The Stygian Library

General Notes

  • This conversion is based on The Stygian Library: Remastered
  • Archivist-Liches are based on Liches at


Boiler Room


  • 0 HP, 2 Armor, 20 STR
  • If the boiler takes Critical Damage it bursts, dealing d12+d12 blast damage.

Chained Lectern

Furious Book

  • 6 HP, 1 Armor, 10 STR, Slam (d6)
  • Anyone reading the book takes 1 damage per turn of reading.
  • If unfastened from the lectern, it can fly.
  • It is immune to poison, cold, and effects that only affect living things.
  • Fire does enhanced damage.
  • Critical Damage: drains 1 point of WIL



  • Opening the doors does d6 damage to anyone directly in front of it.
  • Entering the furnace does d12+d12 damage.

Infernal Gateway

Minor Devil

  • 7-12 HP, 2 Armor, 13-18 STR, claws of various weapons (d8+d8)
  • Takes impaired damage from weapons that are not Holy, Magical, or Silver.
  • Takes enhanced damage from Holy weapons.
  • Immune to mind control that doesn’t specifically target infernal beings.
  • Special ability 6: Drain a memory by touch - does d12 damage to WIL


Bone Beast

  • 9 HP, 1 Armor, 12 STR, batter (d6 blast) detachment
  • Physical attacks against it are impaired, blast attacks are enhanced.

Paper Beehive

Effects of eating Black Honey

3) -2 STR, permanently

  1. Stinger does d12+d12 damage to both attacker and target

  2. +1 Armor, permanently


  • 3 HP, 1 Armor, 3 STR, sting (d8 to bee and victim)

Queen Bee

  • 7 HP, 1 Armor, 12 STR, sting (d8+d6 to queen and victim)


The Orrery

  • Make a WIL save, on success may as a single yes-or-no question about a cast horoscope and get an accurate answer.

Spider Trapdoor

Trapdoor Spider

  • 7 HP, 2 Armor, 16 STR, sting (d10)
  • 3-in-6 chance to make no noise at all when it does something.
  • Critical Damage: victim is paralyzed for 1 turn.

Steam Vents


  • If the valve is opened, everyone in the room will take d6 damage.


Gas Lamps

Gas pipes

  • If the gas is let out in a room, it will explode for d10+d8 blast damage to everyone present.


What the Haunting can do

  1. Thrown objects to d6 damage.

  2. WIL save or memories are subtly altered. If the victim makes their save, they are aware of the attempt.

  3. DEX save or take flame damage

  4. make a vermin swarm appear:

    4 HP, 6 STR, 12 DEX, 11 WIL, bite (d3) detachment

    • Afraid of fire
  5. Falling objects do D6 damage.


Death is a constant presence here

  • Increase any damage taken here by 1 point.
  • Anyone sleeping here heals any lost STR.

Negligible Gravity

Effects of low gravity

  • Missile attacks are impaired.


Trying to cast spells

  • The caster must make a STR save to yell loudly enough to cast the spell. If they fail, they take 1 point damage by damaging their vocal cords.



  • Anything falling down the stairs takes d6 damage for each 20’ fallen.
  • If someone is pushed down the stairs, they make a DEX save or fall.

Turning Gears

Getting caught in the gears

  • Sticking a body part into the gears does d8+d8 damage.
  • If someone is pushed into the gears, they make a Dex save or take d8+d8 damage.


Animated Book

6 HP, 1 Armor, 8 STR, 8 DEX, 9 WIL, slam (d6)

  • It can fly.
  • It is immune to poison, cold, and effects that only affect living things.
  • Fire does enhanced damage.
  • Critical Damage: drains 1 point of WIL

Animate Spell

3 HP, 6 STR, 6 DEX, 10 WIL, spell casting

  • The spell’s personality and powers depend on the nature of the spell
  • Immune to physical damage of the same type as the spell.
  • Controls the effects of any spells cast which have the same type/function.
  • Magical weapons do diminished damage to animate spells, normal weapons do no damage.
  • No physical attacks, but can cast itself once per round.
  • If reduced to 0 STR, 0 WIL, or takes critical damage, becomes a normal spell book.


14 HP, 3 Armor, 15 STR, 9 DEX, 15 WIL, lich’s finger (d10), spell casting

  • Immune to mind control and sleep magics
  • Unless phylactery is destroyed, cannot be permanently killed.
  • cannot be turned
  • Able to cast virtually any spell without suffering consequences. Carries 2d6 random spellbooks with them.
  • Critical Damage: victim is paralyzed for 1 turn.


13 HP, 14 STR, 9 DEX, 7 WIL, Long Arms (d4, long reach)

  • Until they take action, they can remain unnoticed, make a WIL save to spot them.
  • In lieu of attacking the arms can snatch an item (make a STR save to resist) or pick a victim’s pocket (make a DEX save to avoid).
  • Non-iron weapons are impaired against them. Iron weapons are enhanced.
  • Critical Damage: The opponent is grabbed and takes d8+d8 Damage per round until they make 3 STR saves to escape.

Black Ooze

5 HP, 12 STR, 6 DEX, 3 WIL, Mental Digestion (d6 to WIL)

  • Piercing or slashing attacks against it are diminished
  • Regains 1HP for every point of damage caused by Mental Digestion
  • Can crawl up walls and along ceilings, can squeeze through small openings.

Conceptual Well

1 HP, 5 STR, 5 DEX, 5 WIL, Unreal Knife (d6)

  • Can not be perceived or attacked directly.
  • Critical Damage: The victim immediately forgets a concept from the table provided. They take d10+d10 damage if they act in a way that indicates they are still aware of that concept unless the player immediately changes course when reminded by the keeper.

Crawling Things

4 HP, 1 Armor, 9 STR, 6 DEX, 5 WIL, Claw and Clutch (d6)

  • Slow, lurching.
  • Only dimly aware of surroundings
  • Critical Damage: Begins removing body parts and incorporating them into itself. Does d6+d6 damage to the victim from that point. Will only release its victim when the Crawling Thing is killed.

Monster 1


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Monster 1


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Monster 1


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Mummified Sage


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