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CREATURES

 

Bloodsucker

Medium Monstrous Humanoid

Hit Dice: 5d8+20 (42 hp)

Initiative: +1

Speed: 40 ft.

Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15

Base Attack/Grapple: +5/+12

Attack: Claw +13 melee (1d4+7)

Full Attack: 4 claws +13 melee (1d4+7), bite +7 melee (1d4+3)

Space/Reach: 5 ft./5 ft.

Special Attacks: Blood drain, improved grab

Special Qualities: Darkvision 60 ft., low-light vision

Saves: Fort +5, Ref +5, Will +5

Abilities: Str 25, Dex 12, Con 19, Int 7, Wis 12, Cha 6

Skills: Spot +5, Survival +7

Feats: Track, Weapon Focus (claw)

Environment: The Great Slope

Organization: Solitary or pack (2-5)

Challenge Rating: 4

Advancement: By character class

Sanity Loss: 1/1d8

 

The Bloodsuckers are some of the vilest human-derived monsters, tall and four-armed with vampiric mouths.  They are powerfully built, with immense strength: the strongest men cannot equal them, and they can bend the hardest metal.

COMBAT

Bloodsuckers grapple and drain their prey.

 

Blood Drain (Ex): When a bloodsucker makes a successful grapple check against a held foe, it deals 1d2 Constitution damage.

 

Improved Grab (Ex): To use this ability, a bloodsucker must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

 

 

Fourteen-legger

Large Vermin

Hit Dice: 4d8+4 (22 hp)

Initiative: +0

Speed: 30 ft. (6 squares)

Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13

Base Attack/Grapple: +3/+9

Attack: Gore +4 melee (1d8+3)

Full Attack: Gore +4 melee (1d8+3)

Space/Reach: 10 ft./5 ft.

Special Attacks: --

Special Qualities: Darkvision 60 ft., vermin traits

Saves: Fort +10, Ref +1, Will +1

Abilities: Str 15, Dex 10, Con 13, Int �, Wis 10, Cha 7

Skills: �

Feats: �

Environment: Country of Seas and Volcanoes

Organization: Solitary

Challenge Rating: 2

Advancement: 5-8 HD (Large); 9-12 HD (Huge)

Sanity Loss: 0/1

 

"...there came very quick, a great and ugly thing, that had an ugly way of putting down the feet, and did have seven feet to each side, which was very strange; and the back was as that it were horny, and the belly of the thing did seem to brush heavy upon the earth, and it grunted, as it went, and shook the earth with the weight of it; so that a monstrous noise came from it, upon so hasty a journey." - Ch. 9, "The Dark Pyramid"

 

The Fourteen-legger vaguely resembles an enormous, spiky pill bug with loosely fitting plates. They are hunted by groups of Humped Men, but sometimes kill their assailants.

 

COMBAT

Fourteen-leggers usually attack only in self-defense.

 

 

Giant Slug

Large Vermin

Hit Dice: 8d8+32 (68 hp)

Initiative: -1

Speed: 20 ft. (4 squares)

Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17

Base Attack/Grapple: +6/+17

Attack: Slam +12 melee (3d6+12)

Full Attack: Slam +12 melee (3d6+12)

Space/Reach: 10 ft./5 ft.

Special Attacks: --

Special Qualities: Darkvision 60 ft., vermin traits

Saves: Fort +10, Ref +1, Will +2

Abilities: Str 27, Dex 8, Con 19, Int �, Wis 10, Cha 9

Skills: �

Feats: �

Environment: The Great Slope

Organization: Solitary or blob (2-5)

Challenge Rating: 6

Advancement: 9-16 HD (Large); 17-24 HD (Huge); 25-32 HD (Gargantuan); 33+ HD (Colossal)

Sanity Loss: 0/1d6

 

Giant Slugs are huge, slithering creatures that live in the gorges and slopes.

 

COMBAT

Giant Slugs smash and eat everything in their path.

