SotDL - Monstrous Pages - Ghastly Gourmands
SotDL - Monstrous Pages - Ghastly Gourmands
other people as individuals with their own purposes 2 A tool or set of tools worth 1 gc or less
and needs. Rather, anyone not an ogre is something 3 A pouch containing 2d6 cp
to be eaten, and ogres often address their prey as 4 A set of filthy fine clothes
“food,” “snack,” “meat,” “dinner,” or the like while 5 A suit of mail
trying to kill them.
3
6 A military melee weapon INCREASE DIFFICULTY BY ONE STEP
7 A small chest containing 3d6 ss Health –10
8 An intact halfling corpse
SPECIAL ACTIONS
9 A Size 1/2 stone idol
Infested Vomit When the ogre takes damage, it can use
10 A small bottle containing a healing potion a triggered action to spew a torrent of semi-digested
food and wriggling worms into a 3-yard cone originating
11 An unconscious shepherd (as commoner) from a point in its space. The corrosive fluids deal 2d6
damage to everything in the area. A creature in the area
12 A bundle of 1d6 arrows or bolts must make an Agility challenge roll and takes half the
13 A silver serving platter worth 1d6 + 2 ss damage on a success.
Any living creature that takes damage from this ogre’s
14 A bottle of spirits Infested Vomit must also get a success on a Strength
challenge roll or become infested with parasites. While
15 A stained, sodden book containing an infested with parasites, the creature is diseased and
incantation of a rank 1 spell takes a –5 penalty to Health. Each time the creature
completes a rest, it must make a Strength challenge
16 1d6 Void larvae roll. On a failure, the penalty to its Health worsens by 5.
17 2d6 bricks After the third success, the creature is no longer infested
with parasites and removes the diseased affliction and
18 1 interesting thing (physical objects only) penalty to its Health.
Once the ogre uses Vomit, it cannot do so again until
19 1 jewel worth 1 gc after it eats.
20 1 enchanted object
Mutant
Customizing Ogres The troll magic responsible for ogres’ existence makes
As noted above, ogres display great variety in form, them prone to mutation. Many ogres display an
capabilities, and behavior. You can customize the unusual physical characteristic.
basic ogre into your own unique creation by applying INCREASE DIFFICULTY BY ONE STEP
any of the following modifications to its statistics box.
Gain the frightening trait
Flatulent Immune gaining Insanity
Mutation Roll on the Ogre Mutations table to determine
Many ogres suffer from incredible flatulence and their this ogre’s mutation.
rumbling guts expel blasts of foul-smelling gas from
their bowels with alarming force and regularity. The
build-up of gases and excrement sometimes make
defeating them just as punishing as fighting them.
INCREASE DIFFICULTY BY ONE STEP
Fetid Wind When the ogre takes damage, roll a d6. On
an even number, it noisily breaks wind, releasing a blast
of warm, rancid air into a 3-yard cone originating from
a point in its space. Each breathing creature in the
area must get a success on a Strength challenge roll or
become impaired for 1 round.
Release the Bowels When the ogre becomes injured,
it releases a torrent of excrement into a 3-yard cone
originating from a point in its space to cover everything
in the area with hot, stinking feces. A creature in the
area must get a success on an Agility challenge roll or
become blinded for 1 round. As well, any creature in the
area must also get a success on a Strength challenge roll
or become impaired for 1 minute or until it washes away
the filth.
Explosive Death When the ogre becomes incapacitated,
the pent-up gases inside its body explode, sending
chunks of meat in all directions inside a sphere with
a 5-yard radius centered on a point inside the ogre’s
space. Each creature in the area must make an Agility
challenge roll. A creature takes 2d6 damage and falls
prone on a failure, or takes half the damage on a success.
Infested
As ogres tend not to be selective when it comes to
what they put in their mouths, they are prone to
picking up all kinds of parasites, which then multiply
in their guts. Infested ogres show their sickness in
their poor color and unusual thinness.
4
Ogre Mutations
d20 Mutation
1 The ogre has strangely colored or patterned skin.
2 The ogre’s head is far too big for its body.
3 The ogre has an enormous sexual organ.
4 The ogre has a horn growing out from the side of
its head.
