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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

CLASS iv LESSER DÆMON: Resembling nothing so CLASS v LESSER DÆMON: Appearing somewhat
much as a four-foot-long, skeletal dog that walks on its as a grisly, hairless hound with powerful rear legs
hind legs, this dæmon is of gruesome jaundiced colour and rudimentary hands instead of front paws, this
and sardonic demeanour. At will, it can fade from view, dæmon is a faultless tracker and tireless pursuer. It
save for its smirk and gleaming beady eyes. Unlike is cunning enough to focus on its quarry and not raise
most lesser dæmons, it can speak Common, albeit in alarm through senseless carnage. If no prey has been
a mocking whisper squirming with maggots. Because designated, this dæmon will run amok, much like its
they can converse with ages-lost spirits of the dead, brethren. Sorcerers have been known to summon
these dæmons oft are summoned for such a purpose these beasts as trackers and killers, though care need
by necromancers and other desperate fools. However, be taken lest they turn on their masters.
they scarcely can be trusted to relay accurate informa- Class v Lesser Dæmon (Undead Type 13): #E 1d6
tion except under severe duress—or when the truth is AL CE | SZ M | MV 60 | DX 13 | AC 6 | HD 2
worse than a lie. #A 1/1 (bite) | D 2d4 | SV 16 | ML 7 | XP 112
Class iv Lesser Dæmon (Undead Type 13): #E 1d8 TC Q | Special:
AL CE | SZ M | MV 40 | DX 11 | AC 5 | HD 2 ‘ Resistances: Cold, electricity, fire, and gas attacks
#A 3/1 (claw/claw/bite) | D 1d3/1d3/1d4 | SV 16
ML 7 | XP 112 | TC C | Special: inflict ½ damage, or ¼ damage if save is made.
‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Sorcery Resistance: 4-in-20 sorcery resistance

inflict ½ damage, or ¼ damage if save is made. versus spells, magical abilities, and all sorcerous
‘ Sorcery Resistance: 4-in-20 sorcery resistance devices. Sorcery resistance should be checked
before a saving throw is rolled.
versus spells, magical abilities, and all sorcerous ‘ Stealthy: Can hide and move silently at 11-in-12
devices. Sorcery resistance should be checked chance of success.
before a saving throw is rolled. ‘ Track: Can track in any environment at 11-in-12
‘ Spells: At will (though only one at a time), can chance of success. Prey warded by a protection
cast invisibility (self only) and a form of speak from evil spell cannot be tracked.
with dead that functions much like the divina- ‘ Vomit Acid: Once per day, vomit a 10-foot stream
tion spell, too. of acid that causes damage equal to the dæmon’s
current hit points (avoidance save for ½ damage).

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CLASS vi LESSER DÆMON: This grotesque entity CLASS vii LESSER DÆMON: This dæmon appears
appears as a gigantic starfish topped by a humanoid as a mandibulate dragon some five feet in height, with
body with four bony tentacles, the whole being a nau- electric blue hide and chartreuse crest. Its body radi-
seous green colour. It can move with surprizing speed ates heat that can be felt some distance away, and it
across any surface, even walls and ceilings. The pro- can expel a cloud of white-hot ashes. Class vii lesser
boscis of this dæmon can spew a sticky mass akin to dæmons are particularly notorious as slayers of Law-
a sorcerous web. It is said that these dæmons prefer ful clerics and despoilers of Lawful temples, either of
to make their worldly lairs beneath desecrated Lawful which they are wont to set ablaze.
temples, where the webbed bodies of their victims are Class vii Lesser Dæmon (Undead Type 13): #E 1d6
suspended in perpetual darkness and cold. AL CE | SZ M | MV 30 | DX 10 | AC 4 | HD 3
Class vi Lesser Dæmon (Undead Type 13): #E 1d6 #A 1/1 (bite) | D 1d10 | SV 15 | ML 7 | XP 173
AL CE | SZ M | MV 40 | DX 12 | AC 5 | HD 3 TC Q | Special:
#A 4/1 (lash ×4) | D 1d4 (×4) | SV 15 | ML 7 ‘ Emit Heat: Emits intense heat; any creature
XP 119 | TC C | Special:
‘ Emit Cold: Emits freezing cold; any creature within 10 feet must make a sorcery saving throw
or suffer 1d6 hp damage per round.
within 10 feet must make a sorcery saving throw ‘ Enemy of Ecclesiastical Law: +2 “to hit”
or suffer 1d6 hp damage per round. versus Lawful clerics or priests.
‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Expel Ashes: Can expel scorching ashes thrice
inflict ½ damage, or ¼ damage if save is made. per day in a 10-foot-long cone, 5 feet wide at the
‘ Sorcery Resistance: 5-in-20 sorcery resistance terminus, causing damage equal to the dæmon’s
versus spells, magical abilities, and all sorcerous current hit points (avoidance save for ½ damage).
devices. Sorcery resistance should be checked ‘ Resistances: Cold, electricity, fire, and gas attacks
before a saving throw is rolled. inflict ½ damage, or ¼ damage if save is made.
‘ Web: Thrice per day, can discharge to a range of ‘ Sorcery Resistance: 5-in-20 sorcery resistance
15 feet a sticky mass that functions exactly as a versus spells, magical abilities, and all sorcerous
web spell. devices. Sorcery resistance should be checked
before a saving throw is rolled.

51

HYPERBOREA

CLASS viii LESSER DÆMON: This nine-foot-tall, CLASS ix LESSER DÆMON: Appearing as a some-
hunchbacked, bowlegged mockery of a human has a what humanoid figure of ghastly white, fungoid compo-
warty, red-violet hide and horrible bloodshot eyes. It sition, this creature exudes a strong odour of earth and
carries out any enterprise of destruction with zeal, loam. It speaks Common tongue in a hollow voice that
emitting booming laughter all the while. Even stone seems to emanate from the very depths of the earth.
eventually yields to its horny fists. Evil witches are Because of their vast knowledge of things subterranean
wont to summon these violent dæmons for carnal rela- (including buried treasures), these dæmons oft are
tions. What progeny may be born from these unnatu- summoned by those seeking such prizes. The dæmons
ral unions is a subject far too revolting to contemplate. invariably demand a blood price in return for their aid.
Class viii Lesser Dæmon (Undead Type 13): #E 1d6 Class ix Lesser Dæmon (Undead Type 13): #E 1d6
AL CE | SZ M | MV 40 | DX 11 | AC 3 | HD 3+3 AL CE | SZ M | MV 30 | DX 8 | AC 4 | HD 4
#A 2/1 (pummel/pummel) | D 1d10/1d10 | SV 15 #A 2/1 (pummel/pummel) | D 1d8/1d8 | SV 15 | ML 7
ML 8 | XP 195 | TC C | Special: XP 300 | TC C, Q | Special:
‘ Resistances: Cold, electricity, fire, and gas attacks ‘ Legend Lore: May use legend lore at will, but only

inflict ½ damage, or ¼ damage if save is made. for matters related to the earth and subterranean
‘ Smash Hull: Fists can inflict 1d4 hull points locales; results are immediate (not 1d10 days later).
‘ Resistances: Cold, electricity, fire, and gas attacks
per round to a ship or smash a wooden door to inflict ½ damage, or ¼ damage if save is made.
flinders with a single blow. Any stone or metal ‘ Rot Wood: Any wood that contacts this dæmon rots
object struck must make a class 2 item saving instantly and fall to pieces; wooden magic items are
throw or be destroyed. Effects on larger stone allowed class 5 item saves to avoid destruction.
or metal constructions (e.g., walls) are left to the ‘ Sorcery Resistance: 6-in-20 sorcery resistance
referee’s judgment, but they eventually should versus spells, magical abilities, and all sorcerous
be breached or battered down. devices. Sorcery resistance should be checked
‘ Sorcery Resistance: 5-in-20 sorcery resistance before a saving throw is rolled.
versus spells, magical abilities, and all sorcerous ‘ Transmit Leprosy: Any creature struck must
devices. Sorcery resistance should be checked make a death (poison) save or contract a form of
before a saving throw is rolled. leprosy that proves fatal in 1d6 weeks.

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CLASS x LESSER DÆMON: Of grisly leonine form CLASS xi LESSER DÆMON: Eight-limbed and
with blood-red hide and mane of fire, this dæmon is ful- with slavering maw, this jet-black abomination moves
ly as large as a mountain lion with vaguely humanoid with startling speed given its eight-foot length. Like
appendages. It can track faultlessly when a quarry is most lesser dæmons, it is incapable of true speech, but
named, but otherwise destroy and devour living crea- can mock sounds it has heard with uncanny accuracy;
tures wherever it finds them. Nothing hidden can escape it favours mimicking small children and pets to lure
its burning gaze. Similar but superior to class v lesser victims. Sages aver that these dæmons dwell in cav-
dæmons, these more cunning beasts frequently are erns deep beneath the earth, where the slumbering
called upon by sorcerers to find and slay their enemies. forms of their victims hang amongst the stalactites,
Class x Lesser Dæmon (Undead Type 13): #E 1d6 saved for some inscrutable purpose.
AL CE | SZ M | MV 50 | DX 12 | AC 4 | HD 4 Class xi Lesser Dæmon (Undead Type 13): #E 1d4
#A 3/1 (claw/claw/bite) | D 1d6/1d6/1d8 | SV 15 AL CE | SZ M | MV 60 | DX 14 | AC 3 | HD 5
ML 7 | XP 315 | TC C | Special: #A 5/1 (claw ×4/bite) | D 1d4 (×4)/1d6 | SV 14
‘ Fearsome Roar: Once per day, may roar and ML 8 | XP 475 | TC C, Q | Special:
‘ Resistances: Cold, electricity, fire, and gas attacks
cause fear (as the spell) to all within 20 feet.
‘ Resistances: Cold, electricity, fire, and gas attacks inflict ½ damage, or ¼ damage if save is made.
‘ Sleep Bite: Bite victim must make death
inflict ½ damage, or ¼ damage if save is made.
‘ Sorcery Resistance: 6-in-20 sorcery resistance (poison) save or suffer the effects of a sleep
everlasting spell.
versus spells, magical abilities, and all sorcerous ‘ Sorcery Resistance: 7-in-20 sorcery resistance
devices. Sorcery resistance should be checked versus spells, magical abilities, and all sorcerous
before a saving throw is rolled. devices. Sorcery resistance should be checked
‘ Track: Can track in any environment at 11-in-12 before a saving throw is rolled.
chance of success. Prey warded by a protection ‘ Ventriloquism: Can cast ventriloquism at will.
from evil spell cannot be tracked.
‘ True Seeing: At all times, has the power of a
true seeing spell.

53

HYPERBOREA

CLASS xii LESSER DÆMON: Appearing as a de- CLASS xiii LESSER DÆMON: This 14-foot-long
formed, 12-foot-long dragon with insectan legs, this dæmon manifests as a monstrous pink-and-yellow in-
dæmon is of dead-grey colour and sickening miasmal vertebrate with two ridged tentacles, the whole topped
odour. In addition to biting with the deadly fangs in its by a snarling wolf ’s head. The burning eyes of this
malformed jaws, it can spew forth a stream of revolting horror can emit deadly beams of pale fire. These fiends
septic fluid. True to their stomach-turning appearance prefer to dwell in subaqueous depths. It is said they
and scent, these dæmons prefer to make their lairs in gather the wealth of sunken ships into troves of great
swamps and sewers, where the bloated corpses of pre- value, oft conscripting the dead crews of such ships to
vious victims oft are found floating. guard the treasures.
Class xii Lesser Dæmon (Undead Type 13): #E 1d4 Class xiii Lesser Dæmon (Undead Type 13): #E 1d4
AL CE | SZ L | MV 40 | DX 11 | AC 2 | HD 5 AL CE | SZ L | MV 30 (swim 60) | DX 11 | AC 2
#A 1/1 (bite) | D 2d8 | SV 14 | ML 8 | XP 575 HD 5 | #A 3/1 (lash/lash/bite) | D 1d8/1d8/1d10 | SV 14
TC C, Q | Special: ML 8 | XP 600 | TC B, Q (×2; always black pearls)
‘ Diseased Bite: Bite carries deadly bacteria; unless Special:
‘ Ghoul Bite: Bite victim must make death
cure disease cast, bite victims suffer infection,
fever, and weakness. After 2d4+1 days they must (poison) save or die, rising three days later as an
make death (poison) saves to recover or die. aquatic ghoul (lacedon).
‘ Noisome: Any living creature with 10 feet must ‘ Resistances: Cold, electricity, fire, and gas attacks
make death (poison) save or suffer nausea, inflict ½ damage, or ¼ damage if save is made.
causing −2 attack penalty for 1 turn. ‘ Sorcery Resistance: 7-in-20 sorcery resistance
‘ Resistances: Cold, electricity, fire, and gas attacks versus spells, magical abilities, and all sorcerous
inflict ½ damage, or ¼ damage if save is made. devices. Sorcery resistance should be checked
‘ Sorcery Resistance: 7-in-20 sorcery resistance before a saving throw is rolled.
versus spells, magical abilities, and all sorcerous ‘ Spells: Can cast the following spells once per day
devices. Sorcery resistance should be checked each: animate dead, death ray of immolation.
before a saving throw is rolled.
‘ Vomit Acid: Thrice per day, may vomit nauseous
acid on a target within 10 feet. The victim must
make an avoidance save or suffer an additional 1d6
hp damage and become a source of revolting odour
(with nauseating effects as above) for one hour.

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CLASS xiv LESSER DÆMON: Perhaps the strang- CLASS xv LESSER DÆMON: Mightiest of the lesser
est of all dæmons in appearance, this entity manifests dæmons, this humanoid entity averages eight feet in
as a sickly blue globe, 10 feet in diameter, and ringed height and presents a profusion of strange blades and
with glaring red eyes. It creeps about on a mass of livid spikes. Its midnight-blue form appears more mechani-
purple tentacles and can converse in any language via cal than organic, and its eyes burn with orange fire (as
its tongues ability, using a buzzing inhuman voice that do any rents made in its body by weapons). It can speak
wounds the soul. Sorcerers oft summon these beasts any human tongue, but rarely deigns to do so. These
for questioning, as they possess great wisdom, but the dæmons sometimes are called forth from the nether-
dæmons prefer to reveal secrets that cause misery and world by sorcerers and bidden to provide transport to
suffering for as many living things as possible. other parts of Hyperborea, or even to open the way to
Class xiv Lesser Dæmon (Undead Type 13): #E 1d4 shadowy realms beyond. The chance of being stranded
AL CE | SZ L | MV 30 | DX 8 | AC 3 | HD 6 is very real when dealing with these enigmatic beings.
#A 4/1 (lash×4) | D 1d4 (×4) | SV 14 | ML 8 | XP 820 Class xv Lesser Dæmon (Undead Type 13): #E 1d4
TC C, T | Special: AL CE | SZ M | MV 40 | DX 11 | AC 1 | HD 6
‘ Immunity: Immune to mundane weapons; #A 2/1 (pummel/pummel) | D 1d10/1d10 | SV 14
ML 8 | XP 820 | TC C | Special:
harmed only by silver or magical weapons. ‘ Immunity: Immune to mundane weapons;
‘ Resistances: Cold, electricity, fire, and gas attacks
harmed only by silver or magical weapons.
inflict ½ damage, or ¼ damage if save is made. ‘ Resistances: Cold, electricity, fire, and gas attacks
‘ Sorcery Resistance: 8-in-20 sorcery resistance
inflict ½ damage, or ¼ damage if save is made.
versus spells, magical abilities, and all sorcerous ‘ Sorcery Resistance: 8-in-20 sorcery resistance
devices. Sorcery resistance should be checked
before a saving throw is rolled. versus spells, magical abilities, and all sorcerous
‘ Spells: Can cast the following spells at will devices. Sorcery resistance should be checked
(though only one at a time): contact otherworldly before a saving throw is rolled.
being (no chance of insanity), legend lore, tongues. ‘ Spells: Can cast the following spells at will (though
only one at a time): dimension door, silence,
tongues. Once per day each, can cast plane shift
and teleport (without error). Unlike mortal sorcer-
ers, it can teleport itself with a willing passenger.

55

HYPERBOREA

DÆMON, SUBLUNARY BROWN JENKIN (Dæmonic Familiar): A brown
jenkin is sent by Thaumagorga (or one of his six
These dæmons defy classification, their places of ori- dæmon princes) to serve only the wickedest sorcer-
gin oft ambiguous or inconsistent, and their objectives ers. Its mandate is to encourage its master to greater
equally abstruse. Sublunary dæmons dwell about Hy- deeds of depravity and Evil. A brown jenkin appears
perborea, seemingly as permanent residents of their as a small animal (such as a cat, lap dog, piglet, or rat),
own accord. Sages posit that despite their ability to but it has disturbingly human characteristics as well:
survive and multiply in the most unhallowed corners of upright posture, hands instead of paws, and a subtly
the realm, these vile beasts remain subject to dismissal. human cast to its face. In fact, some sages believe that
BABI-NGEPET (Swine Dæmon): From some fright- a brown jenkin is, in some revolting way, the child of
ful netherworld hail these shape-shifting dæmons that the sorcerer it serves.
prey on humanity wherever it is most vulnerable. Ba- Once the brown jenkin is accepted as a familiar by the
bi-ngepet are devourers of human flesh, able to assume sorcerer, its master gains all the benefits of 1 additional
the forms of giant hogs five feet long, three feet at the level and the same sorcery resistance as the familiar
shoulder, and weighing as much as 650 pounds; or they itself. These powers are lost if the familiar and master
may take the shape of enormously fat humans with are separated by more than one mile. If the brown jen-
ruddy, porcine countenances. Their dæmonic powers kin dies, the master immediately loses 20% of total XP, a
allow them to shape-shift freely at night, but once curse that can only be lifted through a restoration spell.
dawn breaks they are cursed to maintain until dusk Once per day (typically at midnight) the brown jenkin
whichever form they last selected. In Hyperborea must be fed the blood of its master in the same manner
(and perhaps elsewhere), babi-ngepet have engaged in that an infant suckles, biting the master’s arm, leg, or
unspeakable relations with dæmon-worshipping Picts, teat and causing 1 hp damage. Should this need be ne-
and so was born the orc race. glected, the familiar will go at large in search of blood,
Babi-Ngepet (Undead Type 13): #E 1 | AL CE | SZ M victimizing the most helpless creature it can locate. A
MV 40 | DX 10 | AC 3 | HD 9 | #A 1/1 (gore) | D 2d6 brown jenkin feels no true loyalty and may betray its
SV 12 | ML 9 | XP 1,500 | TC E | Special: master, should the inclination arise.
‘ Charm Person: can cast charm person thrice N.B.: A brown jenkin does not replace the standard
familiar associated with magicians and witches; how-
per day; sorcery save at −2 penalty. ever, the brown jenkin may prove jealous of other fa-
‘ Immunity: Immune to mundane weapons; miliars. In fact, the brown jenkin is wont to play cruel
(potentially deadly) tricks on the magician’s or witch’s
harmed only by silver or magical weapons. familiar.
‘ Sorcery Resistance: 9-in-20 sorcery resistance

versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.

