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Disclaimer

This work is insufficiently playtested.

I'm a veteran GURPS GM, running on 15 years of experience now, and I created this
document for another GM, who promptly used it for his DF campaign which ran for
several sessions, but not for long as campaigns are measured. My experience with it
suggests that it works. However, the best of us make mistakes all the time. We mean
things that we don't say. We forget a rule, or over- or underestimate player capability. I
bet Kromm himself has some embarrassing stories to tell about "obvious" mistakes that
only turned up after a thorough playtesting. This work has not had the kind of fisking
necessary to work out all the chinks. While I'm sure further posters in this thread will
help to refine it, understand that this work should be regarded cautiously and taken with
a grain of salt. Consider it a work-in-progress

How This Works

Dungeon and Dragons 4e included "roles" for its monsters, a guide on how to use a
monster and what sort of tactics they designed it for. This document does the same.
Each role has a list of associated templates that, if applied to a racial template, should
help you put together a monster ideally suited to that sort of tactic in combat. The
standard templates are worth roughly 50 points, the "Greater" templates are worth 100
points, and the Epic templates are worth 150. "Core" templates are worth 50 points, and
every monster should have at least one, to provide a solid basis of skills. Beyond that,
no limitations or prerequisites apply (You're just making a monster, not carefully
balancing a character).

Furthermore, each role has a set of "strange" templates, which represent unique powers
associated with that role. Strange templates always have a power modifier. The most
common power modifiers for monsters are:

 Magical: The powers can be nullified with counter-magic effects and do not
work in no-mana zones
 Unholy: The powers do not work in areas of High (Holy) Sanctity, and might
not affect "faithful" characters
 Biological: The power is always a manifestation of some interesting internal
organs, which the players may harvest after the battle. Generally, these organs
provide bonuses to appropriate alchemy and invention rolls. Minion organs
provide +1, Worthy organs provide a +2, and Bosses generally have multiple
harvestable organs with +2.

I haven't always explicitly outlined how the templates are constructed, because I feel the
average DF GM is more interested in knowing how a monster works, rather than
looking at a list of advantages and modifiers. If you want to know how I did something,
feel free to ask. I bet I can still remember.

Every core template has a list of associated disadvantages, which I discuss in each
section. Sometimes, these disadvantages are described beyond their normal, PC context.
That's because a monstrous disadvantage that does not disadvantage the monster isn't
interesting or worth mentioning. These disadvantages exist to allow players to come up
with clever solutions to defeating their foe, and thus must represent real vulnerabilities.
Where possible, exaggerate these weaknesses and make sure the players are aware of
them.

Wait, Points? What do you mean Points?

GURPS Sages will carefully recite the hallowed mantra "don't use points when
designing monsters" Dungeon Fantasy 2 itself offers this tid-bit of wisdom. Points
unnecessarily slow down monster creation, and they won't necessarily balance the
encounter. After all, 250 points of carefully nuanced player character is no match for
250 points of pure, distilled lethality.

However, points still have their place. While points won't necessarily balance a monster
for an encounter, that's primarily because of the existence of non-combat traits (15
points of Empathy just isn't as useful in a fight as 15 points of DR or even 10 points of
High Pain Threshold). Combat traits, however, tend to be fairly well balanced against
one another. Thus, a 50 point combat monster should measure up nicely against another,
differently designed 50 point combat monster, so points do give us nice "ball park"
figures for balance. Moreover, certain advantages and aspects of the system demand
points, things like summoning and shape-shifting. By noting the points involved, if a
player sees a demon he likes and asks to summon it in the next adventure, the GM can
swiftly give him a total Energy Cost associated with that demon, for example.

I have a few caveats regarding these point-costs, however. Monsters need to be kept
simple. They don't need to worry about things like perks, and you don't have the time to
worry about fatigue cost this and recharge time that. Thus, those who carefully reverse
engineer my templates might discover that not everything adds up exactly to the
described point value, because monsters are too simple to worry about the small change.
Moreover, points do not trump good monster design. Kromm's advice on page 27 of DF
2 remains very valid and pertinent. A 250 point "worthy" monster who has 200 points of
DR (DR 40 or so, more with limitations) isn't very fun to fight because you can't
actually hurt it. When we design monsters, we want to create interesting fights, so
consider what your players have at their disposal before you sic a particular beastie on
them. If your goal is an unbeatable monster that your players cannot escape from, these
rules won't prevent you from succeeding, but all you'll have really designed is a unique
invitation to write up new characters. If done too often, you're really telling your players
not to invest emotion into their characters or, worse, not to invest interest in your game.

In general, I have found that a minion needs only one or two templates (no more than
100 points) to be an acceptable "quick" challenge, and about 5-10 per player is enough.
Worthies generally take 3 to 5 standard templates (150-250 points), and one to two per
player is enough. I find bosses need at least 500 points worth of templates (often at least
one epic for truly awesome fights), and you only need one per group of players.

Final Notes

Where possible, I have discarded any reference to fatigue, but when it comes to spell-
casting monsters, or powers that attack fatigue, players will want to know how much
fatigue a monster has. For the purpose of these rules:
 Minions have sufficient fatigue to cast one effect. Don't worry about the exact
cost, they just get to cast one spell or use one fatigue-based ability.. Any fatigue
damage will knock them unconscious
 Worthies have normal fatigue, but should they run out of fatigue, they
automatically fall unconscious, without rolling.
 Bosses use the normal fatigue rules.

This document offers no tips or suggestions for equipment. Generally, monsters have
access to items that suit their skill set: a monster with Broadsword 15 will have a
broadsword, and a monster with Traps 12 will have some traps. Don't bother with minor
stuff, like rations or rope, except perhaps as loot for the players. When it comes to
equipment quality, don't worry about wealth and simply give the monsters whatever
gear you think is suitable remembering that players will loot them after they defeat the
monster. Giving a goblin minion an Very Fine Enchanted fire sword is really just
handing the players a Very Fine Enchanted fire sword for free. Monsters are certainly
allowed to wear armor (provided they don't have some ability that precludes it), again,
with the note that players can and will loot said armor at the end of the fight.
Dire Beasts
Some monsters, such as the Dungeon Fantasy Dire Wolf, are really just vicious wild
animals grown far too large because of the effects of strange magic or... whatever.
Pedants will note that “Dire Wolves” were actually smaller than modern-day wolves,
but we won't let details get in the way of our fun.

Dire Beasts gain +4 ST, +1 DR (With the Tough Skin limitation) and +1 Size Modifier.
This is worth approximately as much as a standard template.

Giant Beasts gain +10 ST, +2 DR (with the tough skin limitation) and +2 Size
Modifier. This is worth approximately as much as a Greater template.

Killers
Monsters are lethal. They have long claws, sharp fangs, dangerous spines and the touch
of death. People fear monsters because monsters murder, and Killers epitomize this fact.
Whether they are knife-wielding assassins or marauding berserkers, these monsters
focus on dealing damage.

The primary stats for a Killer are his Strength and Dexterity. This makes Killers
surprisingly well-rounded fighters. Their high Strength grants them plenty of damage to
defeat a foe, and plenty of HP to survive his counter attack. His higher Dexterity allows
him to both evade attacks and to ensure his own attacks land home. Killers focus
primarily on melee combat, wading into the players and attempting to inflict as much
damage as possible, representing a very clear threat to everyone.

When using Killers, be careful that they don't overwhelm the players too quickly.
Because of their high damage and accurate attacks, Killers bring with them the very real
possibility of a PC death (and, in fact, this occurred during one of our practice fights).
Killer Bosses, in particular, can be extremely lethal. On the flip side, they're not as
tough or as agile as other monsters, and their lack of solid defenses often means that if
they do not overwhelm the players, the players will defeat them quickly.

Attributes: ST +1 [10], DX +1 [20]

Advantages: Choose either Combat Reflexes [15] or +1 ST


and +1 Striking Strength for [15]

Disadvantages: Choose one of the following: Bad


Temper (12), Berserk (12), Bestial, Bloodlust(12),
Bully(12), Easy to Read, Life Bane, Obsession (Killing
members of a particular race or religion), all [-10]

Skills: Choose one of the following packages:

 Brawl at DX+5 [16]


 Brawl at DX+3 [8] and one of the following: Knife at DX+3 [8] or Axe/Mace,
Broadsword, Two-Handed Axe/Mace, Two-handed Sword or Wrestling at
DX+2 [8] or Flail or Two-Handed Flail at DX+1[8]

Notes: Most Killers should generally take Combat Reflexes unless they already have it
as part of a racial template.
Killers with Bad Temper must always test to resist rushing the first hero to insult them
or call them out.
Berserk Killers should always use All-Out Attacks.
Bestial Killers only kill when hungry and can easily be distracted with some spare meat
or the player can negotiate with them with an Animal Handling roll.
Killers with Bloodlust operate more like they have a "Murder addition." Theyshould
always stop to finish someone off, especially their own fallen allies (With players, they
might prefer to kidnap them and “finish them off later, when they can enjoy it”). He
must roll to keep from killing his own off if he has nothing to do.
Bully Killers must roll to resist the temptation to mistreat and
generally alienate allies on his own side. Players can easily trick them into turning on
their own.
Easy to Read Killer wear their lethality on their sleeve, and suffer a -4
to trick delvers into thinking they're going to do something else. If the monster is the
sort that wouldn't try to trick the delvers anyway, he suffers a -4 to feint
attempts as well.
Life Bane Killers always give away their presence with dead plants or dark vibes. In
addition to the +2 to detect their presence, even Delvers who aren't actively looking for
a stealthy target should get a roll to detect their presence.
Obsessed Killers always target their obsession first. They'll disregard anyone that isn't
part of their obsession until they've finished off their favored foes first.

Additional Killer Templates

Elegant Killers
Elegant Killers use high DX and skill to slide past their opponent's defenses. They
typically use more tact and cunning than most of their Killer brethren, often using Feints
and Deceptive attacks to breach a foe's skilled defense.

Attributes: DX +2 [40]

Skills: Increase weapon skill or Brawl by +2 [8], or alternatively, replace weapon skill
with Polearm or Shortsword at DX+4 [16], Brawl with Karate at DX+3 [16] (or DX+5
if Brawl was your only combat skill), or Wrestling with Judo DX+3 [16]

Greater Elegant Killers


Greater Elegant Killers resemble their Elegant Killer kin, but have completely mastered
the use of a particular weapon. This template includes the Elegant Killer Template.

Attributes: DX+2 [40]

Advantages: Choose either Weapon Master (Single Weapon) [20] or increase DX by


+1 [20]
Skills: Increase weapon skill or Brawl by +8 [32], or replace weapon skill with Polearm
or Shortsword at DX+10 [48], Brawl with Karate at DX+9[48], or Wrestling with Judo
at DX+9[48]

Swift Killers
Swift killers use speed over power to kill their opponents as quickly as possible. They
often blur into a pack of enemies, slashing wildly. Multi-armed creatures make for good
Swift Killers Their Extra Attack means they get a minimum of two attacks every turn.
For All-Out Attacks or Rapid Attacks, only increase total available attacks by 1.

Secondary Attributes: Basic Speed +1 [20]

Advantages: Extra Attack (Multi-strike) [30]

Greater Swift Killers


Greater Swift Killers expand on their speed to supernatural proportions, killing their
foes before they can even act. This template includes the Swift Killer template. A
Greater Swift Killer's Accelerated Time Rate allows him to gain 10 seconds where he
has two turns for every second that passes. He may only activate this ability once during
a fight.

Secondary Attributes: Basic Speed +2 [40]

Advantages: Extra Attack (Multi-Strike) [30], Accelerated Time Rate (Maximum


Duration 10 seconds -75%) [25]

Power Killers
Power Killers sacrifice their speed and grace in favor of making devastating attacks.
Power Blow requires several turns to activate and costs 1 fatigue (so minion Power
Killers may only use it once), but once it hits, it doubles the Killers ST for the purposes
of damage.

Attributes: ST +4 [40]

Secondary Attributes: Basic Speed -0.5 [-10]

Skills: Power Blow Will+4 [20]

Greater Power Killers


Greater Power Killers merely expand upon the skill and capability of their Power Killer
brethren, gaining sufficient skill in Power Blow to activate it instantly. This template
includes the Power Killer template.

Attributes: ST +6 [60]

Secondary Attributes: Basic Speed -0.5 [-10]

Skills: Power Blow Will+10 [44]

Strange Killers
Magical, mutant or unholy Killers display deadly attacks when their weapon or hand
connects with their foe. They may only use their strange attack 3 times in a fight, and it
always requires a successful melee attack (declared before hand). If a Strange Killer
chooses to take a second, Alternate Attack as part of his package, he may only use both
of his attacks a total of 3 times.

Advantages: Choose one power below.

Skills: Either increase Brawl or a weapon skill by +2 [8], or gain a second power as an
alternate ability [8]

Special Powers: Choose one of the following:

 Burning Touch: The killer ignites his target in a fiery attack. Ideal for sheer
damage. Inflict 3d Burning damage on a successful blow, and Follow-Up
immediately with 2d Burning, which further cycles every turn for the next 3
seconds.
 Icy Touch: The killer freezes his foe in place. Ideal for eliminating lesser
Delvers from the fight. Inflict 2d Freezing Fatigue damage, and the target must
roll HT (with a penalty equal to the damage inflicted) or be Paralyzed for the
remainder of the fight. This paralysis might be removed with a careful thawing.
 Flaying Touch: The killer rends skin and sends fire coursing along nerves in
this devastating attack. Ideal for weakening a strong foe. Inflict 3d Impaling
damage, and the target must roll HT (with a penalty equal to the damage
inflicted) or suffer Terrible Pain (-6) for the remainder of the battle.
 Corrupting Touch: The killer imparts a lethal disease, poison, or simply a
entropic energy that slowly dissolves the target. Ideal for scaring players after
the fight is finished, and forcing them to come up with solutions. Inflict 4d toxic
damage and the target must make a HT roll or suffer an immediate Follow Up of
2d toxic damage, that also cycles every minute for the next ten minutes.
Depending on the nature of the attack, Cure Disease, Neutralize Poison or
simple Esoteric Healing (either Druid or Holy) will purge the victim of the taint
that besets him.

Stalkers
Monsters are sneaky. They don't play by the rules everyone else plays. Instead, they
hide in the dark with their snatching claws, lurk behind walls or scuttle across ceilings.
They move swiftly and grab what they want, harrying heroes before racing away to hide
once more. These monsters focus on stealth, mobility and battlefield control.

The primary statistic for a Stalker is his Dexterity. Agile, swift and mobile, they use
their high dexterity and basic move to stay out of the reach of the adventurers, often
attacking with ranged weapons, or using their superior stealth to slip around behind
adventurers and ambush them. In a stand-up fight, though, they don't usually fair so
well, so Stalkers work best when they use the terrain to their advantage.

Stalkers have two flaws. Poorly equipped players may find themselves constantly
outmaneuvered, unable to mount an effective defense to such a fluid enemy. Stalkers
might be a bad match for slow-moving, primarily melee characters, unless you want to
make a point about the importance of maneuverability. On the other hand, Stalkers don't
fare well when the player's finally pin them down, so you have to place them in
positions that will suit their talents: wide open areas with plenty of hiding places or
strange terrain that they are well-suited for. Remember, including Stalkers in your
encounters changes the rules of engagement from a straight up brawl to one of mobility
and awareness.

Stalkers generally work best as minions, which suits the stalker stereotype of a
cowardly, sneaky beast that dies easily when you pin it down. Worthy or Boss stalkers
tend to work best as "assassins."

Also, remember that creatures with a move higher than 10 get a step of 2 or more.

Attributes: DX +2 [40]

Secondary Attributes: Perception +1 [5]

Advantages: Night Vision 3 [3]

Disadvantages: One of HT-1, Will -2, Bad Smell, Cowardice, Dread (Light), Easy to
Kill -5, Fearfulness -5, Loner (6, -4), Low Pain Threshold, Paranoia all at [-10]

Skills: Stealth at DX+2 [8], and one of the following packages:

 Brawl DX+2 [4]


 Knife DX+2 [4], or Shortsword or Spear at DX+1 [4]
 Both Knife DX+1 [2] and Thrown Weapon (Knife) DX+1 [2] or both Spear or
Axe/Mace DX [2] and Thrown Weapon (Spear or Axe/Mace) DX+1 [2]
 Bow or Sling, both DX [4]
 Innate Attack, DX+2 [4]

Stalkers should only take Innate Attack if you plan on giving them a Strange template.
Smelly Stalkers can be detected by anyone with a good nose (and automatically fail any
Stealth rolls against someone with Discriminatory Smell).
Cowardly Stalkers should do everything they can to avoid a direct conflict with the
heroes. Harrying them from a distance is fine, but they'll run the instant the heroes close
in. Furthermore, they suffer a -2 to Fear checks.
Stalkers with Dread will avoid bright light, and cower (rather than fight) should they be
trapped in a sudden blaze of light. Optionally, you can instead inflict a -2 or -4 penalty
on all their rolls while in bright light.
Easy to Kill is only appropriate to Stalker Bosses.
Loner Stalkers suffer from Bad Tempers whenever they are around lots of other
monsters, and must roll to keep from violently lashing out at them.
Low Pain Threshold is not appropriate for minion Stalkers.
Paranoid Stalker must roll to avoid believing anything dark and malicious said about
their comrades, and generally prefer to fight alone. They can be turned against their own
with some successful trickery (or good Fast-Talk rolls)
Additional Stalker Templates

Cunning Stalkers
Cunning Stalkers defeat their foes with their intellect and traps rather than direct
confrontation. Before the fight, consider secretly rolling Tactics to allow the Stalkers to
know and exploit one of the party's weaknesses, and consider allowing the Stalker to
roll traps to set up a trap of their own (or two!). Beyond that, their main asset is their
ability to see through the delvers' trickery.

Attributes: IQ +1 [20]

Secondary Attributes: Perception +2 [10]

Skills: Tactics IQ+3 [12], Traps IQ+2 [8]

Swift Stalkers
Swift Stalkers rely on mobility and use their terrain to the best of their advantage. Swift
Stalkers are, in fact, a wide category of various subsets. Some Swift Stalkers are quick
swimmers or deft climbers or race through tree branches to avoid their foes. Make sure
you have some interesting terrain to give them the most of their advantages.

Attributes: DX +1 [20]

Secondary Attributes: Move +2 [10]

Advantages: Combat Reflexes [15], Surefooted (Choose one) [1]

Skills: Choose one of the following: Swimming HT+2 [4], Acrobatics DX [4], or
Climbing DX+1 [4]

Assassin Stalker
A Stalker's Stalker, the Assassin Stalker uses stealth and combat skill to his greatest
advantage, slipping behind his foes and eliminating them ruthlessly. As all Assassin
Stalkers have access to the poison skill, consider allowing them to slather their blades or
arrows with some deadly poison. Worthy or Boss Assassin Stalkers often carry a spare
vial of poison on them that the heroes can loot.

Attributes: DX +1 [20]

Secondary Attributes: Perception +2 [10]

Advantages: Silence 2 [10]

Skills: Increase Stealth by +1 [4] and one weapon skill by +2 [8]. Gain Poison at IQ [2]

Greater Assassin Stalker


Truly deadly Assassin Stalkers perfect their already considerable stealth and become
nearly as proficient with their weapon as most Killers are, making him a terror in his
own right. This template includes the Assassin Stalker template:
Attributes: DX +2 [40]

Secondary Attributes: Perception +2 [10]

Advantages: Silence 2 [10]

Skills: Increase Stealth by +4 [16] and one weapon skill by +5 [20]. Gain Poison at IQ
[2]

Strange Stalkers
Magical, mutant and unholy stalkers can manipulate their environment in strange
fashions or unleash terrible blasts upon their foes.

Special Powers: Choose on of the following powers

 Shadow Casting: These creepy Stalkers drag shadows around them to deepen
the darkness, where they feel most comfortable. Inflict darkness on an area up to
32 yards around the Stalker (generally, an entire room), enough to inflict a -4 on
all rolls regarding vision. Replace Nightvision with Dark Vision
 Blink: The Stalker vanishes from one point and arrives at another in an instant.
The Stalker may use Warp to a distance of up to 10 yards up to 3 times a day.
He gains +6 to his roll, but for practical purposes, he should spend 1 turn
concentrating, and then assume a success.
 Invisibility: The stalker vanishes from view! He has Invisibility, which he may
switch on and off automatically, and allows him to carry up to Light
Encumbrance.
 Thorny Blast: The stalker snipes his foes with poisoned darts. The attack has
Acc 3 1/2D 10, Max 100, RoF 1. On a hit, inflict 3d Impaling damage and the
target makes a HT roll with a penalty equal to the damage dealt. Failure Stuns
the target and inflicts 1d toxic damage for the next 3 seconds.
 Fire Blast: The stalker unleashes an explosive blast of fire! The attack has Acc
3 1/2D 10, Max 100, RoF 1. On a hit, inflict 5d Burning damage. Everyone
within 1 yard of the target takes 2d burning damage, and everyone within 2
yards of the target takes 1d burning damage. Even on a miss, the target might
take some burning damage from the explosion (Roll for scatter).
 Storm Casting: The stalker summons wind and lightning to buffet and blast his
targets. The attack has Acc 3 1/2D 10, Max 100, RoF 1. On a hit, inflict either
6d(2) Burning damage with the Surge modifier, or inflict 2 yards of Knockback
if you successfully roll higher than the target's ST-2 on 3d6 (4 yards if you
double his ST). Note that the air blast is mainly useful to position targets.

