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Adventures Dark and Deep ™

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Bestiary
By Joseph Bloch
Adventures Dark and Deep

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Bestiary

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Adventures Dark and Deep ™

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Bestiary
Being a collection of creatures mundane and wondrous suitable to play the game.

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Authored by Joseph Bloch
Based on and/or inspired by the original work of E. Gary Gygax, David Arneson, David “Zeb” Cook, Monte Cook, Jeff Grubb, Robert Kuntz, Kim Mohan, Dave
Newton, Douglas Niles, Jon Pickens, Jonathan Tweet, James Ward, Skip Williams, and Steve Winter.
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The giant mantis shrimp entry is gratefully dedicated to the online comic strip The Oatmeal (http://theoatmeal.com/comics/mantis_shrimp).

Editing/proofreading: Mollie Carson-Vollath

Artists: Ian Bagley, Tamas Baranya, John Bingham, Jerry Boucher, Mike Bridges, Luigi Castellani, Christopher Conklin, Chantal Fournier, Jenna Fowler, Dave Johnson,
Fil Kearney, Chris Letzelter, Mat Morrow, Federico Pancaldi, Jay Penn, Milena Robbins, Jason Sholtis, Maurine Starkey, Brian “Glad” Thomas, Michael Vilardi. Some
artwork copyright William McAusland, used with permission. Inkwell Ideas Clipart by Bruno Balixa, Simon Buckroyd, Matt Bulahalo, Storn Cook, Keith Curtis, Jacqui
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Davis, Forrest Imel, Malcolm McClinton, Jason Rainville, Ryan Sumo, Tadas Sidlauskas, David Rabitte, Adam Schmidt, and Eric Quigley. The following artwork © 2008
Jeff Freels, used with permission: lich; merman; scarecrow; skeleton; werewolf; wasp, giant. All other art is copyright of the respective artists.

Cover art: Christian N. St. Pierre


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Second Printing

Visit the official ADVENTURES DARK AND DEEP™ website at www.adventuresdarkanddeep.com

Unless otherwise noted, all material herein is Copyright © 2011-2016 BRW Games BRW Games, LLC. All rights reserved.
ADVENTURES DARK AND DEEP™ is a trademark of BRW Games, LLC. “Gygax” is a trademark of the Gail C. Gygax Revocable Trust. Advanced Dungeons & Dragons is
a trademark of Wizards of the Coast, Inc.
Table of Contents

Introduction.............................................................................................................................................................................................................. 1
Wilderness and Dungeon Monster Descriptions .............................................................................................................................................................. 4
Underwater and Waterborne Monster Descriptions ......................................................................................................................................................253
Prehistoric Monster Descriptions................................................................................................................................................................................292
Extraplanar Monster Descriptions..............................................................................................................................................................................313
Appendix A: Modifying and Creating New Monsters ...................................................................................................................................................439
Appendix B: The Psychic Strike .................................................................................................................................................................................440
Appendix C: Random Creatures of the Lower Planes ....................................................................................................................................................441

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Appendix D: Magic Resistance.................................................................................................................................................................................445
Appendix E: Standard Powers of Deities ....................................................................................................................................................................446
Special Thanks ......................................................................................................................................................................................................448
License Information.................................................................................................................................................................................................449

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Art Sponsors

The following pieces of art were specifically sponsored by these generous backers. Our heartfelt thanks go out to each of them:

Black Dragon - Jussi Myllyluoma


Blink Dog - Michael Beacom
Blue Dragon - Robert Fisher
Bone Dragon - John Croddick
Cthonoid - John Paquette
Dimetrodon - BC Parker III
Dire Wolf - Michael Varga
Doppelgänger - Peter H. Fröhlich
Dragonne - Michael Blanchard
Gibbering Mouther - Christopher Letzelter
Kobold - Skip Clarke
Orcus (demon) - James MacGeorge
Pseudo-dragon - Jeffrey Binder
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Spectral Dragon - Lloyd Rasmussen
Uriel (angel) - Dwayne Wallace

The following individuals generously pledged extra support for the book and are immortalized by being slain by one of the creatures herein:

Skip Clarke - kobold


John Croddick - bone dragon
Kristian Jansen Jaech - pseudoscorpion
Duncan McPhedran - mustard jelly
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Jose Hartvig de Freitas - piercer


Robert Palmier - anhkheg
Frederi Pochard - froghemoth
Gary Sparks - cave moray
Daniel Trujillo - kenleon
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ADVENTURES DARK AND DEEP™ Bestiary