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Brown Jenkin (Undead Type 13): #E 1 | AL CE 57
SZ S | MV 60 (leap 60) | DX 18 | AC 0 | HD 2+2
#A 1/1 (bite) | D 1d4 | SV 16 | ML 7 | XP 191
TC nil | Special:
‘ Climb: Can climb any surface with no chance of

falling.
‘ Drain: Drains victim of blood for 1d4 hp damage

per round following a successful hit; after 12 hp are
drained, the sated brown jenkin will slink away.
‘ Immunity: Immune to mundane weapons;
harmed only by silver or magical weapons.
‘ Leap: Can make preternatural leaps of up to
60 feet.
‘ Resistances: Cold, electricity, fire, and gas attacks
inflict ½ damage, or no damage if save is made.
‘ Sorcery Resistance: 7-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spells: Can cast the following spells at will
(though only one at a time): detect good, detect
invisibility, detect magic. Can cast suggestion
once per day. Once per month, cast contact
otherworldly being (as the spell) and ask as many
as three questions. The answers may or may not
be true, but always will be calculated to inspire
some Evil course of action by the brown jenkin’s
master. This connexion carries no risk of insanity.
‘ Stealthy: Can hide and move silently on 11-in-
12 chance of success.
GHUL (Desert Dæmon): In their natural state, these
shape-shifting dæmons present as emaciated human-
oids of seven- to nine-foot height, with cadaverously pale
skin, stringy hair, and black, sunken eyes. Their long
arms end in blood-red talons, and their double-rowed
teeth triangulate like those of a shark. Highly intelli-
gent and manipulative, ghuls are reputed to dwell in
deserts and tundra where they oft assume positions of
leadership over lesser species such as bandoggs, hyæ-
na-men, orcs, and vhuurmis, all of which they can at-
tract in superior numbers. Ghuls are loathed by most
humans, notorious for robbing graves from which
they either take their provender or, in some
cases, utilize a cadaver for baleful necro-
mancies and other foul rites. Ghuls are
noted servants of Mordezzan, and when
in the dead of night they deign to appear
in the charnel houses of Mordezzan’s
worship, the black priests of this deity of
death will lavish upon the desert dæmons
all their unspeakable desires.

HYPERBOREA

Ghul (Undead Type 13): #E 1 | AL LE | SZ L | MV 50 ‘ Resistances: Cold, electricity, fire, and gas attacks
DX 17 | AC 2 | HD 9+6 | #A 3/1 (claw/claw/bite) inflict ½ damage, or ¼ damage if save is made.
D 1d4+4/1d4+4/2d6 | SV 12 | ML 9 | XP 3,400 | TC E
Special: ‘ Sorcery Resistance: 7-in-20 sorcery resistance
‘ Command Undead: Can command undead at TA versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
9 capacity (see Vol. I, Chapter 4: Classes, cleric). before a saving throw is rolled.
‘ Immunities: Immune to death magic. Immune
‘ Summon Rats: Once per day, can summon 1d6
to mundane weapons; harmed only by silver or giant rats, arriving 1d4 rounds later. A single
magical weapons. gnagana can ultimately control 1d20+20 rats in
‘ Resistances: Cold, electricity, fire, and gas attacks total.
inflict ½ damage, or ¼ damage if save is made.
‘ Shapeshift: Can shapeshift to any human, ‘ Ventriloquism: Can cast ventriloquism at will.
humanoid, or quasi-man shape (of no taller than
12 feet height) at will. GNOPH-YIKK (Ice Dæmon): This dæmon presents
‘ Sorcery: The sorcery ability of a 9th-level necro- as a 20-foot-long, 5-foot-diameter segmented worm
mancer. The referee can select spells accordingly with a three-foot-long tail stinger and a round maw
(5 × level 1, 4 × level 2, 3 × level 3, 2 × level 4, lined with three rows of fangs. Gnoph-yikk are leprous
1 × level 5), or use the following default selections: beasts, pallid white in colour and lined with pale blue
ridges. They typically burrow in glaciers, creating vast
Level 1: animate carrion, command, networks of tubes in the ice.
locate the dead, protection from good, scare Gnoph-yikk are said to be the spawn of Yikkorth, “The
Level 2: darkness, forest of bones, ghoul Ashen Worm,” who is held to have impregnated the
touch, ray of enfeeblement great glaciers of Hyperborea with ice dæmon eggs.
Level 3: dispel magic, lightning bolt, slow Sages hypothesize that as more gnoph-yikk hatch and
Level 4: animate dead, black tentacles mature, they galvanize Hyperborea’s glaciers to thick-
Level 5: gelatinize bones en and once more mantle the whole of the realm in ice.
Legends speak of a 12th-level ghul necromancer Certain cryomancer societies prognosticate this time
dwelling on the Isle of Ghul. as “The Great Cleansing of Barbarism and Chaos.”
‘ Sorcery Resistance: 7-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Summon Undead: Once per day, can summon
1d6 ghouls, arriving 1d4 rounds later, with
1-in-6 chance that one is a ghast.
GNAGANA (Rat Dæmon): These vile creatures take
shape when the malevolent, disembodied eidolon of
a dæmon enters the corporeal form of a giant rat.
The Evil spirit impregnates the rodent vessel with its
persona and then begins assembling a colony of sum-
moned giant rats that serve it unwaveringly. Further-
more, the possessed rat begins to distend, engorged
with the blood of its victims and the horrific bile its
glands produce. Most gnagana are reputed to swell up
to eight feet in length.
Gnagana (Undead Type 13): #E 1d2 | AL CE | SZ M
MV 20 | DX 6 | AC 4 | HD 5 | #A 1/1 (bite) | D 2d4
SV 14 | ML 11 | XP 575| TC C, Q | Special:
‘ Diseased Bite: Bite victim must make death (poi-
son) save or die of fever and delirium in 1d6 days.
‘ Explode: If killed, the gnagana explodes in a
high-pressure shower of blood and bile, soaking all
within a 30-foot radius. Its demise also results in
the deaths of all previously summoned giant rats.

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Gnoph-Yikk (Undead Type 13): #E 1d3 | AL LE LAMIA (Witch Dæmon): In deserts and other places
SZ L | MV 40 | DX 10 | AC 0 | HD 8 | #A 2/1 of isolation dwell the lamiæ, mythic witch-dæmons
(bite/sting) | D 2d6/2d4+2 | SV 13 | ML 9 | XP 2,040 that present as beautiful, curvaceous women with vac-
TC B | Special: uous eyes. They wear loose-fitting gossamer gowns,
‘ Beckon: Once per day, can attempt to through which the astute might observe their round
thighs sheathed in snakeskin; furthermore, some con-
beckon another gnoph-yikk to fight ceal thin, serpentine tails that emerge from the bases
alongside it (as reverse of dismiss- of their spines. Lamiæ prefer to prey on men, seducing
al), with 2-in-6 chance of success. them and then drinking their blood for sustenance.
‘ Immunity: Immune to cold. Lamiæ arm themselves with curved daggers of excep-
‘ Resistances: Electricity, tional quality (forged of diamond-hard glass). They are
fire, and gas attacks inflict ½ cruel, sadistic, Evil creatures who delight in the pain
damage, or ¼ damage if save and suffering of their victims.
is made. Lamia (Undead Type 13): #E 1d2 | AL CE | SZ M
‘ Sorcery Resistance: 9-in-20 MV 50 | DX 14 | AC 3 | HD 9 | #A 3/1
sorcery resistance versus (dagger/dagger/bite) | D 1d4/1d4/1d3 | SV 12 | ML 9
spells, magical abilities, and XP 2,100 | TC D | Special:
all sorcerous devices. Sorcery ‘ Charm: Voice charms all within 90 feet who hear
resistance should be checked
before a saving throw is it unless sorcery saves are made. The saves are
rolled. modified by willpower adjustment, if applicable.
‘ Spells: Can cast the following Charmed individuals stand dumbly, allowing the
spells at will (though only lamiæ to do as they will, even kill them.
one at a time): ‘ Illusion: Can cast hallucinatory terrain thrice
cone of cold, per day.
darkness, detect ‘ Sorcery Resistance: 5-in-20 sorcery resistance
invisibility,
infrared vision, versus spells, magical abilities, and all
wall of ice. sorcerous devices. Sorcery resistance
should be checked before a saving
throw is rolled.
‘ Venomous: Bite victim must
make death (poison) save or
die in 1d4 rounds; if save is
successful, 3d6 hp dam-
age sustained (a terrible
blood-burning sensation).

59

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SUCCUBUS (Enchantress Dæmon): These dæmons ‘ Æthereal: Can become æthereal at will, insub-
control human men through seduction. Typically, stantially traversing interstices betwixt particles
they ensorcel men of greatness, as they crave power, of matter.
fame, and wealth. Succubi present as beautiful women,
strikingly voluptuous, with pale skin, silken hair, and ‘ Beckon: Once per day, can attempt to beckon a
haunting eyes that can melt a man’s will. In their true dæmonic servant (as reverse of dismissal), with
forms, they have vampiric fangs, snakelike tails, tal- 2-in-6 chance of success. Roll 1d4: 1–3, a class
oned fingers, and membranous wings of eight or more IV greater dæmon is beckoned; 4 beckons a
feet extending from their shoulder blades. Rarely will class VI greater dæmon.
succubi reveal their true forms unless greatly offend-
ed, attacked, or uncloaked for what they are. ‘ Beguilement: When a target for beguilement
Often succubi infiltrate the dreams of their victims, is selected, the succubus must obtain a personal
tantalizing with coy and elusive glimpses of their rare possession from the victim. The spell is cast whilst
beauty. When at length the enchantment takes hold, the target slumbers. The target, who must be no
nonchalantly the succubus appears in the waking life of more than one mile away, must make a sorcery
the ensorcelled (the woman of his dreams, as it were). save or come under the succubus’ spell. The save is
The victim will fawn over the woman and lavish upon her modified by willpower adjustment, if applicable.
gifts rare, exotic, and expensive—until she tires of him.
(Some sages posit the existence of incubi—male coun- ‘ Immunity: Immune to mundane weapons;
terparts that lie with women to spawn their dæmonic harmed only by magical weapons.
progeny—but such speculation remains unverified.)
Succubus (Undead Type 13): #E 1 | AL CE | SZ M ‘ Resistances: Cold, electricity, fire, and gas attacks
MV 40 (fly 60) | DX 17 | AC 0 | HD 6+6 | #A 2/1 inflict ½ damage, or ¼ damage if save is made.
(claw/claw) | D 1d6/1d6 | SV 14 | ML 9 | XP 1,590
TC I, Q | Special: ‘ Sorcery Resistance: 14-in-20 sorcery resistance
versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.

‘ Shapechange: Can shapechange to any human-
oid form at will.

‘ Spells: Can cast the following spells at will (though
only one at a time): charm person, clairaudience,
darkness, extrasensory perception, infrared
vision, suggestion, teleport (without error).

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61

HYPERBOREA

DEATHVINE DEEP-WATER TENDRIL

Grown from super-science and sorcery, a deathvine is a This crawling aquatic plant’s slender, 10- to 20-foot-
type of semi-conscious vegetation that behaves like an long structure terminates in a single broad leaf that
impetuous, liana-like serpent. Each deathvine compris- secretes an adhesive, corrosive gel. If the flesh-eating
es a pack of tendrils that stretch outwards from a central tendrils sense heat, they lash out with their leaves to
vegetal mass at a rate of 10 feet per round, reaching as entrap and drain the source.
far as 150 feet to strike. A deathvine seeks to constrict Deep-Water Tendril: #E 2d20 | AL N | SZ L | MV 0
its prey, blast it at close range with a choking cloud of DX 10 | AC 7 | HD 2+2 | #A 1/1 (lash) | D nil | SV 16
pollen, and then slowly devour the flesh off its bones. ML 12 | XP 53 | TC I | Special:
Deathvines are purely carnivorous, though they can ‘ Detect Body Heat: Detect body heat (as the spell)
survive on less than one rodent-sized meal per month.
Deathvine: #E 1d4 | AL N | SZ M | MV 10 | DX 8 in a 10-foot radius, foiling invisibility, silence, etc.
AC 6 | HD 5 | #A 1/1 (lash) | D 1d10 | SV 14 | ML 12 ‘ Sticky Tendril: A successful attack causes no
XP 200 | TC nil | Special:
‘ Constriction: On a natural 19 or 20 attack roll, damage, but the victim must make an avoidance
saving throw or become stuck to the tendril’s leaf
lashing attack results in vine wrapping under and suffer 1d6 hp damage per round thereafter
victim’s neck and constricting (unless a great from the corrosive gel secreted by the plant.
helm is worn). After 3 rounds, the victim must Breaking free requires a test of strength. Many
make a test of constitution or begin to asphyxi- victims drown before the corrosive gel kills them.
ate, suffering 1d6 hp damage per round.
‘ Pollen Blast: Pollen blast attack targets a single
victim within five feet, which must make a death
(poison) save or succumb to choking and gag-
ging for the next 1d6 rounds. Victim suffers –4
penalties “to hit,” AC, and saving throws; also,
MV is halved.
‘ Vulnerability: Suffers double damage from fire.

DEER

Hoofed, herbivorous mammals that dwell in a variety
of environments, such as forests, plains, and tundra.
GIANT ELK: This enormous deer has the largest
spread of antlers in all of Hyperborea. They stand 10
feet at the shoulder, weigh up to 3,000 pounds, with a
15-foot spread. In forests, plains, tundra, and wetlands,
solitary stags or a sibling pair, as well as small herds,
may be encountered. Generally, giant elk avoid con-
flict—they merely bristle their fur, snort, and face down
potential threats—but some bucks can be uncharacter-

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istically violent during mating season. N.B.: Though WAR DOG: War dogs are heavier, stronger dogs 63
most giant elk are brown of fur, the rare white stag is a trained to fight and kill on command; typically, they are
prized hunting trophy; in some cultures, it is venerated accoutred in leather harnesses.
as a holy creature, oft associated with Yoon’Deh. War Dog: #E 1d6 | AL N | SZ M | MV 40 | DX 13
Giant Elk: #E 1d2 (2d6) | AL N | SZ L | MV 60 AC 6 | HD 2 | #A 1/1 (bite) | D 1d6 | SV 16 | ML 9
DX 7 | AC 7 | HD 4 | #A 2/1 (antler/antler) | D 1d8/1d8 XP 24 | TC nil | Special: (see hunting/sled dog)
SV 15 | ML 7 | XP 90 | TC nil | Special: WILD DOG (Dhole, Jackal): Wild dogs roam in packs.
‘ Charging Gore: Can attack two adjacent They are ferocious scavengers and predators.
Wild Dog: #E 2d8 | AL N | SZ S | MV 50 | DX 13
opponents with a single charge attack, doubling AC 7 | HD 1 | #A 1/1 (bite) | D 1d4 | SV 16 | ML 7
damage dice for each victim. XP 13 | TC nil | Special: (see hunting/sled dog)
RED DEER: Red deer have a coat of red in the four
years of summer, grey in the other nine years of the DRAGONFLY, GIANT
13-year Hyperborean cycle. They stand from three to
four feet at the shoulder and weigh 250–350 pounds. A giant dragonfly is a swift-flying, carnivorous insect
They flee from most everything, though a cornered of two-foot length and three-foot wingspan. These
hart can butt with its antlers. brightly coloured insects dwell about the fœtid waters
Red Deer: #E 5d6 (2d10×10) | AL N | SZ M | MV 70 of swamps and marshlands. They most commonly are
DX 13 | AC 8 | HD 1 | #A 1/1 (gore) | D 1d4 | SV 16 found in the wetlands of the outer islands of Hyper-
ML 3 | XP 13 | TC nil | Special: borea, such as New Amazonia and the Floating Island
‘ Charging Gore: Charging gore attack results in of Paradoxon, though it is not unusual to encounter
double damage dice. giant dragonflies in the forest depths of New Pictland
REINDEER: Reindeer stand four or more feet at the and the Savage Boreal Coast. Giant dragonflies mostly
shoulder and weigh up to 400 pounds. The spread of their subsist on small animals, such as mice, voles, frogs,
antlers can exceed three feet, and they are generally fur- and fish. Although they do not actively seek to attack
rier than other deer species, thriving in tundra regions. people, they are vigorous defenders of their territory.
Reindeer are herded by Esquimaux, Lapps, and Yakuts, Giant Dragonfly: #E 2d4 | AL N | SZ S | MV 10
and are utilized for their meat, milk, and hides. They can (fly 70) | DX 10 | AC 6 | HD 1 | #A 1/1 (bite) | D 1d4
be domesticated and trained in teams to pull sleds. Some SV 16 | ML 6 | XP 13 | TC nil
nomads are known also to saddle and ride reindeer.
Reindeer: #E 5d6 (2d10×10) | AL N | SZ M | MV 60
DX 10 | AC 7 | HD 2 | #A 1/1 (gore) | D 1d6 | SV 16
ML 5 | XP 24 | TC nil | Special:
‘ Charging Gore: Charging gore attack results in
double damage dice.

DOG

Carnivorous mammal capable of domestication.
HUNTING/SLED DOG: Hunting dogs include sever-
al domesticated canine species that can be trained to
a variety of tasks, such as fetching a bird or pursuing
a rabbit from a burrow; others are utilized strictly for
their ability to track prey. Sled dogs are thick-furred
animals, able to withstand subfreezing environments
and trained to pull sleds across the tundra.
Hunting/Sled Dog: #E 1d6 | AL N | SZ S | MV 50
DX 13 | AC 7 | HD 1 | #A 1/1 (bite) | D 1d4 | SV 16
ML 7 | XP 13 | TC nil | Special:
‘ Perspicacious: Keen to otherworldly horrors

and the undead; may bark or howl in their pres-
ence, even if the threat is unseen or disguised.