Tricksters
Monsters are deceptive. They wear human skins and walk among men. They seduce, lie,
cheat, steal and always have some trick hidden up their sleeve. Only a fool would trust a
monster, and yet some monsters are so capable, so cunning, that people find themselves
falling for their lies anyway. These monsters focus on supporting other monsters, social
skills and defeating their foes via non-combat tactics.
Tricksters focus on IQ as their primary attribute. As a result, they often lack the raw,
physical power of other monsters. They tend to make up for this by supporting other
monsters in battle, or finding a way to engage the players outside of typical combat,
such as disguising themselves as a helpless maiden, or dazzling the characters with Awe
or Terror.

Ideal Tricksters tend to be worthies or, better, bosses who force the players to deal with
their foe in an unusual manner. Unlike most other monsters, they're quite happy to
negotiate, and quite good at it as well. If the players choose not to play the Trickster's
game, the fight can be over very quickly, so you should have some back up ideas in case
the players just ignore the beast's honeyed words and just attack. Generally, this
involves either some convoluted trickery (the monster is at the far end of a very acoustic
labyrinth), making the Trickster enormously powerful in combat by adding other
templates (motivating the players to play the Trickster's games rather than fight him), or
including additional monsters under the Trickster's command. Combat-obsessed delver
groups might not appreciate the finer points of a Trickster, but a party who enjoys
talking to monsters, especially a party with social characters like Bards, will appreciate
the challenge more.

Attributes: IQ +2 [40]

Advantages: One of Empathy, Will +3 or Perception +3 [15]

Disadvantages: One of Compulsive Lying (12), Overconfidence and Impulsive;


Lecherousness; Sadism; Trickster; Vow (Harm none who can answer my riddles); All [-
15]

Skills: One of Brawl or Knife at DX+1 [2], Rapier, Smallsword, Shortsword, Staff or
Broadsword at DX [2]; One of Acting or Fast Talk at IQ+2 [8], Sex Appeal at HT+2 [8]
or Intimidation at Will+2 [8]

Notes: Overconfident and Impulsive Tricksters always assume that they can handle the
heroes. Unlike the rest of their Trickster kin, they don't spend time plotting, but merely
leap into the fray to test their wits. They should never be allowed to plan in advance.
Lecherous Tricksters can easily be persuaded or distracted by attractive members of the
opposite sex, and will often seek to kidnap or befriend said characters. Naturally,
Lecherous Tricksters are attracted to any Attractive delver, regardless of race.
Sadistic Tricksters have to attempt kidnapping, rather than kill, their prey and then
monologue endlessly while they torture and tease their prey (often loudly, giving the
players a chance to recover their missing party member). Trickster Tricksters focus on
non-violent pranks over actual combat, and might prefer to create convoluted puzzles to
confound the players, and admit defeat when the puzzle is solved.
Finally Tricksters with the Vow (Harm none who can answer my riddles) must attempt
to riddle with the players before going into combat with them. Successfully
“outriddling” such a trickster effectively defeats him.

Additional Trickster Templates

Clever Trickster
Clever Tricksters are broadly useful, more capable in combat and adept at social skills.
They tend to be deceptive, but often focus more on warfare than pure trickery. They
make excellent leaders for lesser monsters. With their tactics, you should give patient
Tricksters a chance to “plan ahead” and exploit the weaknesses of heroes. With their
Psychology, consider letting them know the emotional weaknesses of a player, and play
off of them. With Leadership, consider letting them roll to overcome the mental
disadvantages of other monsters and bring them together to defeat the delvers. As with
Cunning Stalkers, consider allowing Clever Tricksters a roll ahead of time to discover
and exploit a player's weakness, and a roll ahead of time to establish some traps.

Attributes: IQ +2 [40]

Skills: Tactics IQ-1 {2}, Traps IQ [2], your choice of +1 to Fast Talk or Acting, or gain
either Leadership or Psychology at IQ+1 [4]. Finally, Add +1 to a single combat skill
[2].

Luscious Trickster
Some monsters are just plain sexy. Even relatively ugly monsters can be gorgeous if
they turn out to be Luscious Tricksters. The Luscious Trickster uses her (it's usually a
her, but doesn't have to be) beauty to disarm the players, often posing as a victim or a
damsel, or simply offering them a night in her bed, before striking. If that doesn't work,
she hammers them with Awe.

When applying this template to a normally ugly monster, disregard that monster's
ugliness.

Advantages: Beautiful (Universal +25%) [15], Awe [30]

Skills: Increase Sex Appeal by +1 [4] (But remember that her Beauty gives her an
additonal +3)

Nightmarish Trickster
The opposite of the Luscious Trickster, the Nightmarish Trickster revels in his
monstrosity. He is the mind-numbing terror that makes the weak-minded go still. He
still prefers to talk, but from the position of strength that his chilling visage brings. Most
Nightmarish Tricksters are Impressive, but you can ignore that advantage for an ugly
species, and instead improve the Terror to a -2 to rolls, if you wish.

Advantages: Attractive (Impressive, Universal) [5], Terror (-1 to Fright Check) [40]

Skills: Increase Intimidation by +1 [4] (But don't forget to add the bonus from
Impressive Looks for an addition +1)

Strange Tricksters
More than any other type of monsters, Tricksters are likely to exhibit strange abilities.
Magical, mutant or unholy tricksters can deceive the senses, the mind, or even
hoodwink fate.

Special Powers: Choose one of the following:


 Hypnotic Voice/Eyes: 3 times per day, the Trickster can attempt to control the
mind of another who can hear his voice or sees his eyes (Choose one when
taking this power). This is Mind Control. Concentrate, and then roll IQ +2 vs the
Target's will. If the Trickster wins, he can control his target for one minute per
point he won the quick contest by. Incapacitation or forcing the target to do
something they would not (such as violating a Sense of Duty) forces another
Quick Contest. Furthermore, the Hypnotic Trickster gains +1 to IQ for [20]
points.
 Dream-Weaving: You can manipulate what others think they see and hear.
After concentrating, roll IQ+2 vs the target's will. Success allows you to control
what they see and hear. Your illusions may be anything, but they cannot directly
harm the target (an illusion of an arrow striking him does no damage), and they
still have control over their body. They can always choose to ignore what they
see and hear and “fight blind.” Thus, most Tricksters choose to create subtle
illusions, so the target doesn't realize he's being tricked
 Mimic: The Trickster can change its form to imitate what it sees. By spending a
turn concentrating, it can shifts its form to match whatever it can see (in general
terms: if it sees humans, it can choose to exactly mimic the humans it sees, or it
can choose to become a general human). It gains none of the powers of the
creature it changed into. It must retain its mass and it can only change into other
“animals,” but it may appear to be any creature it sees otherwise.
 Luck Shifter: The Trickster can rewrite chance to a limited degree. Once per 30
minutes of game play, it may force any roll (its own or others made it its
presence) to be rerolled twice, and it chooses the roll it likes the most. It can use
this to force others to fail, or to force itself to succeed. It may not use its power
against a very specific subset of people (for example, people that know its name,
or people wearing the color blue, etc). Determine this limitation ahead of time.

Brutes
Monsters are tough. They ignore the lesser blows of mortal men, armored in plates of
demonic steel, slabs of greasy flesh or alien carapaces. Even if you do kill them, they
just rise from the grave, hungry for flesh and revenge. Only the blessed blade of heroes
can hope to defeat these monsters.

Brutes focus on Strength and Health as their primary attributes. This makes them
extraordinarily tough fighters who can be dangerous as well, making them vital for a
"tanking" role, acting as a living wall of meat for their monstrous allies. In general, they
simply wade into battle and harry the delvers, forcing them to pay attention to them
while other, less durable monsters are free from danger. Brutes have more than just
physical durability, however. They're often treated with mental and spiritual durability
as well, making them tough on spell caster and social characters too.

Brutes make for poor minions, for obvious reasons. As worthies, Brutes do what they
can to distract the players, and work well if they are dangerous, but if the players can
ignore them to go after more interesting targets, then the Brute has failed in his
defensive role. Design him accordingly. Brute Bosses make excellent adversaries,
however, as their durability forces the players to problem-solve if they want to defeat
him.
Advantages: ST +1 [10], HT +1 [10]

Secondary Attributes: HP +4 [8], Will +2[10]

Advantages: High Pain Threshold [10], +1 ST [10] or +1 HT [10]

Disadvantages: Choose one of Perception -2, Berserker, Bestial, Sense of Duty (A


specific group of monsters or followers of a Religion), Gullibility (12), Gluttony (6),
Vow (To Defend a particular spot eternally) or Vulnerability (x2 damage from a Rare
substance, defaults to Silver) all worth [-10]

Skills: One of the following packages:

 Brawling DX+2 [4] and Wrestling DX+2 [8]


 Wrestling DX+1 [4] and one of the following weapon skills: Axe/Mace,
Broadsword, Staff, Spear, Two-Handed Axe/Mace, Two-Handed Sword at
DX+2 [8]
 Shield DX+2 [4] and one of the following weapon skills: Broadsword,
Axe/Mace, Spear at DX+2 [8]

Notes: While this and all the other templates lists odd hit point values, when your final
values are determined, consider rounding to the nearest 5 for ease of dealing with the
huge Brute HP totals. Remember the rules of High HP and Shock (419) and High HP
and Natural Recovery (424), as Brutes will often enjoy those benefits.
Berserk and Bestial Brutes behave much like their Killer counterparts.
Dutiful Brutes go out of their way to protect their kin and can easily be persuaded or
negotiated with if it becomes clear that the heroes will kill everyone the Brute intends to
protect.
Gluttonous Brutes must roll to resist their disadvantage if, while negotiating, they are
offered food.
Brutes with a Vow will never consciously leave the side of the thing they have vowed to
protect, and no negotiation is possible. However, players can generally avoid them by
avoiding the protected item.
Finally Vulnerable Brutes provide an opprotunity for players to get around their huge
defenses more easily. The vulnerability can be anything rare, but silver is the default,
because “silver weapons” are synonymous with attacking monstrous vulnerabilities.
However, you may use something else similarly appropriate.

Additional Brute Templates

Graceful Brute
While many Brutes rely on their sheer HP totals to get them through their fights, the
Graceful Brute prefers to rely on his speed and skill to prevent injury to himself. They
force players to use Feints and Deceptive attacks to get past his solid parries and
dodges.

Attributes: DX +1 [20]
Advantages: Combat Reflexes or Enhanced Dodge [15], Enhanced Parry (One Melee
Weapon) +2 or Enhanced Block (Shield) +2 [10]

Skills: Increase one Weapon Skill, Brawl or Shield by +1 [4]

Greater Graceful Brute


This Brute has honed its skill with a weapon to complete perfection, creating a wall of
flashing steel that keeps any foe at bay, and allows him to slip past the defenses of
unprepared foes. This template includes the Graceful Brute template.

Attributes: DX +2 [40]

Advantages: Combat Reflexes or Enhanced Dodge [15], Enhanced Parry (One Melee
Weapon) +2 or Enhanced Block (Shield) +2 [10]

Skills: Increase one Weapon Skill, Brawl or Shield by +7 [28]

Hardy Brute
The Brute's Brute. The Hardy Brute is just tougher than everyone else, with more hit
points than any single monster has the right to. They lack elegance, charging forward
and letting their massive meat-bodies absorb all damage.

Attributes: ST+1 [10], HT +1 [10]

Secondary Attributes: HP +12 [24]

Advantages: Damage Resistance 2 (Tough Skin -40%) [6]

Greater Hardy Brute


Even tougher than his Hardy Brute kin, almost nothing can put a Greater Hardy Brute
down. Ideal for absurdly tough Bosses. This template includes the Hardy Brute

Attributes: ST +2 [20], HT +2 [20]

Secondary Attributes: HP +16 [32]

Advantages: Damage Resistance 5 (Tough Skin -40%) [15], Hard to Kill +3 [6]

Stolid Brute
Not all fights are about HP or Parry values. Sometimes the battle is won by a resistance
to any and all influence attempts. The Stolid Brute focuses tirelessly on the goal at hand,
never wavering.

Secondary Attributes: Will +4 [20]

Advantages: Indomitable [15], Unfazeable [15]

Mana Breaker Brute


Like the Stolid Brute, the Mana Breaker focuses on something other than physical
durability. In his case, spiritual durability, resisting the powers of mages and clerics
alike.

Advantages: HT +2 [20]

Secondary Attributes: Will +4 [20]

Advantages: Magic Resistance +5 [10]

Strange Brutes
Magical, mutant or unholy Brutes display unnatural tenacity and hardiness, forcing the
players to problem solve on how best to defeat such a monstrosity. Each Strange Brute,
in addition to the Power Modifier, has a vulnerability that heroes can exploit.

Disadvantages: Choose either Vulnerability (Rare (Default: Silver), x2) or Increase


current Vulnerability to (Rare, x4) or (Occasional, x2). Occasional Vulnerabilities might
include: Magical Weapons, non-magical weapons, steel, wood.

Special Powers: Choose one of the Following

 Vampiric Aura: Everyone within a 2 yard radius of the Brute loses 1 HP per
turn, which increases the Brutes HP by a similar amount.
 Invulnerability: Choose one type of damage or one broad weapon type (Steel,
Wood, Cutting Damage, Crushing Damage, Impaling Damage). The Brute gains
+4 DR vs that damage type, and any remaining damage is reduced to one-fourth
before it is applied to the Brute's HP.
 Pain Aura: Everyone within 2 yards of the Brute must roll HT or be wracked by
Terrible Pain (-6). This pain lasts for 1 minute, or until the Brute is killed
 Greater Armor: The Brute is sheathed in powerful armor (a magical shield, a
potent carapace, runic platemail). It prevents him from wearing any additional
armor, but grants a DR of 20.
 Regeneration: The Brute focuses his inner energies and unleashes enormous
healing potential, his flesh knitting before the eyes of the Delver. It grants him
10 seconds of Extreme Regeneration (requires 1 turn of concentration, 3 uses per
day), and an additional +10 HP.

Casters
While not in the first version of my monster book, we quickly discovered that you must
have magical monsters in a dungeon fantasy game, and so I put together some Caster
templates.

Like Tricksters, Casters focus on IQ, but where Tricksters are leaders and social
characters, Casters focus entirely on scholarly pursuits and magic spells. Casters are
well suited for warlocks, liches, witches, cultists and demi-gods. They perform the same
basic roles that casters do in a party: the harry the enemy, support and heal their allies,
and cast powerful attack spells.

The primary problem with casters is that they are hard for the GM to track. They have
many spells, they must spend turns casting and track fatigue. As a result, I recommend
having no more than one or two casters per encounter, simply for your own sanity! In
general, I offer the option of taking Wild Car Spell Colleges, and I recommend you take
it. It's not necessarily well balanced, but it's alot easier to note that a monster has Fire
Magic! at 16 than it is to list his various and sundry fire spells. If you choose to use
Caster minions, remember that each can cast one spell once, and that's it. No worrying
about Fatigue.

I have a table of "quick references" for common spells that monstrous casters might use,
including page numbers (not the actual effects: gotta by the Magic book for that :P), a
prerequisite count (for use with the Wild Card Magic), which I might post at the end,
provided I have time.

Attributes: IQ+1 [20]

Secondary Attributes: Fatigue +2 [6]

Advantages: Choose one of the following

 Magery +1 [15] (Or, if your race begins with Magery 0+, gain +1 Magery and
+1 Will)
 Clerical Investment [5] and Power Investiture 1 (Holy or Unholy) [10]
 Perception +1 [5] and Power Investiture 1 (Druid) [10]

Disadvantages: Choose one of: ST -1, Bully (12), Cowardice (12), Dread (Holy
Symbols, 1 yard), Easy to Read, Frightens Animals, Life Bane, Megalomania, Paranoia,
or Phantom Voices (Disturbing), all worth [-10]

Skills: Choose one of Innate Attack or Knife, both at DX+2 [4] or Staff at DX+1 [4];
Choose one of Occultism at IQ+1[4] or Theology at IQ [4]

Spells: Choose twelve spells at IQ-1* for [1] each, or choose one Spell College! Skill at
IQ* for [12]

Notes: Casters can resemble Wizards, Clerics or Druids when it comes to their magic,
and generally learn equivalent spells. They have a wide assortment of disadvantages
available to them, many of which have already been discussed or need no further
explanations.
Easy to Read Casters suffer -4 to all rolls to try to trick the delvers, or to resist any
attempts to discern his real motives or interests.
Casters that Dread Holy Symbols will not willingly approach within a yard of one
(cheap holy symbols work, improvised do not).
Megalomaniacal Casters behave exactly as you might expect they would.

Additional Caster Templates

Archcaster
More advanced casters often bury their noses into books or spend all their time praying
to their dark god, and thus master the fine art of their magic. These casters have high
skill levels, or very broad powers, providing them with numerous options in a fight.
You may take this template repeatedly.
Attributes: IQ +1 [20]

Advantages: Magery +1 or Power Investiture +1 (Holy, Unholy, Druid) [10]

Skills: +2 to Innate Attack, Staff, Knife, Occultism or Theology[8]

Spells: 12 points divided among spells, +1 to Spell College!, or gain a new Spell
College! At IQ+1* [12]

Power Caster
Some casters are innately powerful. They bear the gift of their dark god, or magic burns
bright in their dark, twisted soul. While these casters lack the proficiency of their
Archcaster cousins, they more than make up for it in sheer power. Their enormous
fatigue reserves allows them to cast the more powerful of spells more often, thus laying
waste to the party with sheer, brute spiritual might. You may take this template
repeatedly.

Secondary Attributes: Fatigue +10 [30]

Skills: +2 to Innate Attack, Staff, Knife, Occultism or Theology[8]

Spells: 12 points divided among spells, +1 to Spell College!, or gain a new Spell
College! At IQ+1* [12]

Wild Caster
Some casters use their magic innately, calling on their ancestral heritage or the very
power of the air in their lungs and the ground beneath their feet. Three times per
session, they may cast any single spell, regardless of prerequisites or capability, by
rolling IQ + Magery. They must still pay the appropriate energy costs and spend the
appropriate time casting. You may take this template repeatedly, each time adding three
more uses. This template is ideally suited to magic users whose spell lists the GM
doesn't want to work out ahead of time, merely casting "whatever is appropriate."

Advantages: Wild Talent 3 (Magic Spells only -20%) [48]

Blood Caster
Blood Casters have a special pact with their dark god, or have unlocked malicious,
necromantic secrets that allow them to power their magic with the souls of the recently
slain. Either way, once per session, if they kill one of their own comrades in a
gruesome, ritual fashion (generally fodder), they instantly gain 25 fatigue that they may
use to power a single spell. You may take this template repeatedly, each time adding an
additional (unique, non-stackable) use of the sacrificial power. This sort of caster is
ideal for scaring the crap out of the players with vast displays of power, but also gives
them a chance to prevent the caster from unleashing his enormous spell by stopping him
from killing a minion.

Secondary Attributes: +25 Fatigue (Once per day (Usable for one spell) -40%,
Requires a sacrificed minion -10%) [50]
Epic Monsters
Some monsters are well and truly beyond the run of the mill horror that stalks the land
of Dungeon Fantasy. You can't just run up to them and hit them over and over with your
sword until they die. They're beyond that. Space and time are toys in their hands. They
are immortal, god-like, unkillable. Facing an Epic Monster is the sort of deed that men
record of in their legends and myths.

Be warned: These Epic templates are designed to make the monster "unbeatable." They
force the players to "think outside the box" and approach the battle in some round-about
way. Use these templates sparingly. Orcs and goblins should never be epic, but dragons
and elder gods usually are. Epic Templates work best with bosses, but certain amazing
worthies might be Epic too. I can't fathom an epic Minion. The very thought terrifies
me.

Epic Destruction

The greatest of monsters kill with as little as a touch or a glance. Often, their foes don't
even know what killed them. Whether it's the Gorgon's stony gaze or the Reaper's icy
tough, facing a monster with these powers is to face the certainty of death.

When using monsters with Epic Destruction powers, understand that you bring to the
table the very real possibility that a player character will die. He'll slip up, or he'll fail to
kill the monster in time, or he'll do something stupid in a battle with no margin for error.
Be prepared to either accept the consequences of that, or have some plans established
that will let the players live without diminishing the threat of the epic monster you have
so carefully crafted.

In addition to being extremely deadly, Epic Destruction powers change the face of the
battlefield. They force the players to fight in new ways or under new circumstances.
This is the real purpose of the Epic Destruction powers (and really all of the Epic
Powers): to force the players to approach the situation in a novel fashion.