Introduction No. of Attacks is the number of times the creature can strike in a single
round of combat. Usually (but not always) if a creature has more than one
attack, they will be used against the same target.
ADVENTURES DARK AND DEEP is a fantasy role-playing game. One player, the
game master, designs the world in which the other players find themselves. Damage is the amount of damage, in hit points, caused by each of the
The players set forth to explore the world and its locales, encountering its creature’s normal attacks. It does not include special attacks, and if creatures
various creatures and other inhabitants, engaging in acts of derring-do and are able to use weapons, the phrase “per weapon type” will be used to
hopefully coming away with rich treasures and tales to astound the folks back indicate that the game master should look up the damage inflicted by the
at the tavern. Eventually they can work their way up to becoming Lords and

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appropriate weapon, as listed in the ADVENTURES DARK AND DEEP™ Players
Ladies themselves, ruling their own lands and setting the stage for the next Manual.
generation of adventurers.

This book contains a variety of different creatures, people, and beings with Damage Bonus for Huge Creatures (Optional
whom the players in the game can have their characters interact. Such Rule)

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interactions are the heart of the game, bringing it from the mundane realm into
the fantastic. Game masters wishing to make their games more deadly may wish to make
large and powerful creatures tougher by granting to them a damage bonus.
How to Read a Creature Entry This bonus would apply to all strikes with melee weapons or hands/fists/etc.
and would be equal to +1 h.p. per hit die of the creature. Thus, a creature
with 9d10 hit dice would get a +9 bonus to damage. This rule would only
A typical entry in this book will consist of a block of numerical or other statistics,
apply to creatures that are both large and strong, such as ogres, giants, trolls,
followed by text explaining the creature’s general nature, how it performs in
balor demons, etc. The game master is warned, however, that doing so will
combat, and what it looks like. The block will have the following entries:
increase his game’s mortality rate, sometimes significantly.
Number is the number of creatures that will usually be encountered. Note
that if the game master says there are a different number of some creature in Defenses are special defenses that the creature possesses. They can be
magical in nature or not, and will be fully explained in the text, if needed. It is

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a particular area, or in a particular encounter, then so be it. The numbers are
given only as guidelines (which is something that can apply to most of the
information herein).

Morale is the modifier the creature uses when making a morale check. A plus
is a bonus (indicating the creature is particularly brave or savage), while a
not related to armor class (unless specified in the text).

Attacks are special attacks that the creature possesses. Like defenses, they
can be either magical or mundane, and explanations will be given in the text,
if needed. They are not related to the regular attacks that a given creature gets
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minus is a penalty (indicating the creature is easily frightened, normally (unless otherwise specified). Note that a creature with a magical ability will
pacifistic, etc.). A few creatures will have a modifier of n/a, which indicates usually not be able to use that ability more than once per round, and if able
they never fail a morale check, no matter what. to use more than one, must choose which one to use in a given round. Abilities
that are listed as being usable “at will” are not subject to this restriction, and
Hit Dice is the number and of dice that should be rolled for each individual can be considered “on” whenever the creature desires them to be, with no
creature to determine its hit points. This will also determine what column the concentration. There is no “casting time” for such innate abilities, which
creature will use when in combat. The first number is the number of hit dice, differentiates them from the character class abilties that some creatures may
followed by “d” and then the type of hit dice. For example, 6d10 means the also possess.
creature has six hit dice, and 10-sided dice are rolled to determine the number
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of hit points the creature has. Player characters and non-player characters will Temporary Level Drain (Optional Rule)
use whichever hit dice are suitable for their character class (i.e., an NPC elf
mage would still use d4’s for his hit dice, rather than d8). Game Masters may, at their discretion, rule that the experience level drain
accompanying the touch of certain undead such as specters and vampires is
Armor Class is self-explanatory. Note that most creatures will not actually be temporary, lasting only for 1d6 days, after which time the lost levels will be
wearing armor unless specified in the text. regained, along with all lost hit points and abilities thereof. Such a rule should
be applied consistently, however; it should not be the case that some specters
Move is the speed of the creature, given in feet per minute. If the creature has inflict a temporary level loss and others inflict one which is permanent. Death
a special means of locomotion (swimming, flying, etc.) that will also be given.
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through such loss would, naturally, preclude any such automatic restoration.
For flying creatures, their maneuverability class is also given (perfect, good, The same rule may be applied to other level-draining undead such as wights
average, poor, or clumsy). and vampires. If this rule is used, the X.P. value of the creature should be
lowered accordingly.
Magic Resistance is the chance that a given creature will be able to ignore
magic spells cast specifically upon it. It does not apply to spells that effect an Weaknesses refers to any special weaknesses the creature possesses, such
area (such as fireball or earthquake), but it can be used by a creature to as vulnerability to fire, sunlight, etc. It generally refers only to attack types that
overcome spells (such as hold portal) cast on a specific object. Note that cause additional damage to the creature; if something is immune to most
magic resistance is in addition to any saving throws to which the creature may attacks, but not a certain type, that would not count as a “weakness” unless
be entitled. that certain type of attack did extra damage or had a better than normal
chance of success.
A creature with magic resistance A has a 55% resistance to spells cast by 1st
level spellcasters, a 60% resistance to spells cast by 2nd level spellcasters, etc. Size is the size category of the creature, which is used in a number of different
A creature with magic resistance B has a 60% resistance to spells cast by 1st capacities, such as determining how much damage a weapon does. S, M,
level spellcasters, a 65% resistance to spells cast by 2nd level spellcasters, etc. and L represent small, medium (or man-sized), and large. The actual size of
See Appendix D for details.