HYPERBOREA

DWARF EAGLE

Dwarfs are a subterranean race of degenerate hu- Bird of prey covered with golden, blackish-grey and
manoids from three to four feet tall, with stubby brown feathers. An eagle has a yellowish or light-co-
legs, heavily muscled torsos, and long, thewy arms. loured hooked beak, curved talons, and strong legs.
Seeded by Ymir, they begin life as foot-long, sickly Some species are known for their majestic white heads.
yellow maggots, “worms of the earth” that at length They range all environment types, including the sea.
metamorphose into horribly misshapen pygmy brutes EAGLE: Diurnal birds of prey with 8-foot wingspans
(cf. worm of Ymir). They lair in the deepest places and weighing up to 20 pounds. Strong, aggressive
of Underborea, in vast caverns where dwell nameless hunters that compete with hawks for prey.
monsters. Dwarfs speak the Old Norse language and Eagle: #E 1 (1d6) | AL N | SZ S | MV 10 (fly 120)
(less often) the Common tongue. DX 13 | AC 5 | HD ½ | #A 3/1 (claw/claw/bite)
Dwarfs are possessed of strange powers and wick- D 1d2/1d2/1d2 | SV 17 | ML 5 | XP 9 | TC nil | Special:
ed inclinations. They are cunning, grasping, venal, ‘ Dive Bomb: Dive bomb attack (claws only) from
and lecherous. Equally they are tireless forgers and
dweomercræfters of nigh limitless capacity, but they 100+ feet at +2 “to hit” and damage.
are said to be unable to utilize the weapons and devices GIANT EAGLE: Large, diurnal birds of prey with
they create; hence, dweomercræft is both their bless- 25-foot wingspans, giant eagles are fast, powerful
ing and their curse. Availability of dwarfish forgings is hunters seeking game as large as a human. Captured
the purview of the referee; always their demands for prey might be conveyed to a nest where hatchlings the
compensation are greedy or perverse. size of dogs await. The giant eagle immobilizes its prey
Dwarf: #E 1d6 (1d10×10)| AL LE | SZ S | MV 20 whilst the hatchlings peck flesh. N.B.: In the remote
DX 13 | AC 7 (or AC 3, DR 2 in plate mail) | HD 3+2 peaks of Hyperborea dwells an ancient strain of giant
#A 1/1 (weapon) | D (per weapon +1) | SV 15 | ML 9 eagles possessed of keen intelligence, aligned with
XP 90 | TC M (×10); G, Q (×20), R, X | Special: Lawful Good, and of fearless morale (12).
‘ Dark Vision: Can see in complete darkness. Giant Eagle: #E 1d6 (3d6)| AL N (or LG) | SZ L
‘ Resistance: +4 bonus to device saves. MV 10 (fly 160) | DX 13 | AC 6 | HD 4+2 | #A 3/1
‘ Vulnerability: −2 “to hit” when exposed to (claw/claw/bite) | D 1d6/1d6/2d6 | SV 15 | ML 8 (or
12) | XP 325 | TC nil | Special:
bright light. ‘ Dive Attack: On a dive attack of at least 60 feet,

two claw attacks at +2 “to hit” and inflicting
double damage. If the eagle’s intent is to carry
prey to its nest, an avoidance save must be made
to escape its clutches.
‘ Pin: Captured prey may be borne to the nest
(or elsewhere) and pinned. Victim must make a
test of strength or dexterity to escape. If pinned
in the nest hatchlings may commence feeding,
pecking the victim for 1d4 hp damage per round;
otherwise, the giant eagle disembowels victims
for 2d6 hp damage per round.

ELDER THING (Elder One, Old One)

This alien being has a perpendicular, cylindrical body
of eight-foot height. Its dark grey torso of three-foot
diameter (tapering to one foot at the ends) is vertically
ridged, with thick, leathery skin. A pair of seven-foot,
membranous wings (for flight and aquatic locomo-
tion) extends from betwixt the vertical ridges. From
amongst the ridges of the equator project five thin,
flexible arms that can stretch up to three feet; each
arm has five sticky tentacles of eight-inch length. From
the top of the torso extends a bulbous, gilled neck. The
starfish-shaped head is covered with prismatic cilia,

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and from each point of the star projects a yellow tube Elder Thing (otherworldly): #E 1d8 | AL CE | SZ L 65
capped with a large, glassy eye. At the bottom of the MV 40 (fly/swim 60) | DX 11 | AC 2 | HD 6+6 | #A 5/1
torso depend five powerful, greenish tentacles, each (pummel ×5) | D 1d4+4 (×5) | SV 14 | ML 12
terminating in a triangular fin or pseudo-foot. XP 870 | TC Q (×10) | Special:
Elder things thrive on land or water—even in the ‘ Immunities: Immune to cold and the airless
vacuum of space. They were the first otherworldly
race to arrive on Old Earth when it was a steaming, vacuum of the Black Gulf.
volcanic husk; some sages speculate that these aliens, ‘ Piping: Once per turn, release a terrifying piping
by accident or design, sowed its primordial seas with
the first cells of life. The elder things built vast stone sound that inspires a fear effect (as the spell); sor-
cities on land and in the ocean depths. At length they cery save to resist. Once the fear ends, a second
factionalized and warred with one another (and with sorcery save is required; if it fails, 1d3 forms of
the crab-men, fish-men, Great Race, and mi-go), but madness manifest (see Vol. I, Chapter 9: Com-
their own genetically created slaves, the shoggoths, bat, special damage). Both saving throws are
rebelled against the elder things and nearly obliter- modified by willpower adjustment, if applicable.
ated them. Over millennia the remaining elder things
regressed to insane savagery. Some sages posit that ELECTRIC EEL
they became infected with a disease causing a sharply
regressed mental state. This giant, serpentine fish is from 30- to 60-foot length,
Presently, few elder things remain in Hyperborea; oc- with poorly developed fins and slimy skin. Electric eels
casionally they thaw from ancient glacial ice or wake inhabit freshwater lakes, ponds, rivers, streams, and
from ages-long hibernation. When they emerge, they wetlands. They use their ability to generate electricity
present as wroth beasts, savage and bloodthirsty, to shock their prey and then devour it; in Hyperborea,
completely bereft of their previous super-intelligence. such prey includes men.
Typically, they emit horrific piping sounds whilst spin- Electric Eel: #E 1d4 | AL N | SZ L | MV 0 (swim 50)
ning like tops and flailing with their five base tentacles. DX 15 | AC 6 | HD 5 | #A 1/1 (bite) | D 2d6 | SV 14
ML 7 | XP 275 | TC nil | Special:
‘ Shock: Once per turn discharge an electric

shock affecting all within a 15-foot radius for 3d8
hp damage, no saving throw.

ELEMENTAL

Elementals are primal, extra-dimensional creatures of
spiritual or dæmonic power granted embodiment by
sorcery, science, or the weird deific powers of other-
worldly and netherworldly beings. Often an elemental is
assigned a task, and if long bound to it, it may succumb
to madness or develop a potent species of resentment.
AIR ELEMENTAL: These semi-intelligent whirl-
winds present as inverted cones that shew vaguely
humanoid countenances as they pummel their foes
with high-velocity air. Each class of air elemental
has a truncated bottom diameter of about two feet, a
height in feet equal to its HD, and a top diameter of
approximately half its height; hence an 8-HD specimen
is about eight feet tall with a four-foot-diameter top.
They can move across land or swirl up into the sky.

Class I Air Elemental: #E 1 | AL N | SZ M | MV 40
(fly 120) | DX 11 | AC 2 | HD 8 | #A 1/1 (slam) | D 2d8
SV 13 | ML 10 | XP 920 | TC nil | Special:
‘ Airborne Bonus: Inflicts an extra 1d8 hp

damage versus airborne foes.
‘ Immunities: Immune to cold. Immune to mun-

dane weapons; harmed only by magical weapons.
‘ Sweep: Can sweep away creatures of 1 HD or

less unless avoidance saves are made.

HYPERBOREA

Class II Air Elemental: #E 1 | AL N | SZ L | MV 40 Class I Earth Elemental: #E 1 | AL N | SZ M | MV 40
(fly 120) | DX 11 | AC 0 | HD 12 | #A 1/1 (slam) DX 7 | AC 2 | HD 8 | #A 1/1 (pummel) | D 3d6
D 4d8 | SV 11 | ML 10 | XP 2,900 | TC nil | Special: SV 13 | ML 10 | XP 840 | TC nil | Special:
‘ Airborne Bonus: Inflicts an extra 1d8 hp ‘ Grounded Bonus: Inflicts an extra 1d8 hp dam-

damage versus airborne foes. age versus opponents standing on earth or stone.
‘ Immunities: Immune to cold. Immune to mun- ‘ Immunity: Immune to mundane weapons;

dane weapons; harmed only by magical weapons. harmed only by magical weapons.
‘ Sweep: Can sweep away creatures of 2 HD or ‘ Vulnerability: Complete water immersion will

less unless avoidance saves are made. dissolve an earth elemental in 1d6 turns unless it
Class III Air Elemental: #E 1 | AL N | SZ L | MV 40 makes a death save, in which case it loses half its
(fly 120) | DX 11 | AC −2 | HD 16 | #A 1/1 (slam) current hit points.
D 6d8 | SV 9 | ML 10 | XP 5,100 | TC nil | Special: Class II Earth Elemental: #E 1 | AL N | SZ L
‘ Airborne Bonus: Inflicts an extra 1d8 hp MV 40 | DX 6 | AC 0 | HD 12 | #A 1/1 (pummel)
D 6d6 | SV 11 | ML 10 | XP 2,700 | TC nil | Special:
damage versus airborne foes. (see class I earth elemental)
‘ Immunities: Immune to cold. Immune to mun- Class III Earth Elemental: #E 1 | AL N | SZ L
MV 40 | DX 5 | AC −2 | HD 16 | #A 1/1 (pummel)
dane weapons; harmed only by magical weapons. D 9d6 | SV 9 | ML 10 | XP 4,800 | TC nil | Special:
‘ Sweep: Can sweep away creatures of 3 HD or (see class I earth elemental)
FIRE ELEMENTAL: This semi-intelligent, conical
less unless avoidance saves are made. pillar of roaring flames is as tall in feet as its HD, with
EARTH ELEMENTAL: These humanoid creatures a base of like diameter. Small gouts of blue or green
are composed of hard-packed dirt, sand, and rock. Re- flames simulate mouth and eyes, fixed in a furious
sembling roughly hewn statues, their steps are thun- countenance. When attacking, fire elementals lash at
derous, and they can pummel foes with their enormous their victims with their main bulk. They boil water to
fists. In general, they are as tall in feet as their HD, so steam on contact and can move across the water’s sur-
an 8-HD earth elemental is about eight feet tall. face, not unlike a grease fire.

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Class I Fire Elemental: #E 1 | AL N | SZ L | MV 40 FALCON
DX 11 | AC 2 | HD 8 | #A 1/1 (touch) | D 4d4 | SV 13
ML 10 | XP 840 | TC nil | Special: Falcons are birds of prey widely distributed throughout
‘ Bonus Damage vs Cold-Based: Inflicts an extra Hyperborea. Five species are extant, with sizes ranging
from 9- to 24-inch length, and wingspans ranging from
1d8 hp damage versus cold-based creatures. 18- to 48 inches. Adult falcons have thin, tapered wings,
‘ Fire Heals: Fire attacks heal a fire elemental in- well suited for rapid flight and direction changing. Too,
they have incredible visual acuity, allowing them to spot
stead of damaging it, albeit at 50% effectiveness. prey from great distances. Some falcons are domesti-
‘ Immunity: Immune to mundane weapons; cated by animal training specialists. Falconers train
their raptors to hunt hares and squirrels.
harmed only by magical weapons. Falcon: #E 1 (1d6) | AL N | SZ S | MV 10 (fly
‘ Vulnerability: Complete water immersion 180) DX 15 | AC 5 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1 | SV 17 | ML 4 | XP 9 | TC nil | Special:
destroys a fire elemental in 1 turn unless it ‘ Dive Bomb: Dive bomb attack (claws only) from
makes a death save, in which case it emerges to
the surface having lost half its current hit points. 100+ feet at +2 “to hit” and damage.
Class II Fire Elemental: #E 1 | AL N | SZ L
MV 40 | DX 11 | AC 0 | HD 12 | #A 1/1 (touch) FANGFISH
D 8d4 | SV 11 | ML 10 | XP 2,700 | TC nil | Special:
(see class I fire elemental) This two-foot-long, narrow green fish displays over-
Class III Fire Elemental: #E 1 | AL N | SZ L sized, needle-like fangs. Fangfish are possessed of supe-
MV 40 | DX 11 | AC −2 | HD 16 | #A 1/1 (touch) rior olfaction and oft are frenzied by the scent of blood,
D 12d4 | SV 9 | ML 10 | XP 4,800 | TC nil | Special: devouring the flesh of their prey clean to the bone.
(see class I fire elemental) Fangfish: #E 2d4 | AL N | SZ S | MV 0 (swim
WATER ELEMENTAL: This semi-intelligent ele- 40) DX 14 | AC 7 | HD 2+2 | #A 2/1 (bite/bite)
mental manifests as a standing wave of bubbling water, D 1d6+1/1d6+1 | SV 16 | ML 12 | XP 47 | TC nil
with dæmonic eyes and frowning mouth at the centre Special:
of its bulk. Water elementals are as tall in feet as their ‘ Bloodletting Frenzy: Upon a successful bite,
HD, their width is ×1.5 their HD, and their depth (or
thickness) is half their HD; thus an 8-HD specimen is 8 the victim must make an avoidance saving
feet tall, 12 feet wide, and 4 feet thick. They attack by throw or the fangfish dislodges a chunk of flesh,
slamming against their opponents. These elementals causing an additional 1d6+1 hp damage. This
must always remain within 90 feet of a water source bloodletting sends other nearby fangfish into
(e.g., pond, stream, well). a feeding frenzy, granting a +2 “to hit” for all
Class I Water Elemental: #E 1 | AL N | SZ L attacking fangfish in the following rounds.
MV 20 (swim 60) | DX 11 | AC 2 | HD 8 | #A 1/1
(slam) | D 1d20 | SV 13 | ML 10 | XP 840 | TC nil FERRET, GIANT
Special:
‘ Immunity: Immune to mundane weapons; This three- to five-foot-long member of the weasel
harmed only by magical weapons. family typically hunts small mammals. If threatened,
‘ Vulnerability: If removed more than 90 feet it can spray odious, eye-watering musk. If raised from
from water source, death is instantaneous. infancy, a giant ferret can be trained, but adults are
‘ Water Bonus: Inflicts an extra 1d8 hp damage known to be temperamental, sometimes turning on
versus foes in water at least ankle deep. their masters. The pelts of some giant ferrets can fetch
Class II Water Elemental: #E 1 | AL N | SZ L as much as 100 gp.
MV 20 (swim 60) | DX 11 | AC 0 | HD 12 | #A 1/1 Giant Ferret: #E 1d6 | AL N | SZ M | MV 30
(slam) | D 2d20 | SV 11 | ML 10 | XP 2,700 | TC nil DX 12 | AC 5 | HD 1+1 | #A 1/1 (bite) | D 1d6
Special: (see class I water elemental) SV 16 | ML 7 | XP 28 | TC nil | Special:
Class III Water Elemental: #E 1 | AL N | SZ L ‘ Musk: Musk spray thrice per day has range of
MV 20 (swim 60) | DX 11 | AC −2 | HD 16 | #A 1/1
(slam) | D 3d20 | SV 9 | ML 10 | XP 4,800 | TC nil 15 feet, targeting a single victim at +2 “to hit”;
Special: (see class I water elemental) on successful hit, make death (poison) save or
eyes and throat burn for 1d4 rounds, causing
−2 “to hit” and preventing sorcerers from
casting spells.

67

HYPERBOREA

FISH-MAN (Deep Dweller, Deep One) their skin moistens, and they lose their hair. To the ig-
norant, these traits might be viewed as the by-product
These ichthyic, otherworldly humanoids have oily, of inbreeding. Seaside towns and villages are typical
grey-green skin, with jaundiced underbellies and targets for such breeding and assimilation.
backs ridged with scales. They have anthropoid bodies Fish-Man (otherworldly): #E 2d6 (2d4×10) | AL CE
and piscine heads with round, bulging eyes that never SZ M | MV 40 (swim 80) | DX 9 | AC 5 | HD 2+2
blink. Their necks are folded with gill slits, and their #A 2/1 (claw/claw) or 1/1 (weapon) | D 1d4+1/1d4+1
long, webbed paws are taloned black. Their long legs (or per weapon) | SV 16 | ML 8 | XP 41 | TC A
feature inverted knee joints that effect a hopping gait, Special:
though some ambulate on all fours. For every 10 fish- ‘ Amphibious: Can function on land or sea but
men there is 1 sub-chief, a superior specimen with
leadership ability; for every 50 there is 1 chieftain, the must immerse in water at least once per week.
largest of fish-men, with a thicker hide and superior ‘ Track: Track by scent at 10-in-12 chance of success.
fighting capacity. Fish-men typically wield javelins, ‘ Vision: Wide field of vision reduces chance to be
spears, long tridents, or special underwater crossbows.
Oft referred to as deep ones or deep dwellers, this surprized by 1-in-6.
ultra-telluric species is millions of years old, having Fish-Man Sub-Chief (otherworldly): #E 1:10 | AL CE
known conflict with crab-men, elder things, and SZ M | MV 40 (swim 80) | DX 10 | AC 4 | HD 4+4
snake-men; their provenance is speculated to be #A 2/1 (claw/claw) or 3/2 (weapon) | D 1d4+2/1d4+2
Ouranos or Poseidenos. In Hyperborea they inhabit (or per weapon +1) | SV 15 | ML 9 | XP 175* | TC Q
subaqueous cities of alien architecture constructed Special:
millennia ago; their Shangri-La, as it were, is lost R’ly- ‘ Amphibious: Can function on land or sea but
eh. Fish-men are disciples of sleeping Kthulhu, though
they oft supplicate Mother Hydra (an otherworldly must immerse in water at least once per week.
hydra that roams the Hyperborean Sea; her avatars ‘ Shamanism: Fish-man shamans conform to sub-
are aboleths) or Father Dagon (her mate, a 20-foot-tall
fish-man of prodigious power). chief or chieftain statistics. They can advance as
Fish-men have slowly degenerated, yet struggle to high as 7th level; for each level beyond 4th, they
persist. In mankind they have found a vessel of com- add 1 hit die (d8) to their base 4+4 HD.
patibility: When fish-men breed with humans, a hybrid ‘ Track: Track by scent at 10-in-12 chance of success.
is produced that appears human but metamorphoses ‘ Vision: Wide field of vision reduces chance to be
into a fish-man at puberty. Some hybrids might never surprized by 1-in-6.
transform but exhibit fish-man characteristics: Their ‘ Weapon Mastery: Mastery of one or two weap-
heads elongate, their necks shorten, their eyes bulge, ons, respectively (+1 “to hit” and damage rolls,
increased attack rate, etc.; see Vol. I, Chapter 9:
Combat, weapon skill).
Fish-Man Chieftain (otherworldly): #E 1:50 | AL CE
SZ M | MV 40 (swim 80) | DX 12 | AC 2 | HD 7+7
#A 2/1 (claw/claw) or 3/2 (weapon) | D 1d4+4/1d4+2
(or per weapon +3) | SV 13 | ML 9 | XP 680* | TC Q
Special: (see fish-man sub-chief)
* Refer to Table 201 for classed individuals.