 

 


Grey Man

Medium Monstrous Humanoid

Hit Dice: 3d8+3 (16 hp)

Initiative: +1

Speed: 40 ft.

Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13

Base Attack/Grapple: +3/+6

Attack: Bite +7 melee (1d8+3)

Full Attack: Bite +7 melee (1d8+3), 2 claws +1 melee (1d3+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: Sneak attack +2d6

Special Qualities: Darkvision 60 ft., evasion, low-light vision, scent, uncanny dodge

Saves: Fort +1, Ref +4, Will +5

Abilities: Str 17, Dex 12, Con 13, Int 5, Wis 14, Cha 6

Skills: Search +7, Survival +3 (+5 following tracks)

Feats: Track, Weapon Focus (bite)

Environment: Night Land

Organization: Solitary or pack (2-5)

Challenge Rating: 3

Advancement: 4-6 HD (Medium), 7-9 HD (Large)

Sanity Loss: 0/1d4

 

"...it was great, and crept, and was noways coloured but by greyness in all its parts. And the glare from the fire-hole did seem to trouble it; so that it looked, laying its head to the ground, and spying along the earth, in a strange and Brutish fashion; that it might oversee the glare of the fire-hole." -- Ch. 7, "The Night Land".

 

The Grey Men are only vaguely humanoid, going on four feet as often as two. Their heads are almost bulldog-like, with immensely powerful, protruding jaws. They are very unintelligent and very aggressive.

 

COMBAT

Grey Men prefer to attack from surprise.

 

Sneak Attack (Ex): A Grey Man can sneak attack as if it was a 3rd-level rogue, dealing 2d6 additional damage.

 

Evasion (Ex): If a Grey Man makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. This is identical to the rogue ability.

 

Uncanny Dodge (Ex): A Grey Man retains its Dexterity bonus to AC even if it is caught flat-footed or struck by an invisible attacker. However, it still loses its Dexterity bonus to AC if immobilized.

 

 


Hopping Bird

Medium Animal

Hit Dice: 6d8+12 (39 hp)

Initiative: +5

Speed: 50 ft. (10 squares)

Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13

Base Attack/Grapple: +4/+7

Attack: Kick +8 melee (2d4+3), bite +2 melee (1d6+1)

Full Attack: Kick +8 melee (2d4+3), bite +2 melee (1d6+1)

Space/Reach: 5 ft./5 ft.

Special Attacks: --

Special Qualities: Low-light vision

Saves: Fort +7, Ref +6, Will +2

Abilities: Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 10

Skills: Jump +11, Listen +5, Spot +5

Feats: Alertness, Improved Initiative, Weapon Focus (bite)

Environment: Country of Seas and Volcanoes

Organization: Solitary or flock (2-5)

Challenge Rating: 3

Advancement: 7-12 HD (Medium)

Sanity Loss: None

 

This is a huge bird 7 to 8 feet tall. It resembles an emu or ostrich, but its beak and feet are more oversized, and its wings are slightly more developed.  Though it cannot fly, it can use them to aid long leaps.

 

COMBAT

Hopping birds are omnivorous and may attack any creature that looks like prey.

 

Skills: Hopping birds have a +8 racial bonus to Jump checks.

 

 


Humped Man (1st-level Warrior)

Medium Humanoid (Human)

Hit Dice: 1d8 (4 hp)

Initiative: +1

Speed: 30 ft.

Armor Class: 14 (+1 Dex, +3 hide), touch 11, flat-footed 13

Base Attack/Grapple: +1/+3

Attack: Club +4 melee (1d6+2)

Full Attack: Club +4 melee (1d6+2)

Space/Reach: 5 ft./5 ft.

