Title

Title

La Llorona (Solitary, Magical, Devious, Intelligent, Terrifying)

Death cry (d8 damage) 12 HP; 4 armor

(Close, Ignores Armor)

Special Qualities: Drowns Children, Incorporeal

La Llorona (“The Weeping Woman”) is a legendary ghost prominent in the folklore of Hispanic America. According to the tradition, La Llorona is the ghost of a woman who lost her children and cries while looking for them by the river, often causing misfortune to those who hear her.

Parents often use this story to prevent their children from wandering out at night. In some versions of this tale and legend, La Llorona will kidnap wandering children who resemble her missing children, asking her children for forgiveness and drowning these other children to take their place, but they never forgive her and she keeps trying. People who claim to have seen her say she appears at night or in the late evenings from rivers or lakes in Mexico. Some believe that those who hear the wails of La Llorona are marked for death but those who escape in time are not so marked, similar to the Gaelic banshee legend. She is said to cry, ¡Ay, mis hijos! (“Oh, my children!”)

Instinct: Steal life from children

Search in endless grief

Harm the living

Cause Sorrow

Glass Golem

Glass Golem

Glass Golem

(Solitary, Construct, Devious)

Jagged Fists (d8, close, hand)

4HP, 1 Armor

Instinct: Attack intruders with suicidal fury

What kind of a mad man makes a golem out of glass? The same kind that hollows the golem out and fills it with highly toxic gas, that’s who! Often made of black onyx to hide the surprise inside, glass golems are often used by wizards as traps or to defend something in a small enclosed area. It’s said the Archamge Zillia Vexx made several that were filled with odorless, colorless gas that was explosive and always kept them near braziers. Sadly that technique was lost when her tower burned to the ground after a small earthquake.

-Shatter and fill the room with deadly gas

Crypt Wight (Group, Devious, Intelligent, Cautious, Hoarder, Terrifying)

Crypt Wight (Group, Devious, Intelligent, Cautious, Hoarder, Terrifying)

Crypt Wight (Group, Devious, Intelligent, Cautious, Hoarder, Terrifying)

Ghost Blade (d6 damage) 10 HP (4 armor)

(Close, Near)

Special Qualities: Undead

A crypt wight is a corpse given a semblance of life through a fallen spirit’s love of violence and hatred. A crypt wight can drain the life energy out of victims by touch or blade, turning them into new wights upon death. Crypt wights may not leave their tombs and sunlight is fatal to them. They may not cross running water or salt. Silver weapons do double damage. A crypt wight appears as a weird and twisted reflection of the form it had in life. Wights are always evil.

Custom Move: When a crypt wight first drains you with its ghost blade or touch, ROLL+CON;

On a 10+, it fails and you take no damage

On a 7-9, choose 1; On a -6 or less fail take all three.

@Take d6 of damage damage.

@Take-1 ongoing until you make camp.

@Lose 1 point of Strength until you make camp.

On a 6-, all three take effect.

Instinct: Drains Life

Haunts

Drains Life

Create new wights

Create magical darkness

Taunt the living

Title

Title

Lamia (Solitary, Large, Magical, Intelligent, Hoarder)

Drains Blood (d12 damage) 16 HP, 2 armor

Reach

A vampiric half-serpent woman that often manages a band of lesser jackalware thralls. A human drained of blood by a lamia will arise three days after death as a jakalware thrall of a lamia unless the victim’s body is burnt or given a proper burial.

It’s fairly clear that the Lamia was a precursor figure to the well-recognized vampires and succubae of modern fantasy and horror literature.

In 1819, the English Romantic poet John Keats composed a poem simply titled “Lamia” that then influenced one of Edgar Allan Poe’s sonnets (“To Science”), which is all to say that there is something about this creature’s origin and character that has continued to capture popular attention over the course of several thousand years. It’s unfortunate that the Lamia’s role in blood-sucking and seducing men has been more or less usurped in popular culture and fantasy by the vampire and the succubus, but at the very least, her essence has survived in recognizable ways in those creatures to this day.

Instinct: Drain Blood

Uses illusion

Seduce and Drain

Summon Jackalware thralls

Jackalwere (Group, Small, Stealthy, Intelligent)

Jackalwere (Group, Small, Stealthy, Intelligent)

Jackalwere (Group, Small, Stealthy, Intelligent)

Weapon or bite (d8 damage) 6 HP, 0 armor

Close, Reach

These demonic jackals have three physical forms (jackal,jackal hybrid, human) they shift between and they often work for Lamia masters to capture slaves or caravans. Other than its size, its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Sleep Gaze

The jackalwere gazes at one creature it can see. The target must roll +Wisdom.

On a 10+ the player is now immune to a jakalware’s gaze.

On a 7-9 the player sees, briefly the jackalware’s true hybrid form.

On a 6 or less the player falls into a light sleep.

Instinct: Enslave and/or rob

Shapechanger

Sleep Gaze

Ambush

Zargon Cultist (Solitary, Organized, Intelligent)

Zargon Cultist (Solitary, Organized, Intelligent)

Zargon Cultist (Solitary, Organized, Intelligent)

Dagger (d4 damage) 5 HP

Close

Cultist dedicated to the worship of Zargon in the underground city.

Instinct: Sacrifice Innocents to Zargon

Worship Zargon

Summon goblin slaves

Commune with Zargon

(Source: Classic D&D Module B4: The Lost City)

Title

Title

Cynidicean (Horde, Devious, Intelligent)

Short Sword (d4 damage) 3 HP, 0 armor

Close

Cynidiceans are a special type of normal humans who live in the underground Lost City. They have pale skin, white hair, large eyes, and infravision. They wear colorful masks, bright clothing, and carry short swords. They spend most of their time living in strange dream worlds.

