Three Wolves Upon the Coast Monsters
After Monsters& by Luke Gearing
Evil Eye
Evil Eye
Evil Eye
Evil Eye
HD 7 for body; 1 per eye (10)
AC as chain for body; as plate for eye
Damage Special
Uses 1d6 eye rays each round. Stares at a target each round with the 11th eye, suppressing all magic. The eyes can be destroyed one by one, but the body must be killed.
Roll d10 to determine eye rays: 1 charm monster 2 charm person 3 sleep 4 telekinesis 5 petrify 6 disintegrate 7 fear 8 slow 9 2d6+2 damage 10 slaying spell
When all roads lead to an empire's heart, even a whispered curse on the frontier has a path to travel. To sleep at night, rulers carve apotropaic faces above doors or wear them over over their hearts.
This one gorged itself upon ill will until it floated away to find more. All the malice it ate pours from its eyes like as many tears.
Living Spell
Living Spell
Living Spell
Living Spell
HD 1D6β
AC as chain
Damage 1d6
Can spend an HD to cast the spell that it is. Can be captured and domesticated by the cunning.
All that is Possible already Is.
Even the wisest men forget,
their loose pages blowing in the wind
to who knows where.
In time, a page forgets
what's written on it, but
the thought remains.
Witness Action become an Actor.
Rust Monster
Rust Monster
Rust Monster
Rust Monster
HD 5
AC as plate
Damage 1d6; Dodge save or destroys a metal object worn or carried.
Heirs to the lineage that vexed the first granary,
unwitting enemies of wealth.
Those in shackles welcome them as saviors.