Friday, March 20, 2026

Fiends You Know and Fiends You Don't

    "Hunting is the labor of the savages, but the amusement of the gentlemen."
         - Dr. Samuel Johnson


Incited by FÄ’ONDAS, ultimately from Luke Gearing's Monsters &

Source: Cupid Carving his Bow


asterions
asterions
asterions

  • HD 8, AC chain, 2d6 damage
  • always catches up (space and causality be damned), unless you find an opportunity and check stealth.
    Try as you might to find the way
    home from this labyrinth,
    eerie and
    rapacious,
    even your best plan has fallen through.

    Inside these tunnels, you've crossed your
    string more than once.

    Night is all around you now,
    or else he brings it with him.

    Each turn you choose, or
    seem to choose, are describing some
    circuit, vast, not guessable from the
    adit through which you
    passed into the lair — and yet,
    examining your hurried map, do letters appear?


black moon oil
black moon oil
black moon oil

  • HD 8, AC unarmored, 1d20 damage
  • each good deed you've recently done gives you 1 point of DR.
  • nonlethal blows deal no damage, but cut it into two pieces with half the health.
    Brave souls made a pact with one
    whose name has not survived.
    With the dreadful foe defeated,
    their benefactor came to demand his price.

    May G_d pity them, may He forgive their deeds,
    may He be ever watchful that they do not stir,
    from their debtors' prisons beneath the earth.


cultists
cultists
cultists

  • HD 1, AC unarmored, weapon damage
    Every time you and your friends come to a new place, roll a 2d6; on a 2 or less they're here already, maybe disguised. If they fail to accomplish their goals then next time they'll appear on a 3 or less, then a 4 or less, and so on.

    Whatever it is they worship,
    whatever infests this country,
    it wants you, and will settle for nothing less.


dalghasts
dalghasts
dalghasts

  • HD 2, AC as ghost, 4d6 damage
  • may walk through physical objects with effect like lightning. Men wearing metal don't get a save.
    All fear death, of course.
    Some seek the paths that will leave mortality behind.
    Others, braver, pray: "At least let me be destroyed beautifully!" 


frankensteins
frankensteins
frankensteins

  • HD 4, AC leather, 1d8+2 damage
  • healed by lightning, repelled by fire. Fists can beat down steel doors. Smarter than you.
    Eyes pulled out of a girl's skull.
    Clever fingers cut off a spinster.
    Face sliced from a thief hanged for bread.
    Arms from a galley slave.
    Legs from a porter.
    Tongue of a great poet.
    Heart of a brave soldier.
    Brain of a murderer
    — the only original part.


golts
golts
golts

  • HD 1, AC unarmored, weapon damage
    A golt is born when a child hates for the first time.
    Being hideous, they sometimes are humble.
    Being lowly, they sometimes obey others.
    Being fickle, they sometimes show mercy.
    Being clumsy, they sometimes take care.
    Being mortal, they sometimes feel fear.
    (the mirror, in all things, of the fairies).;


odians
odians
odians

  • HD 1, AC leather, 1d6/1d6 damage
  • may assume any living form. If it knows you well, its form is terrifying: save vs fear each round or lose your turn.
    Certain exotic reagents, crushed together, dissolved in wine, become a draught not of eternal life but of unlimited lives. Twenty years as a tiger, ten as a dog, two days as a mayfly, two centuries as a court wizard.

    Need I list these reagents? Count their price? Tell you no honest trade will ever buy these many lives? Tell you how easy it is to rob, murder, extort, when you wears forms other than your own?

    Need I warn you that, without the draught, you must take your own form again? Remind you of the power others had over you then? Remind you of the power you have over them now? 

    This is but one of the paths a man may walk to leave mortality behind.


renfields
renfields
renfields

  • HD 2, AC unarmored, weapon damage
  • uncannily capable grappler. When choking you and biting you and biting you and biting you and biting you, deals 1d6+2 automatically every turn.
    A blind slave is proud of his master's beauty, a stupid slave grateful for the length of his tether.
    A clear-eyed slave, a wise, clever slave, that one is happy and secure in his master's strength.