Special Attacks: None

Special Qualities: Low-light vision

Saves: Fort +2, Ref +1, Will +0

Abilities: Str 15, Dex 12, Con 11, Int 9, Wis 11, Cha 6

Skills: Spot +2, Survival +4

Feats: Weapon Focus (club)

Environment: Country of Seas and Volcanoes

Organization: Solitary, pair, gang (3-8), or tribe (10-40 plus 25% noncombatants)

Challenge Rating: 1/2

Advancement: By character class

Sanity Loss: none

 

"And I saw how that the Humped Men did seem to be humpt by reason of their being so monstrous thick and mighty of the neck and the shoulder, as that they had been human bulls. And I saw that they were very strong, and by the speed of their climbing, I knew they were swift..." - Ch. 9, "The Dark Pyramid"

 

The Humped Men resemble primitive humans, but have enormously broad shoulders and thick necks which give them the appearance of a humped back. Their teeth are enlarged, and they can be very violent and aggressive if they perceive a creature to be prey or an intruder.

 

Of all the part-human races, the Humped Men are the most truly human. They dwell in the forests of the Land of Seas and Volcanoes in a great basin.

 


Society

Humped Men are very primitive and savage, and their most complex society is a crude clan or tribe ruled by the strongest member.

 

 

 

 


Kiln Giant

Size/Type: Huge Giant

Hit Dice: 10d8+50 (98 hp)

Initiative: +0

Speed: 40 ft.

Armor Class: 16 (+8 natural, -2 size), touch 8, flat-footed 16

Base Attack/Grapple: +7/+31

Attack: Slam +16 melee (2d8+10)

Full Attack: 2 slams +16 melee (2d8+10), bite +10 melee (2d6+5)

Space/Reach 15 ft./15 ft.

Special Qualities Low-light vision

Saves: Fort +12, Ref +7, Will +3

Abilities: Str 30, Dex 11, Con 21, Int 7, Wis 10, Cha 9

Skills: Climb +22, Listen +13, Spot +2, Survival +13, Swim +22

Feats: Alertness, Improved Grapple, Power Attack, Weapon Focus (slam)

Environment: Night Land

Organization: Solitary, gang (2-4), or band (5-30)

Challenge Rating: 7

Advancement: 11-20 HD (Huge)

Sanity Loss: 0/1d8


"...into our hearts, even from that great distance and safety, there stole the terror of those awesome Brutes; and in the Great Spy-Glass I could behold the great joints and limbs and e�en, I thought, the foul sweat of them; and their size and brutishness was like to that of odd and monstrous animals of the olden world; yet part human." - Ch. 4, "The Hushing of the Voice".

 

Kiln Giants are enormous, rough-skinned giants about 18 feet tall, squat and covered with warts and growths.

 

COMBAT

Kiln Giants rend their prey with powerful fists and bestial bites.

 

 

Night Hound

Large Magical Beast

Hit Dice: 15d8+120 (187 hp)

Initiative: +3

Speed: 40 ft. (8 squares)

Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18

Base Attack/Grapple: +15/+30

Attack: Bite +26 melee (3d8+11)

Full Attack: Bite +26 melee (3d8+11), 2 claws +24 melee (1d10+5)

Space/Reach: 10 ft./5 ft.

Special Attacks: Crushing bite, terrifying bay

Special Qualities: Darkvision 60 ft., DR 3/-, resistance to cold and fire 15, scent

Saves: Fort +17, Ref +12, Will +10

Abilities: Str 32, Dex 17, Con 27, Int 2, Wis 16, Cha 17

Skills: Search +8, Spot +10, Survival +12 (+14 following tracks)

Feats: Iron Will, Multiattack, Power Attack, Track, Weapon Focus (bite, claw)

Environment: Night Land

Organization: Solitary, pack (2-20) or horde (10-200)

Challenge Rating: 12?

Advancement: 16-30 HD (Large); 31-45 HD (Huge)

Sanity Loss: 1/1d6


A Night Hound is an enormous canine, 6 feet at the shoulder, 12 feet long, and massively muscled.  Its jaws can crumple even the immensely resilient gray metal of Redoubt armor; its cry is capable of striking consternation and terror into a rank of armed men.  Its skin is very tough and highly insulating; even a diskos blow has difficulty penetrating, and will glance off unless well aimed.

