore, it has
prey, pounce on it, and drag it to the ground. They de- ML 12 and relentlessly will pursue its target(s).
spise humans and will attack on sight.
Wolverine: #E 1d2 | AL N | SZ S | MV 40 | DX 17
AC 5 | HD 3 | #A 3/1 (claw/claw/bite) | D 1d4/1d4/1d6
SV 15 | ML 9 | XP 53 | TC nil | Special:
‘ Ferocious: All attack rolls made at +4 “to hit.”
‘ Musk: Offensive musk odour; death (poison)

save for any creature within 10 feet or suffer
−2 “to hit” due to burning and watering eyes.
GIANT WOLVERINE: The giant wolverine is a
bearlike beast that measures up to six feet long and
three feet at the shoulder, weighing as much as 400
pounds. In addition to the prey noted above, a giant
wolverine will hunt musk oxen and even small woolly
mammoths. Giant wolverines are beasts of higher in-
telligence, capable of speech and aligned with Chaotic
Evil. They despise humans.
Giant Wolverine: #E 1d2 | AL CE | SZ M | MV
50 DX 18 | AC 4 | HD 4+5 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/1d8 | SV 15 | ML 11 | XP 225 | TC Q, Y
Special: (see wolverine)

139

HYPERBOREA

WOOLLY MAMMOTH SUPERIOR: In Hyperborea’s WORM OF YMIR (Worm of the Dirt)
remotest regions dwells the woolly mammoth superior.
These behemoths stand some 18 feet at the shoulder and These runtish, vaguely humanoid beings stand from
have four great tusks. Intractable beasts, they cannot be three to four feet tall. They have broad, flat heads (sans
tamed and will chase down humans on sight. noses) and large, reptilian eyes that scarcely blink.
Woolly Mammoth Superior: #E 1 | AL N | SZ L They are hairless, and their pale, mottled skin ripples
MV 40 | DX 7 | AC 2 | HD 16 | #A 2/1 (gore/trample) like the segments of a worm. Their arms are long, with
D 2d8/4d8 | SV 9 | ML 9 | XP 3,300 | TC nil | Special: oversized, club-like fists; their legs short and stubby.
(see woolly mammoth) Worms of Ymir are subterranean creatures. Some have
burrowed to the infernal depths of Underborea, where
WOOLLY RHINOCEROS dæmons dwell. Others ever lurk close to the surface,
emerging under the cloak of night to perform nefarious
These massive animals grow to 15 feet long and 8 feet deeds, causing hardship and misery to mankind.
at the shoulder, weighing as much as 7,500 pounds. The origin of this vile species is mired in conjecture. Vi-
Their enormous heads are adorned with pairs of mas- king skalds say that they are the failed progeny of Ymir:
sive horns that project from the anterior of their skulls. maggots that failed to metamorphose to dwarfs, trapped
Woolly rhinoceroses are covered with plates, whence in some intermediate stage of development. Thus, they
grows dense, shaggy fur (usually white). They thrive refer to them as worms of Ymir. Pictish sages maintain
in the least hospitable of Hyperborean climates, using a different opinion. They refer to this species as worms
their massive horns to dig out vegetation from under of the dirt, a hated enemy race of mankind against whom
the snow and ice. Woolly rhinos are temperamental and they warred for untold centuries. Ultimately, the Picts
aggressive; when they see humans, they charge to kill, drove their adversaries to the bowels of the earth, and
for they are savvy to the spears and arrows of hunters. there they devolved to their current state, wallowing in
Woolly Rhinocerous: #E 1 (3d4) | AL N | SZ L clay and burrowing like moles.
MV 40 | DX 6 | AC 0 | HD 10 | #A 2/1 (gore/trample) Worm of Ymir: #E 3d4 (1d12×10) | AL CE | SZ S
D 2d8/4d6 | SV 12 | ML 10 | XP 1,300 | TC nil | Special: MV 30 (slither 20) | DX 10 | AC 7 | HD 1 | #A 1/1
‘ Charging Trample and Gore: Can charge and (pummel) | D 1d4+1 | SV 16 | ML 8 | XP 13 | TC P, R
Special:
trample from one to four enemies (assuming ‘ Group Mind: Multiple worms of Ymir share an
each is within five feet of one another), whilst
goring one with its horn for double damage dice uncanny empathetic connexion, able to move and
(trample damage is standard). react as one.
‘ Infrared Vision: Infrared vision (as the spell)
to 120-foot range.
‘ Vulnerability: −2 “to hit” when exposed to
bright light.