1
Introduction - Shaman

the creature (in feet) is usually also given. Note that these represent typical be found (some creatures will not have weapons, for instance, and some will
sizes; specimens larger or smaller can also be encountered. Size classification have a certain number of potions), simply ignore rolls that do not apply.
isn't strictly related to height. Especially at the margins (4'-6'), it's a much more
subjective measure of relative bulk. So a very “beefy” creature could be Refer to the treasure tables in the ADVENTURES DARK AND DEEP™ Game
classified as large, while a more slender creature of the same height could be Masters Toolkit to determine the specific treasure the creature possesses.
classified as medium. Remember that intelligent creatures won’t keep their magical items locked
away in a treasure chest -- they will use them!
Intelligence is the intelligence score of the creature. This is exactly the same
as that described in the Adventures Dark and Deep Players Manual. Note that X.P. Value is the number of experience points that all those involved in

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creatures with an intelligence of 0 cannot be affected by mind-affecting defeating a creature earn. Note that “defeating” is not the same as killing; it
magical effects such as charm, illusions, etc. is very possible to force a creature to surrender, and thus earn the full x.p.
value. Avoiding a creature, either by fooling it and stealing its treasure, by
Alignment is the moral alignment of the creature, as described in the Players evading a pursuing creature, etc. should earn from 25% - 50% of the total,
Manual. Most animals and unintelligent monsters will be neutral, not out of any depending on the circumstances and difficulty.
moral conviction, but merely from a lack of any moral awareness at all.

