These are notes on using elements of the Night Land in d20 Modern/d20 Future games. Monsters are included, as well as game data for the "Diskos" weapon and the Night Land armor. More will appear as I come up with it.
These statistics are usable for d20 Modern and its derivative games (including d20 Future).
Legal stuff: d20 is the property of Wizards of the Coast. Nothing here is for profit or intended to compete in any way.
Serpents:
Use snake statistics.
Sea-beast:
Use rhinoceros statistics, but give it a swim speed of 20 ft. as well.
Brute-men and other weak ab-humans:
Use goblin statistics.
Squat Men:
Use bugbear statistics.
Bloodsucker:
CR 4; Medium Monstrous Humanoid; HD 5d8+20; hp 42; Init +1; Spd 40 ft.; Mas 15; Def 17 (+2 Dex, +5 natural), touch 12, flat-footed 15; BaB/Grp +5/+12; Atk claw +13 melee (1d4+7); Full Atk 4 claws +13 melee (1d4+7), bite +7 melee (1d4+3); Sp/R 5 ft./5 ft.; SA Blood drain, improved grab; SQ Darkvision 60 ft., low-light vision; SV Fort +5, Ref +5, Will +5; Str 25, Dex 12, Con 19, Int 7, Wis 12, Cha 6.
Skills and Feats: Spot +5, Survival +7; Track, Weapon Focus (claw)
Advancement: By character class
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: CR 2; Large Vermin; HD 4d8+4; hp 22; Init +0; Spd 30 ft. (6 squares); Mas 13; Def 13 (-1 size, +4 natural), touch 9, flat-footed 13; BaB/Grp 3/+9; Atk/Full Atk gore +4 melee (1d8+3); Sp/R 10 ft./5 ft.; SA --; SQ darkvision 60 ft., vermin traits; SV Fort +10, Ref +1, Will +1; Str 15, Dex 10, Con 13, Int �, Wis 10, Cha 7
Skills and Feats: -
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
"...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: CR 6; Large Vermin; HD 8d8+32; hp 68; Init -1; Spd 20 ft. (4 squares); Mas 19; Def 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17; BaB/Grp +6/+17; Atk/Full Atk Slam +12 melee (3d6+12); Sp/R 10 ft./5 ft.; SQ
Darkvision 60 ft., vermin traits; SV Fort +10, Ref +1, Will +2; Str 27, Dex 8, Con 19, Int �, Wis 10, Cha 9
Skills and Feats: �
Advancement: 9-16 HD (Large); 17-24 HD (Huge); 25-32 HD (Gargantuan); 33+ HD (Colossal)
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: CR 3; Medium Monstrous Humanoid; HD 3d8+3; hp 16; Init +1; Spd 40 ft.; Mas 13; Def 14 (+1 Dex, +3 natural), touch 11, flat-footed 13; BaB/Grp +3/+6; Atk Bite +7 melee (1d8+3); Full Atk Bite +7 melee (1d8+3), 2 claws +1 melee (1d3+1); Sp/R 5 ft./5 ft.; SA Sneak attack +2d6; SQ Darkvision 60 ft., evasion, low-light vision, scent, uncanny dodge; SV Fort +1, Ref +4, Will +5; Str 17, Dex 12, Con 13, Int 5, Wis 14, Cha 6
Skills and Feats: Search +7, Survival +3 (+5 following tracks); Track, Weapon Focus (bite)
Advancement: 4-6 HD (Medium), 7-9 HD (Large)
"...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: CR 3; Medium Animal; HD 6d8+12; hp 39; Init +5; Spd 50 ft.; Mas 14; Def 14 (+1 Dex, +3 natural), touch 11, flat-footed 13; BaB/Grp +4/+7; Atk kick +8 melee (2d4+3); Full Atk kick +8 melee (2d4+3), bite +2 melee (1d6+1); Sp/R 5 ft./5 ft/; SQ low-light vision; SV Fort +7, Ref +6, Will +2; Str 16, Dex 13, Con 14, Int 1, Wis 11, Cha 10
Skills and Feats:: Jump +11, Listen +5, Spot +5; Alertness, Improved Initiative, Weapon Focus (bite)
Advancement: 7-12 HD (Medium)
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.
