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an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman 1
Blemmye and in caves behind waterfalls. They particularly revile
Fierce nomads of arid grasslands and deserts, blem- those who offend or harm other faeries, and may be
myes resemble humans save that they have no heads, sent to exact vengeance on those who do so.
their faces placed afront their chests. Riding horse and
camel, they attack human travelers with spear, club, Hit Dice: 4d10 (22 HP)
and bow, and are known to devour those they vanquish. AC: 14
Attack: +5 to hit, 1d6+2 damage (claw or tusks)
Hit Dice: 1d8 (5 HP) Alignment: Chaotic
AC: 12 XP: 280
Attack: +1 to hit, 1d6 damage (spear or bow) Notes: Swift (if there are enough foes in its immediate
Alignment: Neutral range, the buggane may claw twice and bite once per
XP: 15 round), True Name (bugganes have true names which
give their foes power over them), Tunnel (bugganes can
Brownie/Boggart tunnel through soil as swiftly as they can walk), Vulner-
Few fae are as helpful or easily offended as the house- able to Iron (bugganes take double damage from iron)
hold faerie known as the brownie. Resembling nothing
so much as tiny, deformed, hair-covered old men, Camel
brownies dwell within homes, performing chores when Enduring, surprisingly swift and strong, and a valuable
the household is asleep in exchange for gifts such as source of meat, milk, and hair in some areas, camels
small bowls of fresh cream, porridge, honey or beer. are foul-tempered and lack the status of horses, but are
Attempting to capture or harm a brownie, naming it, superior mounts and beasts of burden in arid climes.
referring to its aid as work, gifting it too generously
or forgetting to leave it its customary fare, however, Hit Dice: 2d8 (9 HP)
are disastrous, for such a brownie becomes spiteful AC: 12
and wicked. Such brownies are called boggarts, and Attack: +1 to hit, 1d4 damage (bite)
can rarely be appeased, following their families from Alignment: Neutral
home to home tormenting and freeing animals and XP: 35
livestock, breaking household goods, causing a mess
in the kitchen, and pulling the ears and hair of sleepers. Cat
Valued for its prowess in keeping rodents in check, the
Hit Dice: 1d4 (3 HP) cat is more often a useful beast than a pet, though some
AC: 16 enjoyed that more pampered existence. Unfortunately,
Attack: +0 to hit, 1hp damage (pummel) cats may find themselves the subject of suspicion, for
Alignment: Chaotic they are not entirely trusted, and those with black coats
XP: 35 are feared to bring bad luck and may even serve witches
Notes: Invisibility (the brownie or boggart may as familiars.
become visible or invisible at will), True Name
(brownies and boggarts have true names which give Hit Dice: 1d4 (2 HP)
their foes power over them), Vulnerable to Iron AC: 14
(brownies and boggarts take double damage from iron) Attack: +1 to hit, 1 damage (claw or bite)
Alignment: Neutral
Buggane XP: 5
The buggane is a mighty fae ogre, a hulking brute
covered in shaggy black hair with curving claws and Catoblepas
tusks. Despite its bestial appearance, it is a cunning, The catoblepas is a perilous beast the size of a bull.
intelligent creature, well able to converse and match Justly feared, its bloodshot gaze invites death, though
wits with men. Bugganes can tunnel beneath the fortunately it cannot cast its eyes about it with ease
ground with ease and live within old forests, ruins, for it cannot lift its huge misshapen head. Its breath
an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman 3
Dolphin While they commonly shy away from human contact,
Playful, intelligent, and social, dolphins are often seen some are known to serve wielders of magic as familiars.
riding the bow-waves of ships and have been known
to come to the aid of swimmers, pushing them to the Hit Dice: 1d4 (2 HP)
surface to help them breathe or even protecting them AC: 13
from sharks. Attack: +1 to hit, 1d3 damage (bite)
Alignment: Neutral
Hit Dice: 2d8 (9 HP) XP: 5
AC: 13
Attack: +1 to hit, 1d4+1 damage (ram) Giant Bat
Alignment: Neutral Sometimes ridden by goblins, giant bats are wolf-sized
XP: 40 carnivores with ugly, fanged faces and great leathern
wings. They roost in ruins and great caves, coming
Elephant forth at night to hunt.
Ponderous, powerful, thoughtful, and at times aggres-
sive, an elephant can be an aid, a threat, a beast of Hit Dice: 2d6 (7 HP)
burden, and even a warmount in some cultures. While AC: 13
charging it is almost unstoppable, trampling or dashing Attack: +1 to hit, 1d4+1 damage (bite)
aside those in front of it, protected by its thick hide. Alignment: Neutral
XP: 40
Hit Dice: 8d10 (45 HP)
AC: 13 Giant Boar
Attack: +7 to hit, 2d6 damage (slam) The size of a large bull, a giant boar is a powerful beast
Alignment: Neutral with wicked tusks the size of short swords, a thick,
XP: 1,100 bristling hide, and a temperament to match. These
Notes: Charge (the elephant may charge an opponent, ill-tempered porcines are sometimes domesticated by
causing 2d10 damage instead of its normal attack) orcs to serve as mounts, but are gluttonous and still
dangerous even to their riders.