140

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WRAITH WYVERN

This incorporeal, extra-dimensional undead entity This is the two-legged dragon of myth and legend, with
presents as the pale apparition of a human, translucent large bat-like wings, ruddy grey scales, red eyes, and a
and misty of form. Wraiths are composed of negative long, barbed tail. Wyverns range from 15−30 feet long,
energy of sepulchral stench. They hunger to take their with half that length being the tail, and they weigh up
provender of positive energy—sentient life such as to 1,200 lbs. They possess limited intelligence, their
Hyperborea supports—and from the Black Gulf they communication slightly more advanced than normal
arrive. They dwell in shadows, nocturnal hunters of reptiles. This beast attacks with a venomous tail sting,
life. Often wraiths are servants to a higher power or poisoning its victims before devouring them. Wyverns
otherworldly master. thrive in many environments, including the deepest
Wraith (Undead Type 7): #E 1d4 | AL LE | SZ M dungeons and subterranean caverns. They are most
MV 40 (fly 60) | DX 10 | AC 3 | HD 5+4 | #A 1/1 active during the sunless days and nights of Nightfall.
(touch) | D 1d6 | SV 14 | ML 12 | XP 540 | TC E Wyvern: #E 1 (1d6) | AL N | SZ L | MV 30 (fly 90)
Special: DX 16 | AC 3 | HD 7+4 | #A 2/1 (bite/sting)
‘ Constitution Drain: Touch drains constitution D 2d8/3d6 | SV 13 | ML 10 | XP 1,080 | TC E | Special:
‘ Venomous: Tail sting delivers venom; make
(CN) unless a death save is made. If the save fails,
the victim is drained 2d4 constitution. If drained to death (poison) save or suffer instant paralysis,
CN 1–2, the victim is withered and sickly, unable followed by death in 2d4 rounds.
to move or talk, barely able to swallow soft food.
At CN 0 or less, the victim is dead and returns as
a wraith in 24 hours. Note that multiple touches
have a cumulative effect. Constitution returns at a
rate of 1 point per day with complete bed rest; all
except the final point, which is a permanent loss
unless the restoration spell is cast.
‘ Immunities: Immune to cold, fear, paralysis,
and poison. Immune to mundane weapons;
harmed only by silver or magical weapons.
‘ Vulnerability: Powerless in direct sunlight.

141

HYPERBOREA

ZOMBIE ‘ Immunities: Immune to cold, fear, paralysis,
and poison.
This is the undead, corporeal revenant created through
the reanimation of a human, humanoid, or quasi-man ‘ Overbear: Multiple zombies will attempt to
corpse. The most prevalent example is the standard overbear victims.
zombie, but strange variations have been recorded, such
as the gloom-eater zombie and the intestine zombie. ‘ Resistances: Arrows and bolts inflict but 1 hp
ZOMBIE: These undead humanoids are the soulless damage (plus bonuses, if applicable); other pierc-
corpses of humans, humanoids, or quasi-men animated ing/thrusting weapons cause ½ damage (damage
by witchcræft, necromancy, or a netherworldly curse; dice halved, with bonuses added afterwards).
in other cases, the affliction of zombiism is akin to
disease transmission. Zombies are often tasked with ‘ Slow: Always attacks last on initiative; no
guardianship of a person, place, or thing. Requiring no running movement allowed.
sustenance, they can stand silent and motionless until
a prescribed condition is met, though they move slowly ‘ Vulnerabilities: Cure disease destroys zombie.
and rely on trapping or surprizing their opponents. Any natural 19 or 20 attack roll versus a zombie
Zombies typically pummel their opponents to death is considered a “head shot” inflicting maximum
and then feast on their flesh, entrails, and brains. damage, regardless of weapon type; this me-
Zombie (Undead Type 2): #E 1d6 (4d6) | AL CE chanic supersedes the optional critical hits rule.
SZ M | MV 30 | DX 3 | AC 8 | HD 2 | #A 1/1 (pum-
mel or bite) | D 1d8 or 1d3 | SV 16 | ML 12 | XP 64 GLOOM-EATER ZOMBIE: These undead human-
TC J, K, L, M | Special: oids, oft referred to as “gloom-eaters,” are the soulless
‘ Diseased Bite: 1-in-4 chance of bite attempt per corpses of humans or humanoids animated by witch-
cræft, necromancy, or a netherworldly curse. They
round; otherwise, pummel attacks apply until feed on the vitality of people through their baleful bite.
the zombie drops its foe, which it then attempts Like other zombies, gloom-eaters oft are tasked with
to eat. Bite infects victim with the zombiism guardianship of a person, place, or thing. Requiring no
disease (no saving throw allowed). Infection sustenance, they can stand silent and motionless until
manifests 1 turn after bite and begins with a prescribed condition is met, though they move slowly
intense fever, followed by loss of consciousness and rely on trapping or surprizing their opponents.
1d6+6 turns later. Within 1d10+2 hours the vic- Gloom-eater zombies use their strength-draining bites
tim dies; 1d6 turns thereafter the victim rises as to sap the vigour from their prey before feasting on
a zombie. Cure disease can disrupt and alleviate their flesh, entrails, and brains.
this process if cast before victim’s death. Gloom-Eater Zombie (Undead Type 2): #E 1d6 (4d6)
AL CE | SZ M | MV 30 | DX 3 | AC 8 | HD 2
#A 1/1 (pummel or bite) | D 1d8 or 1d3 | SV 16 | ML 12
XP 64 | TC J, K, L, M | Special:

