Tuesday, July 28, 2020

GLOG-ifying Fifth Edition Spells: E-H

Betcha you didn't expect to see this series again!  I personally had totally forgotten that I had once planned to convert all the 5E spells to the GLOG format.  But yesterday, the Muse overtook me and I was compelled to begin once more.  This time I have handled another four letters.

As per last time, I have combined redundant spells and cut ones that take away player choices or otherwise make the game less interesting, though this time I was far more generous with my scalpel.  Perhaps it is a sign of my growing weakness.

Part 1 is here.

                                                      by skiorh

Echo

Earthquake: As Earthquake under Druid.

Elemental Weapon
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R: touch    T: object             D: [dice] minutes

One weapon you touch does +[dice]d6 damage of any elemental damage on a hit.  Do not add this additional weapon damage to the attack roll.   

Enhance Ability: As Animal Attribute under Druid

Enlarge/Reduce: As Enlarge and Reduce under Cosmomancer

Ensnaring Strike
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R: touch    T: weapon    D: [dice] hours until used, then [dice] rounds

One weapon you touch becomes enchanted.  The next time that weapon hits a creature, it causes a vine or root to grow down and ensnare the target.  The target must make a DEX save or be restrained by the vine or root.  Each round a creature restrained by this spell takes [dice] sharp damage from thorns or roots burrowing into their flesh and can make a STR check equal to [sum] to break free. 

Entangle
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R: 50'        T: [dice] x [dice]'        D: permanent

You cause vegetation to spring up in a space equal to [dice] x [dice] square feet.  Anyone who is in the area your spell affected must save or be grappled by the vegetation.  The vegetation can be hacked apart, it has [sum] HP and is vulnerable to fire and acid.

Enthralling Look
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R: touch    T: creature            D: [dice] hours

One creature you touch becomes attention-grabbing and draws all eyes.  Unless you are doing something more interesting (casting a spell, making an attack, falling down a flight of stairs, etc) all creatures not busy doing something they think is important will focus on the person under the effects of this spell.

The effects of the attention will vary- in combat this may mean that everyone wants the honor of taking this creature's head. If the creature is instead in a bar, everyone might want the honor of partying or sleeping with that creature.

Etherealness
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R: touch    T: creature            D: [dice] minutes  

A creature you touch and all his non-magical equipment is transformed into pure spirit.  For the duration, the creature can fly and turn invisible at will, as well as fly through all non-spiritual/magical objects (also includes living creatures, undead, but not Constructs).  Magic items are unaffected and remain as they are. 

Evard's Black Tentacles
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R: 10*[dice]'    T: A door within range    D: [dice] rounds

One door you target within range springs open.  Peering into this door you will now find it extends into an endless, starless void.  [sum] appendages covered in suckers, slime and human hands emerge from this Void and seize [dice] creatures within range (caster's choice), along with [dice] others (Referee's choice or random).

These appendages will attempt to drag those they have grabbed into this starless void.  Anyone taken through the door into the void disappears and is never seen or heard from again.

The appendages have STR equal to 10+[dice] and HP equal to [sum].  If injured, the appendages will retreat.  After the duration, the appendages will release anyone they still have grappled and retract through the door, which shuts behind them.

Expeditious Retreat
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R: touch    T: [dice] creatures    D: [dice] rounds

Any creature you touch may take a free bonus action on their turn, as long as action is only to run, climb, swim or otherwise move. 

At 1 [dice], a creature only moves as fast as it normally would.  At 2 [dice], a creature moves as fast as a galloping horse.
At 3 [dice], the creature moves as fast as a bird in flight.  At 4 [dice], creatures with HD less than [dice] must save to even perceive motion.  

Eyebite
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R: self        T: creature        D: [dice] rounds

Your eyes become bottomless wells of darkness and dark powers flows out.  Each round, you may choose to stare at one creature and direct power towards them.  Any creature exposed to this power takes [dice] necrotic damage.

For each [dice] after the first, select one of the options below:

- Creatures damaged by your gaze get -[dice] to any attempt to run away or escape.
- Creatures damaged by your gaze must save, with a penalty equal to [dice], or cast a wasting disease.
- Creatures damaged by your gaze must succeed a morale check or flee.
- Creatures damaged by your gaze take [dice] additional damage from every attack for the next [dice] minutes.

Foxtrot

Fabricate
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R: 30'        T: materials        D: one action

If you have all the materials for something, casting this spell on it will combine those materials to create a desired item or structure.  You cannot create items that could not be manufactured by mortal hands, nor magic items, nor items of high quality or artistic skill.

At 1 [dice], you can build something the size of a coffin or smaller.  At 2 [dice], the size of a wagon.  At 3 [dice], the size of a house.  At 4 [dice], the size of a mansion.

Faerie Fire: As Spotlight under Handsome Wizard

False Life
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R: touch    T: creature        D: one hour

One creature you touch gains 1d6+[dice] FS for the duration.  This FS lasts until consumed or the duration ends.

Fear
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R: 30'        T: creatures        D: [dice] rounds

All creatures within 30' of you, or in a 30' cone or line must make morale checks or become frightened of you.  Creatures frightened of you must immediately move in a direction away from you.  If flight is impossible, they will fight or beg for mercy. 

Feather Fall: As Feather under Cthonomancer

Feeblemind
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R: 30'        T: creature        D: one action

One creature within range takes [sum] psychic damage, save for half.  The creature must also make a COG save.  On a failure, the creature's intellect is reduced.

At 1 [dice], the creature is reduced to that of a stupid man/Ogre.  At 2 [dice], that of a child or subnormal adult.  At 3 [dice], that of a smarter beast, such as a pig or dog.  At 4 [dice], a stupid animal like a sheep or a lizard.     

Feign Death
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R: touch    T: creature        D: [dice] days

A willing creature you touch falls into a coma like state that resembles death.  Any spell casts with fewer [dice] than this spell indicate the creature is dead.  While in this state, the creature does not need to eat, drink or breathe.  Any poisons or diseases do not affect the creature until the duration's end. 

If at any point during the duration this creature is damaged, they may make a save.  On a success, the spell ends early and they wake up.  

Find Familiar and Find Steed have been rewritten as a Ritual.  Coming soon to a city near you.     

Find the Path
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R: self        T: self            D: [dice] hours

Name a destination.  This spell then provides you with directions leading to that destination in the most direct path.  The spell can recognize things in the physical way, such as walls, but it does not recognize dangers, such as falling damage, enemies, traps, etc.

For example, if the players were on an elevated bridge over a chasm and their destination was at the bottom, the spell would tell them to go straight down. 

Find Traps is cut for being boring

Finger of Death
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R: 50'        T: creature        D: one action

Make an attack roll against one particular creature.  On a hit, that creature takes [dice]d8+[sum] necrotic damage.  If a creature dies because of this attack, it rises as an Undead with [dice] HD that remains under your control for [dice] days.

Fireball: As Fireball under Calcomancer

Fire Shield: As Burning Armor under Calcomancer

Fire Storm:
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R: 50'        T: [dice] 10 x 10 x 10' areas        D: [dice] minutes

You can create [dice] 10 x 10 x 10 cubes of fire that can be placed anywhere within range.  Anyone inside one of these cubes when it forms takes [sum] damage, save for half.  Anyone within 10' of one takes 1/2[sum], save to take no damage.  Anyone within 30' takes [dice] damage.  Anyone further away takes no damage at all.

This fire is non-magical and will ignite all flammable things within it.

Flame Blade: As Fire Sword under Calcomancer

Flame Strike
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R: 100'        T: A circle 10*[dice]' in diameter    D: one action

A column of holy fire pours down from heaven and strikes the targeted area.  Creatures within take [sum]+[dice] damage, save for half.  The [sum] is fire damage, the [dice] is radiant damage.   

Flaming Sphere
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R: 30'        T: creatures or objects        D: [dice] rounds

You conjure a ball of fire 5' in diameter.  Anyone who is struck by this ball of fire takes [sum] damage, save for half.  Each round this ball of fire is in existence you may make an attack against any creature or object you choose, within range. The sphere is not limited to moving within 30' of you, only 30' of itself. 

Flesh to Stone
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R: 30'        T: creature        D: one action

Target creature within range must save or turn to stone.  Creatures with HD 3x greater than [dice] are immune.  Creatures with more HD than [dice] add the difference to their save.         

Fly
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R: touch    T: [dice] creatures    D: [dice] minutes

[dice] creatures you touch gain the ability to fly for the duration. 

Fog Cloud: As Fogbank under Calcomancer

Forbiddance: Cut because Hallow already adequately covers this spell. 

Force Cage
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R: 30'        T: creature        D: [sum] hours

One creature within range is contained within a cage of magical force.  The cage has [sum] HP, takes half damage from elemental damage and cannot be damaged by non-magical weapons.  The cage lasts for the duration or until it's HP is reduced to 0. 

Foresight
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R: touch    T: creature        D: [dice] rounds

A creature you touch gains a brief insight into the immediate future.  For the duration, the affected creature gains a +[dice] bonus to attack and defense rolls and saving throws and cannot be surprised. 

Freedom of Movement
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R: touch    T: creature        D: [dice] rounds

A creature you touch gains a +[dice] bonus to navigate difficult terrain and escape non-magical restraints.  The creature can also move and attack freely underwater with no penalty.

Friends
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R: 30'        T: creature        D: one action

You edit one creature's memory so that it believes you to be his friend.  You can make your new relationship with this person anything from casual acquaintances to blood brother.  This creature must then save.  On a failed save, the creature accepts the new memories.  On a successful save, the creature realizes that his memories have been altered by magic and will react accordingly.

