Looting: Whenever you loot a fallen enemy, roll a d6 and consult the loot chart of the critter in question and see what goodies you manage to pick off the corpse. Those who take the Artisan Edge can use Monster Parts to craft all kinds of fantastic goodies (see the Gear section for more information).
Rare Monster Parts: Anyone who rolls a 5 for a Loot roll picks up a rare Monster part. Rare Monster parts act as “Wild Card” crafting material. You can break down a Rare Monster Part into d3 Wild Materials. A Wild Material may be used to replace ANY other Material when crafting. Rare Monster Parts are highly sought after and sell for $100 each.
Monsters and Numbers: You’ll notice that the Monsters presented below do not have Stats or Skills listed for them for the sake of brevity. Monsters fight and use their attacks to try and kill/eat people, so, listing Skills and Stat ratings would be relatively wasteful. Monsters always prefer action!
These small (around 3 feet tall), yellow skinned Goblinoid creatures have an endless hunger for all things golden, with these ravenous little beasts suffering from an eternal hunger for gold. Whether it’s a gold watch, or a handful of freshly mined ore, Glitter Gobblers have brought many to financial ruin with their endless appetite. Glitter Gobblers are naturally attracted to sources of gold and will wait for someone else to do all the hard work and mine their way to an exposed vein. Then, once the gold has been harvested and the hard work has been done, they spring forth and viciously attack anything in their way. Then, they gorge themselves on the crunchy golden stuff, leaving nothing in their wake. These gruesome pests never attack alone and prefer groups of 5 or more.
Energy: 10 Armor: 0
Half Actions
-Pickaxe: Since they hang out in mines a lot, Glitter Gobblers favor using tiny pickaxes for weapons. Attack (1d6/Difficulty 5) Damage Value (2).
-Sparkle Spit: While they are loath to do so, a Glitter Goblin can spit up a gold nugget as a projectile weapon. Attack (3d6/Difficulty 5) Damage Value (3). Once this attack is used, it cannot be used again for d6 turns.
Loot
1: Nothing
2: Scratched off Lottery Ticket (worthless)
3: Tiny Pickaxe (sells for 2 Bits)
4: d6 Monster Blood
5: Special Monster Part (Gold Tooth)
6: All Loot from this chartTake an average Armadillo, then make it about as big as a train car. Then run. Harmadillos are lumbering, massive beasts that roam the Ruin. While they are not inherently malevolent, they are exceedingly territorial, and anyone impeding on their turf can expect a very...stompy welcome.
Energy: 200 Armor: 3
Half Actions
-Tail Smash: The girthy, armored tail of a Harmadillo makes a fine club to batter someone with. Attack (5d6/Difficulty 3) Damage Value (8). On a successful attack, the target rolls either a Vigor OR Agility (Athletics) test. On a failure, the target is knocked Prone.
Full Actions
-Boulder Roll: The Harmadillo coils itself into a ball and rolls over their foes using their brutally spiked carapace. All targets in the line of fire must make either a Vigor OR Agility (Athletics) roll to get out of the way. Those who fail take d6 x 10 damage.
Special Abilities
-Heavily Armored: Due to its thick plating, whenever a physical attack damages a Harmadillo, roll a d6. On a result of 6, the attack deals 0 damage.
-Reflective Hide: In addition to being nigh-impervious, whenever a Harmadillo is targeted by a Magical ability or Power, roll a d6. On a result of 1-4, the Power acts as normal. A result of 5 means that the Power has no effect. A result of 6 means that the Power is reflected back to the user.
Slowpoke: Harmadillos are big, strong and tough, but they ain't the quickest of critters. They always go last in Initiative order (don't even roll).
Loot
1: Nothing
2: 10 Monster Blood
3: 10 Monster Meat
4: 10 Monster Carapace
5: Special Monster Part (Armored Harmadillo Heart)
6: All Loot from this chart
Perhaps the most vicious critter in all the Ruin, Coyote Fiend’s revel in pain and suffering, growing stronger with each new, fresh wound they inflict. The good news is that these dreadful beasts are nocturnal and are not encountered during the day.
Energy: 75 Armor: 0
Half Actions
-Tongue-Lashing: The favored method of administering pain for a Coyote Fiend is to use their pointed, barbed tongue as a whip. The tongue can extend up to 30 feet. Attack (3d6/Difficulty4) Damage Value (4).
Special Abilities
-Sadistic Glee: Administering suffering invigorates a Coyote Fiend, and whenever they deal damage with their Tongue-Lashing attack, they gain Advantage on their next attack roll.
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Monster Leather
5: Special Monster Part (Spiked Tongue)
6: All Loot from this chart
These grotesque horrors happen when a cruel little worm with mental powers infests the rotting brain of a dead vulture and animates the corpse to do its foul bidding. Some folks think that these are simple zombie-birds, but the truth is far more nefarious, as the psychically gifted worm inhabiting the dead Buzzard’s skull is actually puppeteering the carrion host to carry out all manner of vileness. Luckily, psychic worms have not mastered the art of animating any other corpse besides a dead vulture...yet.
Energy: 50 Armor: 0
Half Actions
-Dive Bomb: The Brain Buzzard’s favored method of attack is streaking down on an unwary foe and using its wickedly sharp beak to hack at any vital part of a target that it can peck at. Attack (3d6/Difficulty 4) Damage Value (3). This attack ignores Armor Ratings of 1.
