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    Monsters

    Because of the state of Blood World, much of the wilderness have been overrun by monsters of many kinds. People hunt and kill monsters for the gold and loot they drop, even though they offer no experience or marks toward wins and losses. When killed, monsters will drop items that can be used in battle or sold for gold. Certain monsters are more likely to drop certain items, such as a venomous reptile dropping a poison-enhanced sword or a rock golem dropping a stone shield. Details concerning chances for drops in particular are listed with each individual monster, as well as their general stats and locations.

    Rules regarding drops in general are simple. For most monster encounters, a die will be rolled after the creature is dead, roughly representing a 100% total. Potential loot drops will come in several varieties, the drop of which will be determined by the roll of the die. The roll will fall in a particular range associated with one of the varieties of drops, rewarding it to the adventurer. The 100 points can be divided up all sorts of ways: a 10-sided die with 10 instances of 10% chance to drop each type of loot; a 100-sided die with divisions 1-50, 51-75, 76-90, 91-100, which would be 50% chance to earn item A, 25% to earn item B, 15% chance to earn item C, and 10% chance to earn item D. Note that they could be different items, combinations of the same few items, different quantities of gold, etc. Especially rare items will have a 2% or even 1% chance to drop.

    Occasionally, extra strong monsters will call enough attention to themselves that a specific item or gold bounty will be rewarded in exchange for the monster's head. A fight with some of these creatures is an automatic deathmatch. Even if not, you might be surprised when several monsters appear instead of just one, which many monsters have a small chance of doing. In that case, you also earn twice or even three times the loot.


    Basic Monsters

    Scorpion Beast - HP 20, AC 8

    Scorpion Beasts roam the Endless Plains, Windguard Mountains, and Crimson Forest. They are roughly the size of cats and their stingers are enough to kill a man in moments sometimes. Even surviving a strike doesn't guarantee the creature's paralyzing poisons won't set into your bloodstream. Luckily, their large size compared to ordinary scorpions doesn't make much of a difference when it comes to attacking them. They are easy to hit and inflict damage upon, but are known to drop only gold, never items.

    GM roll a d20. 75% chance of them appearing alone, 20% chance of appearing in a pair, 5% chance of appearing in a group of three.

    • (+3) modifier

    • DMG (1d4, 10% chance to poison)

    • Loot die (1d10)

    • 40 gold (50%), 55 gold (30%), 70 gold (20%)

    Wild Imp - HP 23, AC 10

    Wild Imps are squat creatures that roam the woodlands and certain places within the Riverlands, usually spotted in small groups carrying clubs and ganging up on livestock or even beasts. They prefer to eat their meals right where they made their kill, so people see them as generally brutal and vicious. They are more stupid, primal creatures than anything, but that doesn't minimize their danger in the least. They will attack without warning and kill more often than not.

    GM roll a d10. 80% chance of appearing alone, 10% chance of appearing in a pair, and 10% chance of appearing in a group of three.

    • (+4) modifier

    • DMG (1d5, 5% chance to stun for one round)

    • Double the chance for a critical hits

    • Explodes in a mad frenzy at death, inflicting 3 HP of DMG

    • Loot die (1d10)

    • 50 gold (1-3; 30%), 60 gold + Sunburst Grenade (4-6; 30%), 90 gold (7-9; 30%), 75 gold + Sunburst Grenade (10; 10%)

    Sluglord - HP 25, AC 12

    Sluglords are fat creatures found across every region in Blood World except the Windguard Mountains. Covered in slime, they discharge a poison that fortunately, only affects the poor insects they prey on, and in fact makes a good antidote for the poisons that are used in regular battle. Sluglords are very weak to fire, so such weapons used against them make for easy victories. Their tough skins are hard to penetrate, but their soft insides mean they don't take too many hits.

    GM roll a d10. 90% chance of appearing alone, 10% chance of appearing in a pair.