Golf

Gaseous Form
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R: touch    T: creature        D: [dice] hours

A willing creature you touch and everything they are wearing is transformed into a cloud of gas.  In this form they can only move 10' a round but are immune to anything a cloud of gas would.  They can move into any area that is not air-tight but cannot affect any object or creature that is not also gaseous.  While in gaseous form, the only real danger is strong winds.  If confronted with a strong wind, the creature must save or die.  The creature affected or the caster may end this spell at any point as a free action. 

Gate
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R: 10'        T: door            D: one action

A door you target within range becomes a portal to another specific location the caster has been in this universe or another. Alternatively, the door could open to a random location in another universe.  

Geas
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R: 10'        T: creature        D: one action

You may give one creature an order that it must follow.  To be affected, this creature must be able to see your eyes, hear your voice and understand your language.  If any of those are not conditions are not present, the creature is not affected by this spell.  Note that a creature must only carry out the order to the letter of your command and not necessarily the spirit. Finally, the order must not be more than [sum] words long.  

Gentle Repose
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R: touch    T: corpse        D: [dice] days

A corpse you touch does not decay for the duration and cannot be inhabited by a spirit other then the one that originally inhabited it or raised as an Undead.

If the spell is cast with 4+ [dice], it becomes permanent until dispelled or the original spirit returns to inhabit the body.

Giant Insect
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R: 30'        T: [dice] insects    D: [dice] hours

[dice] insects within range grow into a giant version of themselves and obey your commands for the duration.  The insects obey you for the duration.  After the duration ends, the insects retain their new size but are free to do as they wish.  If cast with 4+ [dice], the duration is permanent.  

Glibness
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R: touch    T: creature        D: [dice] hours

For the duration, creatures react to the target in their reaction rolls as if the target had a CHA modifier of +[dice].

Globe of Invulnerability
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R: self        T: self            D: [dice] rounds

For [dice] rounds, the caster cannot be harmed by any source.  No effect can damage them.  However, they still retain all other attributes and nothing else about them changes. 

Glyph of Warding
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R: touch    T: object or surface    D: special

One surface you touch becomes covered by a magical glyph that is shrouded from all but the caster.  Other creatures must succeed a DC 10+[dice] COG check or COG saving throw to perceive the Glyph.  When this spell is cast, the caster should designate a condition, such as opening the container or standing on the glyph.  Then the caster should designate another spell that should be cast and spend the number of spellcasting dice the caster wishes to infuse into the glyph.  When that condition occurs, the glyph activates and the pre-designated spell is cast on the creature that caused the condition to occur. 

The glyphs last until triggered or removed by the caster, who can then reabsorb the spellcasting dice he used to cast the spell attached to the glyph.

Goodberry: Removed because it makes survival games impossible and makes things less interesting.

Grasping Vine
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R: 30'        T: creature        D: [dice] rounds

A vine with 10+[dice] STR and [sum] HP sprouts from a nearby surface and attempts to grapple a creature within range.  As a free action, you can order the vine to attempt to grapple a creature each round and if it has a creature grappled, move it in any direction within range. 

Grease: As Grease under Cthonomancer

Greater Invisibility
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R: touch    T: creature        D: [dice] rounds

Target creature becomes invisible until the duration ends.  Attacking or doing strenuous things will not cause the creature to become visible.

Greater Restoration
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R: touch    T: creature        D: one action

One creature you touch has a debilitating effect removed.  For each [dice], select one of the options below:
- A poison affecting the creature is neutralized.
- A disease affecting the creature is cured.
- Any reduced ability score is increased back to its natural maximum.
- Any effect reducing a creature's max HP is removed.
- A Horrible Wound is removed.  This option may be selected more than once.
- A petrified creature is no longer petrified. 
- A Charm or Fear affect on the creature is removed.

Guardian of Faith rewritten as


Guardian Angel
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R: 30'         T: creature or object    D: [dice] hours

You create a magical construct that can resemble anything you desire.  The creature has HP equal to [sum], armor equal to 1d4+[dice] and does 1d6+[dice] damage on a hit.  The creature can be assigned to guard a creature, object, location or it can be asked to guard a specific route and follow a simple order such as "Do not let anyone besides us past this point."  The creature will carry out that order until it is slain or the duration ends, after which it dissolves into light.  

Guards and Wards
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R: touch    T: a structure        D: special

You can enchant a structure you touch so that if anyone you do not exempt from the spell enters it or fulfills some condition that you pre-specify, such as entering the East Wing, opening the locked door in your office, another spell you have pre-arranged will be cast upon the fulfillment of that condition.  If the spell requires a target, it will target the first creature to break that condition.  You may create [dice] conditions and attach a spell to each one.  For each spell, you must burn spellcasting dice and attach them to the conditions and attached spells. 

These conditions and attached spells last until triggered.

Guiding Bolt
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R: 30'        T: creature        D: one action

One creature within range takes [sum] damage, save for half, and must save or be blinded for [dice] rounds. 

Gust of Wind
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R: 60'        T: 10' line        D: [dice] rounds

You produce a powerful gust of wind that blasts away from you in a 10' line.  This wind disperses gas, smoke and vapors in the air and extinguishes small fires.  If cast with 3+ [dice], creatures in the line must save or be knocked down from the force of the wind.

Hotel

The real name is Hail of Thorns, but I like this one better, so I'm using it.

Rain of Thorns
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R: 50'        T: 30' cone        D: one action

You conjure an enormous number of long thorns that then fly through the air and rain down on the affected area.  All creatures within that area take [sum] damage.  If they are wearing armor that could protect them from a rain of thorns, they may save for half.  If they have a shield, they may save to take no damage, taking half on a failed save. 

Hallow
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R: 60'        T: 60' circle, centered on caster    D: special

You imbue the area around you with your mana, making it an extension of yourself.  Outsiders, Spirits, Ghosts and other purely Spiritual creatures cannot enter the area unless you grant them explicit permission.  This makes the creation of Undead impossible within the hallowed area, unless the caster should permit it. 

For each [dice] used beyond 1, select one of the options below:
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures must make a morale check to enter or remain within the hallowed area.
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures cannot be frightened or charmed while within the hallowed area and automatically pass all morale checks. 
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take +[dice] extra damage from an elemental source of your choosing (fire, ice, etc).
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take -[dice] less daamge from an elemental source of your choosing (fire, ice, etc).
- Portals or teleportation is impossible inside the hallowed area.
- No sound that you do not wish to be heard can be heard within the hallowed area.
- You have perfect knowledge of the location of all objects and creatures within the hallowed area, as long as you are within it yourself.  This gives you +4 to all attack rolls and saving throws.
- As long as you are within the hallowed area, it is illuminated by natural sunlight, unless you wish otherwise.
- All creatures within the hallowed area gain the ability to speak a language of your choosing as long as they are within the hallowed area.  

Hallucinatory Terrain
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R: 1000'    T: an area 150' cubed    D: special

An 150' cube of terrain is wrapped in illusion and can appear however the caster wishes it to.  This does not change the actual nature of the terrain, only how it looks.  Creatures can attempt to pierce the illusion by making a COG check with a DC equal to [sum].  Creatures that do so can see the illusion as a vague, filmy image superimposed over the real terrain.

This spell lasts for a variable time.  At 1 [dice], it lasts for a day.  At 2 [dice], one week.  At 3 [dice], one month.  At 4 [dice], the spell is permanent until the caster ends the effect.  

Harm
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R: 30'        T: creature        D: one action

Target creature must save with a penalty to his save equal to [dice].  On a successful save, the creature loses half his HP.  On a failed save, the creature loses all its HP but for 1d4 points. 

Haste
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R: touch    T: creature        D: [dice] rounds

Target creature has his speed enhanced and can make a second action on his turn for the duration. 

For every [dice] beyond the first, select one of the options below:
- You may affect one additional creature with this spell.  This option can be taken multiple times.
- The creature gains a +[dice] bonus to armor.
- The creature's normal movement speed is doubled.
- The creature makes DEX saving throws with advantage.

Heal
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R: touch    T: creature        D: one action

A willing creature you touch is healed to full HP but for 1d4 HP.

For every [dice] beyond the first, select one of the options below:
- A disease affecting the creature is cured.
- If the creature is blinded, it's sight is restored.
- If the creature is deafened, it's hearing is restored.

For example, an injured creature with 20 Max HP is restored to 20-1d4 HP.

Healing Word: As Rhapsody in Blue under Jazz Wizard

Heat Metal: As Heat Metal under Calcomancer

Hellish Rebuke
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R: 30'        T: creature        D: one action

You summon the flames of Hell to scorch a creature.  That creature takes [sum] damage, save for half.  If the creature is truly righteous, heroic or saintly (Referee's Discretion) he instead takes no damage.  On the other hand, if the creature is wicked, depraved or evil he makes his save with disadvantage.  Creatures killed by this spell vanish, to be replaced with a bleached skull and a stack of paperwork approving the acquisition, stapled together and signed in triplicate.  

Heroes' Feast
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R: touch    T: a table, blanket or place where a meal can be eaten    D: one action

You conjure delicious, magical food from the ether, enough to feed 1d6+[dice] creatures.  This food grants +[sum] FS to anyone who consumes it. 

For each [dice] beyond the first, select one option below:
- Those who consume this feast have all poisons affecting them neutralized.
- Those who consume this feast have all diseases affecting them cured.
- Those who consume this feast become immune to fear for [dice] hours after eating it.
- Those who consume this feast make all saving throws based on X attribute (caster's choice), with advantage. 

Heroism rewritten as...

Call to Heroic Death
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R: self        T: all that can hear the caster        D: [dice] hours   

You make a speech to rouse your allies to greater valor.  The contents of the speech can vary, depending on caster and context.  Regardless of what is said, it works. 

Creatures who hear the speech and are fighting on your side become immune to Fear and automatically pass morale checks for the duration.  They also gain +[dice] FS. 