 

COMBAT

Night Hounds attack and devour anything that could possibly be edible.


Crushing Bite (Ex): If a Night Hound scores a critical hit against an opponent wearing armor, that armor�s armor bonus is reduced by 1. The armor can be repaired with a Craft (armorsmithing) check at DC 15. If the opponent is unarmored, it instead suffers an additional 1d8 bludgeoning damage.


Terrifying Bay (Ex): Every creature within 120 feet of a Night Hound when it bays (a free action possible once each round) must make a Will save (DC 20) or be shaken for 2d6 rounds. A creature failing its save cannot further be affected by the same hound�s terrifying bay for 24 hours. The save DC is Charisma-based. 

 

VARIANTS: These are not based off any description in the novel itself, but are my own extrapolations.

Ghost Hound: These Night Hounds are deathly white and lean.  They have only DR 1/-, but their Dexterity is increased to 20 (Init +5, AC 23 (touch 14), Ref +16).


Blood Hound: These Night Hounds are a deep red. Their scent is improved to keen scent.

Keen Scent (Ex): A Blood Hound can notice creatures by scent in a 180-foot radius and can detect spilled blood or wounded creatures (any with less than 90% of their total hit points) at a range of up to 1 mile.


 

 

Pneumavore

Gargantuan Aberration

Hit Dice: 50d8+815 (1,240 hp)

Initiative: +10

Speed: 40 ft. (8 squares)

Armor Class: 43 (-4 size, +2 Dex, +15 profane, +20 natural), touch 23, flat-footed 41

Base Attack/Grapple: +37/+72

Attack: Slam +52 melee (8d10+19 and 1d6 Charisma drain)

Full Attack: 2 slams +52 melee 8d10+19 and 1d6 Charisma drain)

Space/Reach: 20 ft./15 ft.

Special Attacks: Charisma drain, destroy, engulf, frightful presence, spells

Special Qualities: Damage reduction 15/-, darkvision 180 ft., profane might, regeneration 15, spell resistance 33

Saves: Fort +47, Ref +31, Will +44

Abilities: Str 49, Dex 14, Con 43, Int 11, Wis 12, Cha 40

Skills: Intimidate +49, Spot +37, Survival +35

Feats: Alertness, Blind-Fight, Cleave, Dodge, Great Cleave, Great Fortitude, Improved Initiative (2), Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness (4), Weapon Focus (slam)

Environment: Cold deserts

Organization: Solitary

Challenge Rating: 30

Advancement: 51+ HD (Colossal)

Sanity Loss: 1d6/2d10


"And my heart stood quiet with fear, and the utter terror of this Monster, which I knew to be surely one of the Great Forces of Evil of that Land, and had power, without doubt, to destroy the spirit. ... I looked again towards the Hump, and saw that it came like a Hill of Blackness in the Land, and was almost anigh. " - Ch. 4, "The Hushing of the Voice".

 

"Now, in all the Histories of those that had adventured into the Night Land, there were but three sure Records that did concern this Sound; and each did tell of a Great Horror; and of them that did hear the Sound there had died the most part, out in the Night Land. And the Records did make always that they had come upon Destruction, and not simply unto Death; but were destroyed by a strange and Invisible Evil Power from the Night." - Ch. 7, "The Night Land".

 

A Pneumavore is a gigantically powerful creature of dreadful energies. Its form varies wildly, anything from a terrible tree emitting a sickly, pallid light to a hill of flowing darkness.

 

COMBAT


A Pneumavore annihilates everything nearby, softening it up with spell-like abilities and then draining it dry.

 

Charisma Drain (Su): A Pneumavore deals 1d6 Charisma drain on a successful slam attack. It also deals 1d6 Charisma drain to an engulfed creature at the beginning of each round.