Special Abilities
-Go for the Eyes: Whenever a Brain Buzzard deals damage to a foe, roll a d6. On a result of a 1, the target’s eyes were viciously pecked or clawed at, rendering the target blinded for 3 rounds. Blinded targets gain Disadvantage on all attack rolls.
-Lice Swarm: A Brain Buzzard is constantly surrounded by a buzzing cloud of biting, stinging lice. Anyone that starts their turn within 5 feet of a Brain Buzzard automatically takes 1d6 damage. Armor does not negate this damage, as the hungry lice are far too small to let a thing like armor get in their way. Damage taken from this ability does not trigger the “Go for the eyes” ability.
Loot
1: Nothing
2: d6 MonsterEgg
3: d6 Monster Feathers
4: d6 Undead Dust
5: Special Monster Part (Brain Buzzard Beak)
6: All Loot from this chart
Of all the threats in Valgamma’s Ruin, the nefarious Scorpus may be the most devious, because this cruel, 7-foot-tall scorpion thing has a keen, alien intellect that makes it one of the most cunning creatures in all of creation. A Scorpus is capable of devising long-term plans and uses its cruel intellect to see its foul desires through. Frighteningly, however, the true motivations and goals of this sinful creature are as of yet unknown, with some speculating that these beings are not even native to this realm of existence. Luckily, Scorpus prefer to hunt alone. If these darkly brilliant beings were to somehow cooperate with each other, then the world of Spurth would truly be in peril.
Energy: 60 Armor: 2
Half Actions
-Pincer Pinch: This dastardly attack sees a Scorpus use its one oversized pincer to give its poor victim the nipple-twist of a lifetime. Attack (3d6/Difficulty 4) Damage Value (4).
Full Actions
-Tail Stab: The Scorpus uses its legendary arm-tail strike to administer its lethal venom. Attack (4d6/Difficulty 3) Damage Value (5). A target who is hit with this brutal attack must immediately roll a Vigor (Athletics) test. Failing this roll means the target has been poisoned by the Scorpus. The poison lasts for 24 hours, or until healed via an antidote. A Poisoned character suffers disadvantage on all rolls, cannot spend Luck Points for any reason, and does not benefit from Short Rests until the poison has run its course. If a Poisoned target is poisoned AGAIN by a Scorpus and fails its resistance roll, then it immediately drops dead as the gruesome venom rots the poor victim from the inside out. Once a Scorpus uses this attack, it cannot attempt it again for d6 rounds.
Special Abilities
-Nefarious Intellect: Unlike most creatures, a Scorpus is highly intelligent, and can communicate via a primitive form of telepathy when it chooses to. This broadcasts as a nefarious whisper in a target’s mind that is quite unnerving. A Scorpus will never lower themselves to communicate with a lesser being in this fashion unless it is of benefit to its survival.
-Ambush Predator: A Scorpus prefers to catch its prey unaware, and any time one goes first in Initiative, it gains advantage on all its attack roll for 3 rounds.
-Cruel Brood: Anyone killed by a Scorpus poisoning (someone who is Poisoned twice in one day) will act as a breeding ground for offspring. If the corpse is not burned or completely destroyed in 24 hours after death, it will explode in a hideous wellspring of guts and goo, birthing d3 Scorpus from their slippery innards. It’s the circle of life, bro.
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Venom
4: d6 Monster Carapace
5: Special Monster Part (Scorpus Stinger)
6: All Loot from this chart
Just when you thought it was safe to go back in the water...
This ain’t no chicken of the sea! This mohawked bully Bass is all bad attitude and lives to get payback on all fishermen. Normally, a Badass Bass will lie in wait for a would-be angler, and then snatch their line and yank the poor soul into the water, where it proceeds to beat the ever-loving tar out of the fisherman. Badass Bass have been known to ram into small fishing boats with enough force to capsize them, using their blunt snouts to batter their foes into unconsciousness. These scaled ruffians take no guff and fight to the death.
Energy: 55 Armor: 1
Half Actions
-Snout Ram: No finesse, all fury. The Bass charges at a foe and gives them the equivalent of a fishy headbutt. Attack (5d6/Difficulty 3) Damage Value (5). If this attack earns more than 3+ Stars, the target immediately makes Vigor (Athletics) test at Disadvantage. Failing this rule Stuns the target, forcing them to skip their next turn as they see stars and try to recover. The Badass Bass is so ferocious that it can take a Full Action to do 2 Snout Rams per turn.
Special Abilities
-Rising Fury: While the Badass Bass has 20 Energy points or less, it gains Advantage on all its attack rolls.
-Tough Meat: You’d think that a giant 3-foot-long bass would at least be tasty, but a Badass Bass has meat so tough that no being on Spurth can chew through its thick, unpleasant flesh. Even a starving shark would turn its nose up at such a horrid meal. Blech!
-Aquatic Fighter: If a target has the Athletics skill at Professional rank or higher, it can fight in the water at no penalty. Otherwise, fighting in the water imparts Disadvantage on all attack rolls while fighting against a Badass Bass. This penalty has no effect if the target is in a boat, only if they are in the water.
-Wet Gunpowder: Water and guns don’t always mix so well, and a gun that has been submerged in water only works about half the time. Before a shot is taken with a soaked firearm, roll a d6. A roll of 1-3 signifies a wasted action.