Hex
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R: 30'        T: creature        D: [dice] minutes

A target creature receives a -[dice] penalty to any checks or saving throw based on a specific attribute (STR, DEX, etc).

Hold Monster and Hold Person: As Take Captive under Psychomancer

Holy Aura
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R: touch    T: creature        D: [dice] rounds

One creature you touch is covered by an aura of radiant energy that illuminates everything within 10*[dice]'.  All creatures within 10*[dice] that the creature covered by the aura regards as enemies must succeed a morale check or flee. 

For every [dice] beyond the first, select one option from below:
- Creatures regarded as enemies by the aura-clad creature take [dice] radiant damage every round they are within the aura's range.
- Creatures regarded as allies regenerate [dice] FS a round.
- The aura's light has the properties of natural sunlight.

Hunger of Hadar
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R: 30'        T: [dice] creature    D: [dice] rounds

[dice] creatures you target must save.  On a failed save, those creatures are overtaken by the misanthropic hatred and endless hunger of a eldritch Horror from the Darkness between the Stars.  Creatures overtaken by such emotions will attempt to destroy themselves and everything around them in a suicidal frenzy. 

If surrounded by those who do not feel the way they do, affected creatures will destroy them, then each other.  If only with those who share their sentiment, they will destroy each other.  If alone, an affected creature will simply kill himself in the most destructive way possible. 

Hunter's Mark
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R: touch    T: creature        D: [dice] hours

One creature you touch becomes marked by your magic.  For the duration, you can sense the creature, knowing what direction it is heading and approximately how far away it is. 

For each [dice] beyond the first, select one of the options below:
- For the duration, you do +[dice] weapon damage to the marked creature.
- For the duration, you receive +[dice] to any roll made to sneak up on the marked creature.
- For the duration, the marked creature receives a -[dice] penalty to any attack rolls. 

Hypnotic Pattern
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R: 30'        T: all who can see the effect    D: [dice] minutes

One surface or section of surface equal to [dice] x 10' begins to flash and display twisting patterns of color.  Any creatures who can see the patterns must save.  On a failed save, the creatures will be entranced and will want to do nothing but watch the patterns move for the duration.  Creatures who are entranced can attempt to turn their attention away with another save, if they believe it is more important to look at something else. 

Ex: Guards who are bored and see no danger will watch the patterns in stupefied awe, while those who are on the prowl for an intruder will attempt to focus on the task at hand.  


                                                           source unknown

Monday, July 13, 2020

OSR: Yugoloths: Shiver Squad

                               These people are the ones who inspired this idea.  Credit to them.
                                                    
They are the creation of a long collapsed Dark Sorority, Sons of a Black God, bad seed planted in fertile soul, allowed to bear an entire orchard of raw wickedness.  Once they were legion, but now they number only in the hundreds, perhaps.  Some say they dream of rebuilding their power and prestige, of becoming the lords and kings they once were.  Some say they desire to take revenge on those who wronged them in the past.  But mostly, people say they want what all corruptible men want: power, glory and of course, gold. 

What even is a Yuguloth?

Yugoloths are queer creatures, halfway between Demon and Mutant.  They possess powerful innate abilities, but live and die like any mortal.  They are loved by neither type of creature so they struck out on their own to carve out a place for themselves.  Once it was said that Yuguloths served a single master, or at least a single cause.  Those days are no more now- every Yuguloth is out for himself.  They do work together and have some love for each other, but generally these bonds of good faith are only intra-unit.  A large number of Yuguloths is likely to result in a great deal of betrayal. 

Yuguloths can be summoned like Demons, though they are not bound by the same limitations, possessing their own physical bodies.  They will work for anyone who can pay, and they accept anything valuable for their services.  They prefer to be paid in magic power or items, but anything will do.  Depending on the specific group, Yuguloths may also accept gold, jewels, slaves, land, favors, secret knowledge or something stranger. 

A common rumor about Yuguloths is that you can control one if you know it's true name.  The Yuguloths insist this isn't true, but it absolutely is.  Yuguloths know this and refer to themselves by nicknames or aliases for that reason.  Anyone who knows a Yuguloths' true name can summon it and command it, though any Yuguloth forced to do something it doesn't want to do will grow to despise the one who commands it. 

It is said that the Sewing Circle, the original co-creators of the Yugoloths, originally placed the enchantment that bound the Yugoloths on them when they were only children and then wrote down the names of all the Yugoloths in a series of 12 books.  However, there was a problem.  The Sewing Circle was composed of Hags, each one greedy and power-hungry; and most of all, completely untrusting.  There were 12 of them, sub-divided into four covens.  The covens could not get along properly however, and only the intervention of The Father get them from ripping each other apart.  So when The Father had to leave for some reason, the stories disagree on what reason, he left his eldest son in charge.  The eldest son was a Yugoloth though- and the thought of being enslaved to the inhabitants of this cathouse or his Father did not appeal to him.  So he erased his own name from the book that contained it and stood aside the next time an argument started among the Hags.  Some say he manipulated them, others say he just gave them a little push.

It didn't take long for the Hags to be at each other's throats, first figuratively, then literally.  The Sewing Circle dissolved as the covens began squabbling then fighting, and in the process the Yugoloth books were lost or destroyed and they were subsequently emancipated, left to make their own way. 

To this day this is the state of affairs.  Many Yugoloths are content with their lives, free-booting around the universe, serving whatever master they wish for whatever they can extort or negotiate them for.  However, some seek to unite their brethren into a single force that could overthrow almost any force.  Many of the latter also seek the eldest son, otherwise called The General, The Marshal, The Prince, The Leader, The First, The Eldest, or simply: One.  They wish to thank him, or follow him, or maybe kill him and take his place.  So far, none have been successful, though many claim to have found him.

Other then that, most facts about the General remain in dispute.  All that is known about him is that he disappeared once the fighting started.  Some claim he died during the fighting, while others think he is in hiding, repairing or collecting the Yugoloths books to either keep them safe or use them himself.  Others say that he is actually doing the opposite, traveling in secret to find the Yugoloth books and destroy them, so that all of his brothers might be free.  Depending on the Yugoloth you talk to, you will find that their position on who the General is to be widely varied, anything from glorious future king to folk hero to the most black-hearted of villains.           

                                              from D&D Fifth Edition's Monster Manual

Shiver Squad: 

Despite being named after the first month of the year, they are not the commanders.  Shiver Squad is a fast-attack squad composed of shock troops.  Shiver Squad specializes in lighting attacks that utterly break an enemy's resistance, leaving them scattered and disoriented.

Shiver Squad is 15 in number, making it one of the smaller groups of Yugoloths.  It is composed of a type of Yugoloths named by their mothers as Cryoloths, named for their perculiar bodies.  Appearance wise, Cryoloths resemble huge insectoids, with terrible faces and slavering mandibles.  They have strong hands with fingers tipped in claws and feet ending in large talons.
Instead of soft skin they are covered in a blue-white exoskeleton.  When not in combat, they adorn their exoskeletons with  scarves and other scraps of clothing, but otherwise are largely unclothed. 

When in battle they wear silvery armor made mercury armor that includes helms, breastplates, greaves and bracers.  Some carry shields, though most don't, instead wielding long spears or two-handed swords.  In terms of height and size, they are tall and broad, but they still count as Medium creatures.  

Shiver Squad prefers to be paid in jewels or salt. 

Their Mother is still alive.  She is a Sea Hag who dwells along the shore of the Polar Ocean.  Her name is Lonely Leah.

The location of the Book that contains their names is known, though not to all.

Base Cryoloth Statblock:
HD 3
AR Mercury Armor (Blunt 1d8; Sharp 1d10; Fire 1d12)
Atk Mercury Longsword (1d8 sharp + 1d6 cold + 1d6 poison) or Mercury Javelin (1d6 sharp + 1d6 cold + 1d6 poison)
Mor 14
Saves 10 or less is a success
Immune to Cold and Cold Damage
Immune to Poison and Poison Damage

Freezing Aura: Cryoloths' bodies are utterly cold, blistering to the touch.  Anyone who touches a Cryoloth takes 1d4 ice damage.  This damage also applies if a Cryoloth is grappling someone or being grappled.  They also cool the air around them- in summer or sunlight this effect is usually negligible, but in winter, at night or when it's cold it can be eneverating.

Mercury Arms: Cryoloths wield armor and weapons made of mercury.  The poison damage their weapons do is based off little bits of the metal that get trapped in the wounds or on the skin of their opponents.  Their weapons are only kept solid by their freezing bodies and the enchantments on them.  They can only be wielded by someone who possesses a similarly cold body or ice magic.  Otherwise, if removed from a Cryoloths' presence the armor and weapons quickly melt into puddles of poisonous mercury.  If a Cryoloth touches one of these pools, the mercury will refreeze into whatever it was before it melted.  

Reinforcements: All Yugoloths know at least one of the True Names of their kinsmen, usually a member of the same squad.  As an action, the Yugoloth can summon that other Yugoloth to aid them in whatever the first Yugoloth was doing.

Tactics:
- Forward attack, hit the strongest target first
- Focus on the high-damage dealers
- Retreat if things get dangerous    

                                                 by Reh0

Scour

True name:
Cravix

Scour is the leader of Shiver Squad.  He has a cold manner, but he is easily the strongest and boldest of the group.  Mercenary life does not suit him, as he is reluctant to retreat and poor at dealing with customers.  He only truly feels alive in battle, smashing inferiors beneath his clawed feet and clashing blades with a worthy rival. 

Weakness: Scour refuses to acknowledge the possibility of defeat.  He will only retreat if things are extremely dire and all hope of victory has been snuffed out.  It's a miracle he's still alive.