 Stone Visage: Any who look upon the face of the monster must instantly roll
HT or turn to stone. Mechanically, being stoned is identical to being in a coma:
Your character cannot move or act until he is “healed” either by a Stone to Flesh
spell, or by having the “Curse Dispelled” or having his statue returned a place of
healing. A statue weighs twice as much as the original person did, for the intents
of encumbrance. You can look at the reflection of the monster, but anyone who
looks at the monster directly must make the HT roll.
 Doom: Three times per day, the monster may cast a Malediction upon one of his
foes. Take a concentration action and roll Will, subtracting the distance between
the target and the monster in yards as a penalty. The target must win a quick
contest against the monster's roll with the lower of his HT-3 or his Will-3.
Failure results in the character's death, something the target instantly knows.
This death sentence is delayed by 1 minute. If at the end of that minute, the
monster who inflicted the curse is still alive, the character dies. Doom is ideal
for adding a hard time limit and a sense of desperation to the fight.
 Armageddon: Once per battle, the monster unleashes a wave of complete and
total destruction that completely rewrites the battlefield. First, the monster must
Ready his attack over the course of 4 turns. The fact that he's powering up a
major attack is readily obvious to anyone who glances his direction (glowing
balls of energy, intense auras, the trembling roar of his power). When he has
finished readying his power, he attacks, unleashing an explosive 20d blast of
burning (or crushing, if you prefer) damage. This strikes everything within a
twenty yard radius, though each yard between the target and the monster reduces
the dice of damage by 1. After the smoke clears, the battlefield has changed in
some profound way that the monster has no control over (it is set on fire, or
covered in ice, or filled with rivulets of magma or torn apart and filled with
cracks and gulleys, whatever is appropriate for the “element” of the attack). This
should involve a new map in tactical combat, or new movement rules in normal
combat.

Epic Mastery

The greatest of monsters unleash sweeping disasters that cover a vast area. Dragons call
up flames or storms. Serpents summon floods. Demons rewrite space and time so entire
villages just vanish. To face these monsters is to have the very ground pulled out from
under your feet.

Epic Masteries focus on making broad changes to the battlefield. As a result, they are
among the “safest” of the Epic Monster Powers to use, as they are suitably flashy to
impress the delvers with the severity of the enemy without completely overwhelming
them. Still, battling a monster with one of these powers is an exercise in creativity, for
they rewrite the rules of the battle in their own favor.

 Swallowing Void: The monster casts everything into complete and total
darkness. An area up to 32 yards in radius plummets into complete (-10)
darkness. He may move this area about, shifting the shape of the shadow radius,
or even casting it far away from him. The borders of the area aren't clear,
representing vague twilight areas that trick a person into walking deeper into the
shadowy mist. Furthermore, the Void-Caster has Dark Vision (which allows him
to see perfectly well in his unnatural shadows) and Silence +4, so nobody will
hear him coming.
 Typhon's Grasp: The monster can control the weather, summoning a vast and
terrible storm that covers an area of up to 1000 yards in radius (over a mile
wide). He concentrates and then makes an IQ roll. If successful, he summons the
storm. Every turn, the monster my direct the winds and rain to offer a +2 or a -2
to anyone (for example, impeding vision or ranged attack rolls) he wishes.
Furthermore, every turn he gets a two free attacks, in addition to his normal
actions. The first is a lightning blast (3d(2) burning) and the second is a
sweeping wind (3d force that causes x2 knockback and no wounding). The
powerful storm threatens to escape the monster's grasp, though, and anytime
something unusual or surprising happens, the monster must roll Will or
temporarily lose control of the storm.
 Path Breaking: The monster reaches out and shatters the tenuous ties of space
that bind reality together, leaving a wild, shifting mess of strange pathways and
weird, spatial distortions. The monster concentrates and then makes an IQ roll. If
successful, he breaks space and may redirect space for the next minute. He may
grant a +5 or -5 to any move action or to ranged attacks (as things turn out to be
closer or farther than one expected) by concentrating for a turn. Furthermore,
broken space doesn't “work” properly. The GM should decide the new ways
players might navigate (doors lead to new rooms, the way to get up the stairs is
to go down, etc) to get around the room. If the GM is using tactical combat,
consider "shuffling" some of the miniatures around, or changing maps, to
represent the rewritten paths of space.

Epic Manipulation

The greatest of monsters can manipulate the very nature of reality. The rules of the
conflict shift around them in their favor, but subtly, sometimes imperceptibly. The
Faerie plays with time, and the mad thing from beyond the borders of reality steals
people's sanity. To face one of these monsters is to struggle to maintain your grip on
reality.

Epic Manipulations resemble Epic Masteries in that both are relatively safe, but
interesting powers that complete change the nature of the fight. Epic Manipulations tend
to be more subtle, internal and direct than Epic Masteries, however. They focus on
changing the rules for an individual, rather than for the entire battlefield.

 Madness: The monster utters a dark word or unveils its real form as an attack
action, and everyone within 8 yards must make a Will Roll -4 to resist. For every
yard between themselves and the monster, add +1 to their roll as the distance
between them keeps them safe. Furthermore, only those who see or hear (choose
one when creating the monster) are affected. Those who fail gain a -15 point
mental disadvantage of the GM's choice, which lasts for 1 minute per point the
player failed by. GMs are encouraged to be creative with the insanity they inflict
on the players: rather than knocking them into catatonia, use it as a chance to
force them to be creative around their newly acquired derangement.
 Reality Rewrite: The world does not work around the monsters as it should.
Everything that can go wrong, does go wrong. The monster gains Serendipity 3
(Wishing) and Extraordinary Luck (Wishing), which allows him to force any
roll in his presence to be rerolled twice, with him choosing the result he likes
best, once every thirty minutes of gameplay, and he may have three “lucky”
events occur in his favor whenever he wishes, and in whatever form he wishes.
 Grandfather Clock: The monster manipulates time. He may unleash a
Malediction upon anyone he wishes by rolling Will (penalized by distance as
normal), which the target resists with IQ (IQ-1 for Decelerate). If the target fails,
the monster may inflict Accelerated Time Rate 1, Decelerated Time Rate 1, or
Paralysis on his foe. He may do this as often as he wishes, but he may only have
one such effect active at a time. To start a new effect, he must end a previous
effect (Thus, a monster who has first paralyzed someone and now wishes to
Accelerate someone else must first release the paralyzed target).

Epic Durability

The greatest of monsters cannot die. Hero after hero may try, but their arrows bounce
off of unbreakable scales, or the monster merely rises from the grave again and again
and again. Not even Hell is strong enough to keep these monsters down.
Epic Durability presents a challenge to the players who must determine a way to best
kill the monster, because without clever tactics, they can't. To make this sort of
encounter work, you must make the defeat of the monster imperative, lest the players
choose to fight something altogether more mortal. Further, such an encounter can be
exceedingly frustrating as all their efforts go to nothing. Be prepared to reveal the
monster's vulnerable point or move the story along before it drags down into endless
futility.

 Immortal: The monster is Supernaturally Durable, which means it ignores


stunning and penalties until it reaches 0 HP, and only suffers ½ movement
penalties when it reaches -1 x HP. The monster can only die if a single attack
inflicts 10 x HP in damage, or targets the monster's vulnerability, which must be
chose before hand (Suggestions: Magic Weapons, Steel, Wood, Silver, Ornate
Weapons)
 Total Regeneration: The monster heals as quickly as its opponents damage it.
Every turn, the monster heals 10 HP (remember the rules for high HP and
healing: So a 50 HP monster heals 50 HP per turn). Furthermore, the monster
has +10 HP, and either a vulnerability (x2 damage from an occasional material,
or x4 from a rare, such as Silver), or its Regeneration has a dependency
limitation, requiring the presence of Mana or Unholiness or “remaining in touch
with the ground” or something similar.
 Dark Reincarnation: Upon dying, the monster instantly regenerates to full
health and manifests a new, even more powerful form. This new form has +5
ST, +1 DX, +1 SM, and gains 150 points worth of templates (1 epic Template, a
greater template and a standard template or three standard templates). The
monster only does this once per battle. If the players slay the Dark Reincarnation
form, the monster truly dies.

Making Monsters
Creating a monster is as simple as taking a racial template and slapping some templates
on it. Want an orc worthy? How about giving him the Killer, Swift Killer, and Hardy
Brute templates? Want a Dragon? Just add Brute, Armored Brute, Killer, and an Epic
Template or two.

Making monsters this way is fun. I discovered things I never knew before about how
particular templates work, or what a race of monsters might look like. What follows are
some example monsters made with the above system. I've included suggestions about
their power level (whether they should be treated as minions, worthies or bosses), and
further suggestions about roughly how powerful they are (Lesser monsters aren't much
of a challenge, greater monsters are certainly a challenge, and Epic monsters either have
an Epic template, or are just plain powerful). "Generic" templates are racial templates
collated into "monster stat box" form, for easier use with the above system. They're not
generally intended to be used "as is," though in some cases, they can be.

Oh, and some changes were made between creating these monsters and posting this
here. I think I transferred all those changes appropriately, but if there is wonkiness
among the stats, that's why.

(Now, how to get a monster stat box to work...)


(Bah, that's the best I can do, sorry :( )

Demons
The servants of hell who want nothing but the dissolution and damnation of mankind.
Demons aren't generally inherently destructive. They prefer the conquest and
enslavement of mankind. If they face the monstrosities from beyond reality, they often
set aside their differences with humanity and fight to protect the world they hope one
day to own.

Demons are summonable. All demons listed here can be conjured by a necromancer
with the Summon Demon spell. Other options for demons include the (un)Holy
Servitors from Dungeon Fantasy 5: Allies.

Demons are dangerous. Very dangerous. They should not be treated as a “generic
threat” until the Delvers have achieved very high power levels.

Demon (Generic, Worthy)

This demon represents a generic, summonable demon from GURPS Magic. While it
isn't the only possible demons heroes might face, it's serviceable as a foe and stands as a
good basis for demons.

Code:
ST: 17/19* HP: 25 Speed: 6.5
DX: 12 Will: 10 Move: 6/17*
IQ: 10 Per: 10
HT: 14 FP: 14 SM: +0
Dodge: 9 Parry: 10 DR: 5

Claws (14): 2d-1 Cutting


Sharp Teeth (14): 2d-2 cutting
Broadsword (12): 2d impaling, 3d+3 cutting

Traits: Appearance (Monstrous), Bloodlust (12), Bully (12), Callous, Cannot Harm
Innocents (Only prevents direct harm to truly good or holy folk), Flight (Winged, +5
movement), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to Mind-
Affecting Magic, Night Vision 5, Sadism (12), Selfish (12), Striking Strength +2

Skills: Acting IQ-1 [1]-9, Brawling DX+2 [4]-14, Broadsword DX [2]-12, Fast-Talk
IQ+2 [4]-12, Hidden Lore (Demon Lore) IQ-1 [1]-9, Intimidation Will+2 [4]-12, Stealth
DX [2]-12

Class: Demon

Notes: Generic 200 point Demon. Costs 20 energy to summon. Variations can exist. All
too willing to negotiate. Truly Evil.
Imps (Generic Fodder)
These tiny, black, winged monstrosities with over-sized ears, lashing tails and sharp-
toothed grins, spill free of hell whenever they get the chance to wreak havoc on the
local area by stealing chickens, pulling on hair and generally making a mess of things.
While wildly inept, they can be dangerous if there's enough of them, or they have the
right training.
This represents the generic imp. They can certainly be improved upon by adding a
template. Imps tend to be Stalkers, Tricksters or very minor casters. They tend to
resemble their larger cousins, only less viciously cruel and more curious, impulsive and
mischief-prone.

Code:
ST: 7/8 HP: 5 Speed: 6
DX: 12 Will: 10 Move: 6/12*
IQ: 10 Per: 10
HT: 12 FP: 12 SM: -4
Dodge: 9 Parry: NA DR: 0
Claws (14): 1d-3 cutting
Sharp Teeth (13): 1d-4 cutting

Traits: Appearance (Monstrous), Bloodlust (12), Bully (12), Callous, Cannot Harm
Innocents (Prevents Direct harm of the truly good and holy folks only), Curious, Flight
(Small Winged), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to
Mind-Affecting Magic, Impulsive (12), Magery 0, Night Vision 5, Selfish (12), Striking
ST +1, Trickster (12)

Skills: Brawl DX+2 [4]-14, Escape DX-1 [2]-11, Fast Talk IQ [2]-10, Stealth DX+1
[4]-13

Class: Demon

Notes: Can be summoned in large batches (10 to 20 at a time) for 20 energy points, if,
uh, they're what the caster wants. With a template, 20 energy points will summon about
4 imps. Willing to negotiate while its buddies get into your stuff and steal half of it!
Truly evil. And mischevious.
Succubus (Greater Worthy)
The haunting, legendary sex demon that tempts men to their doom. This is a Demonic
Luscious Trickster, and she'll attempt to use her wiles and her charms to defeat the
heroes first (and note her considerable social skills). If that fails, she can certainly fall
back on her demon traits for combat skills. She makes a decent boss level monster too,
against beginning players.
Code:
ST: 17/19* HP: 25 Speed: 6.5
DX: 12 Will: 12 Move: 6/17*
IQ: 12 Per: 15
HT: 14 FP: 14 SM: +0
Dodge: 9 Parry: 10 DR: 5

Claws (14): 2d-1 Cutting


Sharp Teeth (14): 2d-2 cutting
Broadsword (13): 2d impaling, 3d+3 cutting

Traits: Appearance (Beautiful, Universal), Awe, Bloodlust (12), Bully (12), Callous,
Cannot Harm Innocents (Only prevents direct harm to truly good or holy folk), Flight
(Winged, +5 movement), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity
to Mind-Affecting Magic, Lecherousness (12), Night Vision 5, Sadism (12), Selfish
(12), Striking Strength +2

Skills: Acting IQ-1 [1]-11, Brawling DX+2 [4]-14, Broadsword DX [4]-13, Fast-Talk
IQ+2 [4]-14, Hidden Lore (Demon Lore) IQ-1 [1]-11, Intimidation Will+2 [4]-17, Sex
Appeal HT+6* [8]-20, Stealth DX [2]-12

Class: Demon

Notes: 300 point Demon. Costs 30 energy to summon. Will attempt to use Awe and Sex
Appeal in negotiations. Truly Evil.
Pit Fiend (Greater Worthy)
These fiery demons have flaming skulls and stunningly magnificent wings. They strike
with all the fury of hell, disregarding their own safety as they explode their enemies in
devastating flames.

Pit Fiends frenzy in battle, trying to land one of their burning blows as quickly as
possible, and then finish their enemies with their claws.
Code:
ST: 18/20* HP: 25 Speed: 6.75
DX: 13 Will: 10 Move: 6/17*
IQ: 10 Per: 10
HT: 14 FP: 14 SM: +0
Dodge: 9 Parry: 13 DR: 5
Claws (21): 2d-1 Cutting
Sharp Teeth (21): 2d-1 cutting
Burning Touch (21): 3d burning, + follow up 2d burning for the next 3 seconds (3 uses
per fight)

Traits: Appearance (Monstrous), Berserk, Bloodlust (12), Bully (12), Callous, Cannot
Harm Innocents (Only prevents direct harm to truly good or holy folk), Flight (Winged,
+5 movement), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity to Mind-
Affecting Magic, Night Vision 5, Sadism (12), Selfish (12), Striking Strength +2

Special Powers: Burning Touch (Unholy)

Skills: Acting IQ-1 [1]-9, Brawling DX+8 [4]-21, Broadsword DX [2]-13, Fast-Talk
IQ+2 [4]-12, Hidden Lore (Demon Lore) IQ-1 [1]-9, Intimidation Will+2 [4]-12, Stealth
DX [2]-13

Class: Demon

Notes: Generic 300 point Demon. Costs 30 energy to summon. Willing to negotiate
before battle, after it has engaged, it's a lost cause. Truly Evil.
Hell Knight (Lesser Boss)
These powerful, armored demons serve as the captains of Hell's legions. While not as
intelligent as some of the greater demons, they are more than capable of holding off an
entire band of experienced delvers on their own. With sufficient DR to stave off even
the most powerful weapons and complete mastery of their blade, a party of Delvers
should think twice before taking one on.

Hell Knights take to the front-lines, using their considerable defenses to hold off the
Delvers while his other demons do the necessary work to take the players down. He's
also very capable of killing off players.
Code:
ST: 19/21* HP: 30 Speed: 7.5
DX: 15 Will: 12 Move: 7/20*
IQ: 10 Per: 10
HT: 15 FP: 16 SM: +0
Dodge: 11 Parry: 14 DR: 25

Claws (19): 2d-1 Cutting


Sharp Teeth (19): 2d-2 cutting
Hell-rune Dark-sword (21): 2d+5 impaling, 4d+3 cutting (Fine, Unbreakable, Cursed)

Traits: Appearance (Monstrous), Bloodlust (12), Callous, Cannot Harm Innocents


(Only prevents direct harm to truly good or holy folk), Combat Reflexes, Flight
(Winged, +5 movement), Fragile (Unnatural), Immune to Metabolic Hazards, Immunity
to Mind-Affecting Magic, Life Bane, Night Vision 5, Sadism (12), Sense of Duty
(Demons), Striking Strength +2, Vulnerability (Holy Weapons x2)

Skills: Acting IQ-1 [1]-9, Brawling DX+4 [12]-19, Two-Handed Sword DX+6 [24]-21,
Fast-Talk IQ+2 [4]-12, Hidden Lore (Demon Lore) IQ-1 [1]-9, Intimidation Will+2 [4]-
14, Stealth DX [2]-15

Class: Demon

Notes: 400 point Demon. Costs 40 energy to summon. Willing to Negotiate if not on a
mission. The Hell-Rune Dark-sword is lootable (the dark armor is not): treat it as a fine,
unbreakable Greatsword with a curse on it, determined by the GM. The curse often
seems beneficial when it really isn't. Truly Evil.
Asmodai (Epic Boss)
Asmodai broods upon his obscene throne of iron, while flesh copulates and undulates
all around him. He has violet skin and long, silken black hair, with graceful limbs and
powerful muscles. His long, regal features contemplates all around him as he looks at
the world through black, sparkling, star-filled eyes. His feet are cloven, and long talons
extend from his fingers. He wears a black iron cross on his chest, huge and heavy, and
bears a massive axe with a long chain that binds his weapon to his thick, leather belt.
Despite his elegant stature, he looms surprisingly tall, standing nearly 8' in height.

Asmodai is one of the lords of hell, a minor noble who commands a suitably vast army
and owns a sufficient swathe of the inferno to gain the respect of his peers. He rarely
ventures to the mortal world, but when he does, he seeks out the love (or just the
pleasure) of a mortal woman. The pure and chaste fascinate him, but his impulses
inevitably taint her, so he discards his bride and broods, pondering how to acquire a new
one.
Code:
ST: 28/30* HP: 50 Speed: 7
DX: 12 Will: 17 Move: 7/20*
IQ: 12 Per: 102
HT: 16 FP: 18 SM: +0
Dodge: 11 Parry: 12 DR: 10

Claws (17): 3d Cutting


Sharp Teeth (17): 3d cutting
Chained Great-Axe (20): 5d+7 cutting (Very Fine Meteoric Great Axe, Unbalanced)

Traits: Appearance (Handsome), Bloodlust (12), Bully (12), Callous, Cannot Harm
Innocents (Only prevents direct harm to truly good or holy folk), Combat Reflexes,
Flight (Winged, +5 movement), Fragile (Unnatural), High Pain Threshold, Immune to
Metabolic Hazards, Immunity to Mind-Affecting Magic, Lecherousness (12), Night
Vision 5, Terror (-1 to check), Sadism (12), Selfish (12), Striking Strength +2,
Vulnerability (Silver, x2)

Special Powers: Armageddon, Dark Reincarnation (Gain +15 ST, +3 DR, +3 SM, and
the Fire Casting special power and Terror -1 increases to Terror -3 and forces a new
check)

Skills: Acting IQ-1 [1]-11, Brawling DX+5 [16]-17, Two-Handed Axe DX+4 [20]-16,
Fast-Talk IQ+2 [4]-14, Hidden Lore (Demon Lore) IQ-1 [1]-11, Intimidation Will+3
[8]-20, Sex Appeal HT+4*[8]-20, Stealth DX [2]-12

Class: Demon

Notes: Costs 75 energy points to summon. All too willing to negotiate. After he is slain,
he erupts into his true form as a vast, malefic being lashing out with bolts of explosive
fire. His Armageddon resets if he reincarnates. His Chained Great Axe is lootable. Truly
Evil.
Dire Beasts
Dire Beasts are really big animals with nasty tempers. They consist of generic animals
with the Dire or Giant template slapped on them, making them astonishingly easy to
create. For creepy mutant animals or cunning animals, consider tossing a further
template on, just for fun.