Loot
1: Nothing
2: Pack of soggy Lucky Strike cigarettes (worthless)
3: d6 Monster Blood
4: d6 Monster Carapace
5: Special Monster Part (Badass Bass Fin)
6: All Loot from this chart
When pox breaks out among a community in Valgamma’s Ruin, you can rest assured that somewhere nearby, a Plague Bandit is smiling. These repugnant beings bring sickness and disease wherever they hang their crusty hats, and often choose a tight knit, small community to start sowing their mischief. By simply setting up residence nearby, the people in the area begin developing a strange sickness that soon spreads, turning the entire community into a quarantine zone. All the while, the nearby Plague Bandit feeds off the anguish of its prey as they are slowly consumed by sickness. Killing a Plague Bandit will end its reign of misery, with those afflicted seemingly becoming healed overnight. That being said, this putrid hombre isn’t one to go down easy...
Energy: 80 Armor: 0
Half Actions
-Rusted Pistol Shot: A Plague Bandit makes use of two corroded six shooters that seem normal upon first glance but leave hideous and festering wounds in their wake. Attack (4d6/Difficulty 3) Damage Value (3). Any damage done using this attack cannot be healed for 24 hours by any means, as the rusted bullets spread infection to whatever poor unfortunate houses them. Short and Long Rests do not regain Energy until 24 hours have passed. A Plague Bandit can take a Full Action to take two of these attacks but cannot move that turn.
Full Actions
-Coughing Fit: The Plague Bandit unleashes a series of loud, noxious coughs that unleash a punishing cloud of virulent spores that sizzle the flesh of anyone caught in their path. Once used, all beings within a 25-foot radius of the Plague Bandit must make a Vigor (Athletics) or immediately take d6 x 5 damage as their eyes and tongue sizzle in the toxic miasma that the Plague Bandit emits. Once used, this Action cannot be taken again for 1d6 rounds.
Special Abilities
-Strange Reproduction: After infecting a community with its sickening gift, it takes about d6 months for an entire small community (about 100 people or so) to die from their malaise. Once there are no survivors in a Pox town from a Plague Bandit’s gruesome proximity, they happily pack up and move somewhere else, leaving an abandoned plague town in their wake. After about a week of this, a brand-new Plague Bandit will be formed, who wanders off to start their own reign of terror.
-Miasma Aura: Surrounded by a cloud of hazy, stale and acidic air, a Plague Bandit appears to be blurry and phantasmal from a distance. Anyone making a ranged attack on a Plague Bandit suffers Disadvantage on their attack rolls. Close Combat attacks are unaffected by this.
Loot
1-6: Nothing you'd want to touch...
The equivalent of a spiked mace that can move, Battlesnakes are one of the more terrifyingly common critters in The Ruin and can reach lengths of about 10 feet in length. Their legendary rattle is coated in a healthy application of bone spikes that can leave one longing for the days when all you had to worry about from a snake was getting chomped on.
Energy: 40 Armor: 1
Half Actions
-Rattle Smash: The legendary spiked rattle of a Battlesnake makes a perfect weapon, and these sassy serpents don’t mind swinging it around willy-nilly. Attack (3d6/Difficulty 3) Damage Value (4). A Battlesnake may use a Full Action to perform this attack three times. Yes, I said three times!
-Warning: The sound of a Battlesnake’s tail can instill horror in a foe and is the way a Battlesnake prefers to start its fights. All targets who hear the chilling sound must roll a Smarts (Willpower) test. Those who fail cannot act on their next turn in combat, instead spending a Full Action quivering in fear. Once used, a Battlesnake cannot activate this ability again for d6 turns. A Battlesnake will always begin combat using this ability.
Special Abilities
-Strange Senses: A Battlesnake can taste the air around it, using this amazing sense to navigate their environment without the need to see. They can function just fine in complete darkness. I'm sure you can, too...right?
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Monster Carapace
5: Special Monster Part (Battlesnake Rattle)
6: All Loot from this chart
These good time gals are master shapeshifters and assume the form of common Saloon girls to indulge in their dark and sensual appetites. While this might begin as a bit of harmless fun, it isn’t long before the Saloonubus gets bored with...common delights and begins to get more and more vicious in her pursuits for experience, with her perversions growing more and more violent. Once patrons begin to go missing or are found in comatose fugue states of never-ending bliss, things get much less fun. Once discovered for her true nature (and she will, sooner or later), a Saloonubus would much rather flee and start life anew somewhere else under a new identity rather than fight it out (fighting is so unladylike, after all), but when cornered, they can present ample threat when they need to.
Energy: 40 Armor: 0
Half Actions
-Euphoric Touch: By simply touching a target who swings their way, a Saloonubus unleashes a crippling barrage of endorphins into her target that shocks their system. Attack (3d6/Difficulty 3) Damage Value (5). The line between ecstasy and agony is indeed blurry! This attack does not work on a target who is not inclined to...appreciate a Saloonubus’ charms, and only works on those who are attracted to females.
-Sizzle Smooch: By kissing their fingers and blowing a kiss at someone, a Saloonubus can deliver a sizzling ranged attack that sears the flesh of its target. Attack (3d6/Difficulty 4) Damage Value (3).
Special Abilities
-Party Girl: The ultimate sinner, a Saloonubus never suffers ill effects from drugs, drink, or vice, and can keep downing shots until the sun rises without so much as a hangover. They will often encourage others to carouse until they drop dead from excess. What a buzzkill!