Statblock Changes:

+1 HD

- He may make two sword attacks, but lacks javelins.

Blister

True Name:
Lezav

Blister is the Vice-commander of Shiver squad and their primary negotiator.  Among Shiver Squad he is the most eloquent and diplomatic, though by the standards of most he is still a belligerent, arrogant jerk.  Blister's primary duties involve talking to prospective clients, arranging the transfer of money and working out battle tactics with Scour.  He's also the one most likely to order a retreat, as Scour refuses to do so. 

Weakness: Blister is greedy.  He is out to get as much for himself as he can.  He usually conceals this behind a veil of oily charm, but his appetites are great.

Statblock Changes:

AR Mercury Plate + Shield (Sharp 1d10; Blunt 1d10; Fire 1d12)

- His sword attacks only do 1d6 sharp damage

Count

True Name:
Areyo

Count is Shiver Squad's quartermaster.  He keeps the unit functioning on a day-to-day basis, handling the distribution of pay, rations, and war booty, as well as managing and maintaining equipment.  He is a cheerless and punctilious individual, with the memory of an Elephant and the patience of the same.  He has no tolerance for fools, however. 

Weakness:
Count is inflexible.  He will not deviate from a plan or the most logical (and usually direct) course of action.  He is easy to trick, though no trick will work on him more than once. 

Statblock Changes:

AR Mercury Breastplate (Blunt 1d6; Sharp 1d8; Fire 1d10)

Atk Mercury Daggers (1d6 sharp + 1d6 cold + 1d6 poison)

Spellcaster: Count is a sorcerer, able to manipulate his body's natural energies better than any of his fellows.  He has 3 spellcasting dice, which burn out on a 5 or 6.  They do not trigger Chaos on a roll of doubles.  Count has the spells Chill Breath, Fogbank and Freeze Ray prepared. 

Variable Aura: Count's freezing aura waxes and wanes because of his spellcasting.  Whenever he casts a spell, there is a 2-in-6 chance his armor and weapons melt and change back into their liquid forms.  Reforming them back into their proper shapes takes a full action.  If his weapons melt, Count can make a Fist attack that does (1d4 blunt + 1d4 cold)

Besides Count, there are also two other Cryoloths who can cast spells like him.  If all three are gathered and working together, they can cast Summon Winter.

                                                         by DaveAllsop

Shiver Squad Plot Hooks:
1d4

1- There's a war on!  And Shiver Squad has been sighted on the battlefield.  Sneak behind enemy lines and defeat them, or convince them to switch sides. 
2- A city has been trapped by an unexpected blizard and a plague of ice-covered Undead.  The court Sage thinks the storm is not as natural as it seems.  Find the source of the storm and put a stop with it.  Secretly, Shiver Squad has been creating the storm to cover up some other activity they are engaged in in the city.
3- A Tribe of weaker monsters has surrounded a location and are preventing anyone from exiting or leaving.  You are dispatched to investigate why.  The weaker monsters have surrounded Shiver Squad and trapped them inside the location.  If you disturb the siege, Shiver Squad might escape.  But the weaker monsters might still make mischief in the future.  This could be your only chance to crush them.  What will you do? 
4- An evil Sage is performing magical experiments on behalf of an enemy group.  You are hired to put a stop to these experiments, either because they are causing adverse effects or because spies have reported on the experiment's true aims and your employers don't wish them to be completed.  Unluckily for you though, the Sage has hired Shiver Squad to be his bodyguards for the duration of the experiment.  You will have to fight your way through them, or find another way.

                                              by michifromkmk

Wednesday, July 8, 2020

OSR: Meenlocks

                                              by juliedillon

"What you are, we once were.  What we are, you shall become." 

They don't exist.  You don't know anything about them.  You likely will not even see them until it is far too late.  But if you could see them, you would recoil in terror.  They are a sickening hue of palest yellow, covered in bristling hairs, mangy and splattered with blood, mud and other filth, reeking of the wet darkness beneath the earth.  This is the Meenlock, those elusive terrors that haunt the underground.

Meenlocks seek to obtain and capture those who enter the underground, poisoning them and dragging them down into the darkness, never to be seen again.  No one truly knows what they do with those they take, but it can't be good.

Meenlocks are individually frail, so they do not fight their foes directly.  Instead they stalk their prey for great distances, using their natural abilities to plague a target of their choice with hallucinations.  These hallucinations can vary, but they usually portray some as of yet undiscovered threat, betrayed through the sound of nearby footsteps, heavy breathing, the scraping of steel on stone, etc.  The target is tormented with phantom sounds and signs of an enemy, but denied any chance of seeing his pursuer.  The Meenlocks continue this until their target is a weakened, nervous wreck.  If there are other creatures in the area that the Meenlock does not care for, but thinks might be useful, it might also use its powers to drive them toward the target and try to bait them into a confrontation.  It is only when they are certain their target is weak that they strike.

Meenlocks possess razor claws and long mandibles that can easily cut through bare flesh, but their true danger comes from their venom.  Anyone wounded by a Meenlock's grasping claws or piercing maw finds that their strength flees them and their limbs tremble.  With enough of the venom, even the strongest warriors can do little more but cry and beg pathetically as pale, barely-yellow hands drag them down into the dark.   

                                            from alphacoders

Meenlock
HD 2
AC none
Atk Claws (1d4 + venom/1d4 + venom)
Saves 9 or less is a success
Mor 12

Phantasmal Visions: Meenlocks can cause any creature within 50' that they can perceive to suffer auditory hallucinations of any type the Meenlock wishes.  The usual form these hallucinations take is that of approaching enemies or that of an ally in need of help. 

Compulsion: If a Meenlock is within range of a target (as per 'Phantasmal Visions') that has Meenlock venom still in their body, it can instead cause the target to feel the desire to come to the Meenlocks.  The target will begin moving towards the nearest cluster of Meenlocks and will take any appropriate actions to remove obstacles, though they will receive a Saving Throw to avoid hurting their friends. 

Shadow Form: Meenlocks can, as a full action, transform themselves into shadows and flit through darkness like birds through the air.  While in shadow form they cannot be hurt by anything other than sunlight, but similarly cannot effect any physical creature or object. Additionally, while a Meenlock in shadow form can move freely in pitch or near darkness, light can push it back.  Any creature with a light source stronger than a candle can prevent a Meenlock from approaching it in shadow form.  Meenlocks can shift out of shadow form as a free action. 

Venom: Anyone injured by a Meenlock must save.  On a failure, the creature takes 1d6 STR damage.  On a success, 1 STR damage. If this damage ever reduces someone's STR to 0 they are only capable of small, slow movements (crawling, curling up into a ball, etc).  Anything fast or complex, including attacks, receives a -1 penalty equal to the number of times the Meenlocks have injured this person (max -4).  STR damage done like this is healed at a rate of 1 point per hour.

Tactics:
- Select and stalk a target
- Do everything in your power to weaken that target
- Only strike when certain your target is vulnerable (alone, weakened, tired, etc)

Meenlock Plot Hooks
1d6

1- A powerful monster has taken a group of miners hostage and is demanding tribute from a nearby village in exchange for their release.  However, the monster is too powerful to face head on.  Sneaking into the mine and finding a way to get the miners out would be better.  However, once inside, you will find that the miners are being tormented and kidnapped by something else.
2- A tribe of monsters is menacing a community.  Please go and root them out.  However once you arrive you will find the monster tribe busy engaged in a manhunt for the creatures picking them off one-by-one.  Stay too long and you might find yourself the victim of the same.
3- You are hired to investigate why an important official in a town is acting strangely.  If you investigate properly, you will find out that is because a Doppelganger is impersonating a person in town.  However, if they are discovered, the Doppelganger will tell you that they were only able to replace the person because another monster is holding the original in a cave.  The Doppelganger will then lead you to a Meenlock cave and hope you end up getting eaten by them.
4- A monster with servants (Mind Flayer, Dragon, Lich, etc) has noticed that their slaves keep getting picked off by something it can't sense, which frightens it.  To deal with this, it will contrive a situation to lure some free agents into its lair to have them track down the source of the disappearances.
5- A party of Adventurers recently disappeared, except for one lone survivor.  The night after the survivor is found he rises from his bed and begins returning to the cave where his companions were slain.  If someone attempts to stop him he says, "I need to go home," or "They are waiting for me".  He does not wish to harm anyone, but he will, if they stand in his way.
6- After a small group of Undead ransack a sleeping neighborhood, a cult of Necromancers that has set up near a big city is discovered.  The area around the hills is infested with free-roaming Undead, who attack any intelligent humanoids near them.  If you enter the Cult's lair you will find the Necromancers all slowly going insane from paranoia and fear, suspecting each other of killing the vanished members all the while building more and more elaborate Undead to ensure their own safety and/or scare off the unidentified enemies.   

                                                  by Blayzes

Tuesday, June 30, 2020

OSR: Cockatrice

                                              by Ryan Barger

At the Beginning, Rooster and Hen lived together as husband and wife.  They both loved each other at first, but once The War started, cracks began forming in their relationship.  For while she loved her husband, gossip soon reached Hen that Rooster had broken his vow and had a secret lover. Hurt and ashamed by this, Hen fled from Rooster's tent and wandered into the wilderness. 

There, she encountered Serpent, that most cruel and clever animal.  Recently deprived of his legs, Serpent was sad and lonely.  Hen would not have approached him, but Serpent gave off an aura of pathos that he never had before.  She approached him and struck up a conversation.  Quickly they began to bond, finding companionship as they bonded over their sadness.  From that point on, whenever Rooster came home with someone else's feathers on him, Hen would make some excuse and sneak out to see Serpent.  Eventually, the two of them came to fall in love.  And soon enough, Hen mimicked Rooster by allowing herself to be seduced by Serpent. 