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Fish-Man Hybrid (otherworldly): #E 2d6 (5d20×10) FROG, GIANT
AL CE | SZ M | MV 40 (swim 30) | DX 9 | AC 8
HD 1+1 | #A 1/1 (weapon) | D (per weapon) | SV 16 These giant amphibians are up to seven feet in length
ML 8 | XP 20* | TC J | Special: and weigh as much as 500 pounds. Each can swallow
‘ Amphibious: Limited amphibious capacity; some a person in a single gulp, using its sticky, 12-foot-long
tongue to reel in prey. Giant frogs inhabit swamps,
hybrids possess aquatic traits, others do not. marshes, lakes, ponds, rivers, and rainforests, blend-
‘ Classed: Rare hybrids are classed individuals; ing with their surroundings via chameleonic abilities,
though they hibernate during the winter years. They
for each level beyond 1st, they add 1 hit die (d8) can leap as far as 60 feet in a single bound, pouncing
to their base 1+1 HD. upon and oft surprizing prey.
* Refer to Table 201 for classed individuals. Giant Frog: #E 2d6 (4d6) | AL N | SZ L | MV 10
(hop 60/swim 30) | DX 12 | AC 7 | HD 3 | #A 1/1 (bite)
D 1d6 | SV 15 | ML 7 | XP 101 | TC nil | Special:
‘ Surprize: Chance to surprize increased by 2-in-6

when leaping out from water or muck.
‘ 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.

FOX

Small, omnivorous mammal that weighs from 10 to
20 pounds, has a body length of up to 30 inches, and
features a bushy tail 12 to 16 inches long. Through
the years of spring to fall, Hyperborean foxes present
with a dun to charcoal grey coat. During winter years,
their coats morph to white. Such pelts can fetch 20 gp
in certain towns and cities; otherwise, they can fetch
as much as 5 gp if the quality is high. Adaptable to ex-
treme weathers, the fox is known to thrive in the most
frigid regions of the Spiral Mountain Array.
Fox: #E 1d2 (1d4+1) | AL N | SZ S | MV 50 | DX 15
AC 7 | HD ½ | #A 1/1 (bite) | D 1d3 | SV 17 | ML 5
XP 7 | TC nil | Special:
‘ Morph Coat: Coat turns white in winter years;

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

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HYPERBOREA

FUNGUS VIOLET FUNGUS: Violet fungi are similar in size
and appearance to shrieker fungi; in fact, the two
Many species of fungi populate Hyperborea, some ed- species might be found together in subterranean en-
ible, some of no consequence, and others harmful. The vironments. This fungus is a carrion eater, extending
following two are particularly dangerous. its three thorny branches (of from three- to five-foot
SHRIEKER FUNGUS: Shrieker fungi are unintelli- length, emerging from the cap) to flail approaching
gent, ambulatory plants from three to five feet in height. victims. The touch of a violet fungus rots flesh, upon
The fungus’ shape corresponds to a mushroom, though which it then feeds.
with a stem of one-foot diameter and an umbrella-like Violet Fungus: #E 1 | AL N | SZ M | MV 10 | DX 3
cap of from three- to five-foot diameter. Exclusively they AC 7 | HD 3 | #A 3/1 (lash ×3)| D 1d4 (×3) | SV 15
thrive in cool, lightless, subterranean environments. ML 5 | XP 101 | TC nil | Special:
Shrieker fungi are nontoxic and edible. The distinguish- ‘ Rot Touch: Touch rots flesh on contact unless
ing feature of this species (besides its ambulation) is
its ability to release an ear-piercing shriek in reaction death (poison) save is made. If the save fails, the
to the proximity of light (e.g., torch, lantern, sorcery) victim’s flesh rots rapidly; unless cure disease is
within 30 feet. The shriek lasts for about three minutes cast within 1 turn, a painful death is imminent.
and begins anew if light remains in its presence.
Shrieker Fungus: #E 2d6 | AL N | SZ M | MV 10 GARGOYLE
DX 3 | AC 7 | HD 3 | #A nil | D nil | SV 15 | ML 2
XP 35 | TC nil | Special: This is a stone-carven grotesque human, beast, or
‘ Shriek: The shriek of this plant trebles the devil, typically positioned atop a building or within a
labyrinth, as well as in hills and mountains. Typically,
probability of attracting other monsters. they are horned, winged, clawed, and fanged, horrific
monsters of frightful countenance. Enchanted by sor-
cery, gargoyles can animate to life, fly, and attack, and
they are impervious to mundane weaponry. Gargoyles
are shrewd and Evil creatures, possessed of quasi-in-
telligence and diabolical purpose.

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Gargoyle: #E 1d4 | AL CE | SZ M | MV 30 (fly 50) GHAST
DX 12 | AC 5 | HD 4 | #A 3/1 (claw/claw/bite) or 1/1
(gore) | D 1d4/1d4/1d6 or 2d6 | SV 15 | ML 11 A ghast is a rare and potent form of ghoul, an undead
XP 150 | TC C, M (×10) | Special: humanoid complexioned pale as a sheet and possessed
‘ Immunities: Immune to charm and sleep spells. of insatiable hunger for human flesh. Although not im-
mediately distinguishable from ghouls, ghasts oft are
Immune to mundane weapons; harmed only by betrayed by the carrion stench they exude, which can
magical weapons. nauseate one to incapacity. Ghasts are stronger, faster,
‘ Surprize: Chance to surprize increased by 2-in-6 and smarter than ghouls, capable of cruel and calculat-
if viewers believe it a statue. ed schemes.
Ghast (Undead Type 6): #E 1 (1d4) | AL CE | SZ M
GELATINOUS CUBE MV 50 | DX 15 | AC 4 | HD 4 | #A 3/1 (claw/claw/
bite) | D 1d4/1d4/2d4 | SV 15 | ML 9 | XP 195 | TC B,
This is a cubic monster composed of transparent jel- Q, R, S, T | Special:
ly, typically measuring 10 feet per side, though much ‘ Ghoul Creation: Slain victims (not wholly
larger examples have been reported. Gelatinous cubes
dwell in subterranean depths, absorbing organic ma- consumed) later become ghouls, though with
terial; they are attracted to both carrion and living 2-in-6 chance to become ghasts.
creatures. The corrosive properties of the jelly do not ‘ Immunities: Immune to cold, fear, paralysis,
affect stone or metal, so coins, rocks, and even weap- and poison.
ons exhibit, seemingly suspended within the transpar- ‘ Nauseate: Any living creature within 10 feet
ent cube. At length, the cube discharges such items, as must make death (poison) save or suffer nausea;
well as the bones of any creatures it absorbs. −2 “to hit” for 1 turn.
Gelatinous Cube: #E 1 | AL N | SZ L | MV 10 | DX 5 ‘ Paralyze: Hit causes paralysis for 2d6 turns
AC 8 | HD 4 | #A 1/1 (touch) | D 2d4 | SV 15 | ML 12 unless death save is made.
XP 180 | TC J, K, L, M, N, Q, S | Special: ‘ Vulnerabilities: Protection from evil holds them
‘ Immunities: Immune to cold and electricity. at bay. Silver weapons cause double damage.
‘ Paralyze: Hit causes paralysis for 2d4 turns

unless death save is made.

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GHOST GIANT

Many forms of ghost exist, from benevolent to malign, Beings of humanoid appearance, though of prodigious
with several degrees of nuisance and inconvenience size, weight, and strength. Most are brutal by nature.
betwixt and between. Harmful, malicious ghosts man- Three species of giant are reckoned to thrive in Hy-
ifest as haunting and nebulous apparitions of dead perborea.
people. Cursed with undeath, these hateful, restless FIRE GIANT: In the unfathomable depths of Un-
beings despise the living and find perverse pleasure in derborea dwell the sons of Muspelheim, fire giants of
draining life essences to derive sustenance. enormous size and girth. They stand some 16 or more
Ghost (Undead Type 10): #E 1 (1d10) | AL LE feet tall and weigh as much as 2,000 pounds. Their eyes
SZ M | MV 30 (fly 50) | DX 8 | AC 0 | HD 10 | #A 1/1 are black as coals; their beards, dark and thick; and
(touch) | D nil | SV 12 | ML 10 | XP 1,900 | TC E, S their skin, red as blood. Fire giants speak Old Norse
Special: and the Common tongue. In futility the fire giants of
‘ Age: Touch attack causes victim to age 13 years Underborea make offerings to Surtr, but that one no
longer hears their cries; hence, many of these forsaken
(1 Hyperborean cycle) unless death save is beings have found Thaumagorga, and to that under-
made. Only the spell restoration can reverse world dæmon they pay tribute and make supplications.
this terrible effect. N.B.: This ageing is purely Dwarfs are a slave race to fire giants, and under the
physical; it brings not the wisdom typically whips of their dark masters they forge wonders of
associated with age. copper, iron, and steel; fire giants oft gird themselves
‘ Fear: Sight inspires intense fear that causes in copper armour of dwarfish manufacture. They dwell
victims to flee by most expeditious means in castles of iron and stone surrounded by moats of
possible for 2d6 rounds unless sorcery saves magma, where they are served by fire salamanders
are made. The saves are modified by willpower and pyro-hydræ. A large fire giant stronghold is ruled
adjustment, if applicable. by a jarl (1 for every 12 fire giants), a 20-foot-tall,
‘ Immunities: Immune to cold, fear, paralysis, poi- 3,000-pound colossus of great power and horribly vio-
son. Harmed only by silver or magical weapons. lent temperament.

GHOUL

This is a repugnant humanoid, once a human, now
cursed with undeath. It has ulcerous skin, pallid or ten-
ebrous, and its hair is knotted and clumped. Its hands
are gnarled and clawed, and its teeth broken, jagged
fangs. Ghouls have an insatiable appetite for raw hu-
man flesh and are wont to prowl graveyards, unearth-
ing fresh corpses to take their provender. They retain
wicked quasi-intelligence, exhibiting a flock mentality
whilst hunting in packs. N.B.: An aquatic form called
a lacedon also is extant. These undead creatures con-
form to ghouls in all respects save that they lurk un-
derwater (salt or fresh). Some exhibit a more glaucous
complexion.
Ghoul (Undead Type 3): #E 1d6 (2d8) | AL CE | SZ M
MV 40 (swim 40*) | DX 11 | AC 6 | HD 2 | #A 3/1
(claw/claw/bite) | D 1d3/1d3/1d6 | SV 16 | ML 10
XP 68 | TC B, T | Special:
‘ Ghoul Creation: Slain victims (not wholly

consumed) later become ghouls.
‘ Immunities: Immune to cold, fear, paralysis,

and poison.
‘ Paralyze: Hit causes paralysis for 2d6 turns

unless death save is made.
‘ Vulnerability: Protection from evil holds them

at bay.
* Applies to lacedons only.

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Fire Giant: #E 1d2 (2d10) | AL CE | SZ L | MV 40 FROST GIANT: Frost giants are the true sons of Ymir,
DX 7 | AC 4 | HD 11 | #A 1/1 (weapon) | D 5d6 | SV 11 with ice-blue skin and red or yellow hair. They stand
ML 9 | XP 1,900 | TC E | Special: some 16 or more feet in height and weigh as much as
‘ Hurl Boulder: Can hurl a boulder to a range of 2,000 pounds. They are known to train winter wolves
or polar bears to hunt or to guard their dwellings:
150 (or to 300 at −2 “to hit”) for 3d6 hp damage. labyrinthine ice caverns or vast, mountaintop castles.
‘ Immunities: Immune to heat and fire. Frost giants are cruel, hateful humanoids. In Hyper-
‘ Vulnerability: Vulnerable to cold; +1 hp per die borea they are the natural enemies of Vikings, who be-
lieve Ymir spawns frost giants in his image to challenge
of damage. their strength and loyalty. Frost giants work enormous
Fire Giant Jarl: #E 1:12 | AL CE | SZ L | MV 40 forges, able to craft massive weapons of iron and steel;
DX 6 | AC 4 | HD 15 | #A 1/1 (weapon) | D 6d6 | SV 9 also, they enslave dwarfs to forge for them. They are
ML 10 | XP 3,600 | TC Q (×5) | Special: (see fire particularly fond of axes and hammers. Larger clans
giant) have a prominent jarl, a 20-foot-tall, 3,000-pound go-
liath of enormous girth and greater wickedness; for
every 12 frost giants there is 1 jarl. Frost giants speak
Old Norse and the Common tongue.
Frost Giant: #E 1d2 (2d10) | AL CE | SZ L | MV 40
DX 7 | AC 4 | HD 10 | #A 1/1 (weapon) | D 4d6
SV 12 | ML 9 | XP 1,300 | TC E | Special:
‘ Hurl Boulder: Can hurl a boulder to a range of

150 (or to 300 at −2 “to hit”) for 3d6 hp damage.
‘ Immunities: Immune to cold.
‘ Vulnerability: Vulnerable to fire; +1 hp per die

of damage.
Frost Giant Jarl: #E 1:12 | AL CE | SZ L | MV 40
DX 6 | AC 4 | HD 14 | #A 1/1 (weapon) | D 5d6
SV 10 | ML 10 | XP 2,500 | TC Q (×5) | Special: (see
frost giant)
HILL GIANT (Fomorian): A hill giant is a massive
humanoid 12 feet in height and weighing as much as
1,500 pounds. These brutes are misshapen and warty,
with thick, hairy hides. They oft wear thick pelts (such
as the hide of a woolly mammoth or woolly rhinocer-
os) and wield huge clubs or spears. Hill giants also can
hurl massive boulders at their enemies.
Although of limited intelligence, many hill giants prove
to be quite clever and resourceful; too, they speak pro-
to-Keltic and/or the Common tongue. Typically, they
are cruel and quite enjoy tormenting smaller human-
oids, such as humans. Rare is the kindly, simpleminded
brute, or the gigantic, cowardly sort.
Hill giants oft live solitary lifestyles, though sometimes
a raiding group may be encountered, or a clan dwelling
in a large cavern. For every 8 hill giants there will be
1 chieftain that stands some 15 feet in height and
weighs as much as 2,000 pounds. In Hyperborea, the
Kelts regard hill giants as their enemies of old, noto-
rious for raiding and pillaging their communities for
slaves and livestock.

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Hill Giant: #E 1d4 (2d6) | AL CE | SZ L | MV 40 GLASS SNAIL
DX 8 | AC 4 | HD 8 | #A 1/1 (weapon) | D 4d4+2
SV 13 | ML 8 | XP 680 | TC M (×10); D | Special: These fist-sized, freshwater molluscs have transparent
‘ Hurl Boulder: Can hurl a boulder to a range of shells within which swirls a strange purple fluid. Glass
snails are found in moist, subterranean environments,
100 (or to 200 at −2 “to hit”) for 2d8 hp damage. typically close to running water. These odd creatures
Hill Giant Chieftain: #E 1:8 | AL CE | SZ L | MV 40 are quite timid, avoiding contact with any creature,
DX 8 | AC 4 | HD 10 | #A 1/1 (weapon) | D 5d4+2 save their own species. If frightened by any loud noise
SV 12 | ML 12 | XP 1,150 | TC M (×20) | Special: or sudden movement, glass snails eject their viscera,
(see hill giant) killing themselves and releasing a purple spray of acid-
ic fluid. If collected, their ink is valuable to sorcerers.
GIBBERING MOUTHER Glass Snail: #E 2d10×10 | AL N | SZ S | MV 10
DX 4 | AC 8 | HD ¼ | #A 1/1 (acid spray) | D 2d4
This six- to eight-foot-diameter protoplasmic horror SV 17 | ML 3 | XP 7 | TC nil | Special:
is a degenerate subspecies of shoggoth that lairs in ‘ Eject Viscera: If frightened, viscera ejection
cold caves and subterranean depths. Tarlike in colour,
it glistens with green phosphorescence and bubbles bursts from glass shell, spraying acid in an
with multitudinous eyes and mouths. The creature is 18-foot cone, 5 feet wide at the terminus, aiming
of limited intelligence, but oft it conceals its eyes and the spray at the instigator. This effectively kills
mouths as victims approach, presenting as a greenish the glass snail. This burst can cause a chain
glowing pool of soupy tar. Then it lashes out, attacking reaction. Any glass snail that is within 5 feet of
the unsuspecting, eager to take flesh and bone alike for a glass snail that ejects its viscera will also eject
its provender. N.B.: Some humanoid species, especially its viscera, targeting the offender.
ape-men and cave-men, venerate gibbering mouthers ‘ Reaction Avoidance: Negotiating through glass
as creatures blessed of Yug; thus they make unspeak- snails without disturbing them requires a success-
able sacrifices to these horrific monsters. ful extraordinary feat of dexterity; alternatively, a
Gibbering Mouther (otherworldly): #E 1 | AL CE move silently attempt may be made.
SZ M | MV 10 (swim 30) | DX 5 | AC 1 | HD 4+4
#A 5/1 to 8/1 (1d4+4 bites) | D 1 (per bite) | SV 15
ML 10 | XP 475 | TC Q | Special:
‘ Babble: Once per day can emit a cacophonous

babble, causing listeners to become subject to
confusion (as the spell); sorcery save to resist,
modified by willpower adjustment, if applicable.
Blocking ears with wax or the like can pre-empt
this ability.
‘ Drain: Each hit latches on, draining for an
additional 1 hp damage per round. Each mouth
can be pulled off with a test of strength.
‘ Melt Stone: Enzyme release allows it to heat and
transform stone or earth into a tarry, quicksand-like
substance within which it can hide or retreat.
‘ Overwhelm: If three or more mouths bite a
single victim, an avoidance save must be made,
or victim is pulled down and at once bitten by
1d6+6 more mouths, each of which also drains
as noted above.
‘ Spit: Can eject visceral spittle with uncanny
accuracy to 60-foot range. The spittle is an
extremely bright, green flash, which blinds all
victims within 30 feet for 1d4 rounds if eyes not
shielded in advance; a transformation save is
allowed to resist.
‘ Variable No. of Attacks: Attacks with 1d4+4
mouths per round, usually targeting one or two
victims.

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GORGON The sight of a gorgon turns humans and other human-
oids to stone. Often gorgons robe themselves to conceal
Oft called medusæ on account of that most famous of their dæmonic attributes, tricking men with the implied
gorgons, these accursed creatures have the heads and beauty of their features. Gorgons usually lead solitary
torsos of alluringly curvaceous women, with serpen- lives, sequestered on islands or in caves, though “sister”
tine lower bodies. The gorgon’s “hair” is composed of pairs have been reported. Most gorgons speak the Com-
slender, writhing, venomous snakes. Its hands are of mon tongue in addition to proto-Hellenic.
bronze, and the pteropine wings projecting from its Greater gorgons are reputed to exist on the remotest
shoulder blades are golden hued. islands and in the deepest dungeons. They are said to
be faster, more powerful, more cunning, and of course
more lethal. These rare gorgons can sing a harpy’s
song, tricking victims to gaze into their eyes.
Gorgon: #E 1 (1d2) | AL CE | SZ M | MV 30 (fly 30)
DX 14 | AC 5 | HD 4+4 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/1d4+1 | SV 15 | ML 8 | XP 450 | TC P, Q
(×10), X, Y | Special:
‘ Petrifaction: Sight causes petrifaction unless trans-

formation save is made. Eye contact is automatic
unless the player specifies that their character is
looking elsewhere before seeing the revealed face.
A mirror can be used to view a gorgon without
harm; the gorgon turns to stone if tricked into
seeing its own reflexion. Fighting a gorgon with
eyes averted incurs −2 “to hit” and AC.
‘ Snake Hair Attack: On 1-in-4 chance per round, in
addition to gorgon’s normal attack routine, snakes
on gorgon’s head extend to attack collectively a
single creature within five feet, causing 1d6 hp
damage and delivering deadly venom; victim must
make death (poison) save or be paralyzed within
1d4 rounds and slain within 1d4 turns.
‘ Sorcery Save Bonus: +2 bonus to sorcery saves.
Greater Gorgon: #E 1 | AL CE | SZ M | MV 50 (fly 40)
DX 15 | AC 3 | HD 6+6 | #A 3/1 (claw/claw/bite)
D 1d8/1d8/1d6+1 | SV 14 | ML 10 | XP 1,470 | TC Z
Special:
‘ Harpy’s Song: Can sing a harpy’s song: 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 and look into the
gorgon’s eyes if so commanded.
‘ Petrifaction: See gorgon, except no saving
throw allowed.
‘ Snake Hair Attack: See gorgon.
‘ Sorcery Save Bonus: +2 bonus to sorcery saves.