-Charmer: Their inherently social nature makes a Saloonubus very likable, and they gain advantage on all Presence based rolls. Whenever a Presence based roll arises, a Saloonubus rolls 5d6 at Difficulty 3, with Advantage. Even when her nature is discovered, those who are attracted to a Saloonubus will find it difficult to raise arms against them, and all attacks made against a Saloonubus suffer Disadvantage. Those who aren't attracted to females are not affected.
-Shapechange: A Saloonubus can look like any Female she can imagine, from any Species, instantly changing her form to appear how she desires. No matter what form she chooses, it will always be exceedingly beautiful and radiate raw, sensual appeal. While physically the dupe is perfect, a Saloonubus is not all-knowing, and is bound to make a mistake in playing her role sooner or later. For example, if a Saloonubus takes the shape of an Elf, she will not instinctively know the details of the tribal structure or cultural traits of the person she assumes. She will “wing it” and lie whenever she is able, but an astute observer will quickly begin to see that details just don’t add up under scrutiny. Once slain, a Saloonubus reverts to her original form: A pink skinned, blue horned demoness with a glorious fashion sense.
Loot
1: Nothing
2: Tawdry Dime Novel (worthless, but exceedingly entertaining)
3: Frilly Silk Fan (worth 25 Buckaroos)
4: d6 Monster Blood
5: Special Monster Part (Bottle of Succubus Sweat)
6: All Loot from this chart
These upright-walking Bison take vengeance on those who callously overhunt the abundant herds of peaceful Buffalo that roam Valgamma’s Ruin. Unlike their harmless four-legged relatives, a Bisotaur has a big ass ax and a bit of a grudge. Poaching can be a lucrative trade in The Ruin, but each would-be trophy hunter sleeps with one eye open, dreading the sound of hoof steps in the night...
Energy: 125 Armor: 2
Half Actions
-Lemme Ax You a Question: Two handed axes hurt a bunch. Attack (4d6/Difficulty 3) Damage Value (5).
-Head Butt: The Bisotaur stomps its hooves and charges at a foe with their flat, broad head down. The target must roll either a Vigor (Athletics) test to get out of the way. Failing this roll deals d6 x 5 damage and knocks the target prone.
Special Abilities
-Not Entirely Bloodthirsty: A Bisotaur has a deep hatred for Poachers and trophy hunters who conduct themselves in an unsportsmanlike manner, saving their endless fury for those black-hearted souls. Beyond this, they are relatively peaceful and only act as guardians who protect roaming herds of their Bison ancestors from undue predation. Bisotaurs can speak and understand the Elven tongue and can be reasoned with.
-Bovine Blood: Bisotaurs can speak fluently to Bison, cattle, and cows of all kinds. You could say that they are udderly devoted to each other...
-Strange Fascination: For whatever reason, Bisotaur are exceedingly fond of puzzles and mazes. Anyone with Smarts above 5 has probably heard this rumor. Clever Poachers often scrawl a maze of some kind on a nearby rock to hopefully occupy a Bisotaur for a few precious moments so that they can make their escape. Whenever a Bisotaur is confronted with a maze or puzzle, they must roll a Smarts (Willpower) test (2d6/Difficulty 5) at Disadvantage to resist the urge to complete the puzzle or maze. Once engaged in figuring out such a brain teaser, a Bisotaur will dutifully stand there for as long as it takes, but this strange trance is broken if the Bisotaur is attacked or put in danger for any reason (they’re peculiar, not dumb).
-Extra Loot: Bisotaur are fond of massive two-handed axes, and besting one in combat will allow the victor to loot the legendary Big Ass Ax of the Bisotaur (Vigor 3+ to wield. Must use 2 hands. 5 Damage Value. Whenever this weapon earns 3+ Stars on an attack roll, it deals an extra d6 damage. Sells for 500 Buckaroos). This is in addition to whatever you roll on the Loot table below.
Loot
1: Nothing
2: d6 Monster Meat
3: d6 Monster Fur
4: d6 Monster Leather
5: Special Monster Part (Bisotaur Horn)
6: All Loot from this chart
Energy: 10 Armor: Ha!
Half Actions
-Buck Tooth Bite: They don’t have arms, what else did you expect? Attack (2d6/Difficulty 5) Damage Value (3).
-Bile Spit: This rude attack sees a Kag spit up a foul-smelling glob of slightly acidic...stuff at a foe. Attack (3d6/Difficulty 5) Damage Value (2). Anyone hit by this rather rude attack must roll a d6. On a result of a 1, the target stinks to high heaven for the next 24 hours, no matter how many baths they take.
Special Abilities
-Obnoxious Scream: A Kagglehopper lets loose a high pitch, ear-shattering screech upon dying. Anyone who hears the headache-inducing sound must succeed at a Vigor (Athletics) or Smarts (Willpower). Failure immediately deals 10 damage (ignore all Armor) and deafens the victim for d6 turns.
-Skittish: Kagglehoppers are jittery, nervous, and cowardly. They will not attack unless they outnumber a party, and can be easily intimidated into scurrying away. Anyone with a Vigor Skill rating of 3 or higher can attempt a Vigor (Persuasion) to try and scare the little pests away, with a success scaring off all Kagglehoppers who can see the intimidator. Any intimidated Kags will not return to the area for one Month.