Hen's infidelity lay undiscovered for many moons, until finally, the child that had been conceived by her and Serpent was born and when Rooster laid eyes on its strange, scaly body, he accused Hen of the infidelity she was surely guilty of.  He then dragged Hen before the whole community, in hopes of shaming her and allowing himself to formally separate from her.  However, once he was finished his accusations, Rooster's various lovers came forward, many with the children that had been produced from the affairs.  Thus shamed, Rooster declared that he and Hen were hence forth enemies and that his children would be a plague on hers.  In response, she cursed him by declaring that he and his descendants would not be able to produce children outside of a lawful marriage. 

This started a feud that has lasted until today.  This is why Farmers who have chickens must conduct marriage ceremonies between a Rooster and their Hens, and why lands where the Gods support polygamy have many more chickens than ones that don't.

And as for Serpent?  Clever creature that he was he kept his silence and whisked away his child, to raise it himself.  This child would eventually grow up to become a Monster named Cockatrice. 

Cockatrice
HD 1
AC Fast Movement (Sharp 1d8, Blunt 1d10)
Atk Razor Beak (1d4 sharp + 1d8 DEX(if beak damages target)) or Freezing Eyes
Mor 11
Saves 7 or less

Freezing Eyes: Anyone who meets a Cockatrice's eyes can either take 1d6 DEX damage or find their body slowed.  A person slowed by this gaze can move or make an action (attack, use an item, anything besides talk) but not both.  Anyone who has their DEX reduced to 0 by a Cockatrice has the outermost layer of skin, stopping at the entrances of their orifices, turn to stone.

Tactics:
- Only attack if an enemy is near the nest or a threat
- Stay out of range of those with long or big weapons
- Uses eyes to keep at range, attack those who get close

Ecology:

Cockatrices are beasts, about as smart as house cats.  They are slightly larger than most cats, being just slightly larger than a rooster.  They are carnivores and primarily eat insects, lizards, snakes, snails and worms.  However, they will eat almost any form of meat, including carrion.  Cockatrices use their paralyzing eyes and petrifying beak as means of defense against larger predators, which mostly avoid them.

Cockatrices will not attack larger animals unless they stray too close to their nests or are attacked, but if they are, they retaliate with animal savagery.  Creatures that are unlucky around them find themselves trapped in a layer of stone, alive but unable to move.  Cockatrices then perform the act they are most known for.  They climb up their partially petrified victim's body and begin to eat the accessible soft tissues through the mouth.  And since Cockatrices are also highly flexible, they can usually fit quite a long way inside.  These partially petrified victims usually attract feeding frenzies of Cockatrices, which swarm around the living statuary, screeching at each other and jostling for a spot.  Needless to say, the usual outcome of made a meal by a Cockatrice or a flock of the same like this is agonizing death.  For this reason, Cockatrices have an evil reputation.

Cockatrices are avoided by all reasonable folk.  Some still can use for these creatures though.  Hags often seek Cockatrices, either as guard-animals, for some scheme, or merely to release into a village for a sick prank. 

Adventurers are also known to seek out Cockatrices, as their livers can be boiled to create a potion that reverses petrification.  They are also known to seek out their eggs. 

Among Sages and Alchemists, it is common knowledge that a Cockatrice's eggs, since they are magical, preserve the offspring in a stasis-like field.  As long as the shell isn't breached, the Cockatrice will be alive inside.  These eggs allow an easy way to harvest the livers of Cockatrices, or to wreak criminal mischief.  An unhatched Cockatrice can be hatched if a non-virgin woman pees on one.  And a newly hatched Cockatrice is still as dangerous as a mature one.  Some clever criminals have kept a Cockatrice egg with them as a means of distracting the authorities and escaping. 

                                                    by Mythika

Wednesday, June 24, 2020

OSR: The Imps of Gryla Peak (part 2)

                                            from wallpaperup

This is a part 2, a supplement to my last post.  Find part 1 here. 

Gryla Peak Travel Table:

Danger Level: 2

Travel Table
1d6

1-2: Encounter.  Roll on the Encounter sub-Table.
3- Omen.  Roll on the Encounter sub-Table.  You do not encounter the creature, but instead see a sign of that creature.
4- Difficulty.  You have some difficulty on your travels.  Someone has the chance of being bitten by a snake, for example.  Here the difficulties are 1d4 [1= The weather takes a turn for the worse- a storm is approaching; 2= One character must save or fall down into a crevace concealed by the snow; 3= The usual path is blocked, the character must attempt a risky climb or circle back and try another route; 4= Fog or some other factor drops visibility to 30' or less.]
5- Foreshadowing or Hint.  The Referee should provide the players some information about the local area or about their current quest, if they have one. 
6- Friendly NPC.  They meet Vira, Daughter of Harz, a Sage who spends her time up her communing with the Elemental spirits. She is an older woman, but an experienced climber and effective guide.  If you seem especially in need or incompetent, or ask, she will show you a safe path out of the mountains.  She can also tell you about 1d3 entries on the Encounter sub-Table (count each Imp as a separate entry). 

Encounter sub-Table
1d4

1- Imp.  Roll on the Imp table.  The Imps, if they are in the wilderness or it is dark, usually take their normal forms, but on the roads they take the forms of normal travelers. 
2- Wild Beast.  You meet some otherwise normal animals that pose some threat, such as a Snow Leopard, a pack of wolves, etc.
3- Leppalu the Faerie.  He is [1= Hunting; 2= Searching for something; 3= Spying on someone else; 4= Playing some cruel joke on a traveler, such as turning his donkeys into wolves; 4= Watching you.]  There is a 2-in-6 chance he is accompanied, either by one of his sons or his wife, Gryla (50% of each).
4- Gryla the Ogre.  She is 1d4 [1= Hunting or foraging; 2= Collecting firewood; 3= Breaking stuff; 4= Lying in wait.]  There is a 2-in-6 chance she is accompanied by one of her sons or her husband, Leppalu (50% of each). 

Random Imp Table
1d12

1- Stekkar. 
2- Gilij. 
3- Stofur. 
4- Pvorus and Pottask. 
5- Aska. 
6- Huro. 
7- Skyr. 
8- Glugga.
9- Ketkro.
10- Bjunak. 
11- Kerta. 
12- Galtape.

Traveling through the mountains is hazardous at the best of times, but at night it grows even more dangerous.  At night, up the Danger Level to 3. 

Gryla Peak Plot Hooks:
1d8

1- 1d6+1 of the Imps (little brothers) are terrorizing a mountain village.  Drive them off.  If you kill any of them, expect terrible retribution to fall on you.
2- A group of adventurers in town are boasting about a magical treasure, a morningstar called Sunshower that glows in the dark and moves as a dancing weapon.  The weapon is supposedly flying around the mountains and they hope to be the first person to find it.  Secretly, these adventurers are actually some of the Imps in disguise and the "treasure" is created by Galtape.  Following that light will lead to all sorts of natural hazards and potential death. 
3- A caravan hoping to pass through the mountains before it is too late in the year asks you to escort them through the mountain passes.  On the way up though, the Imps trap the caravan and torment them for their own purposes, or just their own amusement.
4- Gryla, the Imp's mother, wants to procure wives for her sons.  She will attempt this by kidnapping local women and bringing them to her cave.
5- As above, except Galtape wants to procure strong wives for his brothers, so in disguise, he will attempt to hire adventurers to kidnap powerful female monsters and bring them to him, alive. 
6- As above, except Galtape just hires female adventurers and kidnaps them.  You are asked to investigate the whereabouts of these female adventurers.
7- Kerta has been secretly exchanging coded letters with a Necromancer in a nearby city about one assisting the other or vice versa.  When foiling the plans of one, you encounter auxilaries or aid from the other.
8- Attacks by local monsters have grown scarcer recently.  Go investigate what this is.  Apparently, Galtape and the Elder brothers are trying to organize a Conclave of the Night, where all the important regional players (monsters, savage peoples, Servants of Chaos, etc) are planning on gathering to discuss something: an alliance, a coalition, a Crusade against civilization, etc.  Regardless of what is decided, it can't be good.  Infiltrate the Conclave and try to prevent anything from being accomplished.

                                             by rougealizarine

Tuesday, June 23, 2020

OSR: The Imps of Gryla Peak (part 1)

In the Spine of Tarraq, the largest mountain range on the continent, there are many small communities scattered among the plateaus and the deep fjords.  Many of these communities rarely receive visitors, due to their low amount of trade goods and inconvenient location.  These communities are sleepy and slow, with little occurring in them.  The slow pace of life there encourages those with ambition or wanderlust to leave them, further reinforcing the air of solitude and tranquility that the mountains bring.

Yet while the mountains are often peaceful, just like the weather up there, that can all change in an instant.  Even here, in these sparsely peopled lands, there are creatures here who resent the intrusion.  Wyverns fly down and snatch sheep and sometimes shepherds, Rocs drop harder creatures into villages to kill them, and the Folk are said to prowl around near the summits of the peaks, scheming of ways to rid themselves of the invaders. 

But some of these creatures are not so mysterious, or unintelligent.  Some of them are far, far smarter than they let on.  Among the more intelligent terrors of the Spine of Tarraq are the Imps of Gryla Peak.

                                                 from Hearthstone Wiki

The Little Brothers:

Base Little Brother Imp Statblock
HD 2 
AC Ogre Blood (Sharp and Blunt 1d6) 
Atk (+2) Claw 1d6 or Weapon
Mor 5 (+1 per other Imp there) 
Saves 9 or less is a success

Cold Iron Weakness: The Imps of Gryla are Folk, they take +1 damage per die from iron weapons or iron sources.

Truth-Teller: The Imps of Gryla are Folk, they cannot tell direct lies, though they can still deceive.  They may also tell lies of omission.