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Creatures of lawful alignment will act with discipline when fighting in groups; Turn as Type is only found in entries for undead creatures and certain beings
they will be drilled, use tactics appropriate to their weapons and terrain, etc. from the outer planes. It indicates which column should be used when the
Chaotic creatures, on the other hand, tend to attack en masse with more regard creature is being “turned” by clerics and paladins. Details of turning can be
for personal glory than group cohesion. found in the ADVENTURES DARK AND DEEP™ Players Manual under the
appropriate character class description.
Treasure Type and Treasure Value are described in the ADVENTURES
DARK AND DEEP™ Game Masters Toolkit. Note that this does not change Evasion is found only in entries for waterborne and undersea creatures. It is
whetther you are using treasure method I or II, as described therein. Bear in a bonus given when the creature(s) are attempting to evade a waterborne
mind that the treasure value is given for the maximum number of creatures. If encounter. Details on waterborne evasion are given in the ADVENTURES DARK
an encounter has fewer than the maximum number of creatures, the overall AND DEEP™ Game Masters Toolkit.
treasure value should be lowered proportionally. The breakdown of treasure
type, as used in treasure method II, is as follows:
Humanoid Spellcasters
TREASURE COMPOSITION
Treasure
Type
I
Sundries Luxuries
100% 0%
Art
0%
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0%
Gems
0%
Coins
0%
Certain types of monsters – humanoids such as orcs and goblins, giants, etc.
– have special spellcasters as noted below. Such monsters are normally unable
to have regular classes such as mages, clerics, druids, etc. Within the specific
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monster description you will see the maximum level a given creature can have
II 75% 15% 0% 5% 0% 5%
as a shaman and/or witch doctor. Other creatures will have standard classes
III 50% 25% 5% 10% 5% 5%
of spellcasters such as mages, clerics, druids, etc. as detailed in the entry on
IV 25% 35% 10% 15% 5% 10%
the creature.
V 10% 45% 10% 20% 5% 10%
VI 5% 55% 0% 25% 5% 10%
The game master should place humanoid shamans and witch doctors
VII 0% 20% 20% 25% 25% 10%
deliberately, rather than relying on random placement. Generally, tribes of
VIII 0% 20% 30% 25% 15% 10%
humanoids in their lairs will have spellcasters equal to 1% of the total number
IX 0% 20% 40% 10% 5% 25%
of warriors, but such spellcasters could also be found in raiding parties,
X 0% 0% 50% 0% 0% 50%
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warbands, etc. and some tribes might have more or less than 1%. The details
XI 0% 0% 0% 25% 0% 75%
are left entirely to the game master to determine in such a way as to make the
XII 0% 0% 0% 0% 0% 100%
most sense for his own game.
XIII 0% 0% 0% 0% 100% 0%
XIV 0% 0% 0% 0% 75% 25%
XV 0% 0% 0% 50% 25% 25% Shaman
XVI 0% 0% 0% 0% 25% 75%
XVII 0% 0% 0% 50% 50% 0% Shamans can be seen as a sort of sub-class of cleric. They lack the full range
XVIII 0% 10% 0% 10% 30% 50% of spells that ordinary clerics possess, and don’t have the power to turn
undead. Shamans do not gain any bonus spells for wisdom. The maximum
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Note that for creatures that dwell underwater, if any type of treasure is level any shaman can reach is dependent on his race, but no shaman can rise
indicated that would not survive in such asn environment (silks, paintings, etc.), higher than 7th level.
it should simply be deemed as lost and not re-rolled. Magic scrolls and books
should be counted in this category, as well unless you as game master have a SHAMAN SPELLS AVAILABLE BY LEVEL
very specific reason and rationale for deeming them safe. Shaman Spell Level
Level 1st 2nd 3rd 4th
Magical Treasure is the chance of the creature possessing a magic item or 1 1 - - -
items. Each relevant type of item is listed with the number potentially found, 2 2 - - -
plus a percentage chance that the group of creatures will possess them (not 3 2 1 - -
each creature in the group, unless noted). For instance, if a creature is said to 4 3 2 - -
have 1d6 items (40%), the Game Master would first roll 1d6 to determine the 5 3 3 1 -
total number of potential items. Then he would roll percentile dice for each 6 3 3 2 -
potential item. If the roll is equal to or less than the chance that a given item is 7 3 3 2 1
present, it will be. In the case that there are restrictions on the types of items to

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ADVENTURES DARK AND DEEP™ Bestiary

SHAMAN SPELLS BY LEVEL


1st Level 2nd Level 3rd Level 4th Level As with shamans, witch doctors lack the full range of spells possessed by either
1 Ceremony Aid Boundary Cure Serious the cleric or mage classes, and have level limits as noted in the individual
Wounds creature entries below. No witch doctor can rise above 4th level as a witch
2 Cure Light Augury Create Food Divination doctor, but this does not limit the level he can obtain as a shaman as well.
Wounds and Water
3 Detect Evil Chant Cure Exorcise WITCH DOCTOR ADDITIONAL SPELLS AVAILABLE BY LEVEL
Blindness Spell Level
4 Detect Magic Create Water Cure Disease Giant Insect Witch Doctor Level 1 2

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5 Endure Cold Detect Charm Dispel Magic Neutralize 1 1 -
Poison 2 2 -
6 Light Enthrall Locate Object Speak with 3 2 1
Plants 4 3 2
7 Magic Stone Messenger Meld into Sticks to
Stone Snakes WITCH DOCTOR ADDITIONAL SPELLS BY LEVEL

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8 Portent Plant Friend Prayer Tongues 1st Level 2nd Level
9 Protection Resist Fire Remove Curse 1 Affect Normal Fires Audible Glamer
from Evil 2 Burning Hands Detect Invisibility
10 Purify Food Snake Charm Speak with 3 Dancing Lights Flaming Sphere
and Drink the Dead 4 Firewater Hypnotic Pattern
11 Resist Fear Speak with 5 Identify Illusionary Trap
Animals 6 Phantasmal Force Invisibility
12 Speak with Withdraw 7 Precipitation Levitate
Animals 8 Push Magic Mouth
9 Shield Prediction
Shamans have no limitations on the weapons or armor they are able to use. 10 Spider Climb Pyrotechnics