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GREAT RACE (Yithian) Great Race (otherworldly): #E 1d6 | AL LE | SZ L
MV 30 | DX 8 | AC 2 | HD 10 | #A 2/1 (claw/claw)
Members of this time-travelling, otherworldly spe- or 1/1 (weapon) | D 1d6+1/1d6+1 (or per weapon)
cies present as iridescent cones, 10 feet high and 10 SV 12 | ML 6 | XP 2,800 | TC H, S, T (×2) | Special:
feet wide at the base. Each has one ridged, scaly, and ‘ Fluent: Can speak the language of any intelli-
semi-elastic snail-like foot, which expands and con-
tracts to allow locomotion along floors, walls, or ceil- gent creature.
ings with equal ease. These alien beings are without ‘ Iridium Rod: Typically wields a crystal-tipped
garb but will hang satchels or knapsacks from the
apices of their conical trunks. iridium rod, which shoots a 60-foot beam that
From the narrow apex of the creature’s cone project can paralyze (1d6+6 turns) or disintegrate
four flexible, cylindrical members, each about one victims; device save to resist.
foot thick and ridged, which can contract or expand ‘ Spells: Can cast the following spells at will
to a length of 10 feet. Two members terminate in (though only one at a time): blink, dimension
great claws or nippers; the third in four trumpet-like door, passwall, teleport. Can cast temporal
appendages; and the fourth in a yellowish, irregular acceleration once per day.
globe, two feet in diameter, with three black eyes along ‘ Transferal: Can transfer mind into a host once
its equator. This globe functions as the head and is per year. The target must be seen; typically, the
surmounted by four slender, grey stalks bearing flow- Great Race use technological devices that func-
erlike appendages; from its nether side dangle eight tion as crystal balls to view a target. The target
green tentacles, which the creature uses to manipulate must make a sorcery save or be possessed;
fine objects such as writing implements. the save is modified by willpower adjustment,
The form described above is not the original incarnation if applicable. Possession can last seven years;
of the Great Race; rather, it is one of several species they anything longer may be permanent and cause
have occupied over the ages. These weird aliens fled madness. The mind of the possessed occupies
from the distant planet Yith. As time travellers, they the body of the possessor (typically confined or
once dwelt on primordial Earth, for they needed escape restricted in some way). By means of a ritual,
from their previous host species. At length, the Great the possessor may return to its original body;
Race of Old Earth would abandon the cone-shaped the possessed is likewise returned, but typically
beings for intelligent beetles who eventually supplant suffers a gap in memory, unable to recall life
mankind, but on far-flung Hyperborea, as the red sun amongst the Great Race. If either body dies,
burns its remaining fuel, still they occupy the conical return is impossible, and madness inevitable.
creatures. Whether they will one day assume insectan
form on Hyperborea remains a matter of speculation.
The Great Race are scientists, assimilating knowl-
edge from sages, sorcerers, and the like. Via mental
projection they may possess humans for months or
even years. The method is one of transferral; conse-
quently, the mind of the possessed occupies the weird
cone body of the possessor, usually located in a hidden
vault within the deeps of the Spiral Mountain Array,
or amongst their hidden centres of Underborea, where
they must contend with the dreaded mi-go. Always
they select people of higher learning for possession,
utilizing their hosts to further their own vast erudition.
Meantime, the mind of the possessed is subject to a
strange, disconcerting life amongst the Great Race,
adapting to life as a cone-shaped being from another
time and place.
N.B.: Glimpses of the Great Race’s weird runes,
curvilinear characters, and disconcerting geometric
patterns are believed to match those etched upon the
Great Obelisks, 555-foot pillars rising from the Rapids
at the End of the World. Few sane philosophers, poets,
and sages have made this fearful connexion.

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GREEN SLIME GRIFFIN 77

This formless terror appears as a green, dripping, algal This legendary beast is of 10- to 12-foot length (plus
growth. In colonies it exists in subterranean dungeons tail) and weighs as much as 800 pounds. It has the
and wet caverns, where it seeks warm-blooded creatures head, wings, and fore claws of a giant eagle, with the
to use as hosts from which to feed and multiply. Often body and hind legs of a large lion. Griffins make their
a green slime colony dwells in ceiling cracks, waiting nests on high cliffs and mountains, attacking any crea-
to fall upon unsuspecting prey. The creature dissolves ture that approaches.
all material except stone. It burns through clothing
in 2 rounds, through leather in 4 rounds, and through
metal in 6 rounds; likewise, weapons that contact green
slime are destroyed in 6 rounds. Once contact with flesh
is established, the green slime immediately begins to
transform its host. N.B.: These creatures are listed with
movement 0 but in fact they can move about 12 inches
per day, positioning themselves advantageously.
Green Slime: #E 1 | AL N | SZ S | MV 0 | DX nil
AC nil | HD 2 | #A 1/1 (touch) | D nil | SV 16 | ML 12
XP 100 | TC nil | Special:
‘ Create Green Slime: Once flesh is contacted,

victim becomes green slime in 1d4 rounds;
no saving throw is allowed. Effects avoided
if scraped off within 1 round of contact and
scraping tool is then cast aside.
‘ Immunities: Unharmed by all weapons and spells
except fire and cold. If a fire or cold spell is used
against a slime that is affixed to a victim, the crea-
ture and victim both suffer full normal damage.
(Each is allowed a saving throw, if applicable.)
‘ Vulnerability: Cure disease destroys a green slime.

GREY OOZE

This amorphous horror resembles wet stone and can
be quite difficult to discern in its native environment
of subterranean caverns and dungeons. Grey oozes
can squeeze through the smallest cracks and fissures.
The creatures secrete corrosive acid that dissolves all
material save stone. When it attacks, a grey ooze rises,
its form vaguely humanoid, and it lashes out with a
rapidly formed appendage.
Grey Ooze: #E 1 | AL N | SZ M | MV 10 | DX 11
AC 8 | HD 3+4 | #A 1/1 (lash) | D 2d8 | SV 15
ML 12 | XP 195 | TC nil | Special:
‘ Acidic: Corrodes metal. Weapons will harm

grey ooze as normal, but they are ruined unless
magical; however, if magical weapons are not
wiped clean within 1 turn, they too are ruined.
‘ Immunities: Immune to cold, fire, and all spells
except electricity-related sorcery.
‘ Sticky: Once it hits, a grey ooze sticks to its
victim, delivering additional 2d8 hp damage per
round; destroys mundane armour in 1 round, but
magical armour lasts 1 turn before corroding
(unless wiped clean).
‘ Surprize: Chance to surprize increased by 1-in-6
when emerging from stone surroundings.

HYPERBOREA

Griffins are notorious predators with a taste for horse HARPY
and camel. They might be tamed as pets or flying
mounts if captured as hatchlings; their craving for This disturbing creature has the lower body of a large
horse and camel, however, is inexorable, which can eagle and the naked torso and head of an unsightly wom-
have unfortunate consequences. If a griffin is trained an with terrible fangs. The harpy’s enchanting song lures
as a mount, the rider must use WC 4 weapons to be humans and other creatures to it, only to be slain and de-
effective. The saddle and harness of a trained griffin voured. Harpies build nests in trees and cliff sides. They
cost at least 300 gp to commission. speak proto-Hellenic and the Common tongue.
Griffin: #E 1d2 (2d6) | AL N | SZ L | MV 40 (fly 120) Harpy: #E 1 (1d6) | AL CE | SZ M | MV 10 (fly 50)
DX 13 | AC 5 | HD 7 | #A 3/1 (claw/claw/bite) DX 14 | AC 7 | HD 3 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/2d6 | SV 13 | ML 9 | XP 630 | TC C D 1d4/1d4/1d6 | SV 15 | ML 7 | XP 113 | TC C
Special: Special:
‘ Rake: If griffin hits with both eagle claw attacks, ‘ Harpy’s Song: Song charms all within 60 feet

hind lion claws automatically rake for 1d6+1 hp who hear it unless sorcery saves are made,
damage each. modified by willpower adjustment, if applicable.
‘ Sorcery Save Bonus: +2 bonus to sorcery saves.
GULL
HAWK
Grey and white seabird with black markings on its wings.
Gulls are notorious for their harsh wailing and squawk- Hawks are birds of prey endemic to lakes, rivers, wet-
ing. Crafty and keen, gulls have stout, longish bills, lands, and the Hyperborean Sea. They have broad,
and webbed feet. They primarily eat fish, crustaceans, fingered wings, well suited for gliding and incredible
mollusks, and tiny birds; also, they are opportunistic visual acuity, allowing them to spot prey from great
scavengers. Gulls are coastal birds throughout mainland distances. Two species are extant. Marsh hawks typ-
Hyperborea, but most migrate to the various islands of ically are of 18-inch length, with a 36-inch wingspan.
the Rim of the World during winter years. They typically These grey hawks have red-plumed tails, and they
nest in large, heavily packed, raucous colonies. range over rivers, lakes, and wetlands, preying on
Gull: #E 1d20 (1d20×100) | AL N | SZ S | MV 10 amphibians, fish, small mammals. Sea hawks typically
(fly 80, swim 10) | DX 12 | AC 9 | HD ¼ | #A 1/1 are of 26-inch length, with a 72-inch wingspan. These
(peck) | D 1 | SV 17 | ML 5 | XP 9 | TC nil | Special: glossy-brown raptors feature a white breast. They
‘ Garrulous: Loud squawking can distract oppo- range over the sea, feeding primarily on fish.
Hawk: #E 1 (1d6) | AL N | SZ S | MV 10 (fly 120)
nents for 1 round, causing −1 “to hit” and AC. DX 15 | AC 5 | HD ½ | #A 3/1 (claw/claw/bite)
D 1/1/1 | SV 17 | ML 4 | XP 9 | TC nil | Special:
HARE ‘ Dive Bomb: Dive bomb attack (claws only) from

Small, herbivorous mammal known for its long ears 100+ feet at +2 “to hit” and damage.
and long, powerful hind legs. Capable of astonishing
speeds, hares thrive in the most frigid environments,
oft burrowing under the snow and ice, but they will
range to more hospitable plains, too. Their coats are
brown during the summer years and white during the
winter years; however, hares that live in perpetually
snowy environments do not moult their winter coats.
Hare: #E 1d2 (1d12) | AL N | SZ S | MV 90 | DX 17
AC 5 | HD ¼ | #A 1/1 (bite) | D 1 | SV 17 | ML 4 XP 7
TC nil | Special:
‘ Accelerate: Can treble or even quadruple

movement rate in short bursts.
‘ Morph Coat: Coat turns white in winter years;

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

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HELL HOUND 79

These large black dogs of the underworld stand four feet
at the shoulder and weigh about 250 pounds. Their teeth
are black, and their baleful eyes hold a flicker of flames.
When they howl, smoke emits from their muzzles.
These Lawful Evil beasts are possessed of minor intel-
ligence and said to have their own language. Typically,
they dwell by volcanoes or steam vents, or in the depths
of a dungeon. Often a dæmon or other netherworldly
power controls a pack of hell hounds, though a wicked
sorcerer also might keep one as a pet or guardian.
Hell Hound (Undead Type 13): #E 2d4 (4d4) | AL LE
SZ M | MV 40 | DX 11 | AC 4 | HD 5 | #A 1/1 (bite)
D 1d6 | SV 14 | ML 9 | XP 300 | TC C | Special:
‘ Breathe Fire: Breathe fire thrice per day in a

10-foot-long cone, 5 feet wide at the terminus,
causing 3d6 hp damage (avoidance save allowed
for ½ damage).
‘ See Invisibility: 5-in-6 chance to see invisible
opponents.

HIPPOGRIFF

Born of the union betwixt a male griffin and a filly, this
legendary beast has the head, wings, and forequarters
of a giant eagle and the hindquarters of a powerful
horse. Temperamental carnivorous beasts, hippog-
riffs rarely are tamed; if so, the rider must use WC 4
weapons to be effective. They nest in the rocky crags of
mountainous regions and fiercely defend their eyries.
Hippogriff: #E 1 (2d6) | AL N | SZ L | MV 60 (fly 120)
DX 9 | AC 5 | HD 4+2 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/1d10 | SV 15 | ML 8 | XP 200 | TC C

HORSE

These solid-hoofed, herbivorous mammals oft are
domesticated and trained. Typically, they have long,
flowing tails and manes and thick, shaggy coats. Many
breeds exist and are classified in general terms. Horses
are capable of various speeds: trot = base MV; canter
= ×2 base MV; and gallop = ×3 base MV. Non-war-
horses must make morale checks each round they are
urged to take part in combat. If they fail, they try to
flee and possibly throw their riders.
DONKEY/MULE/PONY: A donkey is a domesticat-
ed ass that stands about four feet at the shoulder and
has thick, shaggy fur. Donkeys are renowned for their
loud braying. A mule is a cross betwixt a male donkey
and a mare (female horse); these creatures are sim-
ilar to donkeys, though generally hardier. A pony is
a diminutive horse of approximately 12 hands height
(about four feet at the shoulder), covered with shaggy
fur. Ponies are of even temperament and can be led
through cramped tunnels.

HYPERBOREA

Donkey/Mule/Pony: #E 1 | AL N | SZ L | MV 40 BANDIT: Bandits are outlaws, robbers, or pirates
DX 6 | AC 7 | HD 2 | #A 1/1 (hoof or bite) | D 1d4 or who have joined together to kill and rob the innocent.
1d3 | SV 16 | ML 6 | XP 20 | TC nil Vaguely their statistics conform to fighters, though
DRAUGHT HORSE: The largest of horses, bred for perhaps with some thievish skills; pirates, for example,
power and endurance to pull a plough or waggon. Wild speak a form of Thieves’ Cant exclusive to seafarers.
horses of draught-quality roam the Hyperborean Some bandits might have a cleric or magician in their
plains; 1-in-10 might be suited to become a warhorse, employ. For every 10 bandits there will be 1 lieutenant,
if raised from a foal. and for every 25 bandits there will be 1 captain.
Draught Horse: #E 1 (5d6, wild) | AL N | SZ L Bandit: #E 2d6 (1d10×10) | AL CE | SZ M | MV 40
MV 40 | DX 6 | AC 7 | HD 3 | #A 1/1 (hoof or bite) DX 9 | AC 7 (leather) | HD 1 | #A 1/1 (weapon)
D 1d4 or 1d3 | SV 15 | ML 6 | XP 35 | TC nil | Special: D (per weapon) | SV 16 | ML 6 | XP 10 | TC L; A
‘ Treble Movement: Can treble movement in Bandit Lieutenant: #E 1:10 | AL CE | SZ M
MV 30 | DX 11 | AC 5 (chain mail; DR 1) | HD 3
short bursts (galloping). #A 3/2 (weapon) | D (per weapon) | SV 15 | ML 7
RIDING HORSE: A riding horse is smaller and light- XP 41 | TC M (×2) | Special:
er-boned than a draught horse, but capable of bearing ‘ Mastery: Might have weapon mastery with one
a rider for great distances. Wild horses of riding horse
quality run free on the Hyperborean plains. Wild foals weapon (+1 “to hit” and damage).
may be tamed, though the older the horse, the less Bandit Captain: #E 1:25 | AL CE | SZ M | MV 30
likely this prospect becomes. DX 13 | AC 5 (banded mail; DR 1) | HD 5 | #A 3/2
Riding Horse/Wild Horse: #E 1 (5d6, wild) | AL N (weapon) | D (per weapon) | SV 14 | ML 8 | XP 175
SZ L | MV 60 | DX 10 | AC 7 | HD 2 | #A 1/1 TC M (×3) | Special:
(hoof or bite) | D 1d4 or 1d3 | SV 16 | ML 6 | XP 20 ‘ Mastery: Likely to have weapon mastery with
TC nil | Special:
‘ Treble Movement: Can treble movement in one or two weapons (+1 “to hit” and damage).

moderate bursts (galloping).
WARHORSE: A warhorse is bred for strength, power,
and the ability to charge into battle.
Heavy Warhorse: #E 1 | AL N | SZ L | MV 40
DX 8 | AC 7 | HD 3+3 | #A 3/1 (hoof/hoof/bite)
D 1d8/1d8/1d3 | SV 15 | ML 9 | XP 90 | TC nil
Special:
‘ Treble Movement: Can treble movement in

short bursts (galloping).
Light Warhorse: #E 1 | AL N | SZ L | MV 60
DX 9 | AC 7 | HD 2+3 | #A 3/1 (hoof/hoof/bite)
D 1d6/1d6/1d3 | SV 16 | ML 9 | XP 41 | TC nil
Special:
‘ Treble Movement: Can treble movement in

moderate bursts (galloping).

HUMAN

A few examples of humans that do not specifically fall
into “classed” categories are presented here, the ban-
dit and the wild berserker. The referee is encouraged
to develop various personages as deemed appropriate
for his or her own campaign. For example, a “witch”
might not be a fully classed NPC; rather, she might be
an aged woman who has perfected the brewing of one
potion type, has a familiar, but casts no spells. Perhaps
she also practices the shaman ability of medicine man.