5 The ogre has one enormous and one tiny arm.
6 The ogre’s skin is covered in weeping pustules.
7 The ogre has just one eye in the center of its head.
8 Thick fur covers the ogre’s body.
9 The ogre has enormous hands and feet.
10 The ogre has a second face in its abdomen.
11 The ogre has a weird fin growing out from the
center of its back.
12 The ogre has duck feet.
13 The ogre has scales on its neck and shoulders.
14 The ogre has the head of a pig.
15 In place of teeth, the ogre has rows of tiny
grasping hands.
16 One of the ogre’s arms is a tentacle.
17 The ogre has wattles.
18 Great, fluid-filled cysts bulge from the ogre’s skin.
19 The ogre has red-rimmed eyes where its nipples
should be. BOOGEYMAN DIFFICULTY 50
20 From the waist down, the ogre’s body is that of an Size 2 frightening ogre
enormous slug and it leaves a slimy trail wherever
it goes. Perception 12 (+2); darksight
Defense 16; Health 56; Insanity —; Corruption 1d3 + 1
Strength 16 (+6), Agility 11 (+1), Intellect 10 (+0), Will 11 (+1)
Variant Ogres Speed 12
Immune gaining Insanity
The trolls bred many kinds of ogres to serve various Big Belly A boogeyman’s gullet can hold creatures whose
total Size does not exceed 1.
functions in their wars against the faeries. Most of the Silent Moves When the boogeyman moves, it makes no
specialized breeds died out long ago, but a few remain sound unless it chooses to make noise.
and are at large in the world today. ATTACK OPTIONS
Teeth (melee) +6 with 2 boons (3d6 plus Swallow on attack
Boogeyman roll 20+)
Swallow If the target is Size 1 or smaller and the
Life on the edges of the civilized lands is anything boogeyman’s Big Belly is not already filled to capacity,
the boogeyman unhinges its jaw and swallows the target
but easy. Between the ordinary troubles one might whole. The target moves into the boogeyman’s space
face—wild animals, blights, droughts, storms, and where it remains until digested. A creature swallowed
in this way is blinded, deafened, immobilized, has total
the like—people must also contend with strange and cover from everything outside the boogeyman’s space,
malevolent creatures stalking the nights, bent on and moves with the boogeyman when it moves. In
addition, at the end of each round, the target takes
mischief and worse. One breed of ogre that has grown 2d6 damage from the boogeyman’s digestive juices. A
large in the nightmares of children all over are the swallowed target can attack the boogeyman from inside
its space. The boogeyman’s gullet has Defense 10.
boogeymen. These brutes have developed a taste for If the boogeyman becomes incapacitated, it vomits all
the succulent flesh of children and go to great lengths swallowed creatures and their remains, causing them to
exit its space and fall prone in spaces the GM chooses
to feed their unspeakable hunger. within 1 yard of the boogeyman.
Boogeymen stand about ten feet tall and have thick
muscular bodies with heavy abdomens that descend SPECIAL ACTIONS
to about their knees. They have the heads of red- Stinking Mist The boogeyman uses an action to turn into a
cloud of stinking mist that fills its space. It remains in this
furred lions with copper-colored eyes. Despite their form until the end of the round, at which point it returns
bulky forms, they move with surprising stealth when to its normal form. While in this form, the boogeyman is
immune to damage, can move by flying, and can pass
infiltrating homes to snatch their favored meals from through spaces wide enough to permit the passage of
their beds. air as well as spaces occupied by other creatures. Any
breathing creature that enters the boogeyman’s space
Boogeymen can speak the Common Tongue and must get a success on a Will challenge roll or become
Trollish. impaired for 1 round.
5
Ettin ETTIN DIFFICULTY 100
Ettins are ogres born with two heads and are common Size 2 ogre
enough that most people consider them a breed apart; Perception 10 (+0)
ettins who mate with other ettins or ogres, however, Defense 15; Health 60; Insanity 1d3 + 1; Corruption 1d3
always have ettin offspring. Ettins resemble ogres in Strength 15 (+5), Agility 10 (+0), Intellect 7 (–3), Will 9 (–1)
Speed 10
size and stature, and each head usually has its own Immune dazed, stunned
Two Heads The ettin can take both a fast turn and a slow
neck. There are some ettins who have two faces on turn each round, and it can use two triggered actions
one overlarge, misshapen head, or have their second each round.