Faun
Fickle forest fae as likely to mislead as guide, fauns Hit Dice: 6d8 (27 HP)
have the upper bodies and heads of horned humans, AC: 14
their legs being furred, goat-like, and cloven-hoofed. Attack: +6 to hit, 2d6+2 damage (tusks)
They protect the untamed woods in which they reside, Alignment: Neutral
and may often be found playing the syrinx alongside XP: 320
dancing nymphs.
Giant Spider
Hit Dice: 2d6 (7 HP) Sometimes possessed of malign intellect, giant spiders
AC: 15 vary significantly in size though this entry represents
Attack: +3 to hit, 1d6 damage (staff or bow) one the size of a large wolf. They dwell in the hearts
Alignment: Chaotic of the darkest, most ancient forests where they weave
XP: 50 great webs amid the boughs and patiently wait for
Notes: Enchanting Music (by playing the syrinx for whatever unfortunate prey stumbles into their traps.
a round, a faun may cast the spell False Friend at will)
Hit Dice: 3d8 (14 HP)
Fox AC: 14
These cunning and adaptable omnivores may be found Attack: +3 to hit, 1d6 damage + poison (bite)
in many climes, from frigid tundra to forests and Alignment: usually Neutral
meadows, from island beaches to sun-blasted deserts. XP: 100
an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman 5
Hit Dice: 1d4 (2 HP) to dismay or to drown and devour. When humans are
AC: 14 not present, kelpies are known to sow sorrow by stam-
Attack: +1 to hit, 1 damage (claw) peding ordinary horses and attacking livestock.
Alignment: Lawful
XP: 10 Hit Dice: 4d6 (14 HP)
Notes: Blinding Flash (to evade threats, hercinia may AC: 13
glow with a sudden intense flare of light at will, this Attack: +4 to hit, 1d6+1 damage (kick or bite)
acting as the Flash of Brilliance spell) Alignment: Chaotic
XP: 110
Hippocampus Notes: True Name (kelpies have true names which
The hippocampus is the majestic adult form of the give their foes power over them), Vulnerable to Iron
common seahorse, its front half that of a glaucous- (kelpies take double damage from iron)
scaled horse with fin-like mane and hooves, its rear
that of a long sinuous fish. Herds of these wild aquatic Kraken
animals graze on seaweed and seagrass, though some Kraken are squid of colossal size known to periodically
have been tamed to serve merrow as mounts. emerge from the depths to attack ships in open ocean.
crushing hulls, smashing masts, and seizing sailors
Hit Dice: 3d8 (14 HP) from the deck with their huge, barbed tentacles. A
AC: 14 natural enmity exists between these creatures and the
Attack: +3 to hit, 1d8 damage (slam) greatest of sperm whales, their titanic struggles the
Alignment: Neutral stuff of legend.
XP: 75
Hit Dice: 18d8 (81 HP)
Jaculus AC: 14
Found in warm forests and jungles, the jaculus is a Attack: +18 to hit, 2d6 damage (hooked tentacle)
danger to any wandering in such locales. A beautifully- Alignment: Neutral
patterned emerald viper, it is remarkable in that it has XP: 8,125
a pair of bat-like wings, and uses these and its incred- Notes: Many-Limbed (if there are enough foes or
ible speed to launch itself from the canopy onto unsus- a large enough single target in its reach, a kraken
pecting prey animals. can make up to 4 tentacle attacks per round), Squeeze
(following a successful tentacle attack on a victim
Hit Dice: 1d4 (3 HP) the size of a man or smaller, a kraken can automati-
AC: 16 cally inflict tentacle damage every round, no attack
Attack: +1 to hit, 1 damage + poison (bite) roll needed. Cutting free requires a total of 8 damage,
Alignment: Neutral severing the tentacle)
XP: 15
Notes: Lightning Speed (the jaculus acts so quickly Leucrota
it always goes first), Poisonous (anyone bitten by a The leucrota is a terrible monster, a social predator
jaculus must make a saving throw versus poison or the size of a donkey that lairs with others of its kind
suffer an immediate extra 1d4 damage) in grasslands and scrub. Its powerful forequarters
are like those of a lion, its rear like those of a stag. It
Kelpie runs swiftly on cloven hooves, its vaguely horse-like
Those encountering fine horses near river, lake, or head nearly split ear-to-ear by a huge slavering maw
shore must be wary, for such are often kelpies. Mischie- equipped with slicing bone ridges instead of individual
vous at best, evil at worst, these fae horses are at home teeth. Even worse, this cunning creature makes sounds
on land and beneath the water. If mounted, they will like those of a human, and can even mimic the speech
plunge into the deepest waters with their hapless riders, of those it hears.
