Cursed Scroll #1 Bestiary Conversion
I am prepping The Gloaming, a hexcrawl found in Cursed Scroll #1 (Shadowdark), for my players in a new Distant Lands campaign and wanted to share my bestiary notes here.
This is fully compatible with Cairn, other than Mugdulblub's corrupting effect. Instead of saving for corruption, replace it with this:
- Mutagenic: Creatures within melee range have a 1-in-6 chance on their turn of suffering a mutation (1: Extra Eye, 2-3: Lost bone, 4: Extra finger).
Bittermold
4 GD, 11 STR, 8 DEX, 6 WIL, shortsword (d8) or sling (d6)
- Damage from stabbing weapons is impaired.
Bogthorn
5 GD, 8 STR, 12 DEX, 9 WIL, thorns (d6), thorn hail (d4, blast)
- Critical Damage: Poison paralyzes the victim for 1d4 rounds.
Dralech
9 GD, 14 STR, 10 DEX, 8 WIL, charge (d12), bone axe (d8)
- Critical Damage: A random piece of the victim’s gear is shattered.
Gordock Breeg
7 GD, 2 Armor, 12 STR, 11 DEX, 12 WIL, bastard sword (d10) or sling (d6)
- Once per combat Gordock may eat psychedelic algae making his next attack enhanced.
Hexling
5 GD, 10 STR, 12 DEX, 10 WIL, draining touch (d6, ignores armor)
- Critical Damage: Target loses d4 STR. If reduced to 0 STR, they become a hexling as well.
Howler
4 GD, 1 Armor, 11 STR, 12 DEX, 10 WIL, club (d6) or sling (d4)
- Trained to fight together. Damage dealt is enhanced if an ally is also engaged with the same enemy.
Ichor Ooze
6 GD, 12 STR, 11 DEX, 6 WIL, tendrils (d4, blast)
Damage from stabbing weapons is impaired.
Any mundane metal or wood that touches the ooze is dissolved.
Critical Damage: Metal armor is eaten by acid and rendered useless.
Marrow Fiend
11 GD, 1 Armor, 13 STR, 13 DEX, 12 WIL, claws (d8+d8)
Sap Gout: Shoots sticky sap in a straight line to target. Anyone caught in sap must make STR save or become stuck in place. STR save each round to break free.
Critical Damage: Target is devoured, restoring d6 STR loss suffered by the Marrow Fiend.
Mugdulblub
13 GD, 1 Armor, 15 STR, 12 DEX, 16 WIL, tendrils (d8, blast)
Damage from stabbing weapons is impaired.
Corrupting: Creatures within melee range must save for corruption each round.
Dissolve: Target must save WIL or lose 1d4 WIL. If the target reaches 0 WIL this way it becomes an ichor ooze under Mugdulblub’s control.
Critical Damage: A tentacle rips the victim’s heart from their chest.
Mutant Catfish
4 GD, 10 STR, , 9 DEX, 7 WIL, claws (d6+d6)
- Critical Damage: Target suffers d4 STR damage and becomes paralyzed for d4 rounds.
Skrell
4 GD, 12 STR, 15 DEX, 6 WIL, claws (d6+d6)
- Can move at twice the speed of PC’s.
Tar Bat
3 GD, 6 STR, 12 DEX, 7 WIL, bite (d4)
Immune to fire
Can ignite itself by flying into an open flame, allowing them to deal 1d6 damage instead.
The Willowman
16 GD, 16 STR, 18 DEX, 14 WIL, finger needle (d10, blast)
Immune to morale checks.
Can teleport to a nearby location at will.
Terrify: Target must save WIL or becomes paralyzed for 1d4 rounds.
Waking Nightmare: All nearby creatures must save WIL each round or flee in a random direction for d4 rounds.
Plogrina B
8 GD, 1 Arm, 10 STR, 13 DEX, 12 WIL, tendrils (d6, blast)
- Damage from stabbing weapons is impaired.