head emerging from an unusual place in their bodies, ATTACK OPTIONS
but these are few and far between. Flail (melee) +5 with 1 boon (2d6 + 2)
With a second head comes a second personality,
and each head has its own distinct voice and manner SPECIAL ATTACKS
of speaking. Ettins are famous for bickering with Devour The ettin picks up and eats one unconscious or
dead Size 1 or smaller creature it can reach. A living
themselves, arguing over what to do or whom to target dies.
attack, often getting distracted enough to allow their
enemies to slip away. Conflicting desires can prevent SPECIAL ACTIONS
ettins from getting much done, but when they do Vomit When the ettin takes damage, it can use a triggered
action to vomit semi-digested food from both mouths,
reach an accord, they pursue their goals with an spraying everything within into a 5-yard radius of it with
almost single-minded dedication. corrosive fluid that deals 2d6 damage to everything in
the area. A creature in the area must make an Agility
challenge roll. A creature takes half the damage on a
success, or becomes impaired for 1 round on a failure.
Once the ettin uses Vomit, it cannot do so again until
after it eats.
6
Horned Ogre HORNED OGRE DIFFICULTY 250
The trolls’ flirtation with the Void’s dark forces in the Size 3 frightening ogre
practice of their magic stained both the world and the Perception 11 (+1); darkvision
foul creations the trolls made to live in it. Ogres and Defense 14; Health 100; Insanity —; Corruption 1d3 + 1
Strength 18 (+8), Agility 10 (+0), Intellect 8 (–2), Will 12 (+2)
giants walk in the Demon Lord’s shadow and thus Speed 12
attract all kinds of demonic attention. This attention Immune gaining Insanity
transforms them, elevating them above their simple- ATTACK OPTIONS
minded hunger to true cunning and pure evil. Among Hammer (melee) +8 with 3 boons (4d6 + 6 plus Stagger on
the transformed can be found the horned ogres, attack roll 20+)
creatures who dwarf their kin both in terms of stature Long Blade (melee) +8 with 3 boons (3d6 + 6 plus a dazed
target takes 2d6 extra damage)
and brutality. Stagger The target becomes dazed for 1 round.
Horned ogres dwell in places stained by the Void,
SPECIAL ATTACKS
making their homes in ruined cities, crumbling
Two Weapon Attack The horned ogre attacks with its
fortresses, or landscapes warped by the Demon hammer and its long blade.
Lord’s fell influence. There, they attract other beings Devour The horned ogre picks up and eats one
enthralled by the Hunger in the Void to serve them, unconscious or dead Size 2 or smaller creature it can
reach. A living target dies.
from beastmen and cultists to monsters and other
abominations, all heaving and lurching from the SPECIAL ACTIONS
shadows to lend their might to whatever dread Vomit When the horned ogre takes damage, it can use a
triggered action to vomit semi-digested food into an
purpose their dark lord demands. While horned ogres 8-yard-cone originating from a point in its space, the
might bow to more powerful masters, within their corrosive stuff dealing 3d6 damage to everything in
the area. A creature in the area must make an Agility
own realms they rule as absolute tyrants over the challenge roll. A creature takes half the damage on a
lesser creatures drawn there, obeying their masters in success, or becomes impaired for 1 round on a failure.
Once the horned ogre uses Vomit, it cannot do so again
a never-ending fear of being snatched up and eaten. until after it eats.
Horned ogres communicate using Trollish or the
Common Tongue.
Variant: Oubliette Hammer
Some horned ogres carry hammers with a head
large enough to capture and contain a creature.
The ogre can force a Size 1 or smaller creature it
has grabbed inside the hammer’s head by getting
a success on a Strength challenge roll against the
target’s Strength and then close the door as a
minor activity. A creature trapped in the hammer
remains there until released; any creature that
can reach the hammer while it’s not being held
or carried by the ogre can use an action to open
the door. A creature trapped inside the hammer’s
head cannot perceive beyond it and has total
cover from everything outside the hammer.
When the horned ogre makes an attack with
its hammer, the creature inside the head must
make an Agility challenge roll. A creature takes
4d6 damage on a failure from being bounced
around inside the oubliette, or half the damage on
a success.