Instinct: Act in a bizarre fashion

Live in a dream world

Unpredictable actions

Be Insane

Example Cynidicean Encounters:

One character in a wolf mask is encountered. This Cynidicean believes he is a werewolf. When he sees the party, he will drop to all fours, howl, sniff, circle, and generally behave like a wolf. He may try to bite if approached too closely. He thinks he cannot be harmed, and will only be afraid of magic or silver weapons.

Three characters approach the party, dressed in dark robes and devil masks. They carry incense burners. These Cynidiceans think they are powerful clerics.They see the party as demons and will try to drive them off with loud cries and foul-smelling smoke. The leader’s name is Brother Theodeus.

One Cynidicean dressed in bright green robes and a bird mask approaches the party She will walk slowly up to one party member, hand him or her a small pouch, smile, and walk on. She will not notice any attempt the party makes to talk to her.The pouch contains a strange powder that smells like cloves.The powder has no special properties at all.

This group of five Cynidiceans is dressed in brightly colored robes and masks with human faces. They will think the party is the same band of barbarian raiders who looted the city centuries ago. They will flee in panic as the party approaches.

Six Cynidiceans in striped robes and camel masks zig-zag slowly down the hall in single file. They are trying to avoid the invisible snakes on the floor. They will try to show the party the invisible snakes and warn the party to walk around the snakes. Th ere a re, of course, no snakes.

This party of four w ear insect masks, carry large clay jars, and hum like bees. They will stop and ask the party to drink from the jars. Everyone who does has 1-4 points of damage cured, as these jars contain honey from the lair of killer bees. If the Cynidicens are attack ed, or if someone tries to drink twice the Cynidiceans will smash the jars and attack berserkly.

This party of four wears animal masks: Hawk, Fish, Cat, and Fox (these are also the character’s names. They are carrying a stretch er with a gourd on it. These characters are rushing their “sick friend” (the gourd: Dog) to a cleric. If the party has a cleric, the Cynidiceans w ill insist that the cleric cure their friend.

This group of six in bright yellow robes and human masks will stop and stare at the party. They will “recognize” a party member as the King or Queen of Cynidicea. They will follow the character, sing songs of praise, and wait on the character hand and foot. In general, they will smother the character with attention. However, they will not fight for their King or Queen.They are more likely to grab the character and try to rush him or her to safety. Their spokesman is Policrates the Herald.

A group of four Cynidiceans in feathered robes and bird masks approach. On seeing the party, the Cynidiceans will “fly” (run) forward, flapping their arms and squawking. They will invite the party to fly along and will lead them on a merry chase. If the party refuses to join the Cynidiceans, the Cynidiceans will insult the party as poor creatures who cannot fly (“Thou land-bound slugs!”), circle three times, and “fly” away. If attacked, the Cynidiceans will “fly” away.

A group of six Cynidiceans with their bodies painted black and wearing vulture masks walk quietly toward the party. They carry long wooden boards, but seem friendly and normal.They will follow the party, waiting for something to be killed. When it is, they will rush over and start building a coffin to fit the body. When they are done, they will demand a 10 coin payment.They will attack if they are not paid.

These five Cynidiceans think are an adventuring party. They will think the player characters are some kind of monster (GM determine) and act accordingly.

(Source: Classic D&D Module B4: The Lost City)

An Old Friend would like to have your party for dinner…

An Old Friend would like to have your party for dinner…

An Old Friend would like to have your party for dinner…

Zargon (Solitary, Large, Planar)

Tentacles (d10 damage) 24 HP (1 armor)

Near

Special Qualities: Regenerates, Horn must be destroyed to kill

Although Zargon is ancient, it is no god. It is a cunning creature that discovered its “godhood” makes it easier to get victims. Zargon was worshipped by primitive peoples in early times, but retreated underground when the primitives were wiped out by the ancestors of the Cynidiceans. Zargon remained in a strange hibernation for many years. By chance, the Cynidiceans built a palace on the spot where Zargon’s original shrine stood, and the later digging of the Cynidicean slaves awakened the creature. Zargon can regenerate its body as long as its great horn is not destroyed. Regeneration from the bare horn may take a number of years, but otherwise Zargon is likely to be at full strength whenever the party encounters it. Zargon’s horn can only be destroyed by being cast into a volcanic fire. Zargon will not regenerate during an encounter (it regrows too slowly for that).

Instinct: Devours sacrifices

Rules False Cult

Demon of the Ancient World

Cunning

False Prophet

Lairs in a Lost Underground City (Cynidicea)

(Source: Classic D&D Module B4: The Lost City)

Wamp (Solitary, Large)

Wamp (Solitary, Large)

Wamp (Solitary, Large)

Bite (d10 damage 1 piercing) 16 HP

Special Qualities: Silent , Darksight, Immune to disease, Drains Blood

A giant spider with webbed feet and the face of a bat; the eyeless Wamp is a terrible predator that haunts ruined cities.

Survivors of Wamp bite must roll+CON.

10+ indicates the victim is immune to Wamp Fever; now and forever.

7-9 means the player has a mild case of Wamp Fever and must take -1 on all rolls until the group next makes camp. Character is now immune to Wamp Fever.

6 or less and the player falls into a coma until any form of magical healing is given. If untreated an immature wamp will emerge from the character in a few days. (Last Breath roll required; if survived player now immune to Wamp Fever)

Instinct: Drains blood silently

Stalks

Pursues

Feeds

Always Silent