Shapeshifter: The Imps can shapeshift into other creatures, shapes and objects.  No matter what they look like, they always have the same stats.

Tactics:
- Never stand and fight 
- Mess with people
- Have a good time

The Imps are a mixture of Ogre and Folk, so they are strange in appearance.  They are hairless, with long, rodent-like bodies and flexible spines that enable them to scamper over rough terrain and move their bodies in all sorts of strange ways.  They have strong arms and sharp claws on their hands and feet.  Their climbing skills are excellent.  Their faces are the strangest of all though, vaguely simian with catlike eyes and pointed ears.  Depending on the imp, they vary in handsomeness, some being truly repulsive and inhuman, others being striking in their allure.  

                                                       by DaveAllsop

Stekkar

Stekkar is the bane of Shepherds.  He is fond of sneaking into pastures and stealing lambs or attacking field hands by disguising himself as a Sheep.  He has a peg-leg.

Weakness: Stekkar is endlessly convinced of his own cleverness.  He has convinced himself that all mortals are short-sighted, slow-witted and easily convinced.  He is blind to his own ability to be tricked. 

Statblock Changes:

Sheep-Charmer: Stekkar can charm sheep and sheep-like creatures, commanding them to obey his will.

Partial Invisibility: Stekkar can turn himself invisible, but his magicks only work on low-class people.  For anyone below the aristocratic class in his society, Stekkar is invisible.  But for those of the aristocratic class or higher, Stekkar is perfectly visible.

                                                       by AlexRuizArt

Gilij

Gilij is a predator that preys on the aristocrats and their livestock.  Unlike Stekkar, who prefers common prey, Gilij only hunts big game, so to speak.  He is known to sneak into barns and manses alike, to seduce those within them.  His most common targets are cows or heifers.  He puts the bulls to sleep and then transforms himself into a cow and mates with the females, causing their wombs to quicken.  Several days later, the cows will give birth to strange, unnatural children who more resemble Folk than calves.

This violation will eventually be noticed by the farmer, usually, but it is first noticed by the bull, who will be sent into a rage at the presence of Gilij.  Bulls will always try to target Gilij and will rage against anything that stands in their way.

Gilij is also known to seduce the virgin daughters of the aristocracy, creating scandal through his magicks.  Some of these daughters have even given birth to some of his children, though if this were the case, the child's true origin would be a closely guarded secret.  Maybe the local Wizard with more than his fair share of talent gets it from his father.

Weakness: Gilij lacks any form of impulse control.  If presented with an opportunity to indulge his desires, especially to trick someone, to drink, or to seduce a lady, he will take it, unless it is obviously suicidal or obviously a trap.

Statblock Changes: 

Sleep Charms: Gilij can cast a spell on someone as a full action.  That person must save or fall asleep.  If they are unaware he is casting this spell on him or already tired, they get -4 to their save.

Servant's Aura:  Gilij can turn himself invisible, but his magicks only work on high-class individuals.  For anyone of the middle or aristocratic classes, Gilij is invisible.  For anyone below that, Gilij is plainly visible.

                                                      by newmanD

Stofur

Stofur is perhaps the least annoying of the Imps, but one of the more painful ones.  Stofur doesn't have the malicious creativity to pull his own pranks, so he usually accompanies one of his brothers to assist them.  The others tolerate Stofur because while he does not possess a great deal of talent, he is one of the stronger brothers.  And I don't mean in a spiritual or will based sense.  Stofur is mightily strong, one of the few of the Imps who will actually bother to fight.  Stofur carries a bag full of earthen jars which he flings at people, as well as a bone club which he uses when people get into his face. 

Weakness: Stofur knows how strong he is.  If someone is, or seems, weaker than him, he will taunt them and play with them, as a cat plays with a mouse.

Statblock Changes:

Weapon Damage- 1d8+1

Stunning Blow: Anyone struck by Stofur's club must save or be stunned.  On a successful save, the person is stunned and loses his next turn.  On a failed save, the person is stunned for 1d6 turns.  A stunned person may move, but take no other actions on his turn.

                                                     by snugglestab

Pvorus

Pvorus is perhaps the most talented of the Imps in terms of magic.  He is fascinated by sorcery and Wizards and will never miss a chance to chat with one, even if its just to harass them and watch them sputter away in frustration.  Pvorus is endlessly curious about many other things as well, possessing a thirst for knowledge that is rare among his kind.  Pvorus loves to sneak into the houses of the rich to steal book and scrolls.  Sometimes he is forgetful of where he is though and instead just remains in the room for hours, hiding from any maids or masters who might come down there, spending his time seated on a stack of volumes as he pores over a book of poetry or religious writing.  All this reading hasn't made him that much smarter though, as while Pvorus does have a great thirst for knowledge, he also is flighty, quickly flitting from one subject to another, lending him a wide, but shallow base of knowledge.

Weakness: Pvorus cannot resist magical knowledge.  If he believes he has a chance to learn more about it, he take it, unless it is obviously a trap.  This can be anything from a discarded spellbook to a lone Wizard.

Statblock Changes:

Weapon Curse: Once per round, Pvorus can curse an object.  Any object cursed by him causes an invisible portal to be attached to that object, so that whatever the object touches passes through the portal.  If Pvorus curses a weapon, if it strikes him, instead of harming him, it instantly teleports him up to 30' away, to any location he chooses.  He can undo any curse on an object, or alter the location it teleports objects or creatures to as a free action, but only on his turn.

                                                         source unknown

Pottask

Pvorus and Pottask are actually twins, a fact that is known by the Imps and other members of their family, but by almost no one else.  This is perhaps fair, as Pvorus and Pottask are almost nothing alike.  Pvorus is sensitive, curious and eager to learn.  Pottask is blunt, aggressive and has nothing but contempt for the work of mortal hands.  He has a habit of burning books and scrolls, though this is mostly to irritate his twin.  Pottask also does this, however, to show his superiority over those who must learn from books, for the petty wise men and learned folk of the mortals.  He especially despises Wizards, for filling their heads with rotten knowledge and strange twists to capture the power of magic.  To him, if something cannot be done naturally, it should not be done at all.  So anyone who attempts to raise themselves up from the status of their birth angers him.  Why does he hold such contempt for people like that?  Is it perhaps because of his own feelings of superiority? Or is because of his need to distinguish himself among his 13 brothers?  Or is it due to the large, irregular scar covering half his face?

Weakness: Pottask hates Wizards and Magic-Users.  He will gloat over and mock them for their strangeness and then he will try to kill them.  He will never miss a chance to do this, unless to do so would be obviously suicidal. 

Statblock Changes:

Magic Deflect: Pottask carries two enchanted bowls with him.  If any magic spell affects a person holding one of the bowls, it instead does nothing and is transferred out of the other bowl, affecting the other person holding it or closest to it.  Pottask can also remove the enchantment from one or both of the bowls and attach it to two other containers.

                                                           from Fairyroom

Aska

Aska is the most mischevious of his brothers, the one most dedicated to messing with mortals.  His methods are simple, yet always effective.  His favorite tactic is to keep people awake.  He will hide outside people's homes and continually make small, annoying noises to keep them from ever getting the sleep they want.  He is fond of tapping on windows, throwing rocks onto the roof and baging a pot on the wall or on another pot right outside the house.  His favorite tool to use for this is a bell or gong, however.  Once he managed to keep an entire monastery awake for seven straight days by using such tools, along with small stones and prayer chimes.  He ended up being driven away soon after that, after the sleep-deprived holy men inside developed a new martial school- the Sleepwalking Fist- but that is a story for another day. 

Weakness: Aska is very interested in the effects his pranking has on his victims.  He will always stay nearby, to see how it affects them. 

Statblock Changes:

Chime: Aska can enchant one object as a full action to make a noise as loud as a human shout or quieter at his command.  He may only have one such object enchanted at a time.

                                               from Hearthstone Wiki

Huro

Huro is a prankster and a mischief-maker.  He fancies himself a comedian, though his jokes are cruel and barely jokes.  They are more commonly simple theft, as Huro has a habit of burgularizing people's homes and barns.  He is fond of stealing things that make whatever they are attached to useless without them or something that is hard to steal.  He does not steal things like money or gold, but he will steal things to make someone's life harder.  For example, he will steal rope from mountaineers or hay bales from farmers.  He is also fond of stealing other cumbersome things such as wagon wheels, doors, fence posts, or things that are designed to be impossible to steal.  This last category is the most important.  Huro won't steal money or jewels, but if those jewels were inside a magically locked chest or in a huge, stone box that no ordinary man could lift, he would definitely try to steal the whole container.  

Weakness: Huro tends to bite off more than he can choose.  He overestimates his own abilities, particularly when it comes to his strength.

Statblock Changes:

Atk: (+3) Fist 1d6+3

STRONG: Huro has enormous physical strength, with a STR of 18(+3) for purposes of lifting, carrying, grappling or breaking stuff.

                                                             source unknown

Skyr

You'll probably smell Skyr's handiwork long before you see it.  Skyr has the ability to instantly transform milk, yogurt or other dairy products into cheese.  You will know he is around because if you approach from downwind you will find the wind laden with the smell of cheese that's been sitting out for days.  Skyr has a habit of stealing people's yogurt and fermented milk, but if he can't have it, he'll take it from you and leave several pounds of gouda in its place.  Probably the least dangerous but the most inconvenient to deal with it.  Be careful if you help a village being harassed by this little terror, as they might pay you with a hundred pounds of cheddar.  And before you ask, literally cheddar.

Skyr also possesses the ability to animate cheese to make it obey his will.  When he or his family is threatened, he will command it to mold together to form enormous boulders of pepperjack or gouda golems with sharp cheddar swords.