Oni
The forests of Balgrendia conceal many terrible
things, horrors most people in the comparatively
civilized north cannot conceive. For the average
Balgrendian, these monstrous threats are just another
part of living at the edge of civilization. The ogres of
Balgrendia, called oni by the locals, do not suffer from
the stupidity or slavish hunger of their lesser kin.
Rather, the oni are cunning and crafty, but thoroughly
debased and wicked, eagerly spreading misery,
disease, and other unpleasantness wherever they can.
Some believe the oni descend from the first ogres
7
created by the trolls, while other tales recount the acts END OF THE ROUND
of ogres cunning enough to kill and eat the trolls who Disastrous Presence Each creature within short range of
the oni that is not an ogre must make a Will challenge
created them, thus gaining their power. roll with 1 bane. A creature becomes immune to this oni’s
Oni stand about ten feet tall and weigh upwards Disastrous Presence on a success, or becomes impaired
for 1 minute on a failure. If the creature is already
of eight hundred pounds. They have exaggerated, impaired, it gains 1 Insanity.
hideous features, with mouths stretched wide into
frightening grimaces under black, glassy eyes. They
have two great, smooth horns breaking from their
Stallo
brows, extending another two feet from their heads. In stark contrast to the deadly cunning and
Most display some strange mutation, with extra eyes wickedness of the onis are the stallos. Gigantic ogres
or digits being most common. Their skin tone also of staggering stupidity, they haunt the frozen wastes
runs the gamut, with most being color of midnight or where they gorge themselves on seals, seabirds, and
that of hot coals. They carry iron clubs and gird their the occasional traveler upon which they happen.
loins with animal skins. Stallos have nearly died out several times over the
Unlike other ogres, oni possess an assortment of centuries, but somehow a small population of them
supernatural abilities that help them infiltrate their endures across the wastes and into Blötland.
victims’ communities. Some stalk their prey invisibly, A typical stallo stands about 20 feet tall and weighs
or alter their physical forms to resemble someone several tons. It usually has bluish-white skin, with red-
they killed and ate to deceive and then feast upon the rimmed eyes, and profuse body hair. It also has a great
other members of their victim’s families. The mere sagging gut into which it stuffs whatever it can fit into
presence of an oni in a community is dangerous to its cavernous maw.
everyone who lives there, for these brutes also spread Stallos know a few words of Trollish, but they prefer
disease and misfortune wherever they linger. to grunt instead of forming words.
Oni speak Trollish, Dark Speech, and the STALLO DIFFICULTY 100
Common Tongue.
Size 4 frightening ogre
ONI DIFFICULTY 100 Perception 8 (–2)
Defense 13; Health 88
Size 2 frightening ogre Strength 18 (+8), Agility 8 (–2), Intellect 6 (–4), Will 9 (–1)
Perception 15 (+5); darksight Speed 10
Defense 17; Health 47; Insanity Immune gaining Insanity
Strength 17 (+7), Agility 12 (+2), Intellect 13 (+3), Will 12 (+2) Cold Resistant A stallo takes half damage from cold.
Speed 12 Big Belly A stallo’s gullet can hold creatures whose total
Immune damage from disease; gaining Insanity; diseased Size does not exceed 2.
Stupidity A stallo makes Intellect attack rolls and challenge
rolls with 1 bane. Creatures make attack rolls against the
ATTACK OPTIONS stallo’s Intellect with 1 boon.
Iron Club (melee) +7 with 2 boons (3d6)
Claws (melee) +7 with 2 boons (2d6) ATTACK OPTIONS
Teeth (melee) +8 with 1 boon (5d6 plus Swallow on attack
SPECIAL ATTACKS roll 20+)
Plaguebringer The oni uses an action, or a triggered action Swallow If the target is Size 2 or smaller and the stallo’s Big
on its turn, to make an Intellect attack roll against the Belly is not already filled to capacity, the stallo unhinges
Strength of one living creature it can see within short its jaw and swallows the target whole. The target moves
range. On a success, the target takes 1d6 damage and into the stallo’s space where it remains until digested.