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Monster Fur
5: Special Monster Part (Kagglehopper foot)
6: All Loot from this chart
Don’t let its adorable appearance fool you, a Hypno-Strix is the most manipulative creature in or out of the air. These small, large-headed Owls have a set of massive and hypnotic eyes that they can use to assume total control over a being’s mind! These nefarious birdies are beneath petty combat, and use their mind-controlled minions to do their dirty work for them.
Energy: 40 Armor: 0
Half Actions
-Hypnotize: Any one target within 25 feet of a Hypno-Strix that makes eye contact must immediately make a Smarts (Willpower) roll. Failure means that the wily foe gains full control of all the thrall’s actions, senses and memories. This lasts as long as the Hypno-Strix concentrates and stays within 100 feet of the Thrall. If the Strix moves beyond this range, the mental hold over the thrall immediately fails. If a Hypno-Strix is damaged while controlling a Thrall, the target may make another roll to break out of the bird’s spell.
Special Abilities
-Methodical: Hypno-Strix are born adorable and quickly learn to use others for their benefit. Thralls under the service of a Hypno-Strix are used to gather food for their feathered overlord on most occasions. Sometimes, a Hypno-Strix creates a Thrall just to start trouble because it’s bored, enjoying the shared senses with its helpless prey.
-Mental Link: A Hypno-Strix may only have one Thrall at a time. If a link between a Thrall and its Master is severed, then the Hypno-Strix may not gain another Thrall for at least 24 hours. Someone who has broken thralldom to a Hypno-Strix may never be enslaved by that same beast again (though another Hypno-Strix might attempt it). While controlling someone’s mind, a Hypno-Strix has awareness of its surroundings, as well as the surroundings of its Thrall, somehow being able to make use of its own senses as well as those of its unwilling servant. If a Thrall under control of a Hypno-Strix dies, the Owl-Thing simply shrugs its feathered shoulders and flies off to find another source of entertainment.
-Symptoms: Those in thralldom to a Hypno-Strix act in a disjointed, strange manner, and it won’t take long to arouse suspicion that mental manipulation is at play. Symptoms of Hypno-Strix mind control include: a blank, unblinking stare, stunted speech patterns, and lack of emotional displays.
Loot
1: Nothing
2: d6 Monster Egg
3: d6 Monster Meat
4: d6 Monster Feather
5: Special Monster Part (Adorably huge Hypno-Strix Eyeball)
6: All Loot from this chart
Ornery and always ready for a scuffle, these porcine punks roam Valgamma’s Ruin looking for trouble. At first, one might mistake a Gore Boar for a normal pig, but closer examination soon proves that pork chops are probably off the dinner menu this evening. The most famous feature of a Gore Boar is the set of prickly, upturned cactus-tusks that jut out of the sides of its mouth.
Energy: 75 Armor: 1
Half Actions
-Gore: What they lack in tactical cleverness, a Gore Boar makes up for with raw, unadulterated force. Their battleplans are always simple: put your head down and charge until stuff stops moving. Attack (4d6/Difficulty 3) Damage Value (4). If this attack brings a target to 0 Energy or less, the Gore Boar may immediately make another attack on another target who is within 30 feet of it.
Special Abilities
-Forceful Critical: Whenever a Gore Boar scores 3+ Stars on a Gore roll, the victim immediately rolls a Vigor (Athletics). Failing this roll knocks the target back, sending the poor sod sailing through the air about 25 feet. Landing from this height isn’t very pleasant, and deals d6 x 5 additional damage.
Loot
1: Nothing
2: d6 Monster Blood
3: d6 Monster Meat
4: d6 Soothing Aloe (Each application heals 2d4 Hit Points)
5: Special Monster Part (Gore Boar Cactus Tusk)
6: All Loot from this chart
Everybody knows that Grizzly Bears are the premier authority on all matters of occult learning, and these hulking hibernators are more than willing to display their arcane acumen to anyone looking for an impromptu magic lesson. Grizzards are always on the hunt for magical items to study and catalog, and are often drawn to parties who make use of Heirlooms...
Energy: 85 Armor: 2
Half Actions
-Spells: A Grizzard attacks exclusively through its arsenal of potent magical attacks. On each of its turns, a Grizzard can cast one spell from its Spell book. Some of the more popular spells Grizzards favor are listed below, with each taking a Half Action to cast. A Grizzard cannot cast the same Spell two times in a row.
-Wand Blast: The Grizzard points their star-tipped magic wand and concentrates a blast of pure mystical force through it at any foe it can see. Attack (3d6/Difficulty 4) Damage (3). Whenever this attack damages a foe, they roll a d6. On a result of 1, the target loses a Luck Point.
-Salmon Slam: The Grizzard loudly burps forth a large, magically charged Salmon that explodes upon impact. This attack can target anyone within 50 feet that the Grizzard can see. The target rolls a Vigor OR Agility (Athletics) test to avoid the attack. Failure deals d6 x 10 damage to the target, as well as half this amount to all bystanders within 10 feet of the target.
-Delicious Prison: The Grizzard encases a foe in a hardened cage of sturdy, crystalized honey. The Target rolls a Smarts (Willpower) test to resist. Failure indicates that the target is immediately imprisoned, being unable to move or take actions. At the start of their turn, an imprisoned character may take a full action to roll a Vigor (Athletics) test to bust through their honeycomb home through sheer brawn. Failure indicates the victim is trapped and its action is wasted. It may try again on its next turn. This spell cannot be cast if there is already someone encased in a Honey Prison.