Weakness: Skyr adores yogurt and milk of the sour or fresh variety.  He will not go retrieve some if he suspects it is a trap, but if a farmer just so happens to be called away after milking the cows, that's a different story, now isn't it?

Statblock Changes:

Cheese-Maker: Skyr can transform milk into cheese as an action.

Animate Cheese: Skyr can animate Cheese, giving it the ability to speak or move.  Any cheese he imbues with life has 1 HD, unless he combines a large amount of it together into a Cheese Construct, which has 1d4 HD, 10 AC, an Attack of (+0, 1d6), never checks morale or disobeys orders and has all the weaknesses that come from being made of cheese.

                                                     from Magic the Gathering

Glugga

Glugga is the most disfigured of all the Imps.  His entire face is missing a nose and other features, dominated by an enormous eye.  This eye is twitching and bloodshot, big as a pizza and bulging, staring perpetually out at the world.  Glugga is a voyeur, a pervert and a peeping tom.  He is fond of sneaking into barns or stalking young people, in the hopes they will sneak off to fool around, so he can watch.  He also enjoys watching babies be born, though he rarely gets a chance to see this, as it usually takes place indoors. 

Weakness: Glugga is a passive creature.  He prefers to watch and inform his brothers of things.  He rarely takes the initiative.  When given the chance to act, he usually will choose the safest, most conservative option.

Statblock Changes:

Superhuman Perception: Glugga can see amazingly well.  He has binocular vision, he can see with only the smallest amount of light, though not in complete darkness and he can even see an invisible object, as long as it is moving. 

Big Target: Glugga's eye is a huge weakspot.  If something granular is thrown at his eye, he will have to spend a round to blink it away to see.  On top of that, he is easily dazzled and has -4 to all saves against blinding effects.

                                                           from Fine Art America

Ketkro

Another freakish abberration, a mutated shadow of their Father's slyvan beauty, Ketkro's face is dominated by an enormous nose, which snuffles and drips wherever he goes.  This grants him an astounding sense of smell, which he occasionally uses to track prey and enemies across vast stretches of wilderness.  Ketkro isn't much of a hunter though, except of one particular type of prey: bread.  Ketkro loves bread so much, he hides outside bakeries or sneaks in, early in the morning, just when the loaves have emerged from the ovens to feast on them.  When interrupted he sneezes on the person foolish enough to have come here, inflicting hallucinations on them for daring to interrupt his meal.

Weakness: Ketkro's sense of smell is so powerful, any foul odor has a chance of stunning him or forcing him to temporarily retreat, as to him, a putrid odor hits like a hammer blow.

Statblock Changes: 

Bloodhound: Ketkro can pick up an incredible amount of information from an object's scent.  If he has a blood sample, he can track a creature across the continent, if so motivated.

Hallucinogen Sneeze: Every 1d4 rounds, Ketkro can spray hallucinogenic spores out of his nose in a 15' cone.  These spores cause hallucinations that last for 1d4 hours and do not grant a saving throw.

                                                by elgama

The Elder Brothers:

Among the Peoples of the South, family and clan structure is incredibly important.  As seen in peoples such as the Quarrians, these structures are centrally organized and dominated by a leader, usually a male, who rules over the family with near-absolute authority.  This position usually goes to the Father or Grandfather. 

And since the continuity of the family is so important, the leaders of the clan do distribute birthright, especially that most essential position of authority, to the one who was born first.  The firstborn is not necessarily the strongest, bravest or wisest.  As such, among these peoples, "Firstborn" and "Elder" are words that do not necessarily line up with time, but are used to indicate rank. 

Such is the case for the "Elder Brothers".  These Imps are stronger than their brothers, more exceptional in some natural virtue.  They are not necessarily the oldest, but they are the most respected and the ones most likely to take over the leadership of the clan should the parents die.

                                                    by art-iMP

Bjugnak [Jun-ack]

Bjunak is a pervert and a rapist, a truly despicable individual.  He preys on the vulnerable, seducing with the lyre and honeyed words, or seizing his prey by force.  He prefers handsome young men and boys who have just reached adulthood, but he is not picky and will target anyone who looks like a tempting target.  Unlike his brothers, he has a taste for high culture, knowing how to play several musical instruments.  He has also memorized many poems, mostly ones of love and loss and will recite them when he feels their appropriate. 

However, his sophisticated exterior hides a murderous and sadistic interior, for Bjunak is also a thief and a murderer.  He often kills his conquests once he is done with them, those sometimes he will only mutilate them.  One of his favorite things to do is to castrate his victims and leave them with the grisly choice of either returning and bringing shame on their family and name, or wandering into the wilderness to be picked off by one of his brothers or another thing prowling the dark.

Weakness: Bjunak, if he sees an opportunity to indulge his sadistic habits, won't be able to resist.  The only reason he would refuse the chance to attack a handsome boy or man is if he suspected it was a trap or the target looked too strong to be overpowered.   

Statblock Changes:

HD: 3

AC: Ogre Hide, Thick (Blunt 1d8, Sharp 1d6)

Atk: Bloodchord (Magic Dagger) (1d6/1d6)

Cursed Knife: Bjunak wields Bloodchord, a cruel knife that once belonged to a serial killer who killed 13 women with it before he was captured and hung.  Bloodchord has the power that if it severs a body part, that body part will animate and fall under the control of Bloodchord's wielder.  These body parts retain only their original strength unless bathed in the blood of a murdered victim, which mutates them into monstrous parodies of their original shape.

Minions: Bjunak has 2 penis snakes, four crawling claws, and one Mouth of Desolation on his person at all times.  He uses these to distract and restrain his opponents.

Bjunak's Minions-

Penis Snake
HD 2
AC none
Atk Bite (1d6 + Constrict)
Mor 20
Saves 8 or less    
Immune to Fear and Charm

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-6 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Constrict: A Penis Snake deals 1d6 CON damage a round it is wrapped around a person.  If this damage reduces someone's CON to 0, he must make a STR save or die.  If released, his CON returns at a rate of 1 point per minute.

Tactics:
- Follow orders
- Attack the weakest person
- Sacrifice yourself for your master

Crawling Claw
HD 1
AC none
Atk Scratch (1d4 + grapple)
Mor 20
Saves 7 or less 
Immune to Fear and Charm  

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-6 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Restraining Hand: A Crawling Claw deals 1d6 DEX damage for as long as it is attached.  If this damage reduces someone's DEX to 0, they are immobilized.  This DEX damage is immediately healed if the Crawling Claw is pried off, which requires beating it in a STR contest or killing it.   

Tactics:
- Follow orders
- Attack the strongest melee fighter
- Sacrifice yourself

Mouth of Desolation
HD 3
AC none
Atk Howl
Mor 20
Saves 10 or less
Immune to Fear and Charm

Undead: Undead do not feel pain or get tired.  They are immune to poison and disease.  They do not need to eat, sleep or breathe.  Any spell that says "Undead" in its title or description is talking about something like this.

Sunlight Vulnerability: Undead take 1d6 radiant damage for every round they spend in sunlight.

Already Dead: Unless decapitated, cut to pieces, burnt to ashes by sunlight or reduced to zero HP by a magical attack or weapon, the Undead has an X-in-6 chance of their body knitting itself back together and recovering from the damage they took, where X is equal to the number of HD they have.

Immobile: The Mouth of Desolation cannot move.

Howl: The Mouth of Desolation, as an action, can howl.  All but Bloodchord's wielder must save.  On a failed save, they become scared and take 1d6 COG damage.  They feel the urge to run away and get as far away from the Mouth's Howl as possible. If flight is impossible, they will take some other step to prevent themselves from hearing the Mouth of Desolation's Howl.

Tactics:
- Use yourself as a distraction
- Spread fear  
- Laugh as you die

<Referee's Note>

To become Bloodchord's wielder, you must kill the previous wielder and take it off their corpse.

A body part severed by bloodchord dies and animates as an Undead under the wielder's control.   

Bloodchord's wielder can control up to X HD of body parts, where X is the creature's HD or class level, whichever is higher. Any additional animated body parts are not under the wielder's control and free to do as they wish.

</Referee's Note>

                                                by JohnSilva

Kerta

Kerta is a clever child, but strange.  He is removed from all emotion and empathy and seems not to understand people.  Whenever he shapeshifts into a person, the form is always strangely distorted, with a face that seems "just" off, or with some other abnormality that would not be present on a normal person.  This is a source of frustration for Kerta, as he is obsessed with mortals.  He wants to understand them, but they seem terrified of him.  He doesn't know why.

So to indulge his curiosity and solve this mystery, Kerta captures mortals and dissects them.  He cuts apart their bodies and studies the intricate sprawl of blood vessels, arteries and veins, then peels sections of muscle and hangs them up to study them in the sunlight, marveling at the tangled bunches of fiber.  His favorite subjects for experimentation are the organs though, which he expertly cuts apart and studies.  His cave is full of pickling jars full of dissected and sliced open organs.  Sometimes for these experiments he recruits Bjunak to animate these organs, but most of the time, he is content to study them once they have been plucked from the non-living shell of a mortal. 

Weakness: Kerta is arrogant.  He doesn't see himself as a warrior and sees his work as noble, so he would never expect anyone, besides his victims of course, to actually attack him.  He never checks for traps and would easily fall into any ambush.  He will regard threats against his life with humor first, then confusion when no one else laughs. 

Statblock Changes:

HD: 3

AC: Ogre Hide, Thick (Blunt 1d8, Sharp 1d6)

Atk: Claws (1d6+1) + Hookhand (1d6 or Save or be disarmed)

Heartstring: Kerta carries a rope that moves of its own accord, if he wills it.  As a free action, he can activate the rope, making it move.  When animated, it is a 2 HD snake with no bite attack and all the weaknesses that being rope grant it. 