becomes diseased. A creature diseased in this way can A creature swallowed in this way is blinded, deafened,
spread it to other living creature by physical contact. immobilized, has total cover from everything outside
The exposed creature must get a success on a Strength the stallo’s space, and moves with the stallo when it
challenge roll or take 1d6 damage and become diseased. moves. In addition, at the end of each round, the target
When a creature diseased by this attack completes a takes 3d6 damage from the stallo’s digestive juices. A
rest, it must make a Strength challenge roll. On a failure, swallowed target can attack the stallo from inside its
it takes a cumulative –1d6 penalty to its Health. After space. The stallo’s gullet has Defense 10.
three successes, the creature removes the diseased If the stallo becomes incapacitated, it vomits all
affliction and any penalties to Health gained as a result swallowed creatures and their remains, causing them to
of having the affliction. exit its space and fall prone in spaces the GM chooses
Devour The oni picks up and eats one unconscious or dead within 1 yard of the stallo.
Size 1 or smaller creature it can reach. A living target dies.
SPECIAL ATTACKS
SPECIAL ACTIONS Devour The stallo picks up and eats one unconscious or
Disappear The oni uses an action, or a triggered action on dead Size 1 or smaller creature it can reach. A living
its turn, to become invisible for 1 minute or until it takes target dies.
damage. The oni can use Disappear three times and
regains expended uses when it completes a rest.
Change Shape The oni uses an action, or a triggered
action on its turn, to assume the form of a Size 1 human
or similar creature. It makes all decisions about its
appearance and remains in this form until it uses a
triggered action at any time to resume its normal form or
uses Change Shape again. While in this form, it loses the
frightening trait and cannot use Disappear.
8
While the vodyanoy is smaller than a regular ogre
and far more intelligent, it shares the same driving
hunger of its land-dwelling kin. It likes nothing better
than to get its webbed paws on a nice fat child or
halfling—both succulent, and easier to subdue than
larger folk.
A vodyanoy doesn’t court trouble, but it can’t go too
long without eating—it will often work mischief upon
a nearby community to lure larger victims into its
clutches, or to cause enough confusion so it can slip
in and grab an unguarded child. The vodyanoy can
cast water-based spells, using its magic to harass and
drown its victims.
A vodyanoy speaks Trollish and the Common
Tongue.
VODYANOY DIFFICULTY 50
ATTACK OPTIONS
Paws (melee) +5 with 1 boon (2d6)
Tail (melee) +5 with 1 boon (1d6 plus the target falls prone
on attack roll 20+)
SPECIAL ATTACKS
Double Attack The vodyanoy attacks with its paws and
its tail.
Vodyanoy Bend Mind The vodyanoy makes a Will attack roll with
1 boon against the Intellect of one creature it can see
On the edge of the wilderness, whenever a dam bursts within medium range. On a success, the target becomes
compelled for 1 minute. Once the vodyanoy uses Bend
and floods farmlands, or a mill’s waterwheel breaks Mind, it must wait at least 1 minute before it can use
and falls, or a strong swimmer inexplicably drowns, it again.
Devour The vodyanoy picks up and eats one unconscious
people blame the vodyanoy, a creature believed to be or dead Size 1/2 or smaller creature it can reach. A living
an evil water spirit or faerie that hates all living things target dies.
that dwell on the land. While these tales are correct SPECIAL ACTIONS
in portraying the vodyanoy as hateful and malevolent, Vomit When the vodyanoy takes damage, it can use a
it is most definitely not a faerie. Rather, it is a rare triggered action to vomit semi-digested food into a
3-yard-cone originating from a point in its space, the
breed of ogre, perhaps cursed long ago by faerie corrosive stuff dealing 2d6 damage to everything in
magic, condemned to live in the bogs, lakes, and rivers the area. A creature in the area must make an Agility
challenge roll. A creature takes half the damage on a
scattered across the wilderness. success, or becomes impaired for 1 round on a failure.
To look upon a vodyanoy is to know its evil. It Once the vodyanoy uses Vomit, it cannot do so again
until after it eats.
resembles a naked old man with long hair and a thick
green beard clumped with algae, slime, and pieces MAGIC
of dead fish. It has the facial features of a frog, but Power 3
with red eyes that burn like hot coals. Although the Water freeze (4), drown (2), wave (1), sphere of water (1)
vodyanoy is an excellent swimmer, it prefers to float
about on a half-sunken log, its limbs dangling in the
water, sometimes lazily paddling, as it watches the
shores through slitted eyes for any sign of prey.