Special Abilities
-Teleport: Whenever a Grizzard takes damage in combat, it rolls a d6. On a result of a 6, the Grizzard may instantly teleport to any location it can see within 50 feet.
-Counterspell: Whenever someone with the Mysterious Blood Edge activates a Power within 50 feet of a Grizzard, they roll a d6. On a result of 1 the spell harmlessly fizzles and is wasted.
-Extra Loot: A felled Grizzard’s most prized possession is its Spell Book. Someone with the Mysterious Blood edge can read the Spell Book and immediately learn any Power they have access to for free. After this, the book crumples to dust. Sells for 500 Buckaroos. Defeating a Grizzard drops this loot in addition to what is rolled on the chart below.
Loot
1: Nothing
2: d6 Monster Meat
3: d6 Monster Fur
4: d6 Monster Leather
5: Special Monster Part (Grizzard Paw)
6: All Loot from this chart
Possessing an endless hunger, Chow Grubs pose a serious threat to traveling adventurers, attacking well-stocked folks and gobbling up all their Rations. A Chow Grub burrows into the earth and awaits the coming of someone with food. In a burst of soil and Earth, a Chow Grub attacks anything in its way, gleefully chowing down on flesh, bone, and Ration alike. Chow Grubs are bulbous, fat, three feet tall worms with large and strong teeth that are particularly good at grinding bones. Chow Grubs normally attack in groups of 3.
Energy: 30 Armor: 0
Half Actions
-Devouring Bite: Mindless and singularly focused on eating anything in their path, a Chow Grub’s only attack is made with its massive maw. Attack (3d6/Difficulty 4) Damage (3). Whenever a Chow Grub deals damage with this attack, it also lowers the Ration supply of the Player Characters by 1d6. As you might expect, a prolonged battle with a trio of Chow Grubs can lead to a desperate, starving adventuring party...
Special Abilities
-Burrow: Chow Grubs are nigh-perfect ambushers, burrowing underground and then springing forth when they sense food. Anyone nearing a Chow Grub ambush may roll a Presence (Perception) to sense that something isn’t right. Success means that the players go first in combat. Failure means that the party is successfully ambushed, with the Chow Grubs all acting first automatically and the players are considered Unaware for the first round of combat.
Loot
1: Nothing
2: Half-Eaten Apple (worthless)
3: Empty Can of Beans (worthless)
4: d6 Monster Blood
5: Special Monster Part (Chow Grub Tongue)
6: All Loot from this chart
Ancient and wise beyond peer, Shell Sages are walking, talking turtles covered in tribal paint and filled with endless questions. Peaceful and curious, Shell Sages are ever-inquisitive and are known to approach adventurers and offer counsel and advice (whether it's wanted or not). These eternal beings are revered by Elves, but are found rather annoying and obnoxious by most others who don’t appreciate being peppered by an endless barrage of esoteric questions.
Energy: Special Armor: Special
Special Abilities
-Pacifistic: Shell Sages will never resort to violence. If they are attacked, a Shell Sage will retreat into its indestructible Shell and wait for its opponent to get tuckered out and leave them alone. A Shell Sage has never been recorded as ever being destroyed, and many believe that these beings are as old as the world itself.
-Slowpoke: As you might expect, Shell Sages take their time doing just about everything. They walk slowly, they talk slowly, and they get to the point slowly.
-Wise Counsel: Shell Sages are very curious about Adventurers, and those who are patient and hospitable to these little creatures can oftentimes benefit greatly. Anyone attempting to seek counsel from a visiting Shell Sage must roll either a Vigor (Athletics) OR Smarts (Willpower) roll at Disadvantage (Elves do not get Disadvantage on this roll). Success means that the character somehow manages to not fall asleep while the Shell Sage prattles on and on about mystical riddles in a most monotone voice. This ordeal takes 2d6 hours. Those who succeed manage to find some kernel of useful advice, and immediately gain d6 Bonus Experience Points. Once the Shell Sage has unloaded its wisdom, it wanders off to quell its curiosity elsewhere.
Loot
(Inapplicable—No one has ever killed one yet.)
Nefarious and brutal, Cucarachas are a devious race of walking vermin who delight in slavery and cruelty for personal gain. These bad-tempered bugs hold a deep hatred for all non-insectoid beings (which they call “Fleshies”), and immediately attack any on sight. Cucarachas normally travel in raiding parties and scour The Ruin looking to enslave anything they can. It is rumored that these foul beings even have an underground city deep below the surface of Valgamma’s Ruin, where they drag their slaves to toil in their underground salt mines.
Energy: 20 Armor: 1
Half Actions
-Whip: Their love of enslaving foes makes the whip a popular choice of weapon for Cucarachas. Attack (2d6/Difficulty 4) Damage Value (2).
-Brass Knuckles: Crude, but effective...I guess? Attack (2d6/Difficulty 4) Damage Value (2). Anyone clobbered by a Brass Knuckle attack for 3+ Stars must roll a Vigor (Athletics) test or be dazed for one round. A Dazed character cannot move on their next turn and their attack rolls suffer Disadvantage.
-Bite: A sharp set of pincers give a Cucaracha yet another method of inflicting violence. Attack (4d6/Difficulty 4) Damage Value (3). This attack ignores Armor Ratings of 1.