 

Destroy (Su): Any creature killed by a Pneumavore cannot be raised, resurrected, or reincarnated by anything short of direct divine intervention.

 

Energy Drain (Ex): Any creature engulfed by a Pneumavore suffers four negative levels at the beginning of each round.

 

Engulf (Ex): To use this ability, a Pneumavore must hit an opponent of its own size or smaller with a slam attack. It can then make a grapple check; if it succeeds, the opponent is treated as entangled and is subject to the Pneumavore's Charisma drain and energy drain. A creature can escape engulfment with a successful grapple check.

 

Frightful Presence (Su): A Pneumavore can inspire terror by its simple presence within 300 feet. Affected creatures must succeed on a DC 53 Will save or become panicked, remaining in that condition as long as they remain within 300 feet of the Pneumavore. The save DC is Charisma-based.

 

Spells: A pneumavore knows shriveling, wither limb, and 1d4 other spells.

 

Profane Might (Su): A Pneumavore gains a +15 profane bonus on Armor Class and saves.

 

Regeneration (Ex): Only good weapons, Earth Current weapons, and spells with the [Good] or [Earth-Current] descriptor deal normal damage to a Pneumavore.
If a Pneumavore loses a limb or body part, the lost portion regrows in 1 round (the detached piece dies and decays normally).

 

 

Pneumavore, Silent One

Large Aberration

Hit Dice: 15d8+75 (142 hp)

Initiative: +6

Speed: 40 ft. (8 squares)

Armor Class: 22 (-1 size, +2 Dex, +3 profane, +8 natural), touch 14, flat-footed 20

Base Attack/Grapple: +11/+22

Attack: Slam +17 melee (1d10+7 and 1d2 Charisma damage)

Full Attack: 2 slams +17 melee (1d10+7 and 1d2 Charisma damage)

Space/Reach: 10 ft./10 ft.

Special Attacks: Charisma damage, dreamfeeding, frightful presence, heartfreeze

Special Qualities: Damage reduction 10/magic, darkvision 60 ft., profane might, regeneration 2, spell resistance 20

Saves: Fort +15, Ref +9, Will +15

Abilities: Str 25, Dex 14, Con 21, Int 11, Wis 12, Cha 16

Skills: Intimidate +21, Survival +19

Feats: Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will

Environment: The Night Land

Organization: Solitary

Challenge Rating: 10

Advancement: 16-25 HD (Large), 26-40 HD (Huge), 41-49 HD (Gargantuan)

Sanity Loss: 1/1d8

 

"And it made no sound as it went ... And it was Huge in size, and was shrouded unto its feet, and seemed, maybe ten feet high." - Ch. 7, "The Night Land"

 

A Silent One appears to be a cloaked, humanoid figure ten feet tall. They are believed to be lesser, but still terrifying, Pneumavores.  Unlike other, larger, Pneumavores, they can feed off humans in subtler ways that do not cause permanent damage or destruction of the soul.

 

COMBAT


Unlike most creatures of the Night Land, a Silent One usually does not attack unless approached.

 

Charisma Damage (Su): A Silent One deals 1d2 Charisma damage on a successful slam attack.

 

Dreamfeeding (Su): Any humanoid sleeping within 1,000 feet of a Silent One suffers nightmares, and awakes having taken 1 point of Charisma damage.

 

Frightful Presence (Su): A Silent One can inspire terror by its simple presence within 60 feet. Affected creatures must succeed on a DC 20 Will save or become shaken, remaining in that condition as long as they remain within 60 feet of the Lesser Pneumavore. The save DC is Charisma-based.

 

Heartfreeze: A Silent One which hits with both slam attacks in one round deals 1 point of permanent Constitution drain and 2d6 points of cold damage, in addition to the normal effects of its slams.

 


Profane Might (Su): A Silent One gains a +2 profane bonus on Armor Class and saves.

