Temple of 1000 Swords

General Notes

  • Swords are d6

Drukk

4 HP, 1 Armor, 12 STR, 11 DEX, 8 WIL, sword (d6)

  • Will make deafing war cry if 5+ drukks present, deafens for d6 minutes all within 50’ of drukk

Drukk Leader

8 HP, 2 Armor, 14 STR, 12 DEX, 11 WIL, sword (d6+d6)

Merfolk

4 HP, 1 Armor, 11 STR, 14 DEX, 12 WIL, sword (d6)

Merfolk Leader

8 HP, 2 Armor, 14 STR, 12 DEX, 11 WIL, sword (d6+d6)

Lydia, the Merfolk Queen

8 HP, 2 Armor, 14 STR, 16 DEX, 14 WIL, enchanted sword (d8 + d6)

  • Urchin Lock: DEX save or take 3d6 STR damage

Giant Octopus with a Sword

10 HP, 2 Armor, 15 STR, 12 DEX, 8 WIL, sword (d6), tentacles (d4, ×7)

  • Tentacles: On hit, grab and constrict (automatic d4 damage per round)
  • Can emit ink cloud and escape at triple speed
  • Tentacles can be severed with 6+ damage from slashing weapons

Sand-Persons

9 HP, 1 Armor, 13 STR, 12 DEX, 8 WIL, sword (d6 + d6)

Fetal Drukk Horror

12 HP, 1 Armor, 15 STR, 11 DEX, 14 WIL, bite (d8)

  • Monstrous unborn drukk that dies within one minute of hatching
  • Born knowing only rage and psychic violence
  • Attacks anything it can sense, including other drukks
  • Primal Scream: All within 50’ must save WIL or take d8 damage
  • Psychic Assault: Target must save WIL or act randomly for d4 rounds (roll d6):
    1. Attack nearest creature
    2. Stand still babbling
    3. Walk in random direction
    4. Attack self (d4 damage)
    5. Follow any command given
    6. Act normally
  • Critical Damage: Psychic feedback forces all nearby to save WIL or suffer effect of Psychic Assault (roll a d6)

Remy LeFou

12 HP, 2 Armor, 15 STR, 15 DEX, 16 WIL, bite (d8)

  • Critical Damage: Drains blood, healing self for damage dealt

Wight (Hierophant)

8 HP, 2 Armor, 14 STR, 12 DEX, 15 WIL, cursed touch (d8)

  • Energy Drain: Target saves WIL or permanently lose 1d4 STR
  • Critical Damage: Ages target visibly

Ghost of the Weeping Empress

12 HP, 3 Armor, 14 STR, 15 DEX, 16 WIL, numbing tears (d8, save against sleep)

  • The Haunt: All who see her must save STR or become pinned to ground, immobilized by weapon weight. Each sword carried makes the save harder, (reducing the STR by 1 for each sword carried). Character may voluntarily abandon their weapon to move freely.

Sword/Person Hybrids

8 HP, 3 Armor, 14 STR, 8 DEX, 6 WIL, sword-parts (d6)

  • Former sword enthusiasts who fused with their weapons
  • Constantly begging for death due to endless pain
  • Absorb Metal: Non-magical metal weapons may become stuck on hit (WIL save)
  • Critical Damage: Permanently absorbs target’s metal weapon
  • Found in the Tower (T16)

Sword/Fish

6 HP, 1 Armor, 12 STR, 14 DEX, 6 WIL, sword-beak (d6)

  • Pack Tactics: One grabs while others attack
  • Critical Damage: Target impaled by sword-beak and dragged underwater. Loses 1d4 STR per round until freed (requires STR save from self or savior)

Random Encounters

Drukk

4 HP, 1 Armor, 12 STR, 11 DEX, 8 WIL, sword (d6)

  • Will make deafing war cry if 5+ drukks present, deafens for d6 minutes all within 50’ of drukk

Iron Mongrel

8 HP, 3 Armor, 16 STR, 8 DEX, 6 WIL, metal claws (d8)

  • Critical Damage: Tears off target’s armor or shield

Merfolk

4 HP, 1 Armor, 11 STR, 14 DEX, 12 WIL, sword (d6)

Sword-Filled Gelatinous Cube

8 HP, 1 Armor, 15 STR, 6 DEX, 3 WIL, devouring touch (d8) or sword-filled slam (d6)

  • Immune to cold and lightning damage
  • Critical Damage: Target is engulfed, taking d6 STR damage per round from both digestion and sword wounds
  • When destroyed, spills 100 swords across the area (walking through requires STR save or take d4 damage)