Grenado: Kerta carries a magical bomb that explodes for 3d6 fire damage in a 30' sphere, save for half.  He carries 1d4+1 of these bombs.   

Potion of Pass without Trace: Kerta possesses a potion that if drunk, prevents a creature from leaving behind any trace of its passage.  He carries 1d4 of these. 

Puppet: Kerta carries around a puppet with him.  The Puppet has no magical abilities but fills those who look upon it, except for The Puppet's keeper, with a sense of unease.  At all times, The Puppet's keeper gains a +1 bonus to damage rolls and all saving throws.

                                                             source unknown

Galtape [Gal-tah-ph-eh]

Galtape is the firstborn, the favored son, the greatest of his brothers.  He is not the strongest nor perhaps even the most brilliant, but Galtape possesses something the others do not: an indomitable spirit.  Galtape has the soul of a warrior, unbowed and unshakeable.  His will is iron, but he is not inflexible either.  Galtape has a vision for the future, one he is willing to pursue to the end of the world.  However, Galtape is not arrogant, nor is willing to let an opportunity go for the sake of honor or personal glory.  He sees only the goal, and his clever mind fills in the gaps to bring him to where he wishes to go. 

Galtape desires the best for his family and his brothers- for them he would do anything.  However, his vision extends further.  He envisions something more for them than simple raiding.  He hopes to make his brothers into the foundations for something new, pillars in a new empire.  These are plans he has not discussed with anyone, but if given enough time and success, he will move forward.

When he is not plotting Galtape stalks the freezing peaks alone.  He tracks climbers and travelers and plays games with them, probing them with illusions and small attacks, to see what they will do.  He uses his illusions to lure them off course or get them lost, then watches their behavior.  Do they turn on each other or band together?  He does this not out of cruelty, but out of pragmatism.  He intends one day to rule over the hill clans and maybe eventually the soft, civilized folk of the distant valleys.  To do this, he must understand them. 

Weakness: Galtape is wedded to his family.  He would do anything to protect his brothers, except sacrifice himself.  But anything else, he would do.  If his brothers needed something, he would give it to them.  If one of his brothers were hurt or killed, he follow the man responsible across the world and make him pay for what he had done. 

Statblock Changes:  

HD: 3

AC: Ogre Hide, Thick (Blunt 1d8, Sharp 1d8)

Atk: Claw (1d6+2) or Light Blasts (1d6/1d6)

Glow: As an action, Galtape can make an object he touches glow, or create a ball of glowing light as bright as a torch.  He can control this light as a free action, moving it as he sees fit, though it cannot move more than 100' away from him.  If he wishes, he can make the light this orb emits have the properties of natural sunlight. 

Snuff Flames: As an action or reaction, Galtape can cause one source of fire or light to grow cold and extinguish this.  He can also use this ability as a reaction to a fire spell, canceling it out. 

Sunlight Blast: As an action, Galtape can fire blasts of light from his hands, or transform his glowing orb into one of the projectiles.  These blasts do 2d6 fire or radiant damage, Galtape's choice.

Mother, Father and that damned Cat

                                                               by MiguelRegodon

Gryla

The Peak had a different name once, the one written on all the maps.  But it is her mountain now.  Gryla is the ruler of this freezing peak and the mother of the vicious brood that torment all near it.  She is a wicked and gluttonous creature, consumed by her desires.  She dwells in a cave decorated with the frozen skeletons of her many victims, arranged in fanciful displays, skeletons posed at crude tables of stone, cups sealed in their hands with ice, clothes stiffened by the cold still wrapped around them.  From here, Gryla sits, ruling over the mountain.  She dwells here with her Folk Husband and her monstrous cat, as well as with her 13 sons.  All who come to her mountains must face the risk of encountering her.  

While the common people do not know this, Gryla is actually an Ogre, a female child twisted and morphed into something dreadful and depraved.  It has been years since then, but Gryla has changed very little.  The process stunted her growth, making her immature and petulant.  Gryla does not know how to form stable or normal relationships.  She acts out, throws tantrums when she is upset and is driven by her passions. 

Those passions were what inspired her to pursue the Faerie Leppalu, who dwelled in these mountains as well.  She found his beauty entrancing and attempted to kidnap him.  She failed at this and the two ended up battling numerous times.  Whenever she would win, she would kidnap him and drag him back to her cave, then attempt to court him in her own strange way.  Eventually, Leppalu allowed her to win and seduce him, as she clearly had been attempting for some time.  The reason for this is largely unknown.  Perhaps she eventually just wore him down, or maybe he came to genuinely love her.  Regardless, she managed to take possession of him, and they have built a very large family together.

Weakness: Gryla is driven by her passions and emotions.  She very rarely thinks things through and reacts on brute instinct most of the time.  She will not wander into an obvious trap or a clearly unwinnable fight, but she very rarely thinks things through.  If her children are harmed or threatened, especially where she can see it, she will fly into a murderous rage and pursue the person responsible with a single-minded intensity. 

Statblock:

Gryla is an Ogre.  Use the base Ogre Statblock that is found here.

Appearance wise she is fat and large, covered in shaggy grey fur.  Instead of having normal feet, she has chicken feet, which enable her to walk through the snow with surprising ease.  As she is so big, Gryla needs little protection from the cold, only bundling up when the weather is at its absolute worst.  Usually the only thing she wears is a loincloth and a thick strap across her bountiful bosom to support her breasts.

                                                          source unknown

Leppalu

He doesn't like that he has a name, but it is one that his wife gave him, so he can't complain much.  Leppalu is a Faerie, a Folkish noble with the power to shapeshift.  Before his current domestic life, he spent his time seducing maids and stealing livestock, occasionally pausing to curse some farmer and turn his children into cannibal freaks.  He was a ruthless, amoral sort who cared for nothing and no one. 

After their wedding, performed by a Demon, and many, many children, Leppalu has softened quite a bit.  He is now longer the brutal savage he once was.  He still despises things like math and writing, but the hatred has dulled quite a bit.  In a hundred years, if this process continues, he might end up becoming a Handsome Man.

Weakness: Leppalu is secretly fearful that he is not as strong as he once was, that he had degenerated into something less splendid.  He will respond to any challenge with surprising rage.  If his children are threatened, Leppalu will transform into a glorious exemplar of courage, fighting to his last breath to keep them safe.  Whether or not he is victorious, he will thank you for giving him new purpose. 

Statblock:

Leppalu is a Faerie.  Use the base Faerie statblock here

Leppalu's female form is that of a naked man with razor sharp facial features and bleach blonde hair.  His skin is pale as driven snow and his eyes are bright red. 

His male form is glassy and almost invisible, organs, muscles and bones becoming translucent.  His limbs grow long and dangerous, each finger extending to as long as a man's forearm, tipped with a wicked spear.  He uses these to make Claw attacks (1d8/1d8) or he can fire the nails off his fingers like javelins, (2d6 sharp, save for half).  He can only use this ranged attack up to 10 times.

                                                       by Xatchett

Jolako

Jolako is the family's cat.  She is a massive snow leopard, large for her size with excellent camoflague.  However, Jolako has a secret that only Leppalu and Galtape know about.  Jolako is actually a Nekomata, a cat that has transformed into a wicked spirit that enjoys tormenting the weak and helpless.

<Referee's Note>

It is common knowledge that as Cats in Nukaria grow, they grow new tails.  Cats grow one tail when they are born, two when they are seven years old and three when they are 14 years old.  Depending on the region, it is thought that Cats should be killed or released when they grow additional tails, though if this should be done at 2 or 3 tails varies from place to place.

Secret Knowledge: Cats grow in power and intelligence as they age, just as Foxes do.  When a Cat grows a second tail, it gains the ability to speak and learn language.  When a Cat grows a third tail, it gains the ability to shapeshift into a humanoid.  From this point as Cats accumulate more Tails, they grow in power, gaining new abilities. 

Cats that grow two or three tails often leave their owners, depending on the region, to wander the world as free Cats.  These Cats are called Bakeneko.  Cats with three or more tails who are sadistic and cruel are called Nekomata.  The children of Bakeneko or Nekomata and an ordinary mortal is a Nekomimi, an otherwise ordinary mortal with cat ears, a tail and claws.

</Referee's Note>

Weakness:
Jolako is an agent of chaos.  She lives to spread discord among those nearby and uses her shapeshifting powers to their fullest extent.  She cannot resist an opportunity to make mischief or to play a cruel trick on someone that looks vulnerable.

Statblock: 


Jolako the Nekomata
HD 3 
AC none
Atk Claw (1d6/1d6) or Bite (1d12) [Snow Leopard form]
Claw (1d4/1d4) or Icy Blast [Humanoid form]
Mor 13
Saves 10 or less is a success

Shapeshifter: As an action, Jolako can shapeshift either into the form of a humanoid she has seen or can imagine, a Catman humanoid form, an ordinary house cat or a snow leopard. 

Pounce: If she attacks from behind, from stealth or from a higher altitude Jolako may add +1d6 damage to any melee attack she makes.  She may only use this ability in her Humanoid or Snow Leopard form. 

Icy Blast: If she is in a Humanoid form, as an action, Jolako may fire a blast of ice magic at her target, doing 2d6 damage plus 1d6 DEX damage.  She can do this every 1d4 rounds.  If Jolako's blast reduces someone's DEX to zero, they are trapped in a block of ice and must be thawed out.  This DEX damage comes back at a rate of 1 point per hour, as long as the target is somewhere warm, such as in front of a fire or wrapped in furs with someone who has not trapped in ice.  

Tactics: 
- Attack from surprise
- Use Icy Blast to get out of tight scrapes
- Steal a weapon if you must fight

                                                       source unknown