an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman 7
Hit Dice: 1d4 (3 HP) Salamander
AC: 16 A strange creature born of fire, the salamander is a
Attack: +0 to hit, 1 damage (pummel) sinuous, four-legged beast the size of a mans hand,
Alignment: Chaotic with a blunt head, broad tail, and ebon skin flecked
XP: 12 with gold stars. They jig amid the flames of bonfires
Notes: Mislead (once per day a pixie may magically and hearth, immune to heat and flame. Indeed, they
mislead a victim; the individual must make a saving may douse or spark flames as desired, making them
throw versus spell or wander aimlessly, lost for 1d4 potential perils in the realms of man.
hours even if the path is obvious or a map is used),
Transformation (pixies may assume the form of hedge- Hit Dice: 1d4 (2 HP)
hogs at will), True Name (pixies have true names which AC: 10
give their foes power over them), Vulnerable to Iron Attack: +0 to hit, 1d4 (claw)
(pixies take double damage from iron) Alignment: Chaotic
XP: 15
Rat Notes: Firestarter (at will, salamanders may ignite
Widely despised as a pest, a devourer of crops, a bringer combustible materials or douse fires, simply by
of disease, the rat is not a welcome animal. That these touching them), Immunity to Fire (salamanders are
clever and adaptable rodents also sometimes serve immune to fire and heat of any kind, no matter its
witches as familiars does nothing to improve their source)
reputations.
Sea Serpent
Hit Dice: 1d4 (1 HP) The sea serpent is a draconic monstrosity, its undu-
AC: 15 lating, coiling body usually around 30 yards in length,
Attack: +1 to hit, 1 damage (bite) ending in a reptilian fanged maw. These beasts come
Alignment: Neutral to the surface to breathe and have also been known to
XP: 5 assail ships, snatching hapless seamen with their coils
and maws.
Red Cap
A particularly fearsome tribe of dark fae known to Hit Dice: 10d8 (45 HP)
live in ruined castles and forts, red caps are short and AC: 16
wizened with wide mouths full of jagged teeth, clawed Attack: +10 to hit, 3d6 damage (bite)
hands, and crude iron boots. They run with the swift- Alignment: Neutral
ness of the pursuing hound, and all bear iron spears XP: 1,300
and wear red caps, caps they dye with the blood of their Notes: Constriction (instead of attacking, a sea serpent
victims. Unusually, these vile fae do not suffer unduly may attempt to grapple and constrict an opponent. If it
from the touch of iron, as many an unfortunate foe has hits successfully, the target must make a Strength test
discovered too late. at 6 or be caught, suffering 1d12 points of damage
per round)
Hit Dice: 1d6 (4 HP)
AC: 14 Shark
Attack: +1 to hit, 1d6 damage (spear, claw, or bite) Attracted to the sounds of struggle, sharks are sleek and
Alignment: Chaotic efficient hunters. They seldom attack humans, but are
XP: 20 driven into a killing frenzy by the presence of blood in
Notes: Fear (opponents must make a saving throw vs. the water. This entry represents a large shark such as a
spells or suffer a 3 penalty to all actions against the great hammerhead, great white, or tiger shark.
red caps), True Name (red caps have true names which
give their foes power over them)
Hit Dice: 6d8 (27 HP) Hit Dice: 5d8 (23 HP)
AC: 14 AC: 14
Attack: +6 to hit, 1d6 damage (claw), 1d12 damage (bite) Attack: +5 to hit, 2d4 damage (horns or tusks)
Alignment: Neutral Alignment: Neutral
XP: 385 XP: 200
Notes: Swift (if there are enough foes in its immediate Notes: Immune to Petrification (petrification attacks
range, the wyvern may claw twice and bite once per are completely ineffective against yale)
round)
an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman 11
Diseased Weaknesses
The cursed dead carries a terrible plague; anyone in For every power the cursed dead possesses, they also
contact with or struck by the cursed dead must make possess a weakness or sign of their undead state.
a saving throw versus poison or contract the disease.
Beast Bane
Enchanted Items Natural animals can always sense when the cursed dead
The cursed dead carries with it 1d3 magic items of the is near, and react with fear and aggression, attacking if
GMs choosing. unable to flee.
Withering
All minor plantlife in the vicinity of the cursed dead
sickens, dies, and withers in moments.
Wood
Wood causes the cursed dead double damage and
cancels all of their powers while they are in contact
with it.
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Red-
man, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
an extended bestiary for Beyond the Wall and Other Adventures by Colin Chapman 13