‘ Draining Bite: 3-in-6
chance of bite attempt per
round. Bite drains victim’s
strength by 1d4 points (no
saving throw allowed). A
victim drained to 1–2 ST
is crippled, unable to walk,
barely able to crawl (5
MV). A victim reduced to
0 ST has been tainted by
the gloom and will become
a gloom-eater zombie
in 1d4 turns unless cure
disease is cast. Strength
can be restored at a rate
of 1 point per 24 hours of
rest.

‘ Immunities: Immune to
cold, fear, paralysis, and
poison.

‘ Overbear: Multiple
zombies will attempt to
overbear victims.

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‘ Resistances: Arrows and bolts inflict but 1 143
hp damage (plus bonuses, if applicable); other
piercing/thrusting weapons cause ½ damage
(damage dice halved, with bonuses added
afterwards).

‘ Slow: Always attacks last on initiative; no
running movement allowed.

‘ Vulnerabilities: Cure disease destroys zombie.
Any natural 19 or 20 attack roll versus a zombie
is considered a “head shot” inflicting maximum
damage, regardless of weapon type; this me-
chanic supersedes the optional critical hits rule.

INTESTINE ZOMBIE: Originally created by the Ix-
ian necromancer Yileenda, intestine zombies pres-
ent as common zombies. Within 30 feet, however,
illuminance (and a careful eye) may reveal a large,
stitched seam running from neck to waist—and
serpentine writhing beneath the abdominal
skin. At about 20 feet distance from its victim,
the intestine zombie’s abdominal seam bursts
open, releasing foul, bile-oozing intestines that
unravel through the air to entangle foes with unnat-
ural strength. Once entangled, the victim is strangled
slowly until passing out. An unbound intestine zombie
then devours its incapacitated foe, but if under the
command of a master, it may carry off its victim for
unspeakable atrocities.
Intestine Zombie (Undead Type 3): #E 1d6+5 | AL CE
SZ M | MV 30 | DX 3 | AC 7 | HD 3 | #A 1/1 (whip,
pummel, or bite) | D 1d4+1 or 1d8 or 1d3 | SV 15
ML 12 | XP 53 | TC J, K, L, M | Special:
‘ Immunities: Immune to cold, fear, paralysis,

and poison.
‘ Intestine Strike: Intestine zombies always

attempt to engage enemies from a distance
with their intestines’ 20-foot reach. Following
the initial damage of a successful attack, the
bile-covered intestine curls around the throat
of the victim, strangling for 1d6 hp damage per
round, starting the next round. Intestines struck
for 10 hp damage are severed or rendered
useless; this damage does not detract from the
monster’s overall hit point total. Alternatively,
intestines can be broken with an extraordinary
feat of strength.
‘ Resistances: Arrows and bolts inflict but 1 hp
damage (plus bonuses, if applicable); other pierc-
ing/thrusting weapons cause ½ damage (damage
dice halved, with bonuses added afterwards).