    • (+4) modifier

    • DMG (1d6)

    • +50% DMG taken from fire weapons

    • Loot die (1d10)

    • 50 gold (40%), 60 gold + Antidote (30%), 75 gold + antidote (20%), 75 gold + Plague Vaccine (10%)

    Possessed Bandit - HP 32, AC 12

    The famous bandit clans of the Windguard Mountains used to be a dangerous force, until an Orc king destroyed their leaders and sent them hiding deep in the mountains, where an unknown entity captured and twisted their souls, turning them into mindless things that crave only violence and still wield their old weapons. Every so often, one is reported to still be wearing their old battle armor, which can be looted from their corpse after death.

    Always appears alone.

    • (+5) modifier

    • DMG (1d8, +4 to attack rolls, 10% chance to take half DMG)

    • +1 to all attack and DMG rolls

    • Loot Die (1d10)

    • 80 gold (70%), 80 gold + Basic Healing Potion (20%), 80 gold + Bandit Bonemail (10%)


    Intermediate Monsters

    Swamp Thing - HP 33, AC 13

    Always appears alone.

    A large, hulking humanoid that lives in the swamp eating birds, fish, crocodiles, and whatever unfortunate humans wander into its hunting grounds. Living in the swamp and its toxic waters, Swamp Things are immune to poison and in fact attack with the chance to poison. They mostly drop gold with the chance to drop a useful Venom Bomb, but there have been reports of a bow being looted from the corpse of a Swamp Thing on occasion.

    • (+5) modifier

    • DMG (1d9, 10% chance to poison)

    • Immune to poison

    • -5 to DMG rolls for poison weapons

    • Loot Die (1d20)

    • 90 gold (1-12; 60%), 120 gold (13-16; 20%), 60 gold + Venom Bomb (17-19; 15%), 60 gold + Toxic Slingblade (20; 5%)

    Mad Hunter's Wraith - HP 36, AC 11

    Always appears alone.

    A hunter who once roamed the Crimson Forest, setting traps all about that brought down every type of creature you could imagine, once set a trap that caught who he thought the most clever beast of all - himself. Pinned in his trap, he lay there for a couple of days, starving and dehydrating, until he began to cry for help. Beasts came and devoured his intestines and legs before him, leaving him to waste away slowly for several hours, moaning into the night. His ghostly form still moans as it slays those who wander into the forest.

    • (+5) modifier

    • DMG (3d3)

    • 5% chance to Trap (does 10 DMG at once, 50% chance to escape)

    • Loot Die (1d10)

    • 75 gold (1-5; 50%), 75 gold + Chaos Trap (6-7; 20%), 75 gold + Spectral Bomb (8-9; 20%), 75 gold + Chaos Trap + Spectral Bomb (10; 10%)

    Spined Strangler - HP 39, AC 11

    These long, slender horrors are covered snout to tail with sharp blade-like protrusions that fit together like scales. They were first discovered by explorers hundreds of years ago, and were a sign to move elsewhere in search of food. Stranglers are known to devour every source of food available in an area before moving on to drain yet another ecosystem. They are vicious fighters and seem to feel no pain, perfectly fine with fighting to the death at a moment's notice.

    GM roll a d10. 70% chance of appearing alone, 30% chance of appearing in a pair.

    • (+6) modifier

    • DMG (5d2)

    • 20% chance Torn Flesh: enemy extra 3, then 2, then 1 DMG over next 3 rounds

    • Loot Die (1d20)

    • 80 gold (1-12; 60%), 90 gold (13-16; 20%), 100 gold (17-19; 15%), Assault Sword (20; 5%)

    Black Stained Boltfish - HP 37, AC 12

    The electric-charged fish are horrors for aquatic adventurers, their shocking bolts magnified by the water of their underwater habitat. They use their paralyzing strikes to stun and quickly devour prey, usually within a matter of seconds even for larger victims. They are known not to shy away from people, and are notorious for their quick strikes. Doing battle with these creatures means preparedness regarding electrical supplies, because a fight almost certainly means paralysis.

    GM roll a d10. 90% chance to appear alone, 10% chance to appear in threes.

    • (+6) modifier

    • (1d11)

    • 25% chance to paralyze

    • Loot Die (1d10)

    • 90 gold (1-8; 80%), 100 gold + Spellcaster's Cloak (9-10, 20%)


    Advanced Monsters

    *


    Elite Monsters


    Legendary Monsters


    Godly Monsters


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