Animals, Mutant Animals, Giant Animals and Dire Animals are all affected by Animal
spells, Animal Empathy, and Animal Handling skills. Hybrid animals must be affected
by special subsets of the Animal Spells, but otherwise are identical to other animals.

See also the Basilisk, the Gryphon and the Strix (GURPS Campaigns), and the Rukh
and Chimera (GURPS Fantasy). Dungeon Fantasy 5: Allies contains many interesting
beasts.

Titan Spider (Worthy)


Some old caverns give rise to some very large, very strange creatures. The Titan Spider
is one particularly noteworthy monstrosity, vastly larger than any mundane spider,
growing to nine feet across and astonishingly intelligent for a beast. Titan spiders often
lay careful traps for their larger prey, and if that prey just happens to be delvers...
fortunately, these glistening, black-carapaced monsters are frightened of light, and will
flee from a powerful light spell.
Code:
ST: 15 HP: 20 Speed: 6.5
DX: 14 Will: 10 Move: 6
IQ: 8 Per: 12
HT: 12 FP: 12 SM: +1
Dodge: 9 Parry: 11 DR: 2

Fangs (17): 1d impaling


Silk (16): Binding, range 10, no range penalties

Traits: Ambidexterity, Bestial, Binding 5 (Engulfing, Jet), Clinging, Dread (Light),


Extra Legs (8 legs, cannot kick), Night Vision 3, No Physical Attack (arms), Semi-
Upright, Super Climbing 3

Skills: Brawl DX+3 [8]-17, Innate Attack (Projectile) DX+2[4]-16, Stealth DX+4 [12]-
18

Class: Giant Animal

Notes: Willing to give up one batch of food for another. Surprisingly cunning.
Roc (Worthy)
This enormous bird has a huge, twenty-foot wingspan, able to carry away a human
without much trouble. Some fly with winged elves or reside on mountains with Hill
Elves, serving as their mounts. They prefer to use their flight to their advantage in
battle, gliding high and then pouncing on their foes with a dive. Use Aerobatics when
dodging.
Code:
ST: 23 HP: 25 Speed: 7
DX: 14 Will: 11 Move: 3/15/30
IQ: 6 Per: 14
HT: 12 FP: 12 SM: +2
Dodge: 10 Parry: NA DR: 3

Bite (16): 2d+1 Large Piercing


Claws (16): 2d+1 Cutting

Traits: Acute Vision 4, Enhanced Move (Air), Flight (Winged), Foot Manipulators,
Ham-Fisted -2

Skills: Aerobatics DX-1 [2]-13, Brawling DX+2 [4]-16, Flight HT+1 [4]-13

Class: Giant Animal

Notes: Animalistic. Willing to negotiate if someone in the party can deal with or handle
animals. Makes a fantastic mount. See also the Rukh (GURPS Fantasy)
Snow Serpent (Worthy)
Snow Serpents are strange, massive and deadly snakes found in the frigid Northlands.
Northlanders value them for their deadly venom and sturdy leathers.
Code:
ST: 17 HP: 17 Speed: 5.75
DX: 12 Will: 10 Move: 4
IQ: 4 Per: 10
HT: 11 FP: 11 SM: +1
Dodge: 9 Parry: NA DR: 2

Bite (13): 1d+2 Impaling (Requires a HT-4 roll to avoid taking 3d damage once a day
over the next 4 days)

Traits: Constriction Attack, Vermiform

Skills: Stealth DX [2]-12, Wrestling DX+1 [4]-13, Brawl DX+1 [2]-13

Class: Dire Animal

Notes: Animalistic. Willing to negotiate if someone in the party can deal with or handle
animals. Successful bite counts as a “hand” for grapple. Hide can be harvested for high
quality leather that is resistant to the cold.
Dragons
Nothing terrifies adventurers like the whispered names of dragons. Vastly powerful,
almost godlike, some dragons are even worshiped in some parts of the world. They
collect vast hoards of gold, steal away virginal maidens and pluck cattle right out of a
field. Whenever a Dragon appears, the world calls out for a hero to slay it, and their
amazing hoards certainly tempts heroes to do just that, but more than one foolish hero
has grossly underestimated the prowess and cunning of his draconic foe.

Dragons are always bosses. If you want worthy or fodder Dragons, use Dragon-
Blooded. Even a generic dragon benefits from the inclusion of a single template, but
tossing an epic template atop a dragon makes it an unholy terror.

Dragons always come with hoards, its value measured in thousands of GURPS dollars,
sometimes millions. The GM should consider simply raising the wealth value of
everyone who succeeds in capturing a Dragon hoard by 1 for free, as well as handing
out magical items and such.

Dragon (Generic Boss)

This is generic Dragon, modified from GURPS Fantasy. Lacking skills, it really needs
at least one basic template to round it out, but the inclusion of just one is sufficient to
make this boss a solid challenge for an entire party of Delvers. Many Dragons are
Brutes.
Code:
ST: 40 HP: 40 Speed: 6
DX: 12 Will: 13 Move: 6/24
IQ: 10 Per: 13
HT: 12 FP: 12 SM: +4
Dodge: 9 Parry: 10 DR: 10
Long Talons (12): 4d+5 cutting, 4d+5 impaling, Reach C-4
Fangs (12): 4d Impaling, Reach C-3
Tail (12): 4d+1 Crushing, Reach C-5 (Equivalent to 8 lb weapon)
Fire Breath (12): 5d Burning, Cone: 1/D 10, Max 20, width 5, 6 uses per day.

Traits: Bad Grip 3, Discriminatory Smell, Eidetic Memory, Extra Attacks (1), Extra
Legs (4), Gluttony (12), Greed (12), Horizontal, Miserliness (12) Winged Flight, Hard
to Kill +5, Magery 1, Night Vision 8,

Skills: N/A

Class: Mundane (Dragon)

Notes: This Dragon lacks any skills, and relies on its DX to strike targets. Needs a basic
Template. Extra Attacks means that it gets 2 attacks for free every turn. Magery means
that dragons make good casters.
Chevalier (Epic Boss)
Chevalier is the breathtakingly beautiful noble protector of dragons. Scintillating,
pearlescent scales cover his powerful, sinuous muscles and his eyes gleam with an inner
beauty. The Dragon-Blooded worship him as a saint and guardian.
Chevalier is noble and just. He often arbitrates between disputes and protects those
dragons weaker than himself. He considers humans and other mortal creatures far
beneath his interests, but if they can amuse him in conversation, they may grow in his
esteem until they're a valued pet.

In battle, Chevalier is terrifying. His eyes gleam with predatory death and his roar
summons devastating storms. His magnificent scales are nigh impenetrable by anything
but the most beautiful of weapons.
Code:
ST: 41 HP: 55 Speed: 6.5
DX: 12 Will: 22 Move: 6/24
IQ: 14 Per: 17
HT: 14 FP: 14 SM: +4
Dodge: 9 Parry: 10 DR: 30
Long Talons (16): 4d+6 cutting, 4d+6 impaling, Reach C-4
Fangs (16): 4d+1 Impaling, Reach C-3
Tail (16): 4d+2 Crushing, Reach C-5 (Equivalent to 8 lb weapon)
Fire Breath (12): 5d Burning, Cone: 1/D 10, Max 20, width 5, 6 uses per day.

Traits: Appearance (Handsome, Impressive +3), Bad Grip 3, Code of Honor (Chivalry)
Discriminatory Smell, Eidetic Memory, Extra Attacks (1), Extra Legs (4), Gluttony
(12), Greed (12), High Pain Threshold, Horizontal, Miserliness (12) Winged Flight,
Hard to Kill +5, Lecherousness (12), Magery 1, Night Vision 8, Sense of Duty (Dragon-
Kind), Vulnerability (Ornate Weapons x2)

Special Powers: Typhon's Grasp

Skills: Brawling DX+3 [8]-16, Wrestling DX+2 [8]-14, Intimidation Will+1 [4]-23,
Savoir-Faire IQ+2 [4]-16, Tactics IQ-1 [2]-13, Traps IQ [2]-14, Leadership IQ+1 [4]
Class: Mundane (Dragon)

Notes: Chevalier is certainly willing to negotiate (he prefers it to combat), especially if


the party has a pretty woman, especially a maiden. If he defeats the party, he'll attempt
to keep the woman as a conversational partner. Chevalier never starts a fight unless
protecting a charge, or he feels his opponents are worthy. And yes, between his extra
attacks and Typhon's Grasp, he's attacking four times a turn. Have fun.
Tenebrous (Epic Boss)

The mention of Tenebrous's name stills even the tongues of dragons. If Chevalier is
their lord and protector, then Tenebrous is their devil, their terrifying assassin. Jet black
scales seem to swallow the light around him as he moves with a sleek, serpentine grace,
long fangs flashing as he speaks, forked tongue dancing and, pale, maggot-white eyes
with long, snake-like slits watching unblinkingly.

Tenebrous is cruel and lethal. He silently whispers to cultists everywhere, promising


them power, wealth and knowledge if they follow him, and he's built quite a band of
Dragon-Blooded thieves and quietly works to make inroads in human criminal
organizations. Tenebrous wants wealth, food, and to listen to the screams of his victims.

Tenebrous's sins have shorn him of the draconic protection against death. He lacks the
impossible durability of even his lesser kin, so he uses dirty tactics to win. His eyes
miss nothing, not even in the deepest of darkness, and his sinuous grace ensures that his
blows strike home accurately. When he screams his unearthly scream that makes the
very soul tremble, shifting shadows fall wherever he calls them, often around himself,
shrouding everything in complete darkness. Within this shadow, he makes no sound, not
even the softest slither, as the massive, reptilian assassin stalks his prey, occasionally
letting the shadows fall away so his victim gets one last look into his terrifying, white
eyes before dying.
Code:
ST: 40 HP: 40 Speed: 7
DX: 15 Will: 15 Move: 7/26
IQ: 12 Per: 22
HT: 12 FP: 12 SM: +4
Dodge: 10 Parry: 12 DR: 10
Long Talons (19): 4d+5 cutting, 4d+5 impaling, Reach C-4
Fangs (19): 4d Impaling, Reach C-3
Tail (19): 4d+1 Crushing, Reach C-5 (Equivalent to 8 lb weapon)
Fire Breath (18): 5d Burning, Cone: 1/D 10, Max 20, width 5, 6 uses per day.

Traits: Appearance +1 (Attractive, Impressive, Universal), Bad Grip 3, Dark Vision,


Discriminatory Smell, Eidetic Memory, Extra Attacks (1), Extra Legs (4), Gluttony
(12), Greed (12), Horizontal, Miserliness (12) Winged Flight, Magery 1, Sadism (12),
Silence +6, Terror (-2 to Fright Check)

Special Powers: Swallowing Void

Skills: Innate Attack (Breath) DX+2 [4]-18, Brawl DX+4 [16]-19, Fast Talk IQ+2 [8]-
14, Intimidation Will +2* [4]-17, Stealth DX+3 [20]-18,
Class: Mundane (Dragon)

Notes: Tenebrous is willing to, and very capable of, negotiating, but he may use the
time to learn of the delvers' weaknesses and set up an ambush. Truly Evil.
Sylvaine (Epic Boss)

Deep in the wildest of forests where the faerie folk frolic and the sun casts golden,
dappled shadows upon the forest floor, there lurks a great and powerful beast. Her
scales glimmer with the brightest of greens and blues and just a hint of soft violet.
Magnificent, fetching eyes reflect dozens of fascinating colors in their jeweled depths,
and her huge, colorful wings spiral with pastel patterns. Her slim body moves
gracefully, flowing through the trees as she treads lightly on her claws, her faerie and
shoulder dragon entourage clearing the way for her queenly passage.

Sylvaine, like many dragons, has a hoard, but she collects less based on a base lust for
gold (though she does enjoy the weight of it in her claws) and more for an indelible
fascination for beauty. She collects everything that catches her fancy. While she can be
reasoned with (and, indeed, enjoys a good conversation), she doesn't really consider
mortals worth listening to... unless they too are beautiful, in which case she often
snatches them up and flies them away. When she isn't collecting works of art or
fascinating people, she's gathering occult secrets or writing illuminated grimoires.

Sylvaine is understanding and gentle, if somewhat greedy, and very well-learned. Those
who think she cannot be roused into a rage, however, will find themselves facing her
implacable occult might, her reality twisting magics and swiftly learning that her claws
are as deadly as that of any dragon! She tends to save her greatest rage for Chevalier,
though, whom she feels is as pompous as he is beautiful.
Code:
ST: 39 HP: 39 Speed: 6
DX: 12 Will: 17 Move: 6/24
IQ: 13 Per: 16
HT: 12 FP: 14 SM: +4
Dodge: 9 Parry: 10 DR: 10

Long Talons (14): 4d+5 cutting, 4d+5 impaling, Reach C-4


Fangs (14): 4d Impaling, Reach C-3
Tail (14): 4d+1 Crushing, Reach C-5 (Equivalent to 8 lb weapon)
Fire Breath (12): 5d Burning, Cone: 1/D 10, Max 20, width 5, 6 uses per day.
Traits: Appearance (Beautiful, Universal +3), Awe, Bad Grip 3, Discriminatory Smell,
Eidetic Memory, Empathy, Extra Attacks (1), Extra Legs (4), Gluttony (12), Greed (12),
Horizontal, Miserliness (12), Obsession (Gathering beautiful things), Winged Flight,
Hard to Kill +5, Magery 2, Night Vision 8,

Special Powers: Wild Caster, Reality Shift

Skills: Brawl DX+2 [4]-14 Diplomacy IQ+2 [8]-15, Occultism IQ+1 [4]-14

Spells: Illusion Spells! IQ+1* [12]-14


Class: Mundane (Dragon)

Notes: Sylvaine is a good example of a non-physical dragon, using her beauty, her
sophistication and her occult prowess to secure victory. While she isn't the sort of
malevolent monster that heroes normally face, she certainly has a conflict of interests
with delvers, whom often want to acquire beautiful and powerful objects from the same
dungeon she might be plundering. And her treasure trove certainly holds all sorts of
wonders... Willing to negotiate.
Elder Things
Beyond the stars, beyond reality as the human mind can fathom it, lurk unspeakable
beings. Their forms flow and shift across multiple dimensions, shaped into impossible
geometries and biologies. These blasphemous things sometimes leak across the barrier
between worlds and spill from theirs into ours, where they casually crush unsuspecting
humans beneath their feet as a man might crush an ant. Elder Gods aren't necessarily
malevolent, just inimical to life as we know it, and maddening to the mind.

Elder Gods are summonable with Planar Summons (but they are not subject to
banishment!), and often mad cultists call them up and unleash them on the world for
unfathomable reasons. While delvers might negotiate with them, the Elder Gods are
alien, and their minds work nothing like mortal minds. At the GM's discretion,
negotiating with Elder Gods might require suitable mental disadvantages.

The Dark Ones and the Void-Spawned are further examples of Elder Gods and their
influence on the world.

Elder God (Generic Boss)


This template offers a generic Elder God for use in a game. Elder Gods are always
bosses. This template requires at least one basic template to function, but generally
Elder Gods will have considerably more power than that.
Elder Gods vary a great deal. This template deals with the wriggling, tentacled horror
sort of Elder God. Others certainly exist.

Code:
ST: 20 HP: 40 Speed: 5.75
DX: 13 Will: 13 Move: 5
IQ: 13 Per: 13
HT: 10 FP: 10 SM: +4
Dodge: 8 Parry: NA DR: 0

Tentacle (13): 2d-1 crushing, Reach C-5


Fleshy Maw (13): 2d-2 crushing

Traits: 360° Vision (Multiple Eyestaks, -6 to hit), Appearance (Horrific, Universal),


Callous, Compartmentalized Mind, Constriction Attack, Disturbing Voice, Doesn't
Breathe, Doesn't Sleep, Double Jointed, Extra Arms (8 Arms, Flexible, Long), Extra
Attacks 3, Fragile (Unnatural), Indomitable, Injury Tolerance (Homogenous),
Invertebrate, Magery 0, Terror (or Confusion) (-3 to Fright/Confusion Check),
Unfazeable, Universal Digestion
Skills: NA

Class: Elder Thing

Notes: Extra Arms add +2 to grapples for each past the first used. Once it has bitten a
delver with its Fleshy Maw, it may begin its constriction attack. Fragile represents its
inability to stay in our world if sufficiently damaged. Extra Attacks means it has 3 extra
attacks, Compartmentalized Mind means it has one additional mental actions, which
means the Elder God has 5 total actions per second. Only beings with appropriate
mental disadvantages (ie Insanity) may negotiate with an elder god. An Elder God costs
50 energy points to summon. Truly Evil.
The Star-Voice (Epic Boss)

The Star-Voice is but an appendage of the great Void Beast, Ha-Agifatha, worshiped by
mad cults in the deserts of the south. When summoned to this world, the Star Voice
resembles a floating, obscene mouth surrounded by flailing tendrils and floating eyes
eyes that sparkle with starlight. It has violet and blue skin. When it speaks, those who
hear it go mad... and then the begin to understand his words. He enacts with the will of
Ha-Agifatha upon the world, hoping one day to let the hands and feet of the great Void
Beast roam the world, looking for something succulent to snack on.
Code:
ST: 23 HP: 65 Speed: 6.5
DX: 13 Will: 15 Move: 5
IQ: 13 Per: 13
HT: 13 FP: 13 SM: +4
Dodge: 9 Parry: 10 DR: 5
Tentacle (15): 2d+1 crushing, Reach C-5
Fleshy Maw (15): 2d crushing

Traits: 360° Vision (Multiple Eye Stalks, -6 to hit), Appearance (Horrific, Universal),
Callous, Compartmentalized Mind, Confusion (-3 to Confusion Check), Constriction
Attack, Disturbing Voice, Doesn't Breathe, Doesn't Sleep, Double Jointed, Sense of
Duty (Cultists of Ha-Agifatha), Extra Arms (8 Arms, Flexible, Long), Extra Attacks 3,
Fragile (Unnatural), High Pain Threshold, Indomitable, Injury Tolerance
(Homogeneous), Invertebrate, Magery 0, Unfazeable, Universal Digestion,

Special Powers: Regeneration (Requires Unholy Ground), Madness (Requires speech).

Skills: Brawling DX+2 [4]-15, Wrestling DX+2 [8]-15

Class: Elder Thing

Notes: The Star-Voice is the same as the Elder God, except that it may use its voice to
inflict insanity on all who hear it, and it may grow silent and draw upon Ha-Agifatha's
strength to regenerate its body (healing 60 HP a turn). It may not speak when it is
devouring someone. Truly Evil. The Star-Voice can be summoned for 80 energy points.
The Prince in Azure (Lesser Epic Boss)
The king and prophet of the Dark Ones, the Prince of Azure has walked among the
Elder Things and returned, his true heritage finally realized. He lives among his people
now, an elder god barely constrained in the flesh of a mortal, which writhes beneath his
handsome, dark, dark blue skin. He wears snow-white robes, matching his pallid hair,
and carries a sacrificial dagger. His hunger for death and the madness of the stars are in
his black eyes, and his very approach weighs down those around him with fear.

The Prince in Azure is a classic example of how an Epic Boss can be created from a
non-epic template. Simply piling heavy, powerful templates on a simple Dark One is
sufficient to create an imposing villain to face.
Code:
ST: 11 HP: 11 Speed: 5.25
DX: 11/13 Will: 15 Move: 5
IQ: 12 Per: 12
HT: 10 FP: 10 SM: +0
Dodge: 9 Parry: 11 DR: 0
Sacrificial Knife (14): 1d-2 Impaling
Flaying Touch (15): 3d Impaling, plus Side-Effect (Terrible Pain), 3 uses per day.

Traits: Appearance (Attractive +1), Bloodlust (6), Combat Reflexes, Elder Gift 2, High
Manual Dexterity 2, Impulsiveness (12), Magery +1, Night Vision 1, Overconfidence,
Resistant to Metabolic Hazards (+3),Terror (-1 to Fright Check)

Special Powers: Dark Reincarnation, Flaying Touch (Unholy), Path Breaking

Skills: Brawl DX+4 [12]-15, Knife DX+3 [8]-14, Fast Talk IQ+2 [8]-14, Intimidation
Will+1 [4]-16

Class: Elder Thing

Notes: The Prince in Azure will use Path Breaking to divide a party up, and then stalk
them down one by one while the delvers struggle to figure out how to help their
comrades. Note that his Bloodlust has a resistance score of 6, rather than 12. The Prince
in Azure isn't terribly tough, but he doesn't want to be. Once he's been killed or knocked
unconscious, he instantly changes into an Elder God. He uses the Elder God base
template, but keeps his skills (his mental skills increase by 1 and his physical skills
increase by 3), Flaying Touch and Path Breaking, and increases ST to 25, DR to 1 and
SM to 4. He fully regenerates. Willing to negotiate (very skilled at it too). Truly Evil.
Dark One Assassin (Worthy)
Not all elder things are mighty, unnatural gods from beyond reality. Some are small,
parked in our backyard, pretending to be one of us.