HYPERBOREA

ZUVEMBIE

The zuvembie is the result of a woman imbibing a black brew. The resultant transformation is a free-willed undead
creature: a provocatively beautiful yet frightening zombie, immortal as a vampire and nearly as keen. The zuvembie
retains no memory of its past, forever changed and inscrutable in disposition. It cannot speak, but it can vocalize
weird and haunting melodies. With its song it can control small animals and oft maintains unlikely combinations of
such creatures in its vicinity (typically old towers, abandoned farms, ruins, caves, and the like).

Zuvembies oft walk naked in moonlight, staring at the ‘ Haunting Song: Can sing a haunting song
stars through cadaverous eyes and pondering inhuman that charms any human males within 60 feet
thoughts; too, one will stand for hours or days in the who hear it, unless sorcery saves are made; the
hollow of a tree, in the closet of an old house, or under a saving throws are modified by willpower adjust-
stair. When opportunity presents, it sings its enchanting ment, if applicable. Charmed individuals stand
song to lure a man to its cold embrace, taking him as dumbly and gaze into the eyes of the zuvembie,
a lover and then eating his entrails. Zuvembies are re- allowing the beast to exact its grisly will.
nowned for animating their lifeless lovers shortly after
killing them and controlling their corpses like puppets. ‘ Immunities: Immune to cold, fear, paralysis,
Zuvembie (Undead Type 7): #E 1 (1d3) | AL CE | SZ M and poison. Immune to mundane weapons;
MV 50 | DX 16 | AC 4 | HD 7 | #A 3/1 (claw/claw/bite) harmed only by silver or magical weapons.
D 1d6+1/1d6+1/1d4+1 | SV 13 | ML 12 | XP 1,110
TC E | Special: ‘ Spells: Can cast the following spells at will
‘ Climb: Climb on 11-in-12 chance of success, at (though only one at a time): danse macabre,
darkness (through which it can see), witch fire.
full movement rate.
‘ Diseased Bite: Bite inflicts disease (reverse of ‘ Summon Animals: Once per week, can summon
3d6 small animals. Typical summoned creatures
cure disease spell). include bats, gulls, rats, ravens, or squirrels.
Each summoning conjures one animal type that
remain in the zuvembie’s vicinity for 1d4 weeks,
warning and protecting their master.

k k

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BEAST AND MONSTER ENCOUNTERS IN HYPERBOREA

The following tables, arranged in order of increasing hit dice, are provided as a resource for referees who might
choose to design their own encounter tables.

Table 202: <1 HD Creatures Table 203: 1 to 1+ HD Creatures Table 204: 2 to 2+ HD Creatures

Beast or Monster HD Beast or Monster HD Beast or Monster HD

Bat ¼ Bee, Giant Queen 1 Bandogg 2
Hare ¼
Glass Snail ¼ Bird-Man 1 Bat, Giant 2
Gull ¼
Ice Toad ¼ Dæmon, Lesser, Class i 1 Dæmon, Lesser, Class iv 2
Rat ¼
Raven ¼ Dæmon, Lesser, Class ii 1 Dæmon, Lesser, Class v 2
Squirrel ¼
Swinish Shade ¼ Deer, Red 1 Deer, Reindeer 2
Weasel ¼
Archæopteryx ½ Dog, Hunting/Sled 1 Dog, War 2
Bee, Giant ½
Cat ½ Dog, Wild 1 Ghoul 2
Centipede, Giant Black ½
Centipede, Giant Brown ½ Dragonfly, Giant 1 Green Slime 2
Centipede, Giant Pink ½
Eagle ½ Human, Bandit 1 Horse, Donkey/Mule/Pony 2
Falcon ½
Fox ½ Night-Gaunt Youngling 1 Horse, Riding/Wild 2
Hawk ½
Owl ½ Oon 1 Mummy, Ice, Thrall 2
Pegomastax ½
Rat, Giant ½ Orc 1 Mustard Mould 2
Snake, Viper ½
Undead Animal, Small ½ Skeleton 1 Orc Lieutenant 2

