The Tome of Blighted Monsters - DND 5e

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The Blight: Richard Pett's Crooked City

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For use with The Blight: Richard Pett’s Crooked City
Credits
Authors Producer Layout and Graphic Design
John Ling, Richard Pett, Pete Pollard, Bill Webb Charles A. Wright
Alistair Rigg, Jeff Swank,
and Greg A. Vaughan Editor Cover Design
Jeff Harkness Charles A. Wright
Based on original material by
Richard Pett 5E Rules Conversion Interior Art
Steve Winter Terry Pavlet, Peter Fairfax, and Felipe Gaona
Developers
Alistair Rigg and Greg A. Vaughan

FROG GOD GAMES IS


CEO Art Director Customer Service Manager
Bill Webb Charles A. Wright Krista Webb
Creative Director: Lead Developer Zach of All Trades
Swords & Wizardry John Ling Zach Glazar
Matthew J. Finch
Marketing Manager Espieglerie
Creative Director: Chris Haskins Skeeter Green
Pathfinder Roleplaying Game
Greg A. Vaughan

©2016 Frog God Games. All rights reserved. Reproduction without the written permission
of the publisher is expressly forbidden. Frog God Games and the Frog God Games logo is a
trademark of Frog God Games. All characters, names, places, items, art and text herein are
copyrighted by Frog God Games, Inc. The mention of or reference to any company or product in
these pages is not a challenge to the trademark or copyright concerned.
Product Identity: The following items are hereby identified as Frog God Games LLC’s Product
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Other Products from Frog God Games
You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.
Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,
and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
GENERAL RESOURCES LL2: The Lost City of Barakus PF, S&W
LL3: Sword of Air PF, S&W
Swords & Wizardry Complete S&W LL4: Cults of the Sundered Kingdoms PF, S&W
The Tome of Horrors Complete PF, S&W LL5: Borderland Provinces 5e, PF, S&W
Tome of Horrors 4 PF, S&W LL6: The Northlands Saga Complete PF, S&W
Tome of Adventure Design LL7: The Blight 5e, PF, S&W
Monstrosities S&W LL8: Bard’s Gate 5e, PF, S&W
Bill Webb’s Book of Dirty Tricks LL9: Adventures in the Borderland Provinces 5e, PF, S&W
Razor Coast: Fire as She Bears PF
Book of Lost Spells 5e
Fifth Edition Foes 5e QUESTS OF DOOM
The Tome of Blighted Horrors* 5e, PF, S&W
Quests of Doom (Vol. 1) 5e
Book of Alchemy* 5e, PF, S&W
Quests of Doom (Vol. 2) 5e
Quests of Doom (includes the 5e Vol. 1 and 2, but for PF
THE LOST LANDS
and S&W only) PF, S&W
Rappan Athuk PF, S&W Quests of Doom 2 5e
Rappan Athuk Expansions Vol. I PF, S&W Quests of Doom 3 5e, S&W
The Slumbering Tsar Saga PF, S&W Quests of Doom 4* 5e, PF, S&W
The Black Monastery PF, S&W
Cyclopean Deeps Vol. I PF, S&W PERILOUS VISTAS
Cyclopean Deeps Vol. II PF, S&W
Razor Coast PF, S&W Dead Man’s Chest (pdf only) PF
Razor Coast: Heart of the Razor PF, S&W Dunes of Desolation PF
Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W Fields of Blood PF
LL0: The Lost Lands Campaign Setting* 5e, PF, S&W Mountains of Madness* PF
LL1: Stoneheart Valley PF, S&W Marshes of Malice* PF

* (forthcoming from Frog God Games)

