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Hideous Daylight

  • Converted from the original work by Brad Kerr. Get it here.

Shadow Demons

  • Demonic Toughness: Damage from weapons that are not magic or silver are impaired.
  • Mischief Makers: Able to perfectly mimic human voices and environmental sound effects.
  • Born of Darkness: Concealment in low- light (50% miss chance).
  • Direct sunlight instantly destroys Shadow Demons.

Shadow Imps

Diminutive demonic humanoids with skin the color of pitch and matte yellow eyes. Shadow imps are cruel, sadistic, and impatient creatures: they will giggle and abuse their victims until their dying breaths.

3 HP, 1 Armor, 12 STR, 13 DEX, 11 WIL, barbed tail (1d6)
Abilities: Demonic Toughness, Mischief Makers, Born of Darkness.

Shadow Hogs

Small, stumpy demonic quadrupeds without ears or necks; vaguely similar in appearance to black rain frogs. Shadow Hogs have pitch black skin and matte yellow eyes. These are singular minded creatures who only intend to destroy and sow disorder.

4 HP, 13 STR, 11 DEX, 5 WIL, bite (1d6)
Abilities: Demonic Toughness, Born of Darkness.

Shadow Hulk

Rotund, lurching 10’ tall men with pitch colored skin and matte yellow eyes. Hulks move slowly and intentionally with no wasted or unnecessary movements. These creatures lack any personality and seem more akin to empty puppets manipulated by a terrible greater intelligence.

6 HP, 1 Armor, 14 STR, 8 DEX, 2 WIL, open-handed slap (1d4+1d4), headbutt (1d8) Abilities: Demonic Toughness, Born of Darkness.

Sarae, Shadow Succubus

A shape-changing demon from the shadowy pits of the abyss; the succubus attempts to lure mortal men to ruin and to spread sin and wickedness through the land.

8 HP, 11 STR, 13 DEX, 16 WIL, mysterious scratches (1d4+1d4)
Abilities: Demonic Toughness, Born of Darkness.

Immortal Prisoner
So long as Sarae’s mirror prison is whole, Sarae will revive within 1 turn. The mirror can only be destroyed by a Disintegrate spell.

Magic Powers

  • Cause darkness in a 10- foot diameter (twice per day)
  • Level drain (1 level) with kiss (save vs spells)
  • Summon 1d3 shadow imps (once per day)
  • Change shape (at will)
  • Charm Monster (as the spell, once per day)
  • Scry (as the spell “Wizard Eye”, once per week)



Hollyhock bees work overtime to produce magical honey. They’re anxious and quick to anger.

2 HP, swarm (1d8, blast), 4 STR, 15 DEX, 3 WIL, detachment

  • Only harmed by fire, extreme cold, sleep spells or smoke.
  • A brandished torch damages the whole swarm.

Crow Swarm

3 HP, 4 STR, 14 DEX, 3 WIL, pecking beaks (1d4, blast), detachment
The crows of Hollyhock Gardens, undeterred by wall or gate, should really leave and seek out shade. They don’t. Thick swarms of mad, sleepless crows circle the gardens and attack at random.

  • Only harmed by fire, extreme cold, sleep spells or smoke.


The deer of the hunting grounds were the first to turn feral due to the destruction of their circadian rhythms and the subtle, maddening influence of the other world beyond the White. These blood-hungry creatures have have adopted a strange vocal affect - a sheeplike bleating that sounds like “meaaat.”

2 HP, 11 STR, 16 DEX, 8 WIL, hoof, tooth or horns (1d6)

Giant Rat, “Scampers”

Scampers is the enlarged familiar of the apprentice magician Muriel. An enormous rat standing 7’ tall and 12’ long. The rat will slowly lumber towards any living creature and attempt to eat it.

9 HP, 1 Armor, 14 STR, 11 DEX, 3 WIL, bite & rend (1d10+1d10)

  • Does not suffer from critical damage caused by mundane weapons.

Horse, “Black Beauty”

A single surviving war horse escaped from the stables and developed a taste for blood. The horse will approach its victims from a distance, charging at its top speed and attempting to trample as many targets as possible in a straight line. The horse will not stop to engage in melee combat, preferring to wear its victims down slowly for hours at a time, charging in whenever it seems most inconvenient for its prey.

3 HP, 5 HP, 12 STR, 15 DEX, 6 WIL, hooves (1d6+1d6)

  • Critical damage: stomps its victims and continues running in a straight line. Requires a clear run of at least 20 feet.

Marble Golem

8 HP, 3 Armor, 16 STR, 4 DEX, huge fists (1d10+1d10)

  • Can only be harmed by magical attack & unaffected by Charm and Sleep.
  • Intercepts all missile attacks or melee attacks made against its ward if within 10’.
  • Shouts “falsehood!” if any lies are spoken in its presence.


Lazarus Rabbit

A normal rabbit that wandered into the visitors’ portal and survived- - now hopelessly changed into something weird. The Lazarus Rabbit is criminally insane and kills for sport. When first encountered, the rabbit has an arrow sticking out of its side (having been killed by an arrow once already) This cursed creature, if left unchecked, is capable of eventually destroying the world. Banishment from this reality, a wish spell, or creative long- term imprisonment is likely the best option.

2 HP, 4 STR, 9 DEX, 11 WIL, bite (1d4)

  • Effectively immortal. If the rabbit is killed, it will come back to life after 10 minutes +1 HP, and a more powerful bite (e.g. 1d6).
  • Takes ½ damage from the type of damage that killed it. It already takes ½ damage from arrows and bolts.


This creature resembles a dense bouquet of 20+ human arms suspended on two elongated arms that serve as legs. Limbs’ compulsion is to disassemble. This naturally curious creature enjoys conversation and will eagerly ask questions about this world but all the while its legion of hands quickly and effectively disassemble anything in front of it: be it ripping the leaves off of a shrub or peeling the skin and bones out of a still living human. It does not understand the concept of death and will not easily understand why its actions are harmful.

7 HP, 12 STR, 11 DEX, 16 WIL

  • A dozen curious hands disassembling your living body (1d8)
  • Effectively immortal. Switches to an incorporeal state and slowly regains its physical form at a rate of 1 STR/day. Injuring “Limbs” will eventually disable its arms.
  • Its body can be permanently destroyed with powerful magic.


“Mermaid” looks vaguely human with a perfectly round face, a permanent smile, and no nose. It’s body glows with an intense radioactive green light and her arms extend to any length. Mermaid’s compulsion is to effectively caress everything within arm’s length. It will hold any creature or object close to it, eventually crushing it to death in an endlessly expanding mass of detritus. Like Limbs, It does not understand the concept of death and will not easily understand why its actions are harmful. It has human- like legs but prefers the cool of the water.

12 HP, 16 STR, 5 DEX, 1 WIL, Extremely large, crushing arms that want to hug but don’t know their own strength (1d8)

  • Effectively immortal. Switches to an incorporeal state and slowly regains its physical form at a rate of 1 STR/day. Injuring Mermaid will eventually disable its arms, freeing its trapped ball of detritus.
  • Critical Damage: Huge arms grab and entrap its victim.


Effectively immortal. Switches to an incorporeal state and slowly regains its physical form at a rate of 1 STR/day. Attacking “Spoons” will eventually disable its bodily and reproductive functions. The most alien of the visitors; typically takes on the form of a wooden spoon but in its natural state, resembles a doughy humanoid with no visible orifices. It’s compulsion is to duplicate.

11 HP, 17 WIL


Disintegrate (Spell)
A single object is instantly and permanently destroyed.