The Dark One Assassin looks like anyone it wants, carefully retaining the forms of
those around him, living among humans while pretending to be one, or walking among
dwarves while wearing their skin. Once the Assassin is close enough to his target, he
strikes, and then vanishes into the darkness as quickly as he can, sowing confusion
among his enemies. Dark One Assassins are often seen among other monstrous races,
acting as quiet emissaries for the will of the Elder Gods, where their suspicious nature
something breeds treachery.
Code:
ST: 10 HP: 10 Speed: 6
DX: 13/15 Will: 12 Move: 6
IQ: 12 Per: 17
HT: 10 FP: 10 SM: +0
Dodge: 9 Parry: 11 DR: 0
Short sword (16): 1d-2 impaling, 1d cutting

Traits: Bloodlust (12), Elder Gift 2, High Manual Dexterity +2, Night Vision 4,
Paranoia (12), Resistant to Metabolic Hazards +3, Sadism (12), Silence 2,

Special Powers: Mimic (Unholy)

Skills: Shortsword DX+3 [12]-16, Stealth DX+3 [12]-16, Acting IQ+2 [8]-14, Poison
IQ [2]-12

Class: Elder Thing

Notes: A Dark One Assassin always approaches his prey silently, or disguised in some
fashion. After striking, he'll retreat and use his stealth and his mimic to confuse the rest
of the party. He especially enjoys doing this in a prison full of people, frustrating his
pursuers until they start butchering innocent people. Willing to negotiate. Truly Evil.
Dark One Cabalist (Worthy)
The Elder Gods are too grand and incomprehensible to appreciate worship the way most
gods do, but for the Dark Ones, who know their way of thinking, their language, Elder
Gods can acknowledge the generosity of new victims and bestow their unnatural
blessings upon the worthy.

The masters of the Dark One cults are tall and imposing, cowled and clad in pristine
white, wearing gloves of crimson and black leather that never stain no matter how much
blood they shed. Their power radiates around them so strongly that animals rise up and
flee and mortals can sense their imminent arrival.

Dark One Cabalists generally serve as attachés to other monster groups, much like Dark
One Assassins (Though far more personable... at least, until the elder god hungers...),
casting spells to support their allies. They have the capacity to call upon their dark
masters with a potent sacrifice that grants them enormous power all at once.
Code:
ST: 10 HP: 10 Speed: 5
DX: 10/12 Will: 12 Move: 5
IQ: 12 Per: 12
HT: 10 FP: 12 SM: +0
Dodge: 8 Parry: 8 DR: 0
Sacrificial Dagger (12): 1d-3 impaling

Traits: Bloodlust (12), Clerical Investment, Elder Gift 2, Frightens Animals, Night
Vision 1, Power Investiture +2 (Unholy), Resistant to Metabolic Hazards (+3),

Special Abilities: Blood Caster

Skills: Knife DX+2 [4]-12, Occultism IQ+3* [4]-15, Theology IQ+1 [8]-13

Spells: Unholy Spells! IQ+2* [24]-14


Class: Elder Thing

Notes: Willing to negotiate. Truly Evil.


Elementals
Bits of the primordial aspects of nature sometimes break off and wander the world in
purified, sentient form, or magicians will conjure and create elementals by distilling
mana into one of its many, elemental states. Either way, the result are these capricious,
strange creatures, more force of nature than genuine person. They generally resemble
rough-hewn men, women or children constructed from their element. They concern
themselves with guarding their element and... little else. Generally, if a delver
encounters an elemental, it follows the commands of a mage.

Mages can summon elementals. The elementals here are derived from GURPS Magic.
Even the “Example Monster” Elementals listed here can be summoned by mages, for
the listed cost. Elementals don't need templates (indeed, they aren't summoned with
any), but they lack skills, so certainly benefit from the inclusion of at least one.
Generally, more powerful elementals take the Dire or Giant template (for +5 and +10
energy points, respectively)

Air Elemental (Generic Fodder)


This small sylph resembles either a legless, armless tornado, or it resembles a misty,
feminine child with diffuse legs. A single blow never does more than 1 point of damage
to the Air Elemental, and it can float on the wind.
Code:
ST: 6 HP: 8 Speed: 4
DX: 9 Will: 8 Move: 4/8*
IQ: 8 Per: 8
HT: 7 FP: 7 SM: -1
Dodge: 7 Parry: NA DR: 0
Gusting Punch (9): 1d-5

Traits: Doesn't Breathe, Eat/Drink or Sleep; Flight (Lighter than Air), Immunity to
Metabolic Hazards, Injury Tolerance (Diffuse), No Fine Manipulators, No Legs,
Vulnerability (Vacuum, Wind-Based Attacks x2)

Skills: NA

Class: Elemental

Notes: Default Air Elemental summoned for 4 energy points. Willing to Negotiate.
Greater Air Elemental (Worthy)
The Greater Air Elemental is human sized and just as powerful. The Sylph has learned
stealth, and lingers on the edges of mankind's world, watching carefully and slipping
away when confronted. When she is forced to fight, her form clouds into a stormfront
and she unleashes terrible winds and bolts of lightning.
Code:
ST: 10 HP: 10 Speed: 4.5
DX: 11 Will: 8 Move: 4/8*
IQ: 8 Per: 9
HT: 7 FP: 7 SM: +0
Dodge: 7 Parry: NA DR: 0
Lightning Blast (13): 6d(2) Burning (Acc 3, 1/2D 10, Max 100, RoF 1)
Wind Blast (13): 3dx2 Knockback (Acc 3, 1/2D 10, Max 100, RoF 1)

Traits: Doesn't Breathe, Eat/Drink or Sleep; Flight (Lighter than Air), Immunity to
Metabolic Hazards, Injury Tolerance (Diffuse), No Fine Manipulators, No Legs,
Vulnerability (Vacuum, Wind-Based Attacks x2)

Special Powers: Storm Casting (Magical)

Skills: Stealth DX+2 [8]-13, Innate Attack (Projectile) DX+2[4]-13

Class: Elemental

Notes: Can be summoned for 20 energy points. Willing to negotiate. Often playful.
Earth Elemental (Generic Fodder)
Gnomes (no relation to dwarvish gnomes) resemble either a humanoid collection of
rocks, or a stoney, rough-hewn statue of a fat little boy. They move slowly and strike
hard, but are the dullest of the elementals.
Code:
ST: 11 HP: 13 Speed: 4.5
DX: 8 Will: 6 Move: 4
IQ: 6 Per: 6
HT: 10 FP: 10 SM: -1
Dodge: 7 Parry: 7 DR: 3
Punch (8): 1d-1

Traits: Doesn't Breathe, Eat/Drink or Sleep, Immunity to Metabolic Hazards, Injury


Tolerance (Homogenous), Striking Surface

Skills: NA

Class: Elemental

Notes: Default elemental. Can be summoned for 4 energy points. Willing to negotiate.
Easily tricked. Takes half damage from piercing and impaling weapons.
Greater Earth Elemental (Worthy)
Greater Earth Elementals resemble giant men roughly hewn from stone. They can
absorb enormous amounts of damage, but move very slowly and think just as slow. In
battle, he wades through his foes, ignoring how their blades chip as his massive, stoney
hide, and slamming his foes with power, uncoordinated attacks.

Code:
ST: 22 HP: 25 Speed: 4.75
DX: 8 Will: 6 Move: 4
IQ: 6 Per: 6
HT: 11 FP: 11 SM: +1
Dodge: 7 Parry: 9 DR: 5

Punch (11): 2d+1


Traits: Doesn't Breathe, Eat/Drink or Sleep, High Pain Threshold, Immunity to
Metabolic Hazards, Injury Tolerance (Homogeneous), Striking Surface

Skills: Brawl DX+3 [4]-11

Class: Elemental

Notes: Can be summoned for 20 energy points. Willing to negotiate. Easily tricked.
Takes half damage from piercing and impaling weapons.
Fire Elemental (Generic Fodder)
Salamanders resemble mobile flames with arms and legs, burning lizards with molten
red and black spotting, or gold and scarlet children whose form flickers and dance like a
fire. Fire Elementals are fascinating to look at and appealing to the senses, but tend to
cause a great deal of trouble in the short time of their existence.
Code:
ST: 7 HP: 10 Speed: 4
DX: 9 Will: 8 Move: 4
IQ: 8 Per: 8
HT: 7 FP: 7 SM: -1
Dodge: 7 Parry: NA DR: 0
Burning Aura (9): 2d Burning, Aura, Melee
Burning Punch (9): 1d-4 crushing + 2d Burning

Traits: Charisma +1, Doesn't Breathe (Oxygen Combustion), Doesn't Eat/Drink or


Sleep, DR 10 (only vs Fire/Heat), Immunity to Metabolic Hazards, Injury Tolerance
(Diffuse), No Fine Manipulators, Weakness (water, 1d/min)

Skills: NA

Class: Elemental

Notes: Default Elemental. Can be summoned for 4 energy points. Willing to negotiate.
Greater Fire Elemental (Worthy)
Greater Salamanders burn in tall, human-sized pillars, with their face bright inside the
tongues of flame. They remain fascinating and warm, but now unleash devastating
attacks on their foes. Touching one of the children of the inferno invites disaster.
Code:
ST: 14/16 HP: 14 Speed: 4.25
DX: 10 Will: 8 Move: 4
IQ: 8 Per: 8
HT: 7 FP: 7 SM: +0
Dodge: 7 Parry: 10 DR: 0
Burning Aura (16): 2d Burning, Aura, Melee
Burning Punch (16): 1d+2 crushing + 2d Burning
Burning Touch (16): 3d Burning + 2d burning follow-up and cyclical for 3 seconds. 3
uses per fight.

Traits: Charisma +1, Doesn't Breathe (Oxygen Combustion), Doesn't Eat/Drink or


Sleep, DR 10 (only vs Fire/Heat), Immunity to Metabolic Hazards, Injury Tolerance
(Diffuse), No Fine Manipulators, Weakness (water, 1d/min)

Special Power: Burning Touch (Magical)

Skills: Brawl DX+6 [20]-16

Class: Elemental

Notes: Can be summoned for 20 energy points. Willing to negotiate.


Water Elemental (Generic Fodder)
Undines resembles either humanoid globs of water, or carefully shaped liquid children
(often feminine). The can be hard to see, as they are transparent, and they can reshape
themselves quickly to flow through small spaces.
Code:
ST: 7 HP: 7 Speed: 4
DX: 8 Will: 7 Move: 4
IQ: 7 Per: 7
HT: 8 FP: 8 SM: -1
Dodge: 7 Parry: NA DR: 0
Water Slam (8): 1d-4 crushing

Traits: Amphibious, Chameleon 1, Doesn't Breathe, Doesn't Sleep, Immunity to


Metabolic Hazards, Injury Tolerance (Diffuse), Invertebrate, Slippery 5, Vulnerability
(Dehydration)

Skills: NA

Class: Elemental

Notes: Default Elemental. Can be summoned for 4 energy points. Willing to negotiate.
Greater Water Elemental (Worthy)
Greater Undines resemble beautiful women with flowing hair of white, blue and green.
Their transparent form catches and reflects the light, fascinating and hypnotizing those
who watch the perfect grace of the greater Undine.
Code:
ST: 13 HP: 13 Speed: 4
DX: 8 Will: 9 Move: 4
IQ: 9 Per: 9
HT: 8 FP: 8 SM: +0
Dodge: 7 Parry: 9 DR: 0

Water Slam (11): 1d crushing

Traits: Amphibious, Awe, Beautiful (Universal +25%), Chameleon 1, Doesn't Breathe,


Doesn't Sleep, Empathy, Immunity to Metabolic Hazards, Injury Tolerance (Diffuse),
Invertebrate, Slippery 5, Vulnerability (Dehydration)

Skills: Brawl DX+3 [8]-11

Class: Elemental
Notes: Can be summoned for 20 energy points. Willing to negotiate.
Faerie Folk
Deep in the forests, high in the mountains, where nature lays long untouched by man,
strange things grow and wander. The Faerie Folk hold their courts beneath the bows of
majestic, ancient oaks and in underwater palaces or in the secret spaces beneath the
floorboards of old temples. When humans and Faerie Folk meet, anything can and often
does happen, ensuring the event is memorable, fascinating and frightening for both
parties.

The Faerie Folk aren't monsters, necessarily, but their strange ways and their mercurial
natures often puts them on the wrong side of a delver's sword. Uncivilized and weird,
Faerie Folk can justify using monster templates due to their unusual approaches to
combat. Still, they shouldn't be treated as completely mindless monsters. More than
most, Faerie Folk have a reason for what they do, it's just bizarre reasons.

The Faerie Folk racial templates can be found in Dungeon Fantasy 3: the Next Level.
Below are some monsterized versions.

Faun Knight (Worthy)


Sturdy Fauns are all too willing to “safeguard” faerie princesses and rush out, heading
out into battle for the sheer pleasure of the dance. Still, Faun Knights take their role as
Faerie guardian very seriously, and have mastered the art of the shepherd's crook to
perfection, wielding it with impossible skill.
Code:
ST: 11 HP: 16 Speed: 6.5
DX: 13 Will: 12 Move: 6
IQ: 10 Per: 13
HT: 12 FP: 12 SM: +0
Dodge: 10 Parry: 19* DR: 0
Horns (15): 1d crushing
Hooved Kick(15): 1d crushing
Shepherd's Crook (22): 1d crushing, 1d+2 crushing

Traits: Acute Hearing +2, Animal Empathy, Combat Reflexes, Dependency (Mana,
Constantly), Enhanced Parry (Spear) +2, Lecherousness (12), Musical Ability 2, Sense
of Duty (Faeries) Sense of Duty (Nature)

Skills: Acrobatics DX [4]-13, Brawling DX+2 [4]-15, Staff DX+9 [36]-22

Class: Faerie

Notes: Willing to negotiate. Especially with hawt chicks. Or hawt whatever.


Leprechaun Pranksters (Greater Fodder)
These pint-sized, angry, green-wearing pranksters love to stick it to those snooty,
arrogant humans. They'll climb up onto tables, waving their shillelaghs angrily while
shouting insults in their thick brogue to anyone that will listen. As soon their opponents
round on them, they race away, clutching at their hats, relying on their Ridiculous Luck
while they and their comrades cast Charms on their foes, completely hampering their
ability to fight.

When they can be asked to join forces with other Faerie kin, they lend their magical
strength, while relying on strength in numbers to keep their own alive against dangerous
delvers.
Code:
ST: 6 HP: 4 Speed: 5.5
DX: 12 Will: 13 Move: 5
IQ: 12 Per: 12
HT: 10 FP: 10 SM: -4
Dodge: 8 Parry: 9 DR: 0

Shillelagh (13): 1d-2 crushing or 1d-3 crushing

Traits: Bad Temper (12), Dependency (Mana, Constantly), Magery 1, Ridiculous Luck,
Sense of Duty (Nature) Trickster (12)

Skills: Broadsword DX+1 [4]-13, 3 Spells at IQ-1[2]-11

Class: Faerie

Notes: Can be reasoned with (if drunk), otherwise, really pissed off and only going to
negotiate with you in an effort to get your guard down. Leprechaun Charms mean all
the little bastards have three spells. A list of favorites include: Beast Summoning (not
control, just summoning) Clumsiness, Fumble, Explosive Fireball, Perfect Illusion,
Flash, Invisibility, Animate Object, Curse, Drunkenness, Forgetfulness, Winged Knife,
Blink, Tangle Growth, Animate Plants, Plant Form Other, Shapeshift Others. For the
interest of expediency, assume all Leprechaun fodder have the same three spells.
Remember, one fodder only has enough fatigue to cast one spell once. Often drunk.***
***Ha ha, yeah, you think these guys are cute. But if you throw a mob of Leprechauns at your party, and they end up drunk with a
lampshade on their head, staring stupidly at their sword, running from rampaging bears, tripping over their own sandal-laces, and making out
with a pole that it mistook for a beautiful woman, don't come running to me to complain about it. Kromm gave them the Charms and
Ridiculous Luck, I just slapped a template on it. I put "Greater" in their tag for a reason, so don't say I didn't warn you.

River Queen (Worthy)


Also called Forest Queens (or Kings), the mind-numbingly beautiful nymph nobility
don't bother to fight. They do have swords, but really, they have people for these things.
The princes and princesses of the rivers, lakes and forests move elegantly, trailing a
long gown or cloak grown out of leaves and flowers, or woven together with strands of
river water, with their long hair cascading behind them. When they face delvers, they
don't draw their weapon or go on the offensive, they just ask the delvers to leap off
cliffs or come join them beneath the lake. That's all.

River Queens often lead other Faeries into battle (by asking them, of course). They
personally detest violence, probably because they're so bad at it.
Code:
ST: 10 HP: 10 Speed: 5.25
DX: 10 Will: 13 Move: 5
IQ: 13 Per: 13
HT: 11 FP: 11 SM: +0
Dodge: 8 Parry: 8(F)DR: 0
Faerie Rapier (10): 1d-1 Impaling

Traits: Appearance (Transcendant, Universal +5), Awe (-1 to Awe Resistance),


Charisma +5, Dependency (Mana, Constantly), Impulsive (12), Overconfident, Sense of
Duty (Nature),

Special Powers: Hypnotic Voice (Magical)

Skills: Rapier DX [2]-10, Diplomacy IQ+1 [8]-14, Sex Appeal HT+6* [4]-17

Class: Faerie

Notes: Prefer negotiation, because they're at their most dangerous when they can talk. If
the heroes aren't interested, they'll use Awe to slow them down long enough to start
talking.
Pixie Soldiers (Fodder)
Swarms of brightly colored pixies wearing gaudy uniforms occasionally accompany
Faerie Royalty or engage in raids against human settlements. The minute squads arrange
for perfect ambushes, intent showering their foes with miniature (poisoned) arrows,
when their impulsiveness ruin their plans as they suddenly rush forward, eager to
engage the enemy before his comrades do, crying out in shrill, hummingbird voices
about how they are a better shot than a rival pixie, before getting splattered by the
heroes.
Code:
ST: 5 HP: 1 Speed: 6.25
DX: 15 Will: 10 Move: 6/12
IQ: 10 Per: 11
HT: 10 FP: 10 SM: -6
Dodge: 10 Parry: NA DR: 0
Pixie Shot (15): 1d-4 impaling (Acc 1, Range 50/75, RoF 1(2))

Traits: Appearance (Attractive +1), Dependency (Mana, Constantly), Enhanced Dodge,


Impulsive (-10), Flight (Winged), Magery 0, Night Vision 3, Sense of Duty (Nature)

Skills: Stealth DX+2 [8]-17, Bow DX [4]-15

Class: Faerie

Notes: Willing to negotiate, especially if they receive praise from the heroes. Always
have access to venom of some kind.
Goblin-Kin
Heroes expect to face the Goblin-Kin in battle. The gruesome tusks and growling faces
of orcs loom luridly in dungeons and the fate of kidnapped damsels is written in the
dull, ugly features of Half-orcs. Goblins scurry and growl beneath the feet of their
heavier kin and massive hobgoblins tower and roar before the horde that stands ready,
like a black and green tide, to rampage through human civilization.

Goblin-kin run the gamut from civilized to monstrous, with Orc cities and Goblin
merchants standing side-by-side with bone-filled, graffiti marked orcish dungeons filled
with barbaric kin. The monsters detailed here are the latter sort and do not represent the
whole of goblin-kind. These are the brutish, nameless green-skin masses that die by the
dozens on heroic blades.

While many listed here will be Worthy, consider lowering them to Fodder as the heroes
rise up the ranks. Orcs seldom challenge heroes forever, except for other, orcish heroes.
Eventually, they dwindle to mere foot soldiers of evil while the heroes ride out to face
graver threats.

Goblin Skirmisher (Lesser Fodder)


The smaller (though not tiny), frightened lesser kindred of the Orcs, Goblins aren't good
for much but running away, so some clever Orcs gave the most cowardly some bows
and arrows and asked them to at least shoot arrows while they were running away.

Goblin skirmishers play to their strengths, carefully laying ambush and then attack, but
the instant anything goes south, the goblins will panic and run. Some have been known
to panic and run at the sight of the heroes, who are bewildered by the sudden sight of
brush and trees erupting with well-armed, previously hidden goblins racing the other
direction screaming and waving their arms in panic.
Code:
ST: 10 HP: 11 Speed: 6
DX: 12 Will: 10 Move: 6
IQ: 9 Per: 11
HT: 11 FP: 11 SM: -0
Dodge: 9 Parry: NA DR: 0
Sharp Teeth (12): 1d-3 cutting
Short Bow (12): 1d-2 impaling, (Acc 1, Range 100/150, RoF 1(2))

Traits: Appearance (Ugly), Cowardice (6, -4 Fright Checks), Infravision, Resistant to


Metabolic Hazards (+3),

Skills: Stealth DX+2 [8]-14, Bow DX [4]-12

Class: Mundane (Goblin-Kin)

Notes: Goblins are as likely to simply collapse out of terror when struck, and quite a
few will “survive” death. Consider rolling stealth to see how well they fake it. Always
willing to negotiate, and in fact, only fight at all because bigger goblins force them to.
Goblin Berserker (Fodder)
Some Goblins choose a different solution to their cowardice: the get so hopped up on
mushrooms that they foam at the mouth and rush their foes in a berserker frenzy, dying
even while kicking and screeching at their foes. The sight of a short goblin wielding a
club nearly as big as itself strikes many delvers as so humorous that they the actual
lethality of their blows takes them by surprise.
Code:
ST: 12/13 HP: 11 Speed: 5.5
DX: 11 Will: 10 Move: 5
IQ: 9 Per: 10
HT: 11 FP: 11 SM: -0
Dodge: 8 Parry: 9* DR: 0
Sharp Teeth (14): 1d cutting
Big Club (12): 1d+6 crushing, unready after attacking, -1 due to lack of strength.