Witch Doctor
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Note that all humanoid tribal spellcasters function as shamans. Some few also
have the power to cast mage spells, and these are known as witch doctors. All
witch doctors will also have the full range of spells of a shaman of the
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12
Ventriloquism
Wall of Fog
Scare
Whip

Witch doctors have no limit on weapons or armor- they use crude spell books
for their witch doctor spells, but these are not intelligible to other sorts of
spellcasters (and vice versa), even though the names of the spells may be the
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appropriate level (note that it is possible for the same spellcaster to have one same.
level as a shaman and another as a witch doctor).
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Wilderness and Dungeon Monster Descriptions - Aerian

If five aerians act in concert, they are able to perform a special aerial dance
Wilderness and which will summon a friendly air elemental (8 HD). The dance takes 3 complete
rounds to perform. The elemental will not be under the control of the aerians,

Dungeon Monster
but the two races are on good terms, and the elemental will generally obey
their requests, though not to the point of fighting to the death.

Descriptions Appearance: Aerians are humanoid in form, covered in feathers and sporting
both a gray-black beak and a large bone “keel” on their chest. Their arms are
in fact wings, with the hands half way down the length of the wing. Their rear
claws also function as hands, and they are adept with using them to hold

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Aerian
weapons and anything else their hands can do. They speak their own
language, that of giant eagles, and 10% will speak the common tongue.
Number 1d10 (1d10+20 in aerie)
Morale +1
Hit Dice 1d10 Al-Mi’raj
Armor Class 7

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Move 60’/min., 360’/min. (flying - average) Number 2d10
Magic Resistance Standard Morale -2
No. of Attacks 2 Hit Dice 1d6
Damage 1d3/1d3 or per weapon type Armor Class 6
Defenses None Move 180’/min.
Attacks Dive, summon elemental Magic Resistance Standard
Weaknesses None No. of Attacks 1
Size M Damage 1d4
Intelligence 9 Defenses None
Alignment Neutral good Attacks None
Treasure Type III Weaknesses None
Treasure Value
Magical Treasure
X.P. Value
2d4+1x1,000
1d3 items (15%)
28 + 2/h.p.
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Intelligence
Alignment
Treasure Type
Treasure Value
Magical Treasure
S (3’)
1
Neutral
None
n/a
n/a
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X.P. Value 10 + 1/h.p.

General: Al-mi’raji are unpredictable creatures that inhabit woodlands and


remote meadows. They make their homes in underground burrows. If captured
when young, they can be trained as faithful companions. They have both keen
eyesight and smell.

Combat: Al-mi’raji attack with their horns.


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Appearance: An al-mi’raj is a large yellow rabbit with a large horn projecting


from the middle of its forehead.

Anhkheg
General: Aerians are an avian race that dwell high in mountain crags. A
typical encounter will be with a hunting party, but if encountered in their Number 1d6
mountain home, the larger number of adults will be encountered. They are Morale +4
prone to claustrophobia and will never enter any enclosed space (such as a Hit Dice 3d12 - 8d12 (see below)
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building) if they can possibly avoid it. They will also avoid combat situations Armor Class 2 (underside 4)
on the ground, preferring to take to the skies where they have the advantage. Move 120’ (60’ burrowing)
Each can carry 150 lbs. while flying. They are usually good-natured creatures, Magic Resistance Standard
but are incapable of distinguishing between domesticated and wild animals, No. of Attacks 1
thus sometimes accidentally taking livestock. Each tribe’s territory is some 100 Damage 3d6 (+1d4)
miles on a side, and sports a brightly-colored banner of woven feathers. Defenses Standard
Attacks Squirt acid
Combat: Aerians attack with their claws or with large javelins which are held Weaknesses None
in the rear claws and hurled with great force. Each warrior will carry 6 such Size L (10-20’ long; see below)
javelins, each doing 2d4 h.p. of damage. They are able to dive down on Intelligence 0
enemies on the ground and brake just short of the ground, much like giant Alignment Neutral
eagles. When attacking thus, they get a +4 bonus “to hit” and do double Treasure Type VII
damage if they hit. They must have at least 200’ altitude in order to perform Treasure Value 4d6x1,000
their dive attack. Aerians are considered “persons” for spells such as charm Magical Treasure 1d2 items (40%)
person or hold person. X.P. Value See below

