Dogtooth Valley

Bestiary (P. 21-22)

Bartlebee the undead turtle

7 HP, 2 Armor 13 STR, 4 DEX, 3 WIL, bite (d10)

  • Ornery zombie turtle used to being treated like a king.
  • On max damage breaks bone


4 HP, 10 STR, 10 DEX, 6 WIL, bite (1d6)

  • Undead pig with batwings Frankensteined to its back
  • They can fly

Coyote Soldier

5 HP, 12 STR, 10 DEX, 8 WIL, bite and stab (d6+d8)

  • Humanoid Coyotes, quick and wily. They love games and rarely back down from a dare.


6 HP, 1 Armor, 11 STR, 7 DEX, 6 WIL, bite (d8)

  • max damage goes directly to STR


6 HP, 10 STR, 10 DEX, 15 WIL, freezing touch (d6)

  • Spirits of the dead usually preoccupied with an obsession from their time alive.
  • Immune to most forms of damage, only suscetible to magic and holy water.
  • Posession: One target must save WIL or be posessed, being controlled by the ghost until it’s somehow driven off (this add is from cairn srd)

Giant Beetle

7 HP, 2 Armor, STR 12, 10 DEX, 10 WIL, bite (d8)

  • A hardshell insect used as a beast of burden

Giant crow

9 HP, 10 STR, 12 DEX, 10 WIL, peck and talons (d8+d6)

  • Known to steal small cattle, their primary prey is the valley’s tartoises. There are tales of ancient peoples using them as steeds


  • Attracted to shiny things


4 HP, 8 STR, 12 DEX, 8 WIL, dagger (d6) or sling (d4)

  • Small, grotesque humanoids with skin in earthly tones of green, brown, and grey.
  • Avoids combat, only attacking when in advantage, using hit-and-run tactics.
  • Sometimes are found using dire wolves as mounts

Mud Dragon

HP 12 , 14 STR, 11 DEX, 15 WIL Armor 1, detachment, bite (d12) or 2 claws (d8+d8)

  • Rare, amphibious, leathery-skinned mud wyrms. As cruel and clever as their more repitlian relatives.
  • Steam Breath: The dragon breathes a massive cone of steaming air dealing 12 damage (no roll) to all caught, the flame ignores and destroys any mundane armor. It needs a short rest before being able to do this again
  • If PC takes STR damage from steam breath and survives, his skins harden becomes resistant to high temperature


HP 5, 10 STR, 10 DEX, 12 WIL, spear (d6)

  • Mysterious humanoid mushrooms
  • They communicate with each other telepathically
  • Spore cloud: 1d4 damage and causes coughing for 1 turn


5 HP, 12 STR, 10 DEX, 10 WIL, 2 fist (d8+d8)


4 HP, STR 10, DEX 10, WIL 10, bite (d6)

  • Large bloodsucking insects
  • Fly


5 HP, 10 STR, 13 DEX, 10 WIL, stab (1d6)

  • Piercing and slashing weapon attacks against it are impaired


5 HP, STR 11, DEX 11, WIL 10, bite (d6)

  • Climb walls
  • Web: DEX save or get stuck in a web
  • Silent: if not spotted they surprise the party

Stone ogre

8 HP, 2 Armor, 10 STR, 6 DEX, 10 WIL, 2 fist (d6+d6)

  • Large cave-dwelling creatures with rock-like skin, attracted to heat and repelled by the cold
  • Fire/heat attacks are impaired
  • Ice/cold attack are enhanced


5 HP, 2 Armor, STR 10, DEX 4, WIL 12, bite (d10)

  • Roam the valley, grazing on various flora
  • Sufficiently large to ride but very slow and too stubborn to tame

Wild dog

3 HP, 10 STR, 12 DEX, 10 WIL, bite (d6)

  • Roam the valley in packs
  • Allegedly related to coyotes

NPCs (p. 22)

Bulwark the repellant

5 HP, 8 STR, 12 DEX, 8 WIL, bite (1d6) or Rot Blast (d6)

  • A goblin who got into necromancy making pacts with dead gods
  • Loves painting despite not being very good at it
  • Spells: Create unlife (spell n. 212), Speak with dead (Bulwark can speak with dead bodies)

Vastion the Vampire

12 HP, 1 Armor, 14 STR, 12 DEX, 16 WIL, bite (d6) or stab (d8)

  • Vastion was passing through the valley many years ago and stayed after falling in love with a beau­tiful rare flower. Devoted to gardening and wish they could feel the sun again, like their beloved flowers.
  • Regeneration: A damaged vampire regains 6 HP when it bites a target that has blood. If killed, it becomes a cloud of gas and retreats to its coffin, reforming at the next nightfall. Can only be killed if exposed to sunlight or if the coffin is destroyed.
  • Critical Damage: The vampire drains the target’s essence, dealing d12 damage to WIL. If the target reaches 0 WIL this way, it dies and is raised as a thrall of the vampire
  • Can turn into a bat
  • Spells: Charm, Passive Invisibility (spell n. 451)

Sunclair Dirtfin

6 HP, 12 STR, 10 DEX, 8 WIL, bite and stab (d6+d8)

  • The Coyote Soldiers’ Lead­er. He fears the Outpost will lead to law in the valley. He (and his soldiers) base their traveler robbing oper­ation out of an old aban­doned keep.

Ratzin the Fairy

10 HP, STR 10, DEX 10, WIL 10, 1 shock+1 bite (d6+d6)

  • A trickster from the fae world that Sunclair trapped using magical items he found in the old Keep
  • Ratzin, like most fae, seemingly delights mostly in pranks and chaos
  • Spells: Passive Invisibility (spell n. 451), Teleport, Telekinesis

Sassafras The Witch Toad

5 HP, STR 10, DEX 10, WIL 10, bite (d6)

  • She keeps to herself in the swamp but sells visitors potions
  • Spells: Sleep, Teleport