-Cigar Burn: This demoralizing attack sees the Cucaracha press its lit cigar against the flesh of any foe within five feet. The target must roll an Agility (Athletics) to get the heck out of the way. Failure deals 1d6 damage to the target. If a 6 is rolled on this die, then roll again and keep adding the result. If you keep rolling 6’s on this die, you could do some serious damage!
-Throwing Knife: While physically unimposing, Cucarachas have a keen depth perception that makes them deadly with throwing knives. Attack (4d6/Difficulty 3) Damage Value (2). This attack cannot be made at close range.
Full Actions
-Quad-Attack: A Cucaracha has multiple limbs and knows how to make the most of them! These voracious vermin can spend one full action in order to take 4 attacks on their turn. In close range, they may make a Whip, Brass Knuckle, Bite, AND Cigar Burn attack on each turn. At range, they may take 4 throwing knife attacks.
Loot
1: Nothing
2: Weapon (roll d3 [1-Whip 2-Five Knives 3-Brass Knuckles])
3: Bag of stolen goods (d6 x $25 worth)
4: d6 Monster Carapace
5: Special Monster Part (Bug Juice)
6: All Loot from this chart
A fiendish abomination that feeds on the blood of the living to extend its own immortal existence, a Bitemare actively hunts its prey in the nighttime hours, potentially spreading its foul curse to any other living horses that it slakes its sickening thirst upon.
Energy: 100 Armor: 1
Half Actions
-Trample: The ghoulish steed attempts to tap dance on a foe’s face with its immaculately polished hooves. A target must roll a Vigor OR Agility (Athletics) to get the heck out of the way. Failure to do so deals d6 x 5 damage and knocks the target prone.
-Bite: Those massive fangs aren’t just for show! While Bitemares prefer horse blood, any of the red stuff will do in a pinch, and this attack helps refuel their grim powers. Attack (5d6/Difficulty 3) Damage Value (5). Whenever the Bitemare deals damage to a foe with this attack, it regains d6 Energy.
FULL ACTIONS
-Bat Swarm: Unleashing a spine-tingling neigh from beyond, the Bitemare summons forth a cloud of ravenous bats that swarm around a target of its choosing. The target must roll a Vigor (Athletics) test to endure the assault. Failure means that the target gains Disadvantage on all its rolls for the next 3 rounds as it is covered in angry, flapping, screeching bats.
SPECIAL ABILITIES
-Undead Resilience: Creatures from beyond the grave such as this gain Resistance to all damage from ranged attacks. Melee attacks deal normal damage.
-Infection: A horse who is drained of all its blood by a Bitemare rolls a d6 upon dying. On a result of a 6, the not-so-deceased steed will rise as a Bitemare the following evening at Midnight.
-Mist Form: When brought to 0 Energy, the Bitemare rolls a d6. On a result of 1-5, it is destroyed. On a result of 6, it assumes the form of a red cloud of Mist and drifts back to its haunted stable to regenerate. D6 nights later, the Bitemare returns to full strength, seeking vengeance on those who dared defeat it...
Loot
1: Nothing
2: Ankh Necklace (sells for $50)
3: d6 Monster Fur
4: d6 Undead Dust
5: Special Monster Part (Bitemare Fang)
6: All Loot from this chart
Deep underneath the lands of living, La Dama de Hueso holds her macabre court, and the dead forever busy themselves etching out her kingdom. Corpsers are the rank-and-file of the Underworld, mindless undead that skitter about on their slithering spinal tail, either dutifully serving Gnomish Bone Magic practitioners, or mindlessly attacking the living. Either activity suits them just fine.
Energy: 15 Armor: 0
Half Actions
-Grave Touch: The touch of a Corpser sends a gruesome shiver down the spine of the living. Attack (2d6/Difficulty 4) Damage Value (3).
Special Abilities
-Bone Explosion: When a Corpser is defeated, it explodes in a violent expelling of jagged bone chips and slashing shards. Any enemies within 25 feet of this roll either a Vigor OR (Athletics) test to get out of the way. Failure deals 10 damage.
Loot
1: Nothing
2: Filthy Hat (worthless)
3: Brittle Femur (worthless)
4: d6 Undead Dust
5: Special Monster Part (Corpser Finger)
6: All Loot from this chart
These spooky, floating and rather regal ladies often haunt places where the aura of death linger heavily, such as massacres or the sites of other dastardly deeds. Their very presence frays the borders between the lands of the living and the lands of the dead, allowing for even more creepy underworld ghoulies to salsa dance their way into the mortal world.
Energy: 65 Armor: 0
Half Actions
-Remember that part in the Exorcist...: A Rot Queen can barf forth a volley
of acidic...stuff that sizzles flesh and can rot away wood. Anyone within 50 feet of a Rot Queen can be targeted by this attack. Targets must roll a Vigor OR Agility (Athletics) test to get out of the way. Failure deals d6 x 5 damage. At the start of the target’s next turn, they must succeed at a Vigor (Athletics) test or take an additional d6 damage.
Special Abilities
-Fear: A Rot Queen is a truly chilling sight to behold, and all attack rolls made against one within 25 feet suffer Disadvantage unless the target succeeds at a Smarts (Willpower) roll to bolster their courage.
-Rotspawn: Any living target that is killed by a Rot Queen’s BARF ATTACK immediately rises as a Corpser under the Rot Queen's control.