Kiln Giant: CR 7; Huge Giant; HD 10d8+50; hp 98; Init +0; Spd 40 ft.; Mas 21; Def 16 (+8 natural, -2 size), touch 8, flat-footed 16; BaB/Grp +7/+31; Atk slam +16 melee (2d8+10); Full Atk 2 slams +16 melee (2d8+10), bite +10 melee (2d6+5); Sp/R 15 ft./15 ft.; SQ Low-light vision; SV Fort +12, Ref +7, Will +3; Str 30, Dex 11, Con 21, Int 7, Wis 10, Cha 9.
Skills and Feats: Climb +22, Listen +13, Spot +2, Survival +13, Swim +22; Alertness, Improved Grapple, Power Attack, Weapon Focus (slam)
Advancement: 11-20 HD (Huge)
"...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: CR 12; Large Magical Beast; HD 15d8+120; hp 187; Init +3; Spd 40 ft.; Mas 27; Def 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18; BaB/Grp +15/+30; Atk bite +26 melee (3d8+11); Full Atk bite +26 melee (3d8+11), 2 claws +24 melee (1d10+5); Sp/R 10 ft./5 ft.; SA crushing bite, terrifying bay; SQ darkvision 60 ft., DR 3/-, resistance to cold and fire 15, scent; SV Fort +17, Ref +12, Will +10; Str 32, Dex 17, Con 27, Int 2, Wis 16, Cha 17
Skills and Feats: Search +8, Spot +10, Survival +12 (+14 following tracks); Iron Will, Multiattack, Power Attack, Track, Weapon Focus (bite, claw)
Advancement: 16-30 HD (Large); 31-45 HD (Huge)
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: CR 30; Gargantuan Aberration; HD 50d8+835 (1,260 hp); Init +6; Spd 40 ft.; Mas 43; Def 43 (-4 size, +2 Dex, +15 profane, +20 natural), touch 23, flat-footed 41; BaB/Grp +37/+72; Atk slam +52 melee (8d10+19 and 1d6 Charisma drain/19-20); Full Atk 2 slams +52 melee (8d10+19 and 1d6 Charisma drain/19-20); Sp/R 20 ft./15 ft.; SA Charisma drain, destroy, engulf, frightful presence; SQ damage reduction 20/good or Earth-Current, darkvision 180 ft., profane might, regeneration 15, spell resistance 33; SV Fort +47, Ref +33, Will +44; Str 49, Dex 14, Con 43, Int 11, Wis 12, Cha 40
Skills and Feats: Intimidate +49, Spot +37, Survival +35; Alertness, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Critical (slam), Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Toughness (x4), Weapon Focus (slam)
Advancement: 51+ HD (Colossal)
"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 any ordinary means. A very carefully worded miracle spell has a 25% chance of success, but can be attempted repeatedly.
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 or by means of a freedom of movement spell.
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.
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: CR 10; Large Aberration; HD 15d8+75; hp 142; Init +6; Spd 40 ft.; Mas 21; Def 22 (-1 size, +2 Dex, +3 profane, +8 natural), touch 14, flat-footed 20; BaB/Grp +11/+22; Atk slam +17 melee (1d10+7 and 1d2 Charisma damage); Full Atk 2 slams +17 melee (1d10+7 and 1d2 Charisma damage); Sp/R 10 ft./10 ft.; SA Charisma damage, dreamfeeding, frightful presence, heartfreeze; SQ damage reduction 10/magic, darkvision 60 ft., profane might, regeneration 2, spell resistance 20; SV Fort +15, Ref +9, Will +15; Str 25, Dex 14, Con 21, Int 11, Wis 12, Cha 16.
Skills and Feats: Intimidate +21, Survival +19; Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Initiative, Iron Will
Advancement: 16-25 HD (Large), 26-40 HD (Huge), 41-49 HD (Gargantuan)
"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 +3 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: CR 20; Colossal Aberration; HD 50d8+718; hp 1,143; Init -2; Spd 5 ft.; Mas -; Def 32 (-8 size, -2 Dex, +8 profane, +24 natural), touch 8, flat-footed 32; BaB/Grp +37/+75; Atk claw +52 melee (6d8+22/19-20); Full Atk 2 claws +52 melee (6d8+22/19-20) and bite +50 melee (5d12+11); Sp/R 30 ft./20 ft.; SA frightful presence, improved grab, swallow whole; SQ
damage reduction 15/-, darkvision 180 ft., immune to massive damage, profane might, regeneration 12, spell resistance 33; SV Fort +40, Ref +24, Will +37; Str 55, Dex 6, Con 39, Int 5, Wis 12, Cha 26
Skills and Feats: Listen +20, Spot +20, Survival +18; Alertness, Awesome Blow, Blind-Fight, Cleave, Great Cleave, Great Fortitude, Improved Critical (claw), Iron Will, Multiattack, Power Attack, Toughness (5), Weapon Focus (bite, claw)
Advancement: 51+ HD (Colossal)
"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.