Traits: Appearance (Ugly), Berserker, Cowardice (12 -2 Fright Checks, mitigator:


mushrooms), Infravision, Resistant to Metabolic Hazards (+3),

Skills: Brawl DX+3 [8]-14, Two-Handed Axe/Mace DX+2[8]-13

Class: Mundane (Goblin-Kin)

Notes: Goblin Berserkers rush their foes, giving no thought to defense, and always All-
Out Attack, usually Strong or Determined, rather than Double (as they wield
unbalanced weapons). Incapable of negotiation while drugged. If the players manage to
end or outlast the berserk rage, the goblins are again subject to cowardice and generally
just scream and run away.
Goblin Taskmaster (Lesser Worthy)
Goblins are smart, at least compared to other goblin-kin. Half the reason they're so
scared all the time is that they know they're gonna die and really would rather not.
Hence goblins tend to prefer cushy positions such as conjurers, performers and
merchants, generally anything less lethal than “necromancer's henchman.”

Still, occasionally one of the brainy goblins finds his way into the service of some
dungeon master, and his fellow goblin-kin hand him the reigns to power, giving him
dominion over the rest of his goblin brothers (though never the orcs or kobolds. Perish
the thought!). Unfortunately, nobody listens to him. At least he gets a big, pointy hat to
wear while shouting orders that everyone ignores before his own survival instinct kicks
in and he goes racing away. Big, pointy hats are nice.

Code:
ST: 10 HP: 11 Speed: 5.25
DX: 10 Will: 14 Move: 5
IQ: 13 Per: 17
HT: 11 FP: 11 SM: -0
Dodge: 8 Parry: 8 DR: 0
Sharp Teeth (10): 1d-3 cutting
Goblin Dagger (12): 1d-3 impaling

Traits: Appearance (Ugly), Cowardice (12 -2 Fright Checks), Infravision, Resistant to


Metabolic Hazards (+3),

Skills: Knife DX+2 [4]-12, Fast Talk IQ+3 [8]-16, Tactics IQ-1 [2]-12, Traps IQ [2]-13

Class: Mundane (Goblin-Kin)

Notes: If Goblin Taskmasters have time to prepare ahead of time, allow them to make a
tactics roll to exploit the heroes disadvantages, or a trap roll to set up a clever trap.
Goblin Taskmasters know the strength of Goblin Infravision, so will prefer to set up
night-ambushes. Perfectly willing to negotiate, especially if pinned down. Very good at
it too.
Orc Warrior (Worthy)
These are the orcs people expect to see in battle: ruthless, furious, tough and deadly,
raging across the battlefield swinging a huge axe and carving his way through soldier
and civilian alike until he grows bored and carts away his prize in loot and women.
These hulking warriors take up the front line in goblin hoards, smacking the heads of
unruly goblins and urging the hobgoblins forward.
Many Orc Warriors are weaker fodder. This represents a skilled orc warrior.
Code:
ST: 13 HP: 20 Speed: 6.75
DX: 11 Will: 12 Move: 6
IQ: 9 Per: 10
HT: 12 FP: 12 SM: -0
Dodge: 10 Parry: 11* DR: 2*

Punch (15): 1d crushing


Great Axe (15): 2d+2 cutting (Unready after attack)

Traits: Appearance (Ugly), Bad Temper (12), Bully (12), Combat Reflexes, Extra
Attack (Multi-Strike), Infravision, High Pain Threshold, Resistant to Metabolic Hazards
(+3), Sense of Duty (Orcs)

Skills: Brawl DX+4 [12]-15, Two-Handed Axe/Mace DX+4 [16]-15

Class: Mundane (Goblin-Kin)

Notes: The warrior's huge axe can only attack once before it needs to ready, so spend
the orc's main action readying his axe, and his extra attack swinging with it, meaning
you get an attack every turn. Don't worry about parrying with it: that's what you have
dodge, high pain threshold and 20 HP for. Generally unwilling to negotiate. Generally
wears leather armor (heroes may loot). Great Axe is cheap.
Orc Hunter (Worthy)
Not every orc is a death-dealing warmachine at the front of the army. Some have more
cunning and grace. These are grim orcs with black eyes and grimy skin that vanish into
the shadows to stalk their prey. These orcs, sometimes called black Orcs, tend to creep
out other orcs, which is fine by them, as they don't prefer the company of their kin. Just
corpses. Steaming, hot, freshly killed corpses.
Code:
ST: 12 HP: 14 Speed: 6.25
DX: 14 Will: 10 Move: 6
IQ: 9 Per: 13
HT: 11 FP: 11 SM: -0
Dodge: 10 Parry: 12* DR: 0

Punch (17): 1d-1 crushing


Throwing Axe (18/16): 1d+4 cutting, (Acc 2, Range 14/21, RoF 1(1))

Traits: Appearance (Ugly), Bully (12), Bloodlust (12), Combat Reflexes, Infravision,
Loner (6), Resistant to Metabolic Hazards (+3), Silence 2,

Skills: Stealth DX+3[8]-17, Axe/Mace DX+4 [16]-18, Brawl DX+3[8]-17, Thrown


Axe/Mace DX+2 [4]-16

Class: Mundane (Goblin-Kin)

Notes: The throwing axe can be used in melee too, but it can't parry and attack in the
same turn (“Unbalanced”). Generally unwilling to negotiate (and you shouldn't see him
coming in any case). Like to ride dire wolves.

Hobgoblin Breaker (Worthy)


These enormous, hulking hobgoblins stare in simplistic rage at all they see. Bred and
fed from young ages on the blood of enemies and the fury of warfare, they have become
mindless killing machines which fellow orcs can carefully point at their enemies and
then prod forward, to kill and slay all that he sees. They may be simple, dangerously
unbalanced, prone to killing entire swathes of their own comrades in a fit of rage, but
they're some of the best the orcs have (and hey, what's a few goblins between friends?)
Code:
ST: 19/12 HP: 25 Speed: 5.5
DX: 11 Will: 12 Move: 5
IQ: 8 Per: 10
HT: 13 FP: 13 SM: -0
Dodge: 8 Parry: 10* DR: 3*
Tusks (14): 2d-1 impaling
Great Axe(15): 4d+2 cutting (Unbalanced)

Traits: Appearance (Ugly), Bad Temper (6), Berserk, Infravision, High Pain Threshold,
Resistant to Metabolic Hazards (+3),

Skills: Brawl DX+3 [12]-14, Two-Handed Axe/Mace DX+4 [16]-15, Power Blow
Will+4 [20]-16

Class: Mundane (Goblin-Kin)

Notes: Never parries with its axe. Often wears bits of scavenged chain, leather and plate
for a total of +3 DR. Both axe and armor are Cheap. His great axe is unbalanced rather
than unready due to his great strength. Unwilling to negotiate. Truly stupid.
Undead
Only the undead can rival the Goblin Kin in the race to see who is most hated in the
world. Dungeons crawl with the undead, who rise from their crypts to serve a
necromancer, or rouse themselves in response to dark curses laid on secret places.
Needing no food or sustenance, the dead simply shuffle through their dungeon-like
graves, waiting and watching with dull, empty eye-sockets for some heroes to interrupt
their monotonous existence so they can moan and clatter as they shuffle forward to tear
their victims apart.

The Undead here are found in GURPS Magic, creatures summoned by Necromancy to
serve a dark sorceror. They are unlike Hoard Zombies (DF 2), who rise from plague and
disease. Still, many similarities do exist: both can be turned by the true faith of a cleric,
for example. For more undead options, check out Pyramid Issue #3-1, particularly for
the “Improved Zombie” template. GURPS Fantasy has Vampires and Ghosts too,
neither of which appear here (Unfortunately). Dungeon Fantasy 3: The Next Level
contains Corpse Eaters, who are not, strictly speaking, undead, but are often found in
their number.

Zombie (Generic Fodder)


The rotting stench and flaccid corpses of the recently dead send a shiver up the spines of
the best of us. To see them up, gases issuing up their throats in hollow groans while
their head lolls back, jaw agape, hands lifted to grapple their prey, is enough to make
anyone collapse in terror.
These zombies represent generic zombies, recently raised from the dead. They would
benefit from a template mainly to gain skills, though you'll have to explain how they
learned them, as zombies cannot learn. The most likely explanation is that the
necromancer “enhanced” them in some way.
Code:
ST: 11 HP: 11 Speed: 5
DX: 10 Will: 8 Move: 5
IQ: 8 Per: 8
HT: 10 FP: 10 SM: +0
Dodge: 8 Parry: NA DR: 0
Clutching Hands (10): 1d-2 crushing

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Bad Smell, Cannot


Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breathe, Eat/Drink
or Sleep, Fragile (Unnatural), High Pain Threshold, Immunity to Metabolic Hazards,
Immunity (All mind control), Indomitable, Injury Tolerance (No Blood, Unliving), No
Sense of Smell/Taste, Single-Minded, Temperature Tolerance 10, Unfazeable,
Unhealing (Total)

Skills: No Mental Skills Allowed. NA.

Class: Undead

Notes: Do not negotiate. Only fixate on their master's goal. Unaffected by Mental
Magic or social skills, but affected by Necromancy and Pentagrams. Will eventually rot
into a skeleton. Truly Evil.
Corpse Titan (Lesser Worthy)
Sometimes one corpse just isn't enough. Sometimes a necromancer stitches together five
or more corpses together, creating a towering monstrosity that he unleashes on his foes.
Corpse Titans vary in form and figure, but most are either corpulent and
overwhelmingly fat with guts spilling from their rent gullet, or they're tall and imposing,
steely men in heavy coats that have a fetish for suddenly hammering through walls to
roar at escaping mortals. Either way, theyloom over the battlefield, absorbing untold
amounts of damage at the behest of their master
Code:
ST: 18 HP: 40 Speed: 5
DX: 10 Will: 10 Move: 5
IQ: 8 Per: 8
HT: 13 FP: 13 SM: +1
Dodge: 8 Parry: 9* DR: 6*
Punch (12): 1d+1 crushing
Mace (12): 3d+3 crushing (Unbalanced)
Traits: Appearance (Monstrous), Automaton (Reprogrammable), Bad Smell, Cannot
Learn, Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breathe, Eat/Drink
or Sleep, Fragile (Unnatural), High Pain Threshold, Immunity to Metabolic Hazards,
Immunity (All mind control), Indomitable, Injury Tolerance (No Blood, Unliving), No
Sense of Smell/Taste, Single-Minded, Temperature Tolerance 10, Unfazeable,
Unhealing (Total)

Skills: Brawling DX+2 [4]-12, Axe/Mace DX+2 [4]-12

Class: Undead

Notes: Does not negotiate. Does not deviate from its master's task. Unaffected by
mental magic or skills, but is affected by necromancy and pentagrams. All that DR
comes from its own tough skin (and is thus flexible). Truly Evil.
Skeleton (Generic Fodder)
With clattering teeth and rattling joints, these undead warriors stagger towards their foes
wearing the discarded arms and armor of fallen warriors. Time has picked their bones
clean and silenced their voices, leaving nothing but dust, ash and bone. They know only
have the will of their master driving them forward.

These skeletons represent the generic skeletons raised by necromantic magic. They
would benefit from a template mainly to gain access to skills, but being unable to learn,
they need some alternate method to improve their capability, such as necromantic
meddling.
Code:
ST: 9 HP: 9 Speed: 6.5
DX: 12 Will: 8 Move: 6
IQ: 8 Per: 8
HT: 10 FP: 10 SM: +0
Dodge: 9 Parry: NA DR: 2*
Rending Finger-bones (12): 1d-3 crushing

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Cannot Learn,


Dependency (Mana, Constantly), Doesn't sleep, breathe or Eat/Drink, Fragile (Brittle,
Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All Mind
Control), Indomitable, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving),
Mute, No Sense of Smell/Taste, Skinny, Single Minded, Temperature Tolerance 10,
Unfazeable, Unhealing (Total), Vunlerability (Crushing Attacks x2)

Skills: May not have mental skills. NA.

Class: Undead

Notes: Skeletons don't negotiate. They can't even speak. They focus only on their
master's task, and nothing else. They are immune to magical mind control and social
skills, but not to necromancy or pentagrams. Their Skull only has a DR of 2, and they
cannot float. Truly Evil.
Black Rune Skeleton (Lesser Worthy)
Standard skeletons are far too weak for most necromancers. Some take their time,
however, carefully scribing powerful runes and staining the bones a glistening, wet
black in powerful ink. When complete, they raise the skeleton with great care and effort,
creating a Black Rune Skeleton.

These powerful servants resist the effects of magic. Furthermore, they drain the life of
all nearby, drawing it into them while plants die and children wail. Often, they seem
dead or on the verge of death when they rise again from a pile of bones, restored by
their aura. Necromancers often reinforce their lesser skeletons with a scattering of these
durable creations.
Code:
ST: 10 HP: 15 Speed: 6.5
DX: 12 Will: 16 Move: 6
IQ: 8 Per: 8
HT: 13 FP: 13 SM: +0
Dodge: 9 Parry: 10 DR: 2*
Rending Finger bones (12): 1d-3 crushing
Old Scimitar (14): 1d+1 cutting

Traits: Appearance (Monstrous), Automaton (Reprogrammable), Cannot Learn,


Dependency (Mana, Constantly), Doesn't sleep, breathe or Eat/Drink, Fragile (Brittle,
Unnatural), High Pain Threshold, Immunity to Metabolic Hazards, Immunity (All Mind
Control), Indomitable, Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving),
Magic Resistance 5, Mute, No Sense of Smell/Taste, Skinny, Single Minded,
Temperature Tolerance 10, Unfazeable, Unhealing (May heal with Vampiric Aura),
Vunlerability (Crushing Attacks x2)

Special Powers: Vampiric Aura (Magical)

Skills: Shield DX+2 [4]-14, Broadsword DX+2 [8]-14

Class: Undead

Notes: Black Rune Skeletons are mechanically identical to normal skeletons except for
their improved combat capability, magic resistince and vampiric aura. Do not negotiate.
Truly evil.
Mummy (Generic Fodder)
The carefully preserved dead offer a necromancer a smarter, tougher soldier for his
legions of dead, and are thus highly valued. Ancient mummies wear wrappings
decorated in hieroglyphs and smell of the desert that contains their tombs, while newer
mummies are covered in tight leather straps, the stitchings of surgery and the stink of
formaldehyde. Both still carry their flesh on their bones, dried by the passage of time,
and their sunken black eyes still glisten with intellect chained to the will of its master.

These mummies represent generic mummies raised with necromancy. They could
benefit from the application of a template, but they cannot learn skills, so they need
some reason or excuse to do so, either from the meddling of the necromancer, or a
cunning escape from under his control, or even rising on their own.
Code:
ST: 11 HP: 15 Speed: 5
DX: 10 Will: 10 Move: 5
IQ: 10 Per: 10
HT: 10 FP: 10 SM: -0
Dodge: 8 Parry: 11* DR: 0
Fist (10): 1d-2 crushing

Traits: Appearance: Monstrous, Automaton (Reprogrammable), Cannot Learn,


Dependency (Mana, Constantly), Disturbing Voice, Doesn't Breath, Sleep or Eat/Drink,
Fragile (Unnatural, Combustible), High Pain Threshold, Immunity to Metabolic
Hazards and Mind Control, Indomitable, Injury Tolerance (No Brains, No Blood, No
Vitals, Unliving), Single-Minded, Unfazeable, Unhealing (Total)

Skills: May not have mental skills. NA.

Class: Undead

Notes: Mummies are smarter than the other undead, but they still lack volition and
refuse to negotiate, only carrying out the will of their master. They are not affected by
mind-control magic or social skills, but they are affected by necromancy and
pentagrams. Truly Evil.
The Sand Prince (Lesser Boss)
Once upon a time, a handsome prince fell in love with a fine princess, until raiders slew
his beloved. Destitute, he ordered himself to be buried at her side, laying in her corpse's
embrace as the sands of time poured over them. One day, a necromancer came and
brought the Sand Prince's mummified remains to life. Eventually, the Sand Prince's soul
reawoke within the shuffling remains of his corpse, and he threw off the control of the
minor necromancer and murdered him. He returned to his tomb only to find his beloved
gone. Infuriated, the once regal Sand Prince gathered together a cruel and eclectic army
of bandits, ghosts and black-skinned lizardmen as he rampages across the desert,
seeking the fate of his princess.

The Sand Prince is tall and thin, his sunken, leathery skin visible between his tattered
bandages. He wears ragged regalia atop his leather robes, and his dark eyes gleam
beneath his mop of dirty black hair.

The Sand Prince is an example of what might happen if you modify the mummy
template some. He has discarded Automaton and Cannot Learn and rapidly expanded
his own skills and capabilities. Now he's a sufficiently tough threat to challenge an
entire party of delvers.
Code:
ST: 14 HP: 35 Speed: 6
DX: 11 Will: 19 Move: 6
IQ: 14 Per: 14
HT: 12 FP: 12 SM: +0
Dodge: 10 Parry: 11 DR: 2*
Fists (16): 1d crushing
Corrupting Touch (16): 4d toxic, + follow up 2d toxic for the next 10 minutes (3 uses
per fight)
Flashing Scimitar (16): 2d+2 cut (Fine)

Traits: Appearance: Monstrous, Bad Temper (12), Combat Reflexes, Dependency


(Mana, Constantly), Disturbing Voice, Doesn't Breath, Sleep or Eat/Drink, Fragile
(Unnatural, Combustible), High Pain Threshold, Immunity to Metabolic Hazards and
Mind Control, Indomitable, Injury Tolerance (No Brains, No Blood, No Vitals,
Unliving), Life Bane, Single-Minded, Unfazeable, Unhealing (Total)

Special Powers: Corrupting Touch (Magic), Invulnerability (Cutting) (Magic)

Skills: Brawl DX+5 [16]-16, Broadsword DX+5[20]-16, Intimidation Will+2[8]-21,


Leadership IQ+1 [4]-15, Tactics IQ-1 [2]-13, Traps IQ [2]-14

Class: Undead

Notes: Willing to negotiate. Not affected by mind magic or social skills, but willing to
listen to reason, provided he isn't angry. Affected by necromancy and pentagrams. He
wears an amulet that protects him from blades, but in the hands of a delver, it only
supplies the benefit of a Turn Blade enchantment. Not truly evil, but registers as such to
spells that detect evil.
Wraith (Generic Epic Worthy)
The greatest weapon in the arsenal of a Necromancer, the wraith is a mortal enchanted
with a magic item, a ring or a crown or an amulet, that turns him into one of the undead.
These unkillable champions of the dead serve as the necromancer's knights, assassins
and lieutenants. Their eyes burn a dull blue or red, and their voices hiss and rattle inside
the armor that eternally encases them. Even outside of armor, wraith looks haunting and
terrifying, more ghost than man, with spirit infused with undying flesh. It's an
immortality, after a sort.

This represents a generic wraith created with Necromancy. But seriously, these guys are
bad enough as it is, coming equipped with Supernatural Durability right out of the box.
A template is only useful to add skills. Anything more than that, and Wraiths begin to
move into solid Epic Boss territory.
Code:
ST: 15 HP: 20 Speed: 6.25
DX: 10 Will: 10 Move: 6
IQ: 10 Per: 10
HT: 15 FP: 15 SM: +0
Dodge: 9 Parry: NA DR: 4

Clutching Fingers (10): 1d crushing

Traits: Appearance (Horrific), Bloodlust (12), Callous (12) Dependency (Wraith Item,
Constantly), Disturbing Voice, Doesn't Breathe, Immunity to Metabolic Hazards, Injury
Tolerence (No Blood, Brains, Vitals, Unliving), Magery 1, Night Vision 9, Supernatural
Durability (Can be killed by spells, magic weapons), Temperature Tolerance 10,
Unfazeable, Unhealing (Can heal with Steal HT)

Skills: Deathtouch IQ+5* [20]-15, Steal Health IQ+5* [20]-15, Ethereal Body IQ+5*
[20]-15

Class: Undead
Notes: Generic, Epic, Worthy. Crazy. They don't negotiate. Ever. Truly Evil.
The Bride in Black (Lesser Epic Boss)
The Bride in Black defies the typical notions of a Wraith, with flawless pale skin,
blood-stained lips, hauntingly beautiful eyes and long, silken white hair. She wears
baroque, black plate mail that conforms perfectly to her form, as though forged for her.
The small slip of a girl wields a massive sword as long as she is as though it weighed as
much as a feather.