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WILD BERSERKER: Not to be confused with the Wild Berserker Sub-Chief: #E 1:25 | AL CE or CG
berserker class, wild berserkers have succumbed (rare) | SZ M | MV 40 | DX 12 | AC 7 | HD 3+6
to utter savagery and Chaos, and so are considered #A 2/1 (weapon) | D (per weapon +2) | SV 13 | ML 12
“monsters” by all accounts—and quite feral, too. XP 120 | TC M | Special: (see wild berserker)
They present with attitudes more beast than human,
and they comprehend little other than violence and Wild Berserker Chieftain: #E 1:50 | AL CE or CG
bloodshed; many even cannibalize their own weak and (rare) | SZ M | MV 40 | DX 14 | AC 6 | HD 5+8
infirm. Some sages posit that this barbarity is due to a #A 2/1 (weapon) | D (per weapon +2) | SV 12 | ML 12
species of lotus that they chew. Regardless, most wild XP 420 | TC M (×2) | Special: (see wild berserker)
berserkers are a wroth lot, vicious and cruel, and they
respect nothing save power, intimidation, and domina- HYÆNA
tion. Rare tribes exhibit Chaotic Good alignment.
Wild berserkers do not wear armour—their thick skin Carnivorous, doglike animal noted for its coarse, spot-
provides adequate defence—and they shun missile ted fur and powerful jaws, but most famous for its
weapons (though one might hurl an axe). They never weird and haunting howl, which resembles the hyster-
yield when fighting, frothing and howling like beasts. ical laughter of a human, albeit a mad one. Two species
For every 25 wild berserkers there will be 1 sub-chief; are extant in mainland Hyperborea: the common hyæ-
for every 50 there will be 1 chieftain. na and the giant hyæna.
Wild Berserker: #E 1d6 (5d10) | AL CE or CG (rare) HYÆNA: Hyænas are notorious scavengers, able to
SZ M | MV 40 | DX 10 | AC 8 | HD 1+4 | #A 2/1 sniff out carrion from several miles away. Typically,
(weapon) | D (per weapon +2) | SV 14 | ML 12 they will not attack humans unless desperate or if they
XP 32 | TC K; B | Special: significantly outnumber their prey.
‘ Cold Resistant: Naturally cold-resistant; can Hyæna: #E 2d4 (5d10) | AL N | SZ M | MV 50
DX 13 | AC 7 | HD 3 | #A 1/1 (bite) | D 1d8 | SV 15
withstand temperatures as low as −15°F. ML 7 | XP 35 | TC nil
‘ Fierce: All attack rolls made at +2 “to hit.” GIANT HYÆNA: The giant hyæna (hyænodon) is five
feet at the shoulder and weighs as much as 1,000 pounds.
Giant hyænas have long, narrow skulls and massive
teeth for crushing bones. As their smaller cousins, they
can emit disconcerting howls, not unlike the bawling of a
human suffering. These creatures are oft at odds with sa-
bre-tooths, competing for the same prey. Accounts speak
of giant hyænas guarding ruined shrines to Xathoqqua.
Giant Hyæna: #E 2d6 (3d10) | AL N | SZ L | MV 40
DX 10 | AC 5 | HD 5 | #A 1/1 (bite) | D 1d12 | SV 14
ML 8 | XP 150 | TC nil

HYÆNA-MAN (Gnoll)

Hyæna-men are seven-foot-tall humanoids of low
to moderate intelligence. They are covered in thick
brown or white fur (depending on environment) and
have the heads of hyænas. They carry the weapons of
mankind and gird themselves in armour, though they
are poor manufacturers of such armaments.
Hyæna-men are wild carnivores, sadistic in their plea-
sures, excited by fear, and unhesitating cannibals. When
incited, they emit terrifyingly hysterical laughter. Their
language, a combination of barks and yips, is unintelligi-
ble to most people. A hunting group of 1d6 or a tribe of
6d6 hyæna-men might be encountered. Typically, they
venerate Mordezzan, though tundra-dwelling tribes of-
fer sacrifices to Ythaqqa. For every 20 hyæna-men there
will be a dominant hyæna-man leader that stands up to
eight feet in height, a paragon of ferocity and madness.

81

HYPERBOREA

Hyæna-Man: #E 1d6 (6d6) | AL CE | SZ M | MV 30 ‘ Regenerating Heads: Each head has its own 7 hp;
DX 9 | AC 5 | HD 2+2 | #A 1/1 (bite or weapon) if destroyed, it regenerates to full health in 3 rounds.
D 1d4+1 (or per weapon +1) | SV 16 | ML 8 | XP 35
TC L, M; D, Q (×5), S ‘ Venomous: Bite victim must make death (poison)
Hyæna-Man Leader: #E 1:20 | AL CE | SZ M save or suffer 2d6 hp damage. Wound infected
MV 30 | DX 12 | AC 5 | HD 4+4 | #A 1/1 (bite or unless cure disease cast, causing fever and nausea
weapon) | D 1d4+2 (or per weapon +2) | SV 15 | ML 9 (for 1d8 days), then coma (for 2d8 days), and
XP 150 | TC L (×2), M (×2) finally death. (Multiple bites are not cumulative).
Each head can deliver venom once per day.

PYRO-HYDRA: Pyro-hydræ are legless terrestrial
monsters, with scales of orange to reddish colour band-
ed in pink and yellow. These mythic beasts breathe fire
and oft are deemed sacred by religiously inclined pyro-
mancer cults. They lair in deserts and mountains and
oft breed in volcanoes.
Pyro-Hydra: #E 1 (1d2) | AL N | SZ L | MV 40
DX 9 | AC 5 | HD 5, 7, or 9 | #A 5/1, 7/1, or 9/1 (bites)
D 1d10 (per head) | SV 5-headed = 14, 7-headed = 13,
9-headed = 12 | ML 9 | XP 5-headed = 525, 7-headed
= 1,350, 9-headed = 2,300 | TC B | Special:
‘ Breathe Fire: Each head can breathe fire once

per day in a cone 25 feet long and 10 feet wide at
its terminus, causing 2d6 hp damage per head;
an avoidance save is allowed for ½ damage.
‘ Immunity: Immune to heat and fire.
‘ Regenerating Heads: Each head has its own 7 hp;
if destroyed, it regenerates to full health in 3 rounds.
‘ Vulnerability: Vulnerable to cold; +2 hp per die
of damage.

HYDRA

A hydra is the scaly serpent of legendry, with five, sev-
en, or nine serpentine heads (1 per HD) of 8- to 10-foot
length—heads that regenerate if severed—at one end
of its 30-foot, ophidian body. These beasts are solitary
or in mating pairs, and they are found in any environ-
ment, the colour of their scales corresponding thusly.
AQUA-HYDRA: Aqua-hydræ are the aquatic species
found in lakes, swamps, marshes, or the sea. Each has
two great flippers and a fluked tail. The most impres-
sive deep-sea specimens are venerated by fish-men;
indeed, sages posit the legendary fish-man deity Moth-
er Hydra is an aqua-hydra of prodigious size.
Aqua-Hydra: #E 1 (1d2) | AL N | SZ L MV 40
(swim 80) | DX 9 | AC 5 | HD 5, 7, or 9
#A 5/1, 7/1, or 9/1 (bites) | D 1d10 (per head)
SV 5-headed = 14, 7-headed = 13, 9-headed = 12 | ML 9
XP 5-headed = 525, 7-headed = 1,350, 9-headed = 2,300
TC B Special:

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ICE TOAD JACKALOPE (Horned Hare)

Ice toads are tiny, amphibious creatures, with leath- This small, magical animal has the general appearance
ery skin as white as snow, bright blue warts, and vivid of a hare with the antlers of a deer. The jackalope is
cerulean eyes. They are said to thrive in the coldest prized by trophy-seekers and alchemists; however, they
environments, their blood unfreezing. are incredibly elusive and smart. The milk of a nursing
Ice Toad: #E 1d2 (2d6) | AL N | SZ S | MV 10 (hop 20) jackalope is said to improve virility and has anti-ageing
DX 10 | AC 9 | HD ¼ | #A nil | D nil | SV 17 | ML 4 properties, and the antlers, if ground to powder, are
XP 9 | TC nil | Special: used as an ingredient in various potions. The coat of a
‘ Camouflage: 9-in-12 chance to hide in snow. jackalope, much like a hare, is dun-brown during sum-
‘ Immunity: Immune to cold. mer years and pure white during winter years. Jacka-
‘ Poisonous: If ice toad is bitten or licked, a death lopes are said to exhibit an ability to parrot the human
voice; too, they are said to be fond of whisky.
(poison) save must be made or the victim suffers Jackalope: #E 1d2 (1d6) | AL LG | SZ S | MV 90
1d4 hp damage. An ice toad produces enough DX 17 | AC 5 | HD 3+3 | #A 1/1 (gore) | D 1d2
toxin to coat a dagger when provoked; enter- SV 15 | ML 5 | XP 135 | TC D | Special:
prising sorcerers are known to use their toad ‘ Accelerate: Can treble or even quadruple
familiars to envenom blades or fill a phial with a
single dose once per day. The toxin loses efficacy movement rate in short bursts.
after 6 turns or a single successful strike; if ‘ Blink: In combat they blink away from their en-
bottled, it remains efficacious for 24 hours.
emies, 1d6×10 feet away. Attacking a jackalope
INVISIBLE STALKER requires precise timing; one first must make a
successful test of dexterity to time a strike.
These unseen, eight-foot-tall, extra-dimensional be- ‘ Morph Coat: Coat turns white in winter years;
ings of quasi-humanoid form typically are conjured by camouflage provides 9-in-12 chance to hide in snow.
sorcerers. Whether they are a form of air elemental ‘ Shock: Once per day, on a successful gore
or some other netherworldly spirit is a matter of con- attack, a jackalope can release an electric shock
jecture. Once bound to service, they are fearless com- for 1d8+3 hp damage.
batants and flawless trackers, albeit resentful.
Invisible Stalker: #E 1 | AL N | SZ M | MV 40
DX 14 | AC −1 | HD 8 | #A 1/1 (pummel) | D 2d8
SV 13 | ML 12 | XP 1,000 | TC nil | Special:
‘ Invisible: Natural invisibility grants 3-in-6 bo-

nus to surprize and +4 “to hit.” If the target is
not surprized, their hackles rise, perceiving the
unseen threat, but the +4 attack bonus remains.
‘ Track: Can follow any trail no more than two
weeks old.
‘ Vulnerabilities: An attacker with true seeing or
like means to penetrate invisibility receives +4
“to hit” versus an invisible stalker. Destroyed by
dispel magic versus the summoner’s CA.

83

HYPERBOREA

LEAPER CAMEL LICH

The leaper camel is not a true camel; this kangaroo-like A lich is the mummified body of a powerful sorcerer,
marsupial has powerful hind legs that it uses to bound. knight, overlord, or king who chose a path to (or was
It has white-and-grey shaggy fur and can endure the made to suffer) unspeakable atrocities. Imbued with
harshest Hyperborean winters. Typically ridden by the power of dæmonkind, liches are gaunt, fleshless
abominable snow-men and men of Leng on the frozen undead who wear tattered robes or sere cloth gowns,
tundra of Hyperborea, these temperamental beasts can oft with golden crowns set with such gems as sapphires
be controlled only by people of 13 or greater strength. and orange rubies. Too, their taloned fingers are laden
They rarely are available for purchase and require spe- with glimmering gems, and their eyes burn like coals
cial saddles that may cost twice the standard rate. of hellfire. These dread souls know naught but burning
Leaper Camel: #E 1 (6d6) | AL N | SZ L | MV 60 malevolence. They are possessed of high intelligence;
DX 11 | AC 7 | HD 2+1 | #A 1/1 (kick) | D 1d6 through their dogged machinations, they have been
SV 16 | ML 5 | XP 35 | TC nil known to control the fates of cities and nations from
their lofty perches in castles or towers of stone.
Liches crave power and delight in cruelty of a most sa-
distic species. However, some are shells of their former
selves, walking open and deserted lands seemingly
without purpose until at length they chance upon prey;
others are of epochs so long past, their memories so
faded, that they are disconnected even from their own
wickedness and will approach and then pass potential
victims. Liches always are encountered alone, but one
may ride a nightmare as a mount. N.B.: The riches
held by a lich (e.g., crown, rings) typically amount to no
less than 5,000 gp in value but may be cursed in some
fashion as the referee might conceive.
Lich (Undead Type 12): #E 1 | AL LE | SZ M | MV 20
DX 7 | AC 0 | HD 12 | #A 1/1 (claw or weapon)
D 1d10 (or per weapon) | SV 11 | ML 11 | XP 4,300
TC U | Special:

LEECH, GIANT

These are aquatic, bloodsucking worms up to five
feet in length. They are equipped with sucker
mouths at both ends, attaching to their victims and
draining blood. They are insatiable, drinking the
blood of a human until their death and thenceforth
dropping away. They are encountered in swamp,
marsh, pond, lake, and wet cavern environments;
typically, they are the bane of giant herbivores such
as aurochs, giant elk, mammoths, and sloths.
Giant Leech: #E 1d4 | AL N | SZ M | MV 0
(swim 10) | DX 8 | AC 7 | HD 5 | #A 1/1 (bite) | D
1d6 | SV 14 | ML 11 | XP 225 | TC nil | Special:
‘ Drain: Following a hit, drains 1d6 hp per

round; must be killed to be removed.
‘ Phlebotomize: Anticoagulant causes 1 hp

damage per round for 2d4 rounds after leech
removed; if tightly bandaged, blood loss
reduced to 1d4 rounds.
‘ Surprize: Chance to surprize increased by
2-in-6 when target traverses water.

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‘ Fear: At the sight of a lich, any creature of 5 GIANT CHAMELEON: A carnivorous lizard of six-
HD or lower must make a sorcery save, failure foot length (plus tail), able to blend with its surround-
indicating it flees in panic (d6, 1–3) or is para- ings. It attacks by striking with its long, sticky tongue
lyzed with fear (d6, 4–6). The save is modified by and then biting. It also can use its 10-foot-long tail to
willpower adjustment, if applicable. batter targets. The giant chameleon dwells in all envi-
ronments save extreme cold.
‘ Immunities: Immune to cold, electricity, fear, Giant Chameleon: #E 1 (2d4) | AL N | SZ L | MV 40
paralysis, poison, paralysis; also, polymorph DX 10 | AC 5 | HD 5 | #A 1/1 (bite or tail) | D 1d10 or
spells and death-based magic. Immune to spells 1d6 | SV 14 | ML 7 | XP 200 | TC nil | Special:
of any sorcerer of CA 5 or lower. Immune to ‘ Blend: Blending increases chance to surprize by
mundane weapons; harmed only by silver or
magical weapons. 2-in-6.
‘ Tail Sweep: If tail hits, target must make
‘ Paralyze: Any victim struck by a lich (claw or
weapon) must make a death save or become avoidance save or be swept off feet and knocked
paralyzed for 2d6 turns. prone.
GIANT DRACO LIZARD: A rusty-orange lizard of
‘ Sorcery: Liches are imbued with the sorcery seven-foot length (plus seven-foot tail). Folds of skin
ability of a 12th-level magician or necromancer. stretch from its ribs in a fanlike shape, enabling it to
The referee can select spells accordingly glide hundreds of yards. Giant draco lizards attack in
(5 × level 1, 5 × level 2, 4 × level 3, 4 × level 4, groups, sweeping down to bite their prey. N.B.: Liz-
3 × level 5, 2 × level 6), or use the following ard-men are known to ride these flying reptiles.
default selections: Giant Draco Lizard: #E 1d4+1 | AL N | SZ L | MV
Level 1: decipher language, detect magic, 50 (glide 70) | DX 15 | AC 5 | HD 4+2 | #A 1/1 (bite)
identify, protection from good, shocking grasp D 1d10 | SV 15 | ML 7 | XP 175 | TC nil | Special:
Level 2: darkness ×2, ray of enfeeblement ×2, ‘ Swooping Bite: Initial attack (if gliding in) is a
summon dæmon I swooping bite at +2 “to hit.”
Level 3: dispel magic, hold person, GIANT KOMODO DRAGON: A fire-breathing lizard
lightning bolt, slow of 20-foot length (plus tail) and 1,200-pound weight,
Level 4: bestow curse, dimension door, with a green-brown scaly body, great claws, and saw-
mirror, mirror, polymorph other like teeth. It dwells in forests and grasslands, scenting
Level 5: beckon, cloudkill, magic jar carrion and driving off other predators; too, this giant
Level 6: disintegrate, freezing sphere lizard hunts live prey.

LION

A lion is a large, powerful, carnivorous cat able to
thrive in most environments. An adult male typically
measures nearly nine feet long and four feet at the
shoulder, weighing as much as 500 pounds; an adult
female is about one-half to three-quarters this size.
A lion can release a powerful roar. They generally
avoid humans, but some develop a taste for human
flesh. Usually they hunt in small groups; prides are
larger. N.B.: A pride might comprise 25% cubs.
Lion: #E 1d6 (6d4) | AL N | SZ L | MV 50
DX 12 | AC 6 | HD 5 | #A 3/1 (claw/claw/bite)
D 1d4+1/1d4+1/1d8+1 | SV 14 | ML 9 | XP 200
TC nil | Special:
‘ Rake: If both claw attacks hit, rear claws auto-

matically rake for 1d6+1 hp damage each.

LIZARD, GIANT

Giant lizard species can be encountered in the more
temperate surface areas of Hyperborea during the
spring and summer years, but by Twilight they hi-
bernate. Exceptions include specimens that populate
some of the warmer outer islands, such as New Ama-
zonia, and those that inhabit warm subterranean lairs.

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Giant Komodo Dragon: #E 1 (1d4) | AL N | SZ L if not years at a time. For every 12 lizard-men there
MV 50 | DX 9 | AC 5 | HD 7 | #A 3/1 (claw/claw/bite) will be 1 sub-chief, a commander of superior fighting
D 1d6/1d6/2d6 | SV 13 | ML 10 | XP 1,110 | TC nil skills; for every 50 lizard-men there will be 1 chieftain,
Special: a reptilian shaman who venerates ancestral spirits.
‘ Breathe Fire: Breathes fire thrice per day in Lizard-Man: #E 1d6 (1d6×10) | AL N | SZ M | MV 30
(swim 30) | DX 9 | AC 5 | HD 2+1 | #A 1/1 (bite
a 30-foot-long cone, 15 feet wide at the termi- or weapon) | D 1d6+1 (or per weapon +1) | SV 16
nus, for 6d6 hp damage (avoidance save for ½ ML 10 | XP 35 | TC D
damage). Lizard-Man Sub-Chief: #E 1:12 | AL N | SZ M MV 30
‘ Poisonous: Saliva carries deadly bacteria; bite (swim 30) | DX 10 | AC 5 | HD 4+2 | #A 1/1 (bite) or
victim must make death (poison) save or die in 3/2 (weapon) | D 1d6+1 (or per weapon +1) | SV 15
1d4 days, gradually weakening and suffering ML 11 | XP 150 | TC L
intense fever. Lizard-Man Chieftain: #E 1:50 | AL N | SZ M | MV 30
GIANT TUATARA: A carnivorous lizard of eight-foot (swim 30) | DX 10 | AC 5 | HD 6+2 | #A 1/1 (bite) or
length (plus tail) and grey-green mottled scales. A 3/2 (weapon) | D 1d6+1 (or per weapon +1) | SV 14
nocturnal beast that dwells in its burrow by day, the ML 11 | XP 1,250 | TC S, T | Special:
giant tuatara rends prey with its claws and powerful ‘ Shaman: A chieftain has all the abilities of a
bite, though it oftest feeds on carrion. A subspecies of
skilled swimmers also thrives. 7th-level shaman. The referee can select spells
Giant Tuatara: #E 1 (1d6) | AL N | SZ L | MV 40 accordingly (cleric/druid: 2 × level 1, 1 × level 2,
(swim 30) | DX 8 | AC 4 | HD 6 | #A 3/1 (claw/claw/ 1 × level 3, 1 × level 4; magician/necromancer:
bite) | D 1d4/1d4/1d10 | SV 14 | ML 7 | XP 380 1 × level 1, 1 × level 2, 1 × level 3), or use the
TC nil | Special: following default selections:
‘ Infrared Vision: Infrared vision (as the spell)
to 120-foot range. Level 1: detect magic, light; sleep
‘ Poisonous: Saliva carries deadly bacteria; Level 2: find traps; darkness
unless cure disease cast, bite victims suffer Level 3: cure disease; dispel magic
infection, fever, and weakness. After 2d4+1 Level 4: speak with plants
days, they must make death (poison) saves to
recover or die.