Snake, Spitting Cobra 1 Snake, Asp 2

Stirge 1 Snake, Rattle- 2

Undead Animal, Medium 1 Spider, Giant Crab 2

Worm of Ymir 1 Troglodyte 2

Beetle, Giant Fire 1+1 Zombie 2

Cave-Man 1+1 Zombie, Gloom-Eater 2

Dæmon, Lesser, Class iii 1+1 Beetle, Giant Bombardier 2+1

Ferret, Giant 1+1 Camel, Dromedary 2+1

Fish-Man Hybrid 1+1 Leaper Camel 2+1

Ape-Man 1+2 Lizard-Man 2+1

Human, Wild Berserker 1+4 Wolf 2+1

Shark, Dogfish 1+4 Automaton, Crystal 2+2

Brown Jenkin 2+2

Camel, Bactrian 2+2

Cœlurus 2+2

Deep-Water Tendril 2+2

Fangfish 2+2

Fish-Man 2+2

Hyæna-Man 2+2

Snake-Man 2+2

Horse, Light War- 2+3

145

Table 205: 3 to 3+ HD Creatures HYPERBOREA HD
Beast or Monster
Crab, Giant Table 206: 4 to 4+ HD Creatures 4
Dæmon, Lesser, Class vi HD Beast or Monster 4
Dæmon, Lesser, Class vii 4
Frog, Giant 3 Ant, Giant 4
Fungus, Shrieker 3 Ant, Giant Radioactive 4
Fungus, Violet 3 Aurochs 4
Harpy 3 Blink Dog 4
Horse, Draught 3 Dæmon, Lesser, Class ix 4
Human, Bandit Lieutenant 3 Dæmon, Lesser, Class x 4
Hyæna 3 Deer, Giant Elk 4
Lycanthrope, Wererat 3 Gargoyle 4
Mountain Lion 3 Gelatinous Cube 4
Mummy, Bog 3 Ghast 4
Musk Ox 3 Lycanthrope, Werewolf 4
Orc Captain 3 Mummy, Ice 4
Skeleton, Large 3 Night-gaunt 4
Snake, Python 3 Scorpion, Giant 4+1
Snake, Giant Water 3 Spider, Giant Wolf 4+2
Spider, Giant Black Widow 3 Wight 4+2
Spider, Giant Ogre-faced 3 Wolf, Dire 4+2
Tick, Giant 3 Ape, Albino 4+2
Wolverine 3 Eagle, Giant 4+2
Zombie, Intestine 3 Hippogriff 4+3
Boar 3 Lizard, Giant Draco 4+4
Man of Ash and Coal 3 Lizard-Man Sub-Chief 4+4
Dwarf 3 Weasel, Giant 4+4
Shadow 3+1 Abominable Snowman 4+4
Spider, Giant Trapdoor 3+1 Ape, Mountain 4+4
Spore-Man 3+2 Centaur 4+4
Toad, Giant 3+2 Fish-Man Sub-Chief 4+4
Vhuurmis 3+2 Gibbering Mouther 4+5
Bear, Black 3+2 Gorgon
Cave-Man Sub-Chief 3+2 Hyæna-Man Leader
Crab-Man 3+2 Wolverine, Giant
Dæmon, Lesser, Class viii 3+3
Horse, Heavy War- 3+3
Jackalope 3+3
Pegasus 3+3
Pterodactyl 3+3
Ape-Man Alpha 3+3
Grey Ooze 3+3
Human, Wild Berserker Sub-Chief 3+3
3+4
146 3+4
3+6

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Table 207: 5 to 5+ HD Creatures Table 208: 6 to 6+ HD Creatures HD 147
Beast or Monster HD Beast or Monster 6
6
Ape, Carnivorous 5 Beetle, Giant Stag 6
Cockatrice 5 Cloaker 6
Crocodile 5 Dæmon, Lesser, Class xiv 6
Dæmon, Lesser, Class xi 5 Dæmon, Lesser, Class xv 6
Dæmon, Lesser, Class xii 5 Lizard, Giant Tuatara 6
Dæmon, Lesser, Class xiii 5 Lotus Woman 6
Deathvine 5 Lycanthrope, Werewolf Superior 6
Electric Eel 5 Manticore 6
Gnagana 5 Shark, Great White 6
Hell Hound 5 Skeleton, Giant 6
Human, Bandit Captain 5 Snake, Giant Asp 6
Hyæna, Giant 5 Tiger 6
Hydra, Aqua- 5 Whale, Killer 6+2
Hydra, Pyro- 5 Winter Wolf 6+2
Leech, Giant 5 Lizard-Man Chieftain 6+4
Lion 5 Troll 6+4
Lizard, Giant Chameleon 5 Abominable Snow-Man Alpha 6+4
Lycanthrope, Wereshark 5 Basilisk 6+6
Man of Leng 5 Mummy 6+6
Ochre Jelly 5 Crab-Man Overlord 6+6
Orc Chieftain 5 Elder Thing 6+6
Owl Bear 5 Gorgon, Greater 6+6
Rust Monster 5 Mi-Go 6+6
Scorpioid of Xin 5 Minotaur 6+6
Slithering Slime 5 Nightmare
Snake, Giant Python 5 Succubus HD
Tentacular Horror 5 Table 209: 7 to 7+ HD Creatures 7
Tree-Man, Accursed Stump 5 Beast or Monster 7
Troglodyte Chieftain 5 Banshee 7
Undead Animal, Large 5 Griffin 7
Phase Spider 5+4 Hydra, Aqua- 7
Wraith 5+4 Hydra, Pyro- 7
Bear, Brown 5+5 Lizard, Giant Komodo 7
Cave-Man Chieftain 5+5 Mummy, Ice, Noble 7
Human, Wild Berserker Chieftain 5+8 Otyugh
7+2
Zuvembie 7+4
Automaton, Scythe 7+4
Spectre 7+5
Wyvern 7+7
Bear, Polar 7+7
Fish-Man Chieftain
Transmundane