 

Regeneration (Ex): Only good weapons, Earth Current weapons, and spells with the [Good] or [Earth-Current] descriptor deal normal damage to a Silent One.

 

If a Silent One loses a limb or body part, the lost portion regrows in 1 round (the detached piece dies and decays normally).

 

 


Watcher

Size/Type: Colossal Aberration

Hit Dice: 50d8+718 (1,143 hp)

Initiative: -2

Speed: 5 ft. (1 square)

Armor Class: 32 (-8 size, -2 Dex, +8 profane, +24 natural), touch 8, flat-footed 32

Base Attack/Grapple: +37/+75

Attack: Claw +52 melee (6d8+22/19-20)

Full Attack: 2 claws +52 melee (6d8+22/19-20) and bite +50 melee (5d12+11)

Space/Reach: 30 ft./20 ft.

Special Attacks: Frightful presence, improved grab, swallow whole

Special Qualities: Damage reduction 15/-, darkvision 180 ft., profane might, regeneration 12, spell resistance 33

Saves: Fort +40, Ref +24, Will +37

Abilities: Str 55, Dex 6, Con 39, Int 5, Wis 12, Cha 26

Skills: Listen +20, Spot +20, Survival +18

Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Critical (claw), Iron Will, Multiattack, Power Attack, Toughness (5), Weapon Focus (bite, claw)

Environment: Cold deserts

Organization: Solitary

Challenge Rating: 20

Advancement: 51+ HD (Colossal)

Sanity Loss: 1d4/2d8

 

"And the thing was squat there, and might have root within the earth, so it did seem to mine imaginings, as I did stare with a dumb wonder. And there were monstrous warts upon the thing, and indents and a mighty ruggedness and lumpings; as it were that it did be pimpled with great boulders that were inbred within that monstrous hide." - Ch. 7, "The Night Land"

 

A Watcher is a half shapeless beast that is a mighty force of evil. They are gigantic in size, at least hundreds of feet in all dimensions. The larger ones are living mountains.

 

These creatures are also called Fixed Giants.

 

The Watchers either cannot or do not speak.

 

COMBAT


A Watcher will crush anything stupid enough to approach it. Creatures which remain out of reach are still likely to be daunted by its frightful presence, making them more vulnerable to other monsters, or severely harmed by its stare.

 


Frightful Presence (Su): A Watcher can inspire terror by its simple presence within 500 feet. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain within 180 feet of the Watcher. The save DC is Charisma-based.

 

Improved Grab (Ex): To use this ability, a Watcher must hit a Gargantuan or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.

 

Stare (Su): Meeting eyes with a Watcher can injure a creature's very life, often seriously or fatally.  This is a gaze attack with a range of 1,000 feet. Creatures thus exposed to the being's ancient, mighty psyche suffer 2d10 points of damage each round (a successful Will save (DC 36) negates damage for that round).

 

Swallow Whole (Ex): A Watcher can try to swallow a grabbed opponent of Gargantuan or smaller size by making a successful grapple check. Once inside, the opponent takes 5d8+22 points of crushing damage plus 22 points of acid damage per round from the Watcher's digestive juices. A swallowed creature can cut its way out by dealing 60 points of damage to the Watcher's digestive tract (AC 22). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The Watcher's gullet can hold 2 Gargantuan, 8 Huge, 32 Large, 128 Medium, or 512 Small or smaller creatures.

 

Profane Might (Su): A Watcher gains a +8 profane bonus on Armor Class and saves.

 

Regeneration (Ex): Only good weapons and spells with the [Good] descriptor deal normal damage to a Watcher.

 

If a Watcher loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally).

 

Advancement: As Colossal creatures, Watchers can no longer increase in size category. However, for every additional 25 HD, a Watcher's space increases by 15 feet and its reach by 10 feet.

 

 

Yellow Spider

Huge Vermin

Hit Dice: 8d8+24 (60 hp)

Initiative: +1

Speed: 30 ft. (6 squares), burrow 10 ft.

Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15

Base Attack/Grapple: +6/+20

Attack: Claw +10 melee (1d8+6)

Full Attack: 2 claws +10 melee (1d8+6), bite +5 melee (1d6+3 and poison)

Space/Reach: 15 ft./10 ft.

Special Attacks: Poison

Special Qualities: Darkvision 60 ft., spines, vermin traits

Saves: Fort +8, Ref +2, Will +2

Abilities: Str 23, Dex 12, Con 15, Int �, Wis 10, Cha 9

Skills: Hide +7*

Feats: �

Environment: The Night Land

Organization: Solitary

Challenge Rating: 6

Advancement: 9-16 HD (Huge); 17-24 HD (Gargantuan)

Sanity Loss: 1/1d10

 

"And the body was bristled with the great hairs, and poison did seem to come from them, and to ooze from them strangely in great and shining drops." - Ch.7, "The Night Land"

 

Yellow Spiders are monstrous creatures that dwell near fire-holes. A Yellow Spider has a body ten feet long and is over 30 feet across, including the legs. Its forward legs end in powerful pincer claws, and its body is studded with long spines.

 

COMBAT

A Yellow Spider lies in ambush.  Any smaller creature approaching it is attacked viciously.


Poison (Ex): Bite, Fort DC 16, initial damage 1d10 hp, secondary damage 1d6 Con.


Spines (Ex): Any creature whose natural armor and armor bonuses total less than +4 is vulnerable to the Yellow Spider's spines.  Such a creature attacking a Yellow Spider with an unarmed attack, natural weapon, or melee weapon suffers 1d6+3 damage.


Skills: A Yellow Spider has a +14 racial bonus to Hide checks.

 

 

 

CHARACTERS


Characters hailing from the Night Land universe have several minor differences from modern-day characters.


*Low-light vision. Night Land characters can see twice as far as normal in dim light.

*"Spiritual senses". A Night Land character is aware of all creatures of the aberration type within 120 feet of himself, even if he cannot see or hear, unless the aberration is using magical means (such as consume likeness) to hide its true nature.


If a GM wants to deprive characters of these senses, the characters should derive from our modern world or times close to it.


OPTIONAL RULE: Night Land Sanity: For a more alien feel, Night Land characters may handle Sanity differently. Many things that would be utterly horrific to us are just the way of things to them; on the other hand, they live surrounded by terror. When this rule is applied, all Night Land characters have only 90% of the Sanity they would normally have(round up), but they do not lose Sanity from casting certain spells common in the Night Land, and Sanity loss from monsters with equal or fewer HD than the character is reduced by 1.

 

 


SPELLS


*If the Night Land Sanity rule is in effect, costs marked with this symbol do not apply to characters hailing from the Night Land universe, as they have been aware of these from birth and do not consider them unnatural.

 

Night-Speech

Cost:1 Str, 1d2 Sanity*

Casting Time: 1 action

Components:  V

Range:  1/2 mile/level

Duration: Instantaneous

Target: One human

Saving Throw: None

This spell telepathically transmits a spoken message of no more than 20 words to the target.  Aberrations, outsiders, and magical beasts within the spell's range are aware that the spell was used and the general (within 100 feet) location of the caster.

 

Greater Night-Speech

Cost:3 Str, 1d4 Sanity*

Casting Time: 1 action

Components:  V

Range:  50 miles/level

Duration: Instantaneous

Target: One human

Saving Throw: None

This spell telepathically transmits a spoken message of no more than 20 words to the target.  Aberrations, outsiders, and magical beasts within the spell's range are aware that the spell was used and the general (within 500 feet) location of the caster.


Life Transference

Cost:3 Con

Casting Time: 1 action

Components:  V

Range:  Touch

Duration: Instantaneous

Target: One human

Saving Throw: None

This spell heals the target of 6 hit points of damage. It costs no Sanity, since it draws only on the character's own life, not alien powers.