LIZARD-MAN

A lizard-man is a water-dwelling, reptilian biped, with
an iguana-like head, a pronounced spine ridge, and a
long tail. Its scaly skin ranges from brown to green.
Lizard-men are herbivorous, egg-bearing creatures
that typically thrive along the seacoast, in swamps or
marshes, or by rivers and lakes.
Lizard-men are possessed of primitive intelligence,
utilizing spears and clubs of their own manufacture, or
the weapons of mankind when they can acquire them.
Some lizard-man tribes have developed crude archery
techniques. They speak their own sibilant tongue, but
some can speak a rudimentary form of the Common
tongue of mankind; others still understand an anti-
quated Thracian dialect. Advanced tribes have devel-
oped a method for riding giant draco lizards, affixing
these massive creatures with riding harnesses.
Lizard-men are reclusive by nature: When intruded
upon, they oft capture and execute the trespassers as
part of some clandestine ritual. During winter years,
lizard-men of mainland Hyperborea burrow into un-
derground caverns, where they hibernate for months

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LOTUS WOMAN bernate). When a lotus woman beguiles prey, she will
take the victim into her blossom to feed. Often when
In remote corners of Hyperborea, at the outskirts of one lotus woman reels in prey, others surround her,
swamps and marshlands, dwell the lotus women, vege- licking their lips, begging and pleading for a taste.
tal vampires whose lamenting siren songs beguile hu- Lotus Woman: #E 3d4 | AL N | SZ M | MV 20 | DX 12
mans and other intelligent humanoids. Lotus women AC 6 | HD 6 | #A 2/1 (lash/lash) | D 1d4/1d4 | SV 14
present as beautiful, voluptuous women whose skin ML 8 | XP 700 | TC I | Special:
tone is a subtle purple, light pink, or pearl white with ‘ Charm: Voice can charm one creature who hears
speckles of purple and/or pink. Their hair is composed
of thin rubbery stalks, green and somewhat bulbous it within 60 feet, unless a sorcery save is made;
where it meets the scalp, and their pale, fibrous fingers the save is modified by willpower adjustment,
can unfurl ribbons, extending up to three feet, with if applicable. A charmed individual is compelled
which they lash their prey. to approach the lotus woman, who extends her
Lotus women ensconce themselves in enormous, fingers, enwraps the victim, and reels that one
bowl-shaped lotuses from six to eight feet in diam- in for feeding. Slowly the victim is drained of 1
eter, of hues that match their skin. Whether these hp per turn. N.B.: Multiple lotus women might
giant flowers are extensions of the lotus women or target one victim, vying for the same lunch.
a separate species with which they share symbiosis ‘ Vulnerabilities: Subject to plant-affecting
is a matter of conjecture. Lotus women can leave spells. Fire inflicts ×1.5 damage. If host flower is
their host flowers, but never do they stray more than destroyed, lotus woman suffers 3d6 hp damage;
50 feet, and at night they always return to their re- subsequently she must establish a new host
spective blossoms, which enclose them until sunup flower or die within 48 hours.
(except during winter years, through which they hi-

k k

87

HYPERBOREA

LYCANTHROPE

A human with the ability to shapeshift into a rat-man, shark-man, wolf-man, or some other beast perhaps not
recorded here. Lycanthropes either purposely set out to become a were-creature, have been cursed by a witch (or
other sorcerer), or the affliction stems from the bite or scratch from another lycanthrope. In most cases, trans-
formations can be controlled, except for during full moon nights. Some sages suggest that transformations can be
unwillingly triggered when the lycanthrope becomes severely agitated. N.B.: If a PC contracts lycanthropy, refer
to Vol. I, Chapter 9: Combat, special damage for more information.

WERERAT: Wererats are cunning lycanthropes that WERESHARK: Weresharks are cursed, flesh-hungry
lair in dungeons, abandoned buildings, sewers, and lycanthropes that lair by the ocean. They can trans-
basements. They can assume three different forms form into amphibious shark-men at will; however, on
at will: that of a human, a rat-man, and a giant rat; the three nights when Selene is full and the one night
however, on the three nights when Selene is full and when Phobos is full, they transform regardless of their
the one night when Phobos is full, they transform into wishes. Typically, they use human form to function as
rat-man form regardless of their wishes. Typically, a fisherman, sailor, seaman, or stevedore, often dup-
they use human form to dupe the ignorant into enter- ing the ignorant into becoming their next meal. Their
ing their lairs. Their rat-man form is a four- to five-foot shark-man form is a 7-foot humanoid with a shark’s
humanoid with a rat’s head, a human body (albeit coat- head, a human body (albeit covered in iridescent scales),
ed in rat fur), and a rat’s long tail. The below statistics webbed and taloned hands and feet, a long, shark’s tail,
reflect this form. In their giant rat form they have and a pronounced dorsal fin. Too, smaller fins erupt
the statistics of a giant rat but retain their current hit from the calves and forearms. As beasts, weresharks
points and the special abilities noted hereafter. maintain semi-intelligence, but they are voraciously
Wererat: #E 1 (2d6) | AL CE | SZ M | MV 40 | DX 15 hungry for flesh and seek to engorge themselves on 25
AC 6 | HD 3 | #A 1/1 (bite or weapon) | D 1d4 (or per pounds or more. Whether in human or shark-man form,
weapon) | SV 15 | ML 7 | XP 161 | TC C | Special: weresharks must immerse themselves in salt water for
‘ Confer Lycanthropy: Bite confers lycanthropy no less than 12 hours, once per week.
Wereshark: #E 1 (2d6) | AL CE | SZ L | MV 20
unless a death (poison) save is made. Curing (swim 60) | DX 9 | AC 4 | HD 5 | #A 3/1 (claw/claw/bite)
lycanthropy is difficult (see Vol. I, Chapter 9: D 1d4/1d4/4d4 | SV 14 | ML 8 | XP 375 | TC B
Combat, special damage). Special: (see wererat, except summon 2d4 dogfish sharks)
‘ Immunity: Immune to mundane weapons;
harmed only by silver or magical weapons.
‘ Reversion: If killed, lycanthrope reverts to
human form.
‘ Summon: Can summon 3d4 giant rats once per
day, which arrive 1d4 rounds later.
‘ Transformation: Transform into forms noted in
description at will.
‘ Uncontrollable Transformation: Every 91
days, when both moons are full, all lycanthropes
are especially ferocious, gaining +2 damage
bonuses to every successful attack. During this
period, they also are enhanced temporarily by
+2 hp per HD. Bonus hit points are deducted
first when the lycanthrope is damaged, and they
dissipate as the moons wane.
‘ Vulnerabilities: Horses are keen to the pres-
ence of lycanthropes and will snort with fear
when they approach. If wolfsbane is wrapped
about the point of a spear or like weapon, and
a lycanthrope is struck, it must make a death
(poison) save or flee in panic (or possibly cower
and surrender).

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WEREWOLF: A werewolf is a cursed human who
transforms into a wolf-man at will, except during the
three nights when Selene is full and the one night when
Phobos is full, when the change occurs regardless of
the werewolf ’s wishes. Werewolves are bipedal, stand-
ing five or more feet in height, with the fur of wolves.
They have powerful legs, clawed hands, and elongated
snouts with large fangs. Even as beasts they retain
semi-intelligence, albeit violent and temperamental.
The werewolf superior is perhaps the most potent
lycanthrope: larger, more ferocious, and wickedly cun-
ning. Often, they lead other werewolves, selectively
infecting the strong and consuming the weak.
Werewolf: #E 1 (2d4) | AL CE | SZ M | MV 60
DX 14 | AC 5 | HD 4 | #A 3/1 (claw/claw/bite)
D 1d4/1d4/2d4 | SV 15 | ML 8 | XP 285 | TC B
Special: (see wererat, except summon 1d4 wolves)
Werewolf Superior: #E 1 | AL CE | SZ L | MV 60
DX 15 | AC 5 | HD 6 | #A 3/1 (claw/claw/bite)
D 1d6/1d6/2d6 | SV 14 | ML 10 | XP 780 | TC I
Special: (see wererat, except summon 1d4 dire wolves)

MAN OF ASH AND COAL

The men of ash and coal are mindless humanoid con-
structs from a faraway world (perhaps Ganymede).
They are crafted as guardians in the service of other-
worldly masters. Born of exotic fumes, fire, and stone,
these creatures attend and protect their overlords.
They roam in shambling clusters, sometimes with
multiple smouldering arms or legs on each body, yet
always topped by a single obsidian head with glowing
red eyes. Men of ash and coal are attracted to the body
heat of mammals (though a substantial fire may lure
their attention away from living targets). They will
charge toward and embrace warm-blooded creatures
to protect their enigmatic overlords.
Man of Ash and Coal: #E 2d6 (4d6) | AL N | SZ M
MV 30 | DX 10 | AC 5 | HD 3+1 | #A 1/1 (touch)
D 1d6 | SV 15 | ML 10 | XP 120 | TC nil | Special:
‘ Fire Heals: Fire attacks heal the monster

instead of damaging it.
‘ Immolate: On a successful touch attack, the

target must make an avoidance save or become
grappled and burned for another 1d6 hp of fire
damage. On each subsequent round, the victim
must make a test of strength to escape the
creature’s vice-like grip or continue to sustain
1d6 hp damage per round.
‘ Infrared Vision: Infrared vision (as the spell)
to 90-foot range.

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MAN OF LENG (Satyr) 91

Men of Leng stand from six to seven feet tall, with
the naked torsos of humans, the hoofed legs of goats,
and the spiral horns of rams. Their legs and forearms
are thick with grey-white fur, and so too do their long
manes and beards grow. Their eyes are sky-blue, their
ruddy faces furrowed with many wrinkles.
These enigmatic creatures thrive in harsh and unfor-
giving tundra. If men of Leng speak, they never have
revealed this capacity to mankind. Instead, they con-
vey emotions with panpipes, their haunting melodies
perhaps serving as some species of empathic language,
and they communicate much with their body language
and facial expressions.
Men of Leng ride leaper camels, typically bearing
spears and composite short bows; when they cross
the tundra, beasts and humans alike are driven with
fear. Notwithstanding, the sorcery of certain bards is
believed to derive from these strange creatures, who
are reputed to take precocious young humans under
their tutelage for a year or more; such individuals of-
test fail to remember their time with the men of Leng
after returning to civilization. Men of Leng are held to
venerate Aurorus, “The Shining One,” but their piping
is believed to tap vibrations associated with Azathoth.
Man of Leng: #E 1d6 (3d6) | AL N(C) | SZ M | MV 60
DX 15 | AC 5 | HD 5 | #A 1/1 (gore) or 3/2 (weapon)
D 2d6+2 (or per weapon +1) | SV 14 | ML 10
XP 525 | TC S, T, U | Special:
‘ Sorcery Resistance: 9-in-20 sorcery resistance

versus spells, magical abilities, and all sorcerous
devices. Sorcery resistance should be checked
before a saving throw is rolled.
‘ Spell-Like Effects: With panpipes, can produce
any of the following spell-like effects in a 60-foot
radius: cause fear (reverse of remove fear), charm
person, inflict madness, sleep, suggestion at CA 8
capacity.
‘ Spells: Each man of Leng has the sorcery ability
of an 8th-level bard. The referee can select spells
accordingly (1 each of druid and illusionist spells
levels 1–4), or use the following default selections:

Level 1: influence normal fire; auditory glamour
Level 2: cure light wounds; cause deafness
Level 3: hold animal; hallucinatory terrain
Level 4: them; dispel magic
‘ Weapon Mastery: Mastery of one weapon
(+1 “to hit” and damage).

HYPERBOREA

MANTICORE MI-GO (Fungus from Yuggoth)

This horrific beast of legendry has the goat-horned head These crustaceous otherworldly beings are of pale pink
of a human whose face betrays madness; the body of a colour and measure from five to seven feet long. Their
robust lion; great bat-like wings; and the tail stinger of innards are not organ-based; compact layers of brown
a giant scorpion. Manticores are sadistic creatures with fungi comprise their viscera. They have several sets of
tastes for human flesh. Typically, they dwell in moun- articulated limbs, each terminating in three-digit pin-
tains, deserts, or abandoned places, such as castle ruins. cers, which they manipulate with uncanny precision.
Seeking ambush, manticores are known to follow the They have horned, membranous wings, which they use
scent of travelling humans and humanoids. to sail the gelid winds of the Black Gulf (oft from Yug-
Manticore: #E 1d2 | AL CE | SZ L | MV 40 (fly 60) goth to Hyperborea or other worlds and moons); these
DX 14 | AC 4 | HD 6 | #A 4/1 (claw/claw/bite/sting) wings, however, are not suited to atmospheric flight
D 1d4/1d4/1d8/1d4 | SV 14 | ML 9 | XP 580 | TC E and are reserved solely for space travel.
Special: A mi-go’s head is a corrugated ellipsoid from which
‘ Sting: If stinger hits, victim must make death multitudinous antennæ project; when the mi-go tele-
pathically communicate with one another, their heads
(poison) save or suffer paralysis in 1d4 rounds, glimmer green, indigo, or violet. Also, they can effect
frothing and gagging; death follows in 1d3 turns. quasi-vocal communication, a buzzing, hauntingly
waspish whisper that apes human speech. In combat,
mi-go can attack with their four foremost pincers.
However, most prefer the use of laser pistols, strange
crystalline wands that emit disintegration beams. Oth-
er mi-go wield paired long scimitars of crystal.
In the vast depths of Underborea, the mi-go harvest
strange crystals. They also maintain expansive tunnel
vaults, research centres, and libraries, the last of which
collect alien and domestic knowledge in enormous
tomes of glassy “paper.” They monitor mankind from
command centres lined with display terminals.
In labyrinthine mega-dungeons the mi-go are masters
of the Oon, a sub-race of humanity bred in vitro to
emotionless servility; they are maintained through a
regular diet of synthetic potions that suppress individ-
uality and sexual development. Often the mi-go send
Oon bounty hunters to the surface world to abduct peo-
ple whose minds and talents are of particular interest;
the mi-go are reputed to extract the brains of sages,
sorcerers, poets, madmen, and the like, placing them
in metal cylinders and conveying them to Yuggoth
for reasons unclear. Their rituals are said to invoke a
possible deity known as Shub-Niggurath, “The Black
Goat of the Woods with a Thousand Young.”
Mi-Go (otherworldly): #E 2d6 (2d10×10) | AL LE
SZ M | MV 40 | DX 11 | AC −1 | HD 6+6 | #A 4/1
(claw ×4) or 2/1 (scimitar/scimitar) or 1/1 (laser pistol)
D 1d4+4 (×4) (or per weapon) | SV 14 | ML 10
XP 990 (or 1,290 with laser pistol) | TC H, S, T, W Special:
‘ Buzzing Cry: Once per day, through a buzzing

cry, can effect a hold monster spell.
‘ Buzzing Whisper: Through buzzing whispers,

can effect sleep in all living creatures of 6 HD or
less in a 30-foot radius; sorcery save or slumber
for 4d6 turns. The minds of 1d4 sleepers can be
implanted with a suggestion (as the spell) that

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takes effect upon waking. 93
‘ ESP: Can cast extrasensory perception 3/per day.
‘ Immunities: Immune to cold and airless vacuum.
‘ Laster Pistol: Some mi-go brandish crystalline

laser pistols with 12-inch barrels, 1 inch in
diameter. The laser pistol’s 120-foot beam is
narrow, requiring a normal attack roll. If the
beam hits, the target must make a death save or
be disintegrated to a smoking pile of ash;
if the save is successful, damage is 3d6 hp
(a grazing shot). A typical mi-go laser pistol
holds a 28-charge clip.
‘ Scimitars: Can wield two long crystal scimitars
with no attack penalty, delivering 1d4+8 hp
damage each (1d8+1 hp damage in the hands of
humans if the hilts are modified for human use).
‘ Rapid Decay: If killed, fungous innards rapidly
break down to a corrosive acid that dissolves the
deceased mi-go within 1d12+12 hours.
‘ Space Flight: Can fly vast distances across the
Black Gulf via space-folding dimensional travel.

