The Ruined Abbey of St Clewyd
- Converted from the original work by Gavin Norman and Yves Geens.
- Conversion by River Grimm
Magic Items
- Mercy of St. Elsa: Damage against undead creatures is enhanced.
- Hand of St. Signis: Cast Ward once a day.
- Knapsack of St Dougan: Eating an apple restores 1 point of STR.
- The Gnomon: Holy spell casters in possession of this book are able to enhance their spells.
Bestiary
Abbot Lummingwyll
9 HP, 12 STR, 10 DEX, 13 WIL, mace (d6)
- Knows the spells Ventriloquism and Flaming Spirit
- Ventriloquism: The caster can cause their voice to emanate from anywhere within 60’.
- Flaming Spirit: The caster conjures a crackling, white flame and can command it to streak towards a target. The target must make a DEX save or take d6 damage.
Adders
3 HP, 5 STR, 12 DEX, 3 WIL, bite (d6)
- Critical Damage: Target is poisoned, losing 1 STR for the next 1d6 rounds.
Amphibious Fungoid
9 HP, 12 STR, 10 DEX, 9 WIL, lashing tendrils (d8, blast)
- Critical Damage: Target must make WIL save or be afflicted with injected spores for 1d6 rounds or until fungoid is killed. Affected characters either attack their allies or stand drooling.
Animated Cherubs
4 HP, 8 STR, 14 DEX, 11 WIL, fists (d4+d4)
- Immune to biological effects (e.g. disease, poison) and to mind-affecting spells.
Brother Wardens
5 HP, 6 STR, 10 DEX, 12 WIL, staff or candlestick (d4)
Gargoyles
8 HP, 2 Armor, 12 STR, 4 DEX, 12 WIL, claws (d8+d8)
- Harmed only by magic or magic weapons.
- Immune to biological effects and mind-affecting spells.
Ghost Crows
4 HP, 8 STR, 15 DEX, 10 WIL, beak (d4) or shriek
- Attacks from mundane weapons are impaired, while attacks from silver weapons do normal damage.
- Shriek (Once a day): All within 10’ must succeed on a WIL save or be rooted to the spot (unable to move, attacks are impaired) for 1 round.
- Items: 1d4 Ghost Crow Quills each (see Enchanted Oddments, DCB).
Ghostly Monks
8 HP, 14 STR, 12 DEX, 15 WIL, draining touch (d6)
- Vulnerable only to magic or magic weapons.
- Critical Damage: Target loses d4 WIL. 1 point of WIL can be recovered per day of rest. If reduced to 0 WIL, they fall unconscious for d6 days.
Giant Telepathic Catfish
15 HP, 1 Armor, 14 STR, 10 DEX, 15 WIL, bite (d12), tendrils (d8+d8, blast), detachment
- Critical Damage: The target is devoured, and digested into radiant plasma in 3 rounds.
Lambent Wisp
8 HP, 10 STR, 8 DEX, 8 WIL, burning tendril (d10) or irradiate
- Vulnerable only to magic or magic weapons.
- Irradiate (once per combat): Unleashes a blast of prismatic radiation. All within 40’ must make a STR save or suffer d10 damage and be blinded for 1 round.
Mister Rag-N-Bone
10 HP, 14 STR, 10 DEX, 16 WIL, claws (d8+d8) or flock (d4) as detachment
- Immune to biological effects and mind affecting spells.
- In humanoid form attacks from non-silver weapons are impaired.
- In flock form, only harmed by area effects (e.g. flaming oil).
- Changing forms take 1 round.
- Critical Damage: STR save or contract disease of rotting flesh, leading to death after 1d6 weeks.
Prior Dingley
7HP, 9 STR, 10 DEX, 11 WIL, staff (d6)
Redslob
7 HP, 13 STR, 10 DEX, 8 WIL, acidic touch (d4, blast)
- Immune to cold and lightning
- Sticky Mass: When struck by a melee weapon the attacker must succeed on a STR save or the weapon is ripped from their hand and adheres to the Redslob’s sticky mass.
- Wield Weapons: A redslob may grab weapons that have adhered to its surface, wielding them in subsequent rounds and dealing the appropriate damage for that weapon.
- Critical Damage: The appendage sticks to the victim and inflicts 1d4 damage every round until removed.
Silent Afflicted
3 HP, 4 STR, 3 DEX, 3 WIL
- Immune to biological effects and mind-affecting spells.
Subprior Proster
7HP, 9 STR, 10 DEX, 11 WIL, knife (d4)
The Charge
13 HP, 2 Armor, 16 STR, 11 DEX, 13 WIL, hands and horse kicks (d6+d6, blast) or acid vomit, detachment
- Only harmed by magic or magic weapons.
- Knows the spells Glyph of Sealing, Dispel Magic, and Confusion.
- Glyph of Sealing: Places a glowing rune on a closed door, gate, lid, etc., magically preventing it from being opened.
- Dispel Magic: All spell effects in a 20’ radius are unraveled.
- Confusion: 3d6 randomly determined creatures within a 30’ radius become unable to control their actions. Subjects may make a WIL save each round to come to their senses.
- Acid Vomit: A 20’ cone of vile green and black ooze spews forth, dealing d12 damage to anyone in its path. A successful DEX save reduces damage to half.
- Critical Damage: If the target takes critical damage from hands and horse kicks they are also bitten by the writhing snakes on The Charge’s chest for another d10 damage.
The Seven Sisters
13 HP, 2 Armor, 14 STR, 8 DEX, 9 WIL, bite (d8) or power of dominant head, detachment
- Each time the Seven Sisters takes Critical Damage a random head is severed.
- Dominant head: Only one head is dominant at a time. This may randomly switch, as the referee wishes, or roll 2d4-1:
- Aribelle: Gaze at a target. WIL save to avoid having held items cast away 10’ in random direction.
- Wyde: Gaze at a target. WIL save or flee in terror.
- Hagkzach: Breathe a 10’ sphere of green vapor. All within must make a STR save or fall unconscious.
- Politude: Venomous bite. STR save or fall into eternal slumber.
- Mermidor: Cast Phantasm, Confusion, and Dominate (once a day, each)
- Seemee: Deranged laugh. All within 30’ must make a WIL save or be deafened and befuddled for 1d3 rounds.
- She-Who-Damns: Curse a target. Save vs WIL or lose 1d6 WIL permanently (to a minimum score of 3).
Undead Abbots
6 HP, 11 STR, 9 DEX, 3 WIL, jagged nails (d6)
- Only harmed by silver or magic weapons.
- Critical damage: On a fail any STR loss is permanent.
Warp Worm
10 HP, 1 Armor, 11 STR, 10 DEX, 12 WIL, bite (d12) or bash (d8), detachment
- Critical Damage: The target is swallowed, suffering d6 damage per round (until the worm dies). Swallowed victims may attack the worm with sharp weapons but the attack is impaired. If the swallowed victim dies, the worm disappears into another dimension.
Wayward Afflicted
5 HP, 6 STR, 8 DEX, 3 WIL, bite/throttle (d6)
- Immune to biological effects and mind-affecting spells.