16 July 2019


Init +5
Melee Atk
 • claw +6 (1d7)
 • bite +5 (1d8 + poison)
AC 17
HD 4d10
MV 50
Act 1d20 + 1d16
SP Stripes-only, Chaos poison, vortex slip, leap 30'
Fort +4
Ref +7
Will +3

Most often traveling in pairs, a Pant-Cat stalks the wilder lands of Faerie. Like a Cheshire Cat, they can turn nearly invisible — in the case of the Pant-Cat, nothing but their red stripes remain, which can 'lay' across whatever terrain they are in at the time, and "slide" over that terrain when they move. They emit no scent and make no sound when in this form.

The Pant-Cat's Chaotic poison causes paralysis when a DC 12 Fort Save is failed. The recovery from this is accompanied 15% of the time by Corruption (roll randomly for severity and type), and 5% of the time by visiting a random alternate plane of reality for 1d3 rounds.

For each Pant-Cat in a pack, the DC is raised by 2, and the percentage chances are increased by 5%. Thus, when confronted with a pair of Pant-Cats, the poison Save DC is 14, the Corruption is increased to 20% and the Dimensional Slip is raised to 10%; when there are 5 Pant-Cats together, the Save DC is 20, the Corruption to 35% and the Dimensional Slip to 25%.

Recovery from the paralysis takes a number of rounds equal to 20 minus the character's Stamina score.

Though native to Faerie, they can be found in other planes of existence and on other worlds, slipping through the time-space vortex by their nature, though rarely.

Garments made from the pelt of a Pant-Cat have 1d3 of the following properties:

Roll 1d8

1. Once fashioned, the garment will not rip, tear, wear thin, fade, nor fray.

2. The garment will attract the attention of Faerie beings and creatures and increase their caution or their respect by 50%.

3. The garment will distract foes, granting a +2 to AC on the first round of a fight.

4. The wearer can choose to exude the Pant-Cat poison from the surface of the garment at will, once per 1d6 days.

5. The coarse fur of the garment becomes more pronounced, granting an abrasion attack as a Dwarf's Shield Bash attack.

6.The garment protects the wearer from fire damage by 1d3 points per round.

7. Once per year, the wearer can cast Feather Fall with a spellcheck of 1d24 + their current Luck attribute.

8. The wearer may develop an affinity with one or more extra-planar realms, either gaining ease of access to those realms, or taking on one or more attributes of those realms over time. This property does not manifest itself until after months or years of wear and is at the discretion of the Judge as to it's nature and degree.

Pure Appendix N

02 July 2019


Init +4
Melee Atk
 • claw +5 (1d6)
 • bite +3 (1d10)
 • tail +2 (1d7, 10' reach)
 • gore +0 (1d16)
Ranged Atk
 • ordure spray (3d6 heat, 60' cone, Reflex DC 18 for half)
AC 23
HD 6d8
MV 30
Act 3d20
SP burning ordure, devout obeyanc, half effect from magic
Fort +9
Ref +6
Will +8

Weakening a region of several villages through abject fear, the tarrasque seems to pursue destruction for destruction's sake. The creature, the size of a very large ox, eats humans, up to three a day, if it can catch that many. It lays waste to swaths of viable land by spraying its ordure which causes a smoldering and tainting which leaves the soil as glass.

Its one known weakness is the susurration of the extremely devout, such as Clerics, priests, and (if the Judge allows) Paladins and the like. Their magics (f they have them) do not have extra affect upon the beast, but their utterances in devotion and their calling upon their deities works upon the creature's mind and softens the tarrasque's manner, dropping it's Action Dice (one at a time) down the Dice Chain, one step per round of such acts to a minimum of 1d12 Action Die, and lowering it's AC by 1 for every two such rounds.

01 April 2019


With apologies to Michael Smollin and Sesame Workshop...
Init last
Melee Atk
 • hold back +6 (stops movement for one round)
AC 8
HD 2d4
MV 10-20
Act 2d16
SP zip, damage avoidance, resources
Fort +0
Ref +0
Will -2

Grover is convinced there is a MONSTER in this hallway, and he does not want to see it, and does not want you to see it either. He is AFRAID of the monster. He will do anything he can to stop you from revealing the DANGEROUS, BIG, SCARY monster in this hallway.

Even though his movement rate is low, he can zip out of sight and back into sight, covering unknown distances while out of sight — usually accompanied with the sound of madly shuffling dress shoes, though you NEVER SEE any dress shoes. He can thus produce resources that are improbable or impossible.

Anyone trying to HARM lovable, furry, old Grover should discover it is a very difficult thing to do... The Judge is encouraged to invent any excuse, even those that are only very slightly realistic, for why an attack on Grover misses it's mark. Grover is very flexible, so maybe he has bent out of the way just as an arrow flies past him. Sometimes he goes from being NEAR to being FAR, just to make a point, and thus melee strikes will miss. He might be nailing up a crude wooden barrier to prevent anyone from revealing the MONSTER at the end of the hallway, and the back swing of his hammer might foil an attack against him. Players should feel free to invent reasons they miss, too.

Anyone playing along with Grover and gently revealing to him that HE is the Monster in the hallway, and not making him feel bad by being embarrassed about the whole thing, should gain 2d3+1 Luck on the spot.

18 December 2018


Public Domain Image
Init +2
Melee Atk
 • bite +4 (1d4 + poison)
 • claw +1 (1d6+1)
AC 16HD 4d12
MV 60 fly 120
Act 1d20 + 1d16
SP gaze
Fort +7
Ref +6
Will +3

Wyverns have an irrational attraction to human females in diaphanous clothing, and are known to spirit them away to remote places and simply guard them. They prevent the women from leaving and ultimately these women weaken and die, unless rescued.

The wyvern's gaze is effective from 30 feet or less. One each round, the individual that the wyvern is looking at must make a Will Save vs. DC 13 or be shaken by visions of their greatest fears glimpsed within the luminous eyes of the wyvern, increasing their fumble range by 3, and removing any AC improvement from Agility.

The poison of their bite creates a fever that presents itself anywhere from 2-4 weeks after the bite. This can be thrown off with a Fort Save vs. DC 14 (call for the roll any time between bite and affliction, for obfuscational purposes). The fever is brought on by any strong exertion, such as climbing a rock face or fighting a battle. The area of the bite will feel as if on fire, and the afflicted character will weaken, only able to act every other round, losing 1d3 hp per round until at 0 hp they are unconscious. After the third day of unconsciousness, they can roll a Fort Save vs. DC 12 to revive and begin recovery (healing hp as normal). Upon failure, they can make a new roll each day thereafter.

A wyvern may be the final life-stage of an ancient dragon, reduced to a wizened body, non-intelligence and irrational behavior.

04 December 2018


Public Domain Image
Init +3
Melee Atk
 • pike +5 (1d12+2)
Ranged Atk
 • snail cloak +5 (special, 10/30/50)
AC 17
HD 4d8+6
MV 40, swim 100
Act 1d20 + 1d16
SP -
Fort +8
Ref +3
Will +4

Sea Giants live on the bottom of seas and oceans.

With a wave of their hand, a Sea Giant can cover someone with several hundred sea snails. Each snail leaves a mildly irritating slime on the skin of those afflicted, which in such numbers deals 3d3 damage. Further, anyone failing a DC 12 Will Save must either spend the round shucking off snails (reducing the damage by 1d3 per round) or act with their Action Dice one step down the Dice Chain.