MINOTAUR

This is the seven-foot-tall beast of legendry. It has
the body of a powerfully muscled man, with the mas-
sive shoulders and horned head of a bull. Minotaurs
are nigh fearless combatants and prefer to fight with
spears, war clubs, battle axes, or great axes, though
they employ almost any melee weapon.
Minotaurs have a taste for human flesh and typically
kill and eat humans raw, unless it profits them to do
otherwise, for they are intelligent and greedy. In the
wilderness, minotaur tribes base much of their culture
on the chase and hunt, finding particular delight in
the resourcefulness of hunted people. Most minotaurs
speak the Common tongue of mankind; others speak a
form of proto-Hellenic.
On the islands of Minotaurios, settlements of as many
as 50 minotaurs may be encountered. Minotaurs dwell
in any environment, but most prefer labyrinthine dun-
geon dwellings. In the deepest dungeon dwells the mi-
notaur superior, a robust, eight-foot, 900-pound brute
of tremendous power and ferocity, with doubled horns.
Minotaur: #E 1 (2d4 or [1d4+1] ×10) | AL E (Lawful
or Chaotic) | SZ M | MV 40 | DX 12 | AC 6 | HD 6+6
#A 1/1 (gore) or 3/2 (weapon) | D 1d6+2 (or per weapon
+2) | SV 14 | ML 11 | XP 510 | TC C | Special:
‘ Resistances: Unaffected by forget the path

(reverse of find the path), maze, and like sorcery.
Minotaur Superior: #E 1d2 | AL E (Lawful or Chaotic)
SZ L | MV 30 | DX 14 | AC 0 | HD 10+6 | #A 1/1 (gore)
or 2/1 (weapon) | D 1d10+3 (or per weapon +3) | SV 12
ML 12 | XP 1,150 | TC X, Y | Special: (see minotaur)

HYPERBOREA

MOUNTAIN LION (Cougar, Puma) Regardless their origin, once animated, mummies
are renowned for haunting ancient tombs and crypts,
A mountain lion is a sleek feline long of body and limbs. serving as death guardians of incredible power. Even
This great cat thrives in many regions. Adults are up to the most noble of Lawful Good people raised to mum-
six feet long and weigh over 250 pounds. They are pro- mies become beasts of Chaotic Evil, hell-bent on the
tective of their domain; otherwise, they are unlikely to destruction of the living when their crypts are violated.
attack humans. Typicallycan a solitary hunter, a moun- The mere sight of a mummy can immobilize a person in
tain lion will hide under brush and foliage to stalk prey. terror, and its touch serves death.
They are adept climbers and can leap up to 18 feet. Mummy (Undead Type 8): #E 1 | AL CE | SZ M
Mountain Lion: #E 1 (2d4) | AL N | SZ M | MV 60 MV 40 | DX 11 | AC 3 | HD 6+4 | #A 1/1 (pummel)
DX 18 | AC 6 | HD 3 | #A 3/1 (claw/claw/bite) D 2d6 | SV 14 | ML 12 | XP 1,050 | TC D | Special:
D 1d4/1d4/1d6 | SV 15 | ML 8 | XP 47 | TC nil | Special: ‘ Immunities: Immune to cold, fear, paralysis,
‘ Rake: If both claw attacks hit, rear claws auto-
and poison. Immune to mundane weapons;
matically rake for 1d4+1 hp damage each. harmed only by magical weapons, which inflict
only ½ damage.
MUMMY ‘ Mummy Rot: Touch infects victim with horri-
ble rotting disease unless death (poison) save
A mummy is an undead monster born of maleficent nec- is made. This bane prevents the function of
romancy using the preserved corpse of a human. Three sorcerous healing (spells, scrolls, and potions);
distinct types have been identified in Hyperborea: the furthermore, any wounds suffered require 10
mummy, the bog mummy, and the ice mummy. times as long to heal naturally. The disease is
MUMMY: In general, a mummy is a corpse that has deadly within 2d6 weeks; only cure disease can
been dehydrated and wrapped in resin-coated linen end the affliction.
strips to prevent the introduction of moisture. The rites ‘ Paralyze: Sight of a mummy within 60 feet par-
and incantations then performed by the sorcerer are alyzes humans with fear for 2d4 rounds unless
forbidden and rightly damning to one’s soul, oft requir- sorcery saves are made, modified by willpower
ing the use of sacred mystery tomes. Some mummies adjustment, if applicable.
are born of pacts agreed upon by the imminent dead ‘ Vulnerability: Vulnerable to fire: +2 hp per die
(whilst still mortal) and dæmons or other netherworldly of damage.
agents. Rarest is the mummy able to retain its former BOG MUMMY: Bog mummies are foul corpses that
will and intelligence; termed the sons of Nyarlathothep, have been preserved by the fœtid, acidic water of a
these mummies crave power and domination. peat bog. As sacrificial victims of unspeakable cruelty,
they also suffer the dreaded curse of undeath, becom-
ing restless beings that despise humanity. They lurk in
moss-hag pools such as those found in the Lug Waste-
land. Their desiccated skin is brown and tough, their
internal bones decomposed to a glutinous gunge; thus,
they ambulate like walking sacks of jelly-stuffed leath-
er, bloated with congealed acids that they can disgorge
to deadly effect.
Bog Mummy (Undead Type 3): #E 1 (1d6) | AL CE
SZ M | MV 20 | DX 6 | AC 7 | HD 3 | #A 1/1
(pummel) | D 1d6 | SV 15 | ML 12 | XP 113 | TC O,
P, Q | Special:
‘ Immunities: Immune to cold, fear, paralysis,
and poison.
‘ Resistances: Mundane chopping or slashing
weapons (e.g., axes, scimitars, swords) cause
½ damage to bog mummies; mundane blunt or
piercing weapons (e.g., hammers, maces, arrows,
spears) cause ¼ damage. Magical weapons of all
kinds cause full damage.

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‘ Vomit Acid: Thrice per day can vomit a 10-foot- Some tribes of savage vhuurmis are thought to pro-
long cone of gelatinous acid that is 5 feet wide pitiate them as gods. In the dark year of Nightfall,
at the terminus and causes 2d4 hp damage, these undying horrors are reputed to sally forth upon
with avoidance saves allowed for ½ damage. If their skeletal steeds, leading scores of their kindred to
saving throws fail, the acid sticks, causing an slaughter all life they encounter.
additional 1d4 hp damage on the 2nd round unless Ice Mummy (Undead Type 5): #E 1d6 (2d6) | AL LE
immediately scraped off (such as with the back SZ M | MV 40 | DX 10 | AC 6 | HD 4 | #A 1/1
of a blade). (touch or weapon) | D 1d4 (or per weapon +1) | SV 15
ML 12 | XP 240 | TC B | Special:
‘ Vomit Explosion: If it has not ejected its vomit ‘ Change Temperature: Radiates continuous
acid thrice and is cut down with physical force, bog
mummy explodes on a 1-in-6 chance, with effects change temperature effect (as the spell), de-
as shewn above to all creatures within 10 feet. creasing temperature in a 10-foot radius by 50°F.
‘ Detect Heat: Can detect body heat (as the spell)
at will.
‘ Frostbite: Touch confers frostbite; victim
loses 1d4 hp and 1 point of DX per round until
warmed. Lost DX can be recovered at a rate of 1
point per hour in a warm environment. If DX is
reduced below 3, victim crystallizes and dies.
‘ Immunities: Immune to cold, fear, paralysis,
and poison. Immune to normal fire. Immune to
mundane weapons; harmed only by silver and
magical weapons, though silver weapons inflict ¼
damage only.
‘ Vulnerability: If exposed to ambient tempera-
tures above 80°F, must make a death saving
throw every round or fall to pieces. Magical fire
inflicts double damage.

ICE MUMMY: Ice mummies are corpses that were
preserved in gruesome, withered forms by cold tem-
peratures and which became inhabited by Evil spirits
of the Hyperborean ice. Their eyes shew a spark of
intellect, but their only goal is the icy death of all living
beings. Their victims are buried in snow and rise as
ice mummy thralls a day later. Whereas the mindless
thralls simply rend their foes as directed by their frig-
id masters, ice mummies oft accoutre themselves with
weapons and bits of armour from their half-remem-
bered mortal lives; too, some are said to ride gaunt,
skeletal warhorses (large undead animals).
In the depths of the Spiral Mountain Array are ru-
moured to exist noble ice mummies as cunning as
any human, who also command powers of cryomancy.

95

HYPERBOREA

Ice Mummy Thrall (Undead Type 2): #E 4d6 MUSTARD MOULD
(4d6×10) | AL LE | SZ M | MV 30 | DX 7 | AC 8
HD 2 | #A 1/1 (pummel) | D 1d8 | SV 16 | ML 12 This deadly subterranean fungus of dark yellow co-
XP 32 | TC J, K, L, M | Special: lour grows in furry patches of about eight square feet,
‘ Resistances: Mundane chopping or slashing though larger colonies are not unusual. Mustard mould
propagates in dark, moist places and is known to fa-
weapons (e.g., axes, scimitars, swords) cause ½ vour tapestries and other heavy cloths, though is just
damage to ice mummy thralls; mundane blunt or as likely to be found on wood. Through these media
piercing weapons (e.g., hammers, maces, arrows, the mustard mould eats, but not metal or stone. The
spears) cause ¼ damage. Magical weapons of all mustard mould does not “attack,” per se, but reacts to
kinds cause full damage. being handled by releasing a deadly cloud of spores.
‘ Vulnerabilities: If exposed to ambient tem- Mustard Mould: #E 1 | AL N | SZ S | MV 0 | DX nil
peratures above 32°F, must make a death saving AC 9 | HD 2 | #A 1/1 (spore blast) | D 1d6 | SV 16
throw every round or fall to pieces. Automatical- ML 12 | XP 100 | TC nil | Special:
ly destroyed if exposed to an ambient tempera- ‘ Immunities: Harmed only by fire, a torch
ture of 60°F or higher. Suffer double damage
from normal or magical fire. inflicting 1d6 hp damage per round.
Ice Mummy Noble (Undead Type 7): #E 1 | AL LE ‘ Spores: When handled, struck, or burnt, 3-in-6
SZ M | MV 40 | DX 10 | AC 3 | HD 7 | #A 1/1
(touch or weapon) | D 1d4 (or per weapon +2) | SV 13 chance it releases a 10 × 10 × 10-foot cloud
ML 12 | XP 1,110 | TC E | Special: of spores. The cloud burns the eyes, nose, and
‘ See all special abilities for ice mummy. throat; those within must make death (poison)
‘ Resistances: +2 to device and sorcery saves. saves or choke to death in 6 rounds.
‘ Sorcery: A noble ice mummy has the sorcery
ability of a 7th-level cryomancer. The referee can
select spells accordingly (4 × level 1, 3 × level 2,
2 × level 3, 1 × level 4), or use the following
default selections:

Level 1: freezing hands, magic ice dart,
precipitate, shield
Level 2: gust of wind, obscure, wall of vapours
Level 3: black cloud, freeze surface
Level 4: ice javelin

MUSK OX

This is a large, furry, wild ox that roams
arctic plains. Its long, shaggy coat and soft
undercoat provide warmth in the coldest
regions, and its great hooves are used to
scrape and clear away ice to access the grass
underneath. Bulls stand five feet at the
shoulder and weigh as much as 800 pounds;
cows are smaller. Bulls have prominent
horns that they use to fight one another or
make ostentatious mating displays. Rarely
are musk oxen encountered in small num-
bers; typically, they roam in large herds.
When predators are inescapable, oxen form
defensive circles, protecting their young and
ready to gore with their horns if approached.
Musk Ox: #E 2d10×10 | AL N
SZ L | MV 30 | DX 7 | AC 7 | HD 3
#A 1/1 (gore) | D 1d6 | SV 15 | ML 5
XP 35 | TC nil

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Volume II: Referee’s Manual 12

NAGA 97

This monster has the 20-foot-long, 2-foot-diameter
body of a python, surmounted by the head of a disturb-
ingly ugly woman with fangs for teeth and a shock of
tangled, white-streaked hair. Nagas are the servants
of otherworldly powers, typically assigned to guard
some place of religious significance; sages posit that
these guardians originally were created by the weird
science of snake-men. Nagas are cruel and relentless
creatures, possessed of keen intelligence and cunning
trickery. In their sibilant tongue they sing haunting
melodies to raise the hackles of any person.
Naga: #E 1d2 | AL LE | SZ L | MV 50 | DX 15 | AC 3
HD 12 | #A 1/1 (bite) | D 1d6 | SV 11 | ML 11
XP 2,900 | TC H | Special:
‘ Charm: Singing voice once per day can charm

1d6 victims of 6 HD or fewer, unless sorcery saves
are made, modified by willpower adjustment, if
applicable. Charmed individuals stand dumbly,
allowing naga to do as it will—even kill them.
‘ Constrict: On successful bite attack (whether
or not paralysis results; see venomous below),
monster enwraps and constricts its victim for
additional 2d4 hp damage per round. It can
squeeze one victim to death whilst continuing to
bite other targets. To escape constriction, victim
must make an extraordinary feat of strength
or dexterity. Otherwise, allies whose strength
totals at least 60 may pull the victim free.
‘ Sorcery: A naga has the sorcery ability of a
6th-level cleric. The referee can select spells
accordingly (3 × level 1, 2 × level 2, 2 × level 3),
or use the following default selections:

Level 1: command, cure light wounds,
protection from good
Level 2: darkness, hold person
Level 3: glyph of warding, inflict blindness
‘ Venomous: Bite delivers venom; make death
(poison) save or suffer paralysis for 1d6+6 turns.

NIGHT-GAUNT (Dweller in the Boreas)

These uncouth monsters, sometimes called “Dwellers
in the Boreas,” are vaguely humanoid of shape, seven
or more feet tall, incredibly thin and rubbery. Their
skin is jet black and glistens like oil, and from their
foreheads project two inwards-curving horns. They
have membranous wings projecting from their shoul-
der blades and barbed, prehensile tails of seven-foot
length. Each of their fingers terminates in a black tal-
on. Perhaps the most disturbing quality of this horror
is its countenance, for where a face should be there
is naught. These otherworldly creatures dwell in the
illimitable Black Gulf, just beyond the rim of Hyper-
borea’s spilling seas. By legion they ride the boreas
(North Wind), and from there they have the capacity

HYPERBOREA

to haunt the dreams of the most precocious children. Night-gaunt younglings are small, rubbery, inky-
On occasion, however, they escape, bringing terror and black, scorpion-like, otherworldly creatures, 12–18
misfortune and engaging in unspeakable acts. inches in length, with disturbingly human-like heads
A night-gaunt queen is an 18-foot-long behemoth, an that lack facial features. They skitter toward their prey
otherworldly, scorpion-like beast with four long-tal- with alarming speed, running on all fours, their shiny,
oned arms and a 15-foot-long barbed tail. The beast is barbed tails held high. These eerie horrors hatch from
inky-black, rubbery and pliable, with a nearly human, 2-foot tall, oval, leathery grey eggs that are laid in cool
bulbous, faceless head. Night-gaunt queens take form subterranean lairs.
when a night-gaunt establishes propinquity with a mote Night-Gaunt (otherworldly): #E 1d6 | AL CE | SZ M
of negative energy from the Black Gulf, sometimes MV 30 (fly 60) | DX 16 | AC 5 | HD 4 | #A 3/1 (claw/
called a sphere of tenebrosity. When a night-gaunt claw/sting) | D 1d4/1d4/1d6 | SV 15 | ML 8 | XP 120
queen is fertilized, her embryonic eggs develop in her TC X | Special:
stomach and travel to the tail, giving the night-gaunt ‘ Venomous: Tail sting delivers venom; make
queen the semblance of an enormous centipede-like
horror, as the lower abdomen and tail swell prodigious, death (poison) save or suffer slow effect (as the
lumpy, and segmented. Rudimentary legs grow from the spell) for 2d6 turns.
tail during this stage, allowing grotesque ambulation. Night-Gaunt Queen (otherworldly): #E 1 | AL CE
After the eggs are deposited in a cave, the tail contracts SZ L | MV 30 (fly 60) | DX 8 | AC –3 | HD 10+2
to its normal size and the rudimentary legs wither off. #A 5/1 (claw ×4/sting) | D 2d4×4/3d6 | SV 12
Night-gaunt queens have a mental connexion with both ML 10 | XP 2,050 | TC C, Z | Special:
their eggs and brood (night-gaunt younglings), react- ‘ Create Darkness: Can create darkness, per the
ing violently if these are harmed or disturbed. spell, thrice per day.
‘ Venomous: Stinger delivers venom unless death
(poison) save is made, causing immediate death.
‘ Youngling Awareness: Regardless of distance
from her brood, cumulative 1% chance for every
egg or night-gaunt youngling harmed that the
queen cognizes the attack and respond aggres-
sively, fighting with a 12 morale. This chance
is checked every round that any egg or night-
gaunt youngling is harmed.
Night-Gaunt Youngling (otherworldly): #E 6d10
AL CE | SZ S | MV 50 | DX 15 | AC 4 | HD 1
#A 1/1 (sting) | D 1d4 | SV 16 | ML 10 | XP 40 | TC X
Special:
‘ Empathy: Empathic link with other night-gaunt
younglings, even the unhatched. When one or
more night-gaunt younglings are attacked, the
eggs of developed to mostly developed embryos
hatch at a rate best determined by the referee.
‘ Venomous: Stinger delivers venom unless
death (poison) save is made, causing immediate
paralysis for 1d3 turns.

98

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NIGHTMARE intelligence and sinister disposition, notorious for 99
dragging people from ships or even wharfs to devour
This is the steed of the underworld, a dæmon horse pos- them. Against underwater foes they may make their
sessed of great power, ridden by dæmons, liches, spec- full allotment of attacks; against enemies on ships or
tres, vampires, and other horrors. Nightmares resemble aground they use two arms to brace themselves on
liches: gaunt, fleshless horses, the eye sockets containing something solid whilst reaching up with one to six re-
coals of hellfire. Too, their hooves burn with black-violet maining arms to snag prey.
flames as they gallop over land or air, and when they Giant Octopus: #E 1 | AL CE | SZ L | MV 0 (swim 40)
snort, flames gush from their nostrils. Clinging to the DX 14 | AC 7 | HD 8 | #A 8/1 (lash ×8) | D 1d4 (×8)
bones of these fleshless abominations are rotting coats of SV 13 | ML 7 | XP 1,000 | TC nil | Special:
black fur, tattered manes, and tails of black. The teeth of ‘ Constriction: Each arm delivers 1d6 hp con-
these dæmonic equines are dagger-like fangs.
Nightmare (Undead Type 13) #E 1 | AL LE | SZ L striction damage per round after a hit is scored.
MV 80 (fly 120) | DX 13 | AC −3 | HD 6+6 | #A If two or more arms strike a single target, the
3/1 (hoof/hoof/bite) | D 2d4+2/2d4+2/2d4 | SV 14 victim is in 2 rounds pulled to the beaked mouth
ML 10 | XP 630 | TC nil | Special: of the beast, which bites automatically for 2d4
‘ Exhale Smoke: Can exhale from nostrils billow- hp damage per round (in addition to constriction
damage). An extraordinary feat of strength or
ing smoke that clouds vision in a 15-foot radius, dexterity can be used to break or slip free from
causing opponents to attack at −2 “to hit.” the grasp of a giant octopus. Allies can wrest a
victim free if their strength totals at least 60.
OCHRE JELLY ‘ Crippled Arm: A giant octopus arm struck for
8 hp damage is severed or rendered useless (the
This large, yellow-brown amœba oozes through cav- only means of breaking free of their grasp). A
erns and dungeons seeking flesh and cellulose, which crippled arm does not detract from the mon-
it devours by way of corrosive enzyme secretions. ster’s overall hit point total.
Ochre jellies can be as large as 10 × 10 × 10 feet in ‘ Ink Cloud: If four arms are destroyed or morale
size, though with gelatinously stretched members ex- otherwise fails, the monster releases a massive
tending over 20 or more feet. Although they are not cloud of ink whilst jetting away at treble movement.
believed to possess intelligence, they exhibit tactical
prowess, cornering prey at dead ends, or surrounding
it by forming a circle or U-shape. Ochre jellies can
squeeze through cracks or under doors. They can burn
through cloth, wood, and plant material, but do not
affect rock or metal.
Ochre Jelly: #E 1 | AL N | SZ L | MV 10 | DX 5
AC 8 | HD 5 | #A 1/1 (touch) | D 2d6 | SV 14 | ML 12
XP 275 | TC nil | Special:
‘ Corrosion: Corrodes cloth and leather on

contact; plant and wood material are corroded in
1d4 rounds.
‘ Fission: When ochre jelly is struck by weapons
or lightning (neither of which harm it), a smaller
one is created (e.g., a 2-HD ochre jelly that caus-
es 1d8 hp damage), whilst the main body quickly
regenerates, its capacities not reduced.
‘ Flesh Hungry: Attacks opponents with the most
exposed flesh first.
‘ Immunities: Harmed only by fire or cold.

OCTOPUS, GIANT (Spawn of Kraken)

In the depths of the ocean dwell giant octopuses
which sages oft refer to as the “Spawn of Kraken, the
Dimensional Dweller.” These great leviathans of the
deep weigh as much as 1,000 pounds and have eight
suckered arms of 50-foot length. They lair in undersea
caves and feed nocturnally. Octopuses are of abstruse


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