According to legend, she was a prized princess of a now forgotten kingdom who was
kidnapped before her wedding and locked into the ruby-adorned choker that now rests
on her neck, forcing her to become a wraith in the necromancer's service. Now she
serves as his chief lieutenant, commanding his forces in his stead, leading the forces
from the front, carving through her foes with breathtaking ease. Sometimes, in battle,
tears leak down her unemotional face.

Nobody remembers her real name.


Code:
ST: 15 HP: 20 Speed: 6.25
DX: 12 Will: 13 Move: 6
IQ: 10 Per: 10
HT: 15 FP: 15 SM: +0
Dodge: 10 Parry: 15 DR: 10*
Great Sword (22): 1d+6 impaling, 2d+8 cutting (Ornate, Fine)

Traits: Appearance (Beautiful +2/+4), Bloodlust (12), Callous (12) Combat Reflexes,
Dependency (Wraith Item, Constantly), Disturbing Voice, Doesn't Breathe, Immunity to
Metabolic Hazards, Injury Tolerence (No Blood, Brains, Vitals, Unliving), Magery 1,
Night Vision 9, Supernatural Durability (Can be killed by spells, magic weapons),
Temperature Tolerance 10, Terror, Unfazeable, Unhealing (Can heal with Steal HT),
Weapon Master (Two-Handed Sword)

Skills: Intimidation Will+1 [4]-14, Two Handed Sword DX+10 [48]-22, Deathtouch
IQ+5* [20]-15, Steal Health IQ+5* [20]-15, Ethereal Body IQ+5* [20]-15

Class: Undead

Notes: Never negotiates (unless it's dramatically interesting). Might not be Truly Evil,
but registers as such. In case you missed it in the big block of text: Weapon Master and
Terror
Lich (Generic Boss)
Powerful necromancers who work with death on a daily basis know well the limits of
mortality and often fear death. Those who do sometimes seek inhuman immortality in
the form of a lich. Once they have transformed themselves, their form now skeletal and
thin with eyes that burn with magical power and voices that crackle and grate, their
ambition and fear of death does not abate. Instead, their unleashed minds almost always
go mad with magical power, making liches some of the most terrifying of
necromancers.

The Lich listed here is derived from GURPS Magic, and he has no templates at all,
making him unsuitable for use without additional tinkering. Generally, a lich will be a
caster with necromancy, as well as a few more colleges of spells, and generally sit at the
front of a powerful army of the dead.
Code:
ST: 9 HP: 12 Speed: 7
DX: 12 Will: 10 Move: 7
IQ: 10 Per: 10
HT: 12 FP: 15 SM: +0
Dodge: 10 Parry: NA DR: 2*
Rending Finger Bones (12): 1d-3 crushing

Traits: Appearance (Monstrous), Dependency (Mana, Constantly), Doesn't Breath,


Eat/Drink or Sleep, Fragile (Brittle, Unnatural (Mitigated by monthly potion)), High
Pain Threshold, Immunity to Metabolic Hazards, Injury Tolerance (No Blood, Brain,
Eyes, Vitals, Unliving), No Sense of Smell/Taste, Skinny, Temperature Tolerance 10,
Unfazeable, Vulnerability (Crushing Attacks x2)

Skills: +1 to Thanatology.

Class: Undead

Notes: Can and often do negotiate. Often much higher in intelligence and know spells.
Can be affected by Pentagrams and turned by True Faith. Skull has a total of 2 DR.
Truly Evil
Lord Carrion (Lesser Epic Boss)
Hundreds of years ago, a royal wizard struggled to defend his nation against the
onslaught of a powerful empire. As he struggled to defeat his enemies and preserve his
people from the terrible rage of the empire's cruel paladins, he grew to hate the church
that had caused his misery and reached for magics best left forgotten and forged a dark
pact with a Reaper, a master of the dead. His sacrifice came too late, however, and his
kingdom fell. Alone, he struggled to master these secrets or death, hoping one day to
bring back his dead kingdom, only to find himself running short on time, so naturally,
he sought and gained immortality. Now his goals and desires have twisted. Now he
wishes to resurrect those that fell in this forgotten war in a necromantic parody of the
home he once loved.

Lord Carrion is a gaunt figure, shrouded in his regal black and silver cloak and cowl. He
moves with the grace of a pretender-king and when he waves his skeletal hands, the
dead lift their hands in silent adulation. Only holy clerics and paladins frighten him
now, and in time, even they too shall turn to dust, and then they will belong to him.
Code:
ST: 9 HP: 12 Speed: 7
DX: 12 Will: 13 Move: 7
IQ: 13 Per: 13
HT: 12 FP: 35 SM: +0
Dodge: 10 Parry: 10 DR: 2*
Rending Finger Bones (15): 1d-3 crushing
Acid Jet (18): 1d-1 corrosive to 3d-3 corrosive

Traits: Appearance (Monstrous), Dependency (Mana, Constantly), Doesn't Breath,


Eat/Drink or Sleep, Dread (Holy Symbols), Fragile (Brittle, Unnatural (Mitigated by
monthly potion)), High Pain Threshold, Immunity to Metabolic Hazards, Megalomania,
Injury Tolerance (No Blood, Brain, Eyes, Vitals, Unliving), Magery 3, No Sense of
Smell/Taste, Skinny, Temperature Tolerance 10, Unfazeable, Vulnerability (Crushing
Attacks x2).

Special Powers: Doom

Skills: Brawl DX+3 [8]-15, Innate Attack (Jet) DX+6[20]-18, Occultism IQ+3*[12]-16

Spells: Necromantic Spells! IQ+3 [24]-16, Water Spells! IQ+2 [12]-15, Meta Spells!
IQ+2 [12]-15, Protection Spells! IQ+2 [12]-15

Class: Undead

Notes: Willing to negotiate, but not with clerics or paladins. Is frightened by the sight of
holy symbols, even cheap ones. Can be affected by pentagrams and True Faith. Skull
has a total of 2 DR. Truly Evil
Other Monsters
The world of Dungeon Fantasy brims with monsters that defy classification. Ogres,
trolls, gargoyles, coleopterans, mutants, maggot-men, sea-serpents, centaurs, minotaurs,
giants, dark gods, werewolves, vampires and more all swarm across the surface off the
world and squirm beneath its skin. If you seek more interesting monster, you can peruse
GURPS Fantasy, Banestorm, or the many Creatures of the Night supplements available
on e23. Further, GURPS itself lets you create or design any monster you like. Be sure to
post them online for the rest of us to use!

Below are a few more common, miscellaneous monsters often found within dungeons.

Ogre Brute (Greater Worthy)


Not all Ogres are “civilized” enough to be delvers. In fact, most aren't. The Ogre Brute
represents the typical Ogre found in many dungeons and caves, snacking upon the
bones of human children, covered in furs and stolen clothes, staring at heroes with fat,
drooling lips and empty, vacant gazes, before bellowing and striking with their massive
clubs.

These ogres are meat-shields, pure and simple. They charge, they attack, they throw
their considerable weight around, and they smash heroes in a single swat, if their
clumsy blows strike home. Smarter dungeon monsters tempt them into service with
promises of nice food and, uh, pretty ogres?

Other ogres might include... oh, who am I kidding, this is pretty much all ogres out
there.
Code:
ST: 24/25 HP: 40 Speed: 5.5
DX: 10 Will:9/12 Move: 6
IQ: 7 Per: 7
HT: 12 FP: 12 SM: +1
Dodge: 8 Parry: 9 DR: 4
Fist (13): 2d+2 crushing
Maul (14): 5d+3 (Unbalanced*)

Traits: Appearance (Hideous), Bestial, Fearlessness +3, Gluttonous (6), High Pain
Threshold, Magic Resistance 2, Night Vision 5

Skills: Brawl DX+3 [8]-13, Wrestling DX+1[4]-11, Two-Handed Axe/Mace DX+4


[16]-14

Class: Mundane (Ogre)

Notes: Willing to negotiate, but only on their level (Food, women, territory, simplistic
praise), easily tricked. Maul is “unbalanced” rather than “Unready” due to strength.
Truly evil.
Troll Creeper(Worthy)
Unlike many of the large, beastly monsters of the world, trolls are slim, graceful and
crafty. Their glittering eyes and ferocious grins haunt the nightmares of many travelers
more than the loud roars of orcs or the moan of zombies. Trolls believe in subtly,
ruthlessness and having fun when killing. With their brightly colored hair and ugly,
strange wrinkles, they are the clowns of the monster world, and they don't mind.

Trolls tend to be broadly flexible as monsters, and creepers embrace this notion, having
honed his regenerative prowess, practiced his stealth and increased his lethality,
allowing him to flit from the role of Brute, Killer and Stalker with ease.
Code:
ST: 11 HP: 16 Speed: 6
DX: 14 Will: 10 Move: 6
IQ: 10 Per: 13
HT: 11 FP: 11 SM: +0
Dodge: 10 Parry: 11 DR: 0
Sharp Teeth (17): 1d-1 cutting
Spear (16): 1d+2 impaling, (Acc 2, Range 12/18, RoF 1(1))

Traits: Appearance (Ugly), Bad Temper (12), Bloodlust (12), Combat Reflexes,
Discriminatory Smell,, Resistant to Metabolic Hazards (+3), Universal Digestion,
Vulnerability (Fire, x2)

Special Powers: Regeneration (Not vs Fire or Acid) (Biological)

Skills: Brawl DX+3 [8]-17, Spear DX+2 [8]-16, Stealth DX+2 [8]-16, Thrown Weapon
(Spear) DX+2 [4]-16

Class: Mundane (Troll)

Notes: Night Adapted Vision -5. Might be willing to negotiate, if its clear he can't win.
Troll Witch (Worthy)
Peculiar among their race, Troll Witches are surprisingly attractive. They lack the
wrinkles and lop-sided features that plague many trolls, though they retain the long,
wildly colorful hair, the sharp teeth and the long limbs. Their beauty haunts both trolls
and delvers alike, though Troll Witches seem more fascinated with attractive delvers
than hideous trolls.

Troll Witches continue the trollish tradition of flexibility and cunning in battle. She
employs a variety of curses meant to befuddle and confuse the minds of travellers so
they slip a little closer to her and her kin... for supper.
Code:
ST: 8 HP: 9 Speed: 6.5
DX: 11 Will: 13 Move: 6
IQ: 13 Per: 15
HT: 11 FP: 13 SM: +0
Dodge: 9 Parry: 8 DR: 0
Sharp Teeth (12): 1d-4 cutting
Long Knife (13): 1d-3 impaling

Traits: Appearance (Atractive), Awe, Bad Temper (12), Discriminatory Smell,


Empathy, Lecherousness (12), Magery 1, Resistant to Metabolic Hazards (+3),
Universal Digestion, Vulnerability (Fire x2)

Skills: Brawl DX+1 [2]-12, Knife DX+2[4]-13, Occultism IQ+1[4]-14, Sex Appeal
HT+3*[8]-14, Mind Control Spells! IQ [12]-13

Class: Mundane (Troll)

Notes: Night Adapted Vision -5. Willing to negotiate, especially with boys, but it might
be a trick.
Appendix 1: Spell Communication and Empathy Spells
Sense Foes, p 44, 0 (-0)
Reference Persuasion, p 45, 2(-1)
Mind-Sending, p 47, 4(-1)
Many of the monsters in this bestiary Compel Truth, p 47, 4(-1)
use Spell College Wild Card Skills to Control Person, p 49, 5(-2)
represent their magical prowess, simply
for ease of use. This appendix notes Earth Spells
several useful spells for a given college, Shape Earth, p 50, 0 (-0)
their page reference (always GURPS Flesh to Stone, p 51, 2(-1)
Magic unless stated otherwise) and the Stone Missile, p 52, 3(-1)
prerequisite count and associated Rain of Stones, p 53, 3(-1)
penalty when used with a Wild Card Body of Stone, p 54, 6(-2)
skill, in case you want to simply glance Steelwraith, p 54, 7(-2)
at a list and know what spells such a
character might cast. Fire Spells
Create Fire, p 72, 1(-0)
This does not contain all possible, Deflect Energy, p 73, 2(-1)
useful spells. It mainly has an eye Flame Jet, p 73, 3(-1)
towards spells immediately useful in the Flaming Weapon, p 75, 4(-1)
midst of combat, as we don't care how Explosive Fireball, p 75, 4(-1)
the necromancer got his zombie hordes, Fire Cloud, p 75, 7(-2)
we only care about what he will do in Body of Flames, p 76, 8(-3)
one particular fight. I include this
because I, personally, find a simple Illusion Spells
reference to a college to be insufficient Illusion Shell, p 96, 1(-0)
to know what a particular mage can do. Illusion Disguise, p 96, 1(-0)
It helps me to see a list. So, here you go. Know Illusion, p 97, 1(-0)
Perfect Illusion, p 96, 3(-1)
Arcane Magic Dispel Illusion, p 97, 4(-1)
Phantom, p 97, 7(-2)
Air Spells
Shape Air, p 24, 2(-1) Knowing Spells
Walk on Air, p 25, 3(-1) Identify Spell, p 102, 1(-0)
Body of Air, p 24, 3(-1) Mage Sight, p 102, 1(-0)
Windstorm, p 25, 3(-1) Wizard Eye, p 104, 2(-1)
Devitalize Air, p 25, 3(-1) Seeker, p 105, 2(-1)
Concussion, p 26, 5(-2) Astral Vision, p 105, 6(-2)

Body Control Spells Light and Darkness Spells


Debility, p 36, 0 (-0) Darkness, p 111, 2 (-1)
Might, p 37, 1 (-0) Dark Vision, p 111, 2(-1)
Clumsiness, p 36, 2 (-1) Flash, p 112, 2(-1)
Grace, p 37, 3(-1) Blur, p 113, 3(-1)
Fumble, p 38, 3(-1) Sunbolt, p 114, 6(-2)
Agonize, p 40, 5(-2) Invisibility*, p 114, 6(-2)
Deathtouch, p 41, 7(-2) Body of Shadow, p 114, 7(-2)
Making and Breaking Spells Hush, p 172, 2(-1)
Shatter, p 116, 6(-2) Mage-Stealth, p 172. 3(-1)
Animate Object, p 117, 6(-2) Concussion, p 26, 5(-2)
Rejoin, p 116, 7(-2) Wizard Ear, p 174, 6(-2)
Explode, p 118, 8(-3)
Sharpen, p 118, 9(-3) Water Spells
Weapon Self, p 119, 12(-4) Shape Water, p 185, 2(-1)
Body of Water, p 185, 3(-1)
Meta Spells Icy Weapon, p 185, 2(-1)
Counterspell*, p 121, 0(-0) Ice Slick, p 186, 4(-1)
Great Ward*, p 122, 1(-0) Flesh to Ice, p 190, 8(-3)
Spell Shield, p 124, 8(-3) Rain of Acid, p 191, 7(-2)
Dispel Magic, p 126, 13 (-4) Acid Jet, p 192, 10(-3)
Curse, p 129, 20 (-7)
Weather Spells
Mind Control Spells Fog, p 193, 4(-1)
Foolishness, p 134, 0 (-0) Lightning, p 196. 6(-2)
Terror, p 134, 1(-0) Shocking Touch, p 196, 7(-2)
Bravery, p 134, 1(-0) Lightning Weapon, p 198, 7(-2)
Forgetfulness, p 135, 1(-0) Hail, p 195, 8(-3)
Mental Stun, p 135, 2(-1)
Drunkenness, p 136, 3(-1) Holy Spells
Mass Sleep, p 137, 4(-1) Armor, p 167, 1(-0)
Charm, p 139, 8(-3) Bravery, p 134, 1(-0)
Might, p 37, 1 (-0)
Movement Spells Awaken, p 90, 2(-1)
Haste, p 142, 0 (-0) Command, p 136, 2(-1)
Great Haste, p 146, 1(-0) Major Healing, p 91, 3(-1)
Glue, p 142, 1(-0) Flaming Weapon, p 75, 4(-1)
Winged Knife, p 145, 2(-1) Sunlight, p 114, 4(-1)
Flight, p 145, 2(-1) Turn Zombie, p 152, 5(-2)
Blink, p 148, 5(-2) Astral Vision, p 105, 6(-2)
Strengthen Will, p 136, 6(-2)
Necromantic Spells Sunbolt, p 114, 6(-2)
Death Vision, p 149, 0 (-0) Wisdom, p 135, 6(-2)
Stop Healing, p 153, 6(-2)
Evisceration, p 154. 6(-2) Unholy Spells
Rotting Death, p 154, 9(-3)
Animate Shadow, p 154, 9(-3) Debility, p 36, 0(-0)
Armor, p 167, 1(-0)
Protection and Warning Spells Terror, p 134, 1(-0)
Sense Danger, p 166, 0 (-0) Weaken Will, p 136, 1(-0)
Shield, p 167, 0 (-0) Clumsiness, p 36, 2 (-1)
Armor, p 167, 1(-0) Command, p 136, 2(-1)
Return Missile, p 168, 3(-1) Darkness, p 111, 2 (-1)
Iron Arm, p 169, 4(-1) Dark Vision, p 111, 2(-1)
Force Dome, p 170, 10(-3) Icy Weapon, p 185, 2(-1)
Agonize, p 40, 5(-2)
Sound Spells Control Zombie, p 152, 5(-2)
Sound Vision, p 171, 1(-0) Deathtouch, p 41, 7(-2)
Curse, p 129, 20 (-7) Windstorm, p 25, 3(-1)
Beast Possession, p 32, 4(-1)
Nature Spells Fog, p 193, 4(-1)
Animal Control, p 30, 1(-0) Tangle Growth, p 162, 4(-1)
Beast Summoning, p 30, 1(-0) Lightning, p 196, 6(-2)
Master, p 30, 1(-0) Shapeshift, p 32, 6(-2)
Shape Earth, p 51, 0 (-0) Animate Plant, p 164, 7(-2)
Shape Air, p 24, 2(-1) Body of Wood, p 165, 7(-2)
Shape Water, p 185, 2(-1) Hail, p 195, 8(-3)
Body of Wind, p 27, 10(-3)
Appendix 2: Example Monster
SJGAMES FORUM EXCLUSIVE!!1!

This is an enormous amount of information to take in all at once, and I think it's easy to
be overwhelmed by it all, so I want to take the moment to bring you back and point you
back to the monster templates at the beginning, and show you how these work.

I don't like the Orc Warrior I included in my bestiary. As I pasted him down, I noted
that he's too similar to the Hobgoblin in role and armament. Originally the Hobgoblin
was the meatshield and the Orc was the damage-dealer, but since then, I added the Ogre
as the primary meatshield, and the Hobgoblin morphed into a weapon of mass melee
destruction, sorta like a siege engine made out of skin and bone. Thus, the role of Orc
Warrior as big axe-swinger sorta fades.

I still like the idea of an orc wielding an ax, but a more "frontline" warrior makes more
sense: perhaps a shield and an axe, a durable fighter who rushes forward and soaks up
the damage while goblin skirmishers and orc hunters harry with ranged attacks, and the
Hobgoblin lays in a swathe of destruction.

So, the first order of business: we need the orc template. It can be found on page 11 of
DF 3.

Next, we look at our templates. We're making a worthy, so somewhere between 3 and 5
templates is enough. Orcs are tough, at least all the orcs I've ever seen in literature (and
this matches their template), we'll make them a Brute, a Hardy brute at that. That's 2
templates. They're also lethal, so we'll make them a Killer. Beyond that, Orcs have
never been known for their elegance, and the Hobgoblin is already a power killer. The
strange templates don't fit Orc Warriors, so that just leaves us with Swift, but I don't feel
particularly inspired to take it (despite taking it last time). So, Killer, Brute, Hardy
Brute. That makes an orc warrior worth about 165 points, give or take, which makes
him good either as a worthy or a fodder, fitting for the descriptions of Orcs.

Then we just take the templates and add up all the numbers. We start with ST 10, Orcs
get +1, Killers get +1, Brutes get +1, and even Hardy Brutes get +1, so we're looking at
an ST of 14. We do the same for other states, collect all the advantages together, choose
our disadvantages. For Killer, Bad Temper seems to fit best, but Easy to Read might be
more fun, as Orcs are a little on the stupid side, and this would make their dirty tricks
and feints more obvious. Lowering Bully to 6 would be fun, but probably more
appropriate for a mean Orc boss. For Brute, only Sense of Duty (Orcs) makes sense, as
Orcs sometimes have a reputation of being "noble savages," and this will emphasize
that.

Finally, we note our skills, adding up point totals when we end up with two of the same
skills. For example, we take the second Killer Package (Brawl and 8 points of
Axe/Mace), and the third Brute skill package (Shield and 8 points of Axe/Mace), which
gives us a total of 16 points for Axe/Mace.