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ADVENTURES DARK AND DEEP™ Bestiary

Animated Furniture

Chair Rug Table


Number 1d6 1 1
Morale n/a n/a n/a
Hit Dice 4d8 5d8 6d8
Armor Class 6 6 6
Move 90’/min. 30’/min. 120’/min.
Magic Resistance Standard Standard Standard

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No. of Attacks 2 1 4
Damage 1d8/1d8 1d4 1d6/1d6/1d6/1d6
Defenses See below See below See below
Attacks Pummeling, Smothering, Blocking, enemies
enemies get - enemies get -5 get -5 to surprise
5 to surprise to surprise rolls rolls

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rolls
Weaknesses See below See below See below
Size M L L
Intelligence 0 0 0
Alignment Neutral Neutral Neutral
Treasure Type None None None
Treasure Value n/a n/a n/a
Magical Treasure None None None
X.P. Value 60 + 4/h.p. 170 + 5/h.p. 225 + 6/h.p.
General: The anhkheg is a giant burrowing insect that supplements its usual
diet of minerals with the flesh of both animals and humans. They are usually

while always large, can vary considerably.

Die Roll (d6)


1
Hit Dice
3d12
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found either in wooded locales or in well-tilled fields. The size of the creature,

Size
L (10’)
X.P. Value
85 + 4/h.p.
General: Animated furniture could be items brought to “life” by means of an
animate object spell, or could be some perpetually animated object in the
depths of some dungeon. Other types of animated furniture are, of course,
possible; the game master should use the statistics above as a guideline.

Combat: Unless its enemies are alerted to the animated furniture’s presence,
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2 4d12 L (12’) 130 + 5/h.p.
they get a -5 bonus to their surprise rolls, making it much easier for the
3 5d12 L (14’) 225 + 6/h.p.
animated furniture to surprise the enemy. Animated chairs and tables attack
4 6d12 L (16’) 350 + 8/h.p.
by kicking with their legs (tables can attack 4 different enemies per round, but
5 7d12 L (18’) 550 + 10/h.p.
cannot attack any one enemy more than once per round). Animated rugs attack
6 8d12 L (20’) 900 + 12/h.p.
by rearing up, snake-like, and lashing out at an enemy, or tripping them and
then rolling over them.
Combat: The anhkheg’s favorite tactic is to lie in wait some 5-10’ beneath the
surface, then suddenly erupting from beneath passing prey. It bites with its
Animated tables are able to block the movement of an enemy; someone
strong mandibles for 3-18 h.p. of damage per round, holding and continuing
wishing to move around a table must make a successful DEX check with a +2
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to squeeze anything unfortunate enough to be caught in its grip. After the first
penalty. Failure indicates that the table has successfully prevented the
round, it begins to secrete acidic digestive enzymes through its mandibles for
individual from moving, and has gotten a free attack. A table can only block
an additional 1-4 h.p. of damage (the beast does not need to roll again “to
movement in one direction per round; anyone trying to step onto the table will
hit” once it has grasped a victim thus). In extremis, the anhkheg can squirt a
be automatically knocked off and suffer 1d4 h.p. as it pitches and bucks like
great jet of its acid some 30’ once every six hours; this jet will cause 8d4 h.p.
a bronco.
of damage to anything in range, with those who make a saving throw vs.
breath weapon only taking half damage.
If an animated rug successfully hits an enemy, it will attempt to roll itself around
that creature and smother it. After a successful hit, the rug gets an automatic
Appearance: The anhkheg appears as a long segmented stick-insect with
overbearing attack as if it had a strength of 18. If the overbearing attack is
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enormous antennae and many pairs of legs. The upper portion of its shell is
successful, the target is wrapped up and smothered; it cannot move, attack, or
brown, while the underside is pink.
cast spells, and will die of asphyxiation in 1d4 rounds. Any attacks made
against the rug will also inflict damage on the person being smothered, with a
-2 penalty to damage against the smothered individual per attack.

The following spells have non-standard effects against animated furniture:

• Animate object: The furniture attacks at twice the normal speed for
1d6 rounds
• Enchantment/charm, illusion/phantasm, and other mind-affecting
spells: No effect
• Mending: Repairs 1d6 h.p. of damage on the furniture upon
which it is cast
• Trip: No effect against animated rugs

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