Belt Knife (Accessory knife, class B8)
Light simple weapon, damage 1d4 piercing or slashing (Medium size), critical 19-20/x2, weight 1 lb.
A simple knife that can be easily looped onto the belt of a traveler's garments or Night Land armor.
Diskos (Diskos, class 4C5)
One-handed martial weapon, damage 1d8 slashing, critical x3 (19-20/x3), weight 4 lb.
This weapon can be charged at charging stations found throughout the Great Redoubt. When charged, its critical threat range is increased to 19-20 and it can be used to produce light equivalent to torchlight. A diskos's charge lasts for one month.
Gossil's Heavy Hand (Saw-bladed axe, class 24)
Two-handed martial weapon, damage 1d10 slashing (Medium size), critical x3, weight 7 lb.
Tooth (Self-envenoming blade, class A23)
Light simple weapon, damage 1d4 piercing (Medium size), critical x3, weight 1 lb.
A hit inflicts poison (Fort DC 12, initial and secondary damage 1d6 Str). It can poison only once before it refills (taking 10 minutes). It carries only 5 doses of poison; after this, it must be recharged in the Great Redoubt.
Ranged Weapons
Disintegrator Pistol (Intermolecular bond-loosening pistol, class 431A)
One-handed, damage 2d6, range increment 80 ft., critical x2, weight 3 lb.
Drains one EC battery in 60 shots or one high-density battery in 12 shots. Can hold two batteries at once.
Disintegrator Rifle (Intermolecular bond-loosening rifle, class 7C52)
Two-handed, damage 3d6, range increment 90 ft., critical x2, weight 6 lb.
Drains one EC battery in 40 shots or one high-density battery in eight shots. Can hold two batteries at once.
Lightning Gun (Plasma-sheath rifle, class 4B2)
Two-handed, damage 2d8 electrical, range increment 60 ft., critical x3, weight 5 lb.
Drains one EC battery in 50 shots or one high-density battery in ten shots. Can hold two batteries at once.
Shadowbeam (Pneumasuppressor cannon, class 4D7-2E)
Two-handed, damage 2d10 and 1d3 Charisma damage, range increment 50 ft., critical x2, weight 10 lb.
The damage dealt by this weapon bypasses the damage reduction of all types of Pneumavores. Drains one EC battery in 25 shots or one high-density battery in five shots. Can hold two batteries at once.
Silence Gun (Pneumasuppressor rifle, class 23A-37)
Two-handed, damage 1d10 and 1 Charisma damage, range increment 40 ft., critical x2, weight 5 lb.
The damage dealt by this weapon bypasses the damage reduction of all types of Pneumavores. Drains one EC battery in 40 shots or one high-density battery in eight shots. Can hold only one battery at a time.
Spirit Dish (Pneumavibrational weapon)
Two-handed, deals Earth-current damage equal to 1d6 + 1/5 the wielder's Charisma (maximum +5), range increment 40 ft., critical x2, weight 12 lb.
It requires no energy cells as it draws on the pneuma of the wielder; unfortunately, this deals 1 Charisma damage to the wielder every second time it is fired, eventually degrading its performance as well.
Whiteflash Gun (Naani's Thunderbolt) (Plasma-sheath pistol, class 236 or 327)
One-handed, damage 1d10 electrical, range increment 50 ft., critical x3, weight 2 lb.
Drains one EC battery in 75 shots or one high-density battery in 15 shots. Can hold only one battery at a time.
"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.
Road Builder:
*+2 Dex, +2 Con. Road Builders are far hardier and more agile than other forms of mankind.
*Speed 30 ft.
*Low-light vision.
*Darkvision 60 ft.
*+8 competence bonus to Climb checks.
*Bonus feat: Endurance.
Road Builders were the race that built the mighty Road down into the Great Valley. They were a powerful people who focused their entire nation's efforts on building the Road, for hundreds of thousands of years. They exist only in games set during the Darkening era.
Care should be taken playing Road Builders in a party with ordinary humans, since they have significant advantages.