Then we just note it all down, discarding any advantages or disadvantages that aren't
pertinent to a dungeon fight (for example, Orcs have a social stigma. Well, who cares?!
This is a monster!)

The result:

Orc Warrior (Worthy)

Blah blah blah

Code:
ST: 14 HP: 30 Speed: 6.75
DX: 11 Will: 12 Move: 6
IQ: 9 Per: 10
HT: 12 FP: 12 SM: -0
Dodge: 10 Block: 12 DR: 4*
Axe (15): 2d+2 cut (Unbalanced)

Traits: Acute Hearing 2; Infravision; Resistant to Metabolic Hazards (+3); Combat


Reflexes; High Pain Threshold; Appearance (Ugly); Bully (12); Easy to Read; Sense of
Duty (Orcs).

Skills: Brawl DX+4 [12]-15, Axe/Mace DX+4 [16]-15, Shield DX+2 [4]-13

Class: Mundane (Orc)

Notes: 2 points of DR comes from tough hide, remainder comes from cheap leather.
Medium shield, cheap axe and leather armor all lootable.
Generic Red Cap (Worthy)

Malice incarnate, the Red Caps are the terror of unruly children and travelers who lose
their way in the woods. They don't particularly care about protecting nature and don't
play well with others (including faerie folk), but can often be persuaded to point their
aggression at somebody specific by the Forest Royalty. They are quite clever despite
their brutality, and will usually attempt to separate and/or ensnare their victims before
they strike. Their blows aren't very hard, but rain down with deadly precision and
blinding speed (3/Round if they use Rapid Strikes) as the Red Cap dances, cackling,
around counterattacks light as a feather.

Code:
ST: 8/9 HP: 8 Speed: 8.0
DX: 17 Will: 12 Move: 10
IQ: 11 Per: 13
HT: 11 FP: 11 SM: -5
Dodge: 13 Parry: 15 DR: 0/4
Eagle Claws (24): 1d-2 Cutting
Iron Stompin' Boots (22): 1d Crushing

Traits: Appearance (Ugly), Bully (12-), Claws (Sharp), Combat Reflexes, Dependency
(Mana, Constantly), Enhanced Dodge, Extra Attack (Multi-Strike), Loner (6-, -4),
Magery 0, Night Vision 3, Striking ST +1, Sure-Footed (Tangled Growth),
Vulnerability (Pure Iron X2),
Skills: Brawling DX+7 [24]-24, Climbing DX+1 [4]-18, Stealth DX+2 [8]-19, Tactics
IQ+2 [12]-13, Traps IQ+2 [8]-13, Wrestling DX+2 [8]-19

Class: Faerie

Notes: Truly evil, and unwilling to negotiate. The Stompin' Boots are lootable (if you
happen to be SM -5) sollerets that provide DR 4 to the feet and convert kicking damage
to iron damage if it matters.
To create this classic monster, I started off with Mailanka's basic Pixie Soldier template,
then made them one SM bigger and three steps uglier, ripped off the wings, deleted
Impulsiveness, and added claws through the magic of creative license, and selected
Brawling and Loner instead of Bow and Sense of Duty (Nature) for the options on the
basic Stalker template. I then improved the Stalker template to Cunning, Swift Stalker
(choosing Tangled Growth terrain and Climbing skill for the options), added the Basic
and Swift Killer templates (choosing the extra ST bonuses because they already got
Combat Reflexes from Swift Stalker, adding Bully, and improving Brawling by 16
points), and finally added the Basic Brute template (choosing yet more ST,
Vulnerability to Pure Iron, and Brawling/Wrestling) to make them tough little bastards
for their size and speed.

Marrow Mouth (Boss)

One of the most clever, feared, and deadly Red Caps known, Marrow Mouth's tall,
pointy hat stands straight up, stiffened by being soaked and re-soaked in decades of
blood. Though he is as solitary as his kin, he is more likely to interact with his prey
because he enjoys spinning a good yarn and frightening people before he kills them.

Code:
ST: 9/10 HP: 21 Speed: 10.0
DX: 20 Will: 18 Move: 12
IQ: 13 Per: 18
HT: 12 FP: 12 SM: -5
Dodge: 16 Parry: 21 DR: 2*/6
Eagle Claws (30): 1d-2 Cutting
Iron Stompin' Boots (28): 1d Crushing

Traits: Accelerated Time Rate (Maximum Duration 10 seconds -75%), Appearance


(Ugly), Bully (12-), Claws (Sharp), Combat Reflexes, Compulsive Lying (12-),
Dependency (Mana, Constantly), Enhanced Dodge +2, Enhanced Parry +2 (Unarmed),
Extra Attack (Multi-Strike), Indomitable, Loner (6-, -4), Magery 0, Night Vision 3,
Striking ST +1, Sure-Footed (Tangled Growth), Unfazeable, Vulnerability (Pure Iron
X2),

Skills: Brawling DX+10 [36]-30, Climbing DX+1 [4]-21, Intimidation Will+2 [8]-20,
Stealth DX+2 [8]-22, Tactics IQ+2 [12]-16, Traps IQ+2 [8]-16, Wrestling DX+2 [8]-22

Class: Faerie

Notes: Unwilling to negotiate, but may pretend to be to give himself the opportunity to
make blood-curdling threats. The Stompin' Boots are lootable (if you happen to be SM -
5) sollerets that provide DR 4 to the feet and convert kicking damage to iron damage if
it matters. All other DR is Tough Skin.

To make this nasty little fellow, I just took the basic Red Cap, above, and improved his
Basic Brute template to Hardy, Graceful, and Stolid Brute, improved his Swift Killer
template to Elegant and Greater Swift Killer, and added the Basic Trickster template
(choosing Perception, Compulsive Lying, and Intimidation). Note that he gets a 2-Hex
Step with his Move 12. His tactics are similar to those of his lesser brethren only
smarter and better, and he will typically use his ATR intelligently for an AoA (Strong or
Double) followed by a normal Attack (usually with one or two Rapid Strikes) or other
non-AoA maneuver so he retains his considerable full active defenses.

For a similar but Epic Boss Red Cap, throw on a few more things like Nightmarish
Trickster, Greater Power Killer, and Blood Caster and you're cooking with gas.

The Autumn Queen (Greater Epic Boss)

Known as the Harvest Queen, the Lady of Lengthening Shadows, and many other
names (but never what her mother called her before her coronation), the Autumn Queen
is both eye-bleedingly beautiful and bone-chillingly terrible to behold. The death of all
natural things is her domain, but also the ripening of the life-giving fruits and grains.
Plants and living creatures wither and die at her approach, feeding her vitality with their
own. Her goals are inscrutable to outsiders, but grand in scope, and her faerie minions
and mortal pawns are many and deadly.

Code:
ST: 11 HP: 15 Speed: 5.75
DX: 10 Will: 23 Move: 5
IQ: 17 Per: 15
HT: 13 FP: 25 SM: +0
Dodge: 8 Parry: 10 DR: 0
The Sickle of Autumn (14): 1d+4(5) Cutting

Traits: Appearance (Transcendant, Universal +5), Awe (-1 to Awe Resistance),


Charisma +5, Dependency (Mana, Constantly), Impulsive (12-), Indomitable, Lifebane,
Overconfidence (12-), Power Investiture X2 (Druid), Sense of Duty (Nature), Terror (-2
to Fright Checks), Unfazeable, Vulnerability (Iron X4),

Special Powers: Hypnotic Voice (Magical), Epic Immortality (Achilles' Heel: Iron),
Vampiric Aura (Magical), Wild Talent X9 (Magic Spells Only -20%)

Skills: Axe/Mace DX+4 [16]-14, Diplomacy IQ+1 [8]-18, Intimidation Will+1 [4]-24,
Leadership IQ+1 [4]-18, Occultism IQ+5 [20]-22, Sex Appeal HT+6* [4]-19, Tactics
IQ-1 [2]-16, Traps IQ [2]-17, Wrestling DX+1 [4]-11,

Spells: Nature! IQ+4 [36]-21,

Class: Faerie
Notes: Prefers negotiation, but not to the extent that one might expect from her sisters
when she has her muscle with her. Her sickle is a lootable Very Fine Ornate Silver
weapon enchanted with Penetrating Weapon (Armor Divisor 5).
I started off with Mailanka's Forest Queen here, keeping its Basic Trickster, Luscious
Trickster, and Strange Trickster templates intact, and then added Clever Trickster (with
the Leadership option), Nightmarish Trickster (yes, she has every single Trickster
template and can choose between Awe or Terror; that's how the Queen of Autumn
rolls), the Basic Brute template (with the HT, Wrestling + Axe/Mace, and Vulnerability
options), the Stolid Brute template, the Strange Brute template (with the Vampiric Aura
and Vulnerability Options), the Basic Caster template (with the Druid and Lifebane
options), plus the Arch Caster (more Occult + Nature), Power Caster (Ditto), and Wild
Caster X3 templates, and Epic Durability (Immortal). Her Wild magic will generally be
used to simulate mastery of the Food, Meta, Mind Control, and especially Necromancy
colleges, but her Sense of Duty prevents her from violating the natural order with things
like zombie creation despite the extent of her reach beyond the boundaries of life and
death.

Elite Pixie Honor Guard (Lesser Worthy)

The best of the best Pixie Soldiers, usually encountered protecting one of the grand
Queens of the four seasons or carrying out her direct bidding. They are as fragile,
flighty, and eager as their lesser brethren, but more brave, more alert, more experienced
at the arts of war, and capable of brewing their own poisons in the field. They also tend
to have a more romantic temperament and a heightened appreciation for beauty,
consistently enough that it may be a positive factor in their selection, but their steely
determination to please their Queen by putting a poisoned arrow into the eye of anyone
who needs it outshines all else about them.

Code:
ST: 5 HP: 1 Speed: 6.75
DX: 17 Will: 15 Move: 6/12
IQ: 12 Per: 15
HT: 10 FP: 10 SM: -6
Dodge: 10 Parry: 11F DR: 0
Pixie Shot (23): 1d-4 impaling (Acc 1, Range 50/75, RoF 1(2))
Teeny Tiny Fine Rapier (17): 1d-2 Impaling

Traits: Appearance (Attractive +1), Dependency (Mana, Constantly), Enhanced Dodge,


Impulsive (12-), Flight (Winged), Lecherousness (12-), Magery 0, Night Vision 3,
Sense of Duty (Nature), Silence X2

Skills: Bow DX+6 [24]-23, Intimidation Will+2 [8]-17, Poison IQ-1 [2]-11, Rapier DX
[2]-17, Stealth DX+6 [24]-23,

Class: Faerie

Notes: Willing to negotiate, especially if they receive praise from the heroes or are in
danger of not completing a mission otherwise. Always have venom of some kind.
These guys are just the Basic Pixie Soldier again, only with the Greater Assassin Stalker
template in addition to Basic Stalker, and the Basic Trickster template added with the
Willpower, Lecherousness, Rapier, and Intimidation options.

Captain Red Leaf of the Autumn Guard (Lesser Boss)

The toughest, boldest, fastest, smartest, and most charming of the Autumn Queen's
honor guard, Red Leaf is as deadly as he is small. Hot-tempered for a pixie, he doesn't
hesitate to challenge larger creatures to a duel when he feels that he has been slighted.
His magic cloak of maple leaves renders him invisible when he wills it, but he prefers to
be seen when possible.

Code:
ST: 7/8 HP: 3 Speed: 7.25
DX: 19 Will: 17 Move: 7/14
IQ: 14 Per: 17
HT: 10 FP: 20 SM: -6
Dodge: 12 Parry: 16F DR: 0
Pixie Shot (26): 1d-3 impaling (Acc 1, Range 70/105, RoF 1(2))
Teeny Tiny Very Fine Ornate Rapier (20): 1d Impaling

Traits: Appearance (Attractive +1), Bad Temper (12-), Combat Reflexes, Dependency
(Mana, Constantly), Enhanced Dodge, Enhanced Parry (Rapier) +2, Impulsive (12-),
Flight (Winged), Lecherousness (12-), Magery 0, Night Vision 3, Sense of Duty
(Nature), Silence X2, Striking ST +1,

Special Powers: Invisibility (Magical)

Skills: Bow DX+7 [28]-26, Brawling DX+3 [8]-22, Intimidation Will+2 [8]-19,
Leadership IQ+1 [4]-15, Occultism IQ+2 [8]-16, Poison IQ-1 [2]-13, Rapier DX+1 [4]-
20, Stealth DX+6 [24]-25, Tactics IQ-1 [2]-13, Traps IQ [2]-14, Wrestling DX+2 [8]-
21,

Spells: Plant! IQ-1 [12]-13

Class: Faerie

Notes: Willing to negotiate, if his Queen wills it. Always has venom of some kind. His
weapons are lootable, but his magical cloak of leaves only works for him.

Just like the Elite Pixie Honor Guard, above, but with the addition of the Graceful Brute
template (with Combat Reflexes), the Strange Stalker template (with Invisibility), the
Clever Trickster template (with Leadership), the Power Caster template (with Plant
spells), and the Basic Killer template (with Bad Temper, Brawling + Wrestling, and the
extra ST bonuses).

Crude Minotaur (Worthy)

Attributes
Code:
ST: 20 HP: 20 Speed: 5.5
DX: 11 Will: 8 Move: 5
IQ: 8 Per: 10
HT: 13 FP: 13 SM: 0
Dodge: 9 Parry: 10 DR: 4* (9 on skull)
Very Great Axe (13): 3d+5 cut at reach 1,2*.
Impaling Horns (14): 2d+3 imp at reach C,1.

Traits:
Absolute Direction; Acute Hearing; Bad Temper (12 or less); Berserk (12 or less); Bully
(12 or less); Combat Reflexes; Peripheral Vision.

Skills: Brawling–14; Two-Handed Axe/Mace–13.

Special Powers:
Power Blow–23 (1 FP; Instant-use at skill 13. Doubles ST to 40 for one blow - 4d+9
imp for Impaling Horns, 6d+4 cut for Axe.

Class: Mundane

Notes: Killer, Greater Power Killer. Crude Minotaurs are strong enough to swing their
massive axes every round without penalty. Don't worry about parrying - Berserk makes
that a bit pointless.
Technically willing to negotiate, but easily irritated by everything and likely to smash
adventurers in the face randomly mid-negotiation. Generally wears leather armor
(heroes may loot). Great Axe is cheap (heroes may also loot).

Meta-notes: High base ST from the racial template, plus ST from Killer and Power
Killer, plus Power Blow = potentially smashed to bits PCs.

For the sake of PCs surviving, I might actually recommend going with All Out Attack
for extra damage, NOT for +4 to hit - going from a 13 to a 17 to hit is going to
dangerously improve his accuracy.

A group of five or six Crude Minotaurs might still be dealt with, because they're so
tactically restricted - use terrain features or magic to prevent them from advancing
rapidly, stay out of their Reach, and snipe at your leisure. One or two Crude Minotaurs
with Orc Warrior and Orc Hunter thralls, however, are going to be trouble.

Labyrinth Lurker (Lesser Boss)

This is the classical Minotaur who goes deranged one day, neglects his hygene, and
takes up residence in a cavern network, deserted mine, sewer system, or other set of
twisty tunnels, all alike, and starts hunting adventurers.

Their reflexes honed by hunting such dangerous prey, these are the Minotaur serial
killers humans write horrified legends about.

Attributes
Code:
ST: 20 HP: 20 Speed: 6
DX: 13 Will: 9 Move: 6
IQ: 9 Per: 13
HT: 13 FP: 13 SM: 0
Dodge: 9 Parry: 10 DR: 4* (9 on skull)
Great Axe (16): 3d+5 cut at reach 1,2*.
Impaling Horns (16): 2d+3 imp at reach C,1.

Traits:
Absolute Direction; Acute Hearing; Bad Smell; Bad Temper (12 or less); Berserk (12 or
less); Bully (12 or less); Combat Reflexes; Night Vision 3; Peripheral Vision.

Skills: Brawling–16; Stealth–15; Tactics–11; Traps/TL3–12; Two-Handed Axe/Mace–


16.

Special Powers:
Power Blow–23 (1 FP; Instant-use at skill 13. Doubles ST to 40 for one blow - 4d+9
imp for Striker, 6d+4 cut for Axe.

Class: Mundane (Minotaur)

Notes: Killer, Power Killer, Greater Power Killer, Stalker, Cunning Stalker. Labyrinth
Lurkers are strong enough to swing their massive axes every round without penalty.
Don't worry about parrying - Berserk makes that a bit pointless. Generally unwilling to
negotiate - prefers ambushes to conversation. Generally wears leather armor (heroes
may loot).

Upgradable to a serious Boss by adding Swift Killer - The more attacks this guy is
throwing out, the more terrifying, even without using Power Blow.

Pooka (Worthy)

A trickster among tricksters, the Pooka have the size and speed of a typical saddle horse
in their natural forms but can take on the shape of any animal they see (including
humans). They are stereotypically known for luring travelers to their doom by offering a
ride across a river and then transforming into a small fish in the middle, but are smart
and versatile enough to change up the routine when the situation warrants it and often
serve as the elite spies of the Forest Queens.

Code:
ST: 21 HP: 21 Speed: 5.25
DX: 10 Will: 12 Move: 8
IQ: 12 Per: 17
HT: 11 FP: 11 SM: +1
Dodge: 9 Parry: 10 DR: 0
Hooved Kick (12): 2d+2 Crushing
Horse Bite (12): 2d-3 Crushing

Traits: Combat Reflexes, Dependency (Mana, Constantly), Enhanced Move X1


(Running), Hooves, Horizontal, No Fine Manipulators, Peripheral Vision, Sense of
Duty (Nature), Surefooted (Slippery), Trickster (12-), Weak Bite,
Skills: Brawling DX+2 [4]-12, Fast Talk IQ+2 [8]-14, Swimming HT+2 [4]-13,

Special Powers: Mimic

Class: Faerie

Notes: Prefers to negotiate, but rarely does so in good faith.

I started off with the stats for your basic Saddle Horse (Basic p 460) here, dropped
Domestic Animal, upgraded base IQ to 10, and tacked on Dependency and SoD
(Nature) to bring them in line with the mentality of the typical faerie creature, and then
added the Basic Trickster template (with the Trickster, Perception, and Fast Talk
options, fudged slightly to put all combat skill points into Brawling due to NFM in the
base form), the Strange Trickster template (with Mimic), and the Swift Stalker template
(with Swimming and Surefooted for Slippery).

Scorched Earth the Magnificent, Terrifically Lethal Red Dragon (Epic


Boss)

The premier duelist of the dragon world, Scorched Earth lives only for glorious combat
with the greatest heroes, villains, and monsters, striking his enemies down with uncanny
speed and surgical precision. Obsessed with honing and testing his might, he will
always roar out his challenge and attack the greatest adversary available, even when it is
clearly in his best tactical interest to mop up the fodder first. Amoral, not evil, despite
his brutal aggression, he strongly prefers to let his defeated foes live when possible so
that the tale of his fearsome prowess might further spread. He dislikes but respects
Chevalier, the only living dragon who has defeated him in a fair fight.

Code:
ST: 42 HP: 54 Speed: 8.25
DX: 16 Will: 14 Move: 8/32
IQ: 11 Per: 14
HT: 13 FP: 13 SM: +4
Dodge: 12 Parry: 18 DR: 12*

Long Talons (29): 4d+6 cutting, 4d+6 impaling, Reach C-4


Fangs (29): 4d+1 Impaling, Reach C-3
Tail (29): 4d+2 Crushing, Reach C-5 (Equivalent to 8 lb weapon)
Fire Breath (19): 5d Burning, Cone: 1/D 10, Max 20, width 5, 6 uses per day.

Traits: Bad Grip 3, Combat Reflexes, Discriminatory Smell, Eidetic Memory,


Enhanced Move (Flight), Extra Attacks (x2 - 1 Normal, 1 w/ Multi-Strike), Extra Legs
(4), Gluttony (12), Greed (12), Hard to Kill +5, Horizontal, Magery X2, Miserliness
(12), Night Vision X8, Obsession (Glorious Battle), Winged Flight,

Skills: Brawling DX+13 [48]-29, Innate Attack (Breath) DX+3 [8]-19

Spells: Fire! IQ+1* [12]-12


Class: Mundane (Dragon)

Notes: Will always try to frighten off or negotiate with anybody who doesn't seem like
they would be a challenge, but will always pick a fight with anybody who does. 2 points
of Tough Skin DR under 10 for scales. 3 attacks/round without using Rapid Strikes.

What it says on the tin: a straightforward fighting dragon with mostly Killer templates
tacked on. I started off by making him a Basic Killer (with the Combat Reflexes,
Brawling, and Obsession options), a Greater Elegant Killer (for borderline gratuitous
DX and Brawling), a Swift Killer, a Hardy Brute, and finally an Archcaster (with the
Innate Attack option and Fire spells) for a little color, though he considers magic to be
cheating in battle and hardly ever uses it except as a convenience around the cavern.

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