Table 210: 8 to 8+ HD Creatures HYPERBOREA HD
Beast or Monster 10
Aboleth Table 212: 10 to 10+ HD Creatures 10
Dæmon, Greater, Class I HD Beast or Monster 10
Dæmon, Greater, Class V 10
Elemental, Air, Class I 8 Black Pudding 10
Elemental, Earth, Class I 8 Centipede, Monstrous Green 10
Elemental, Fire, Class I 8 Colour out of Space 10
Elemental, Water, Class I 8 Dæmon, Greater, Class III 10
Giant, Hill 8 Ghost 10
Gnoph-Yikk 8 Giant, Frost 10
Invisible Stalker 8 Giant, Hill, Chieftain 10
Octopus, Giant 8 Great Race 10
Salamander, Fire 8 Remorhaz 10
Snake, Giant Spitting Cobra 8 Roper 10
Sphinx 8 Shambling Mound 10
Tiger, Sabre-Tooth 8 Thew Waggon 10+2
Tree-Man, Adult 8 Tiger, Sabre-Tooth Superior 10+2
Will-o’-Wisp 8 Tree-Man Crawler 10+6
Ape, Albino, Superior 8 Woolly Rhinoceros
Bear, Cave 8 Automaton, Bronze HD
8 Night-Gaunt Queen 11
Table 211: 9 to 9+ HD Creatures 8+4 Minotaur Superior 11
Beast or Monster 8+5 Table 213: 11 to 12 HD Creatures 11+2
Babi-Ngepet 12
Chimæra Beast or Monster 12
Dæmon, Greater, Class II HD Dæmon, Greater, Class IV 12
Hydra, Aqua- 12
Hydra, Pyro- 9 Giant, Fire 12
Lamia 9 Automaton, Clay 12
Salamander, Ice 9 Aerial Minion 12
Whale, Nar- 9 Behir 12
Automaton, Flesh 9 Crocodile, Giant 12
Vampire 9 Cyclops 12
Phoongh 9 Elemental, Air, Class II 12
Ghul 9 Elemental, Earth, Class II 12
9+2 Elemental, Fire, Class II 12
9+2 Elemental, Water, Class II 12
9+3 Lich 12
9+6 Naga 12

Shoggoth
Sloth, Ground
Slug, Giant
Squid, Giant
Tree-Man, Old
Woolly Mammoth

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Volume II: Referee’s Manual 12

Table 214: 13 to 18 HD Creatures HD Elemental, Air, Class III 16
Elemental, Earth, Class III 16
Beast or Monster 13 Elemental, Fire, Class III 16
14 Elemental, Water, Class III 16
Dæmon, Greater, Class VI 14 Sea Serpent 16
Giant, Frost, Jarl 14 Tree-Man, Ancient 16
Purple Worm 14+2 Woolly Mammoth Superior 16
Transtellarial 15 Automaton, Iron 16+2
Automaton, Stone 15 Squid, Colossal 18
Crab, Monstrous 15 Whale, Blue 18
Crab, Monstrous, Four-Clawed 15
Dæmon, Greater, Class VII
Giant, Fire, Jarl

149


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