Loot
1: Nothing
2: Tattered Dress (worthless)
3: Ragged Sandals (worthless)
4: d6 Undead Dust
5: Special Monster Part (Rot Queen Hair)
6: All Loot on this chart
The vengeful spirit of a chicken done wrong, Poultrygeists are angry birds trapped between the worlds of the living and the dead. These Spectral snacks flitter between realms, never truly at rest in either dimension.
Energy: 25 Armor: 0
Half Actions
-Egg Lob: The Poultrygeist can launch offensive egg-shaped missiles a shocking distance, using this ranged attack to bombard foes (as well as summon reinforcements). Attack (3d6/Difficulty 4) Damage Value (3). If this attack deals damage, roll a d6. On a result of 6, another Poultrygeist is birthed and attacks on the same turn as the one who spawned it!
Full Actions
-Beak Shriek: This ear-piercing howl from beyond can shatter glass, as well as minds. All within 500 feet of the Poultrygeist must roll a Smarts (Willpower) test. Failure deals d6 x 5 damage. Once used, this cannot be activated again for d6 turns.
Special Abilities
-Haunt: A Poultrygeist can haunt an area that interests it, making the walls ‘bleed’ egg yolks, emit strange, phantasmal clucking noises, and infusing a general aura of dread in the area until the Poultrygeist is exorcized (IE, defeated) from the premises. Poultrygeists usually haunt farms where they met their unfortunate end, but any location that catches their fancy will do.
-Incorporeal: Whenever an attack deals damage to a Poultrygeist, roll a d6. On a result of 1-3, the attack deals damage as per normal. On a result of 4-6, the attack harmlessly passes through the spectral chicken, dealing no damage.
Loot
1: Nothing
2: Monster Egg
3: d6 Monster Feather
4: d6 Undead Dust
5: Special Monster Part (Phantasmal Wattle)
6: All Loot on this chartEvery now and then, a herd of longhorns in Valgamma’s Ruin will get struck by lightning, turning them miraculously into an altogether new breed of bovine. With stainless steel horns that act as conductors and light blue skin, Thunder Cattle roam the Ruin in great herds of super charged beings. Thunder Cattle have become vital to the Dwarven economy, and massive ranches of these lumbering beasts have their boundless energy harvested to satiate the Dwarven society’s electricity needs. Adventurers can make big money escorting herds of Thunder Cattle from Valgamma’s Ruin up to the snowy mountains the Dwarves call home.
Energy: 85 Armor: 2
Half Actions
-Jolt Shot: Crackling electricity surges around a Thunder Cattle at all times, and they can discharge this into pulses of electricity to zap their foes. Attack (3d6/Difficulty 4) Damage Value (3). If this attack deals 3+ Stars of damage the target must roll a Vigor (Athletics). If this roll fails, the target is electrocuted, and loses their next action.
-Milk Shower: A Thunder Cattle can hose down a victim within 25 feet with a barrage of moo-moo milk. The target rolls an Agility (Athletics) to get the heck out of the way. If this roll fails, the target is drenched for d6 turns. A Drenched target who takes damage from a Thunder Cattle’s Jolt Shot attack takes double damage.
Full Actions
-Charge: Normal bull horns hurt bad enough, and electrified metal horns are that much meaner. Attack (5d6/Difficulty 3) Damage Value (5). Once a Thunder Cattle charges, it cannot use this attack again for d6 rounds.
Loot
1: Nothing
2: Bucket of odd-tasting Milk (worthless)
3: d6 Monster Blood
4: d6 Monster Leather
5: Special Monster Part (Steel Horn)
6: All Loot on this chartIs nothing sacred in Valgamma’s Ruin? Outsiders are malevolent abominations from another dimension that spout from portals that just so happen to spawn only in Outhouses in the Ruin.
Energy: 100 Armor: 0
Half Actions
-Flurry of Tentacles: An Outsider is a strange creature made of wriggling, rubbery tentacles that often end in chomping beaks, spiked spines and slapping fins. This foul creature unleashes a frenzied flurry of these strikes upon foes. Attack (3d6/Difficulty 4). An Outsider can make this attack twice per round by taking a Full Action.
Special Abilities
-Portal: Whenever someone uses an Outhouse in Valgamma’s Ruin, they roll a number of d6’s equal to their Maximum Luck score (not their current Luck score). If more than half these dice come up 1’s, a Portal to another dimension is formed and immediately births an Outsider. Luckily, this Portal is temporary, and after d6 hours, it closes and returns the Outsider back to its native Plane.
-Stationary: An Outsider is anchored to its native Portal, but its limbs have an alarmingly long range, able to attack targets within 100 feet of the Outhouse from which it spawned. Outsiders cannot take move actions.
-Call From Beyond: The Outsider chooses a victim to mentally assault with maddening whispers from another Dimension. The target rolls a Smarts (Willpower) test to resist this. Failure does not deal damage, but grants the target one Compulsion Point. Anyone who gains 3 Compulsion Points immediately goes mad and willingly jumps into the Outhouse Portal where they are never heard from again. Anyone with at least 1 Compulsion Point gains Disadvantage on rolls to resist this ability. Whenever an Outsider deals damage to a target for any reason, they may immediately attempt a Call From Beyond against anyone within 100 feet.
Loot
1: Nothing
2: Blob of primordial goo (worthless)
3: d6 Monster Meat
4: d6 Monster Leather
5: Special Monster Part (Outsider Beak)
6: All Loot on this chart