2
Table of Contents
Introduction.................................................................................Pg. 4 Skulking Manticore (Mulk)..........................................................Pg. 49
Foreword......................................................................................Pg. 5 Slithering Bulette..........................................................................Pg. 50
Bileborn.........................................................................................Pg. 6 Slithering Tangle...........................................................................Pg. 51
Body Snatcher...............................................................................Pg. 7 Sough-Eel......................................................................................Pg. 52
Bog Lantern..................................................................................Pg. 9 Spider, Chymic..............................................................................Pg. 53
BookTown Panther........................................................................Pg. 10 Spider, Gable.................................................................................Pg. 54
Crathog..........................................................................................Pg. 12 Squarpy (Sessile’s Singing Terror)...............................................Pg. 56
Dog, Fighting................................................................................Pg. 13 Stegocentroper..............................................................................Pg. 57
Blight-Bull (Light Fighting Dog).........................................Pg. 13 Stircatrice......................................................................................Pg. 58
Pit-Mastiff (Heavy Fighting Dog)........................................Pg. 13 Swarm, Blindingcrow...................................................................Pg. 59
Terrier...................................................................................Pg. 14 Woerm...........................................................................................Pg. 60
Elemental, Ragefire.......................................................................Pg. 15 Appendix A: Between Creatures...............................................Pg. 61
Familiar.........................................................................................Pg. 16 Between Dream.............................................................................Pg. 62
Blight Albatross....................................................................Pg. 16 Between-Cat..................................................................................Pg. 63
Blight Cockerel.....................................................................Pg. 16 Caul Cuckoo..................................................................................Pg. 65
Blindingcrow........................................................................Pg. 17 Caul Cuckoo Syre.................................................................Pg. 65
Canary...................................................................................Pg. 18 Gloam............................................................................................Pg. 67
Fleshgine.......................................................................................Pg. 19 Herald at the Threshold.................................................................Pg. 68
Sentient Fleshgine........................................................Pg. 19 Hyme.............................................................................................Pg. 69
Dungier’s Buggy..................................................................Pg. 19 Mantis-Thing from Between.........................................................Pg. 70
Hobbreth’s Mighty Pump No. 87.........................................Pg. 21 Mockingbeast................................................................................Pg. 71
Macabre Lift.........................................................................Pg. 21 Nightmare Choir (Between Peacock)...........................................Pg. 73
Gable Hate-Owl............................................................................Pg. 23 Nimb.............................................................................................Pg. 75
Gargoyle, Scrimshaw....................................................................Pg. 24 Spiboleth .......................................................................................Pg. 76
Ghoul, Gravid...............................................................................Pg. 25 Spite-Waif.....................................................................................Pg. 78
Golem, Lesser Flesh......................................................................Pg. 27 Wallow-Whale..............................................................................Pg. 79
Great Canal Python.......................................................................Pg. 28 Appendix B: Templates..............................................................Pg. 80
Hollow and Broken Hills Crocodile.............................................Pg. 29 Alchymic-Undying Creature template..........................................Pg. 81
Hooded Raven...............................................................................Pg. 31 Alchymic-Unliving Creature template..........................................Pg. 82
Horde, Larva.................................................................................Pg. 32 Between Creature simple templates..............................................Pg. 83
Hydra-Hag.....................................................................................Pg. 33 Larval Between template......................................................Pg. 83
Living Disease, Bloody Flux........................................................Pg. 35 Naiadic Between template....................................................Pg. 83
Lyme Angler (Slop-Shark)............................................................Pg. 36 Adult Between template.......................................................Pg. 83
Lyme Walrus.................................................................................Pg. 37 Elder Between template........................................................Pg. 83
Moon Angel..................................................................................Pg. 38 Ancient Between template....................................................Pg. 84
Naga, Blight..................................................................................Pg. 39 Broken Creature template.............................................................Pg. 85
Night-Slug.....................................................................................Pg. 40 Conjoined Creature template........................................................Pg. 86
Primate, Blight..............................................................................Pg. 42 Nimbated Creature template.........................................................Pg. 87
Blight Ape.............................................................................Pg. 42 Appendix C: Hazards.................................................................Pg. 88
Blight Monkey......................................................................Pg. 43 Blight............................................................................................Pg. 89
Protyugh .......................................................................................Pg. 44 Derange.........................................................................................Pg. 89
Rat, Festering Lyme......................................................................Pg. 45 Dislocating Larva..........................................................................Pg. 90
Rat, Giant Rat of Shabbis..............................................................Pg. 46 Second-Head Fluke.......................................................................Pg. 90
New Disease: Shabbisian Plague................................Pg. 47 Appendix D: Monsters By Type, CR, and Terrain...................Pg. 91
Satyrmouther.................................................................................Pg. 48 Legal Appendix...........................................................................Pg. 94

3
Introduction
Let’s be honest with ourselves for a moment: I think we all kind of already knew that Richard Pett is a little
messed up, right? I mean, Frog God Games agreeing to publish The Blight didn’t bring about the book’s inception
— it was something Richard had already written … years before … for his players at home! (God rest their sanity-
blasted souls.) So when we decided that he had created a sufficient number of new monsters for the book to justify
an entire Tome of Horrors — a Tome of Blighted Horrors, if you will — I don’t think anyone was surprised by the
disturbing segments of brain-matter-given-life that tumbled out of Richard’s skull. But when we asked a handful
of other writers, veteran and novice alike, to contribute to this compilation of congealed madness, the horrors that
tumbled from their own mental palettes, well … there’s where the surprise — the kind of surprise that begins as
a startle and then slowly transforms into numbing horror — really began.
I have only myself to blame really. When Richard and I were first spit balling this project (originally intended to
be a release for Sinister Adventures) years ago, I sat down to write an additional adventure set in Rich’s diabolically
twisted playground. I read through Richard’s material, permitted myself a cruel chuckle at its depravity, read as
many forbidden, sanity-destroying tomes as I could get my hands on through Amazon (who knew they had
Ludwig Prinn’s De Vermis Mysteriis in paperback!!), and then sat down at my keyboard deciding to channel my
inner Pett. I thought I’d delve a little into the body horror for which Richard has such an affinity and … babies!
… nothing’s scarier than larval humans, right? So this little descent into madness brought about the introduction
of the insidious spite-waif. “Heh, heh,” I thought, “that’ll scare ’em.” Fast forward to 2016 when I began to get
turnovers in from the various other authors hired to contribute to the new Tome of Blighted Horrors.
Some things I learned:
1. Yes, babies are truly scary. Having spawned three of the little monsters myself, I should have already known
this, but the proof came in the form of how many of the authors dipped into the same well (without prompting).
And how much their creations frightened me. From Richard’s own totally-unnecessary-why-did-he-do-it-for-the-
love-of-God-why? caul cuckoo and caul cuckoo syre, I soon realized I was in trouble. The true shock, however,
didn’t come until I laid eyes on the work from freshman designer Jeff Swank, when he sent in his totally original
monster design of the gravid ghoul. Jeff is a doctor, I must add. I think, perhaps, I should reflect a bit on my own
career choice after this …
2. Artists aren’t always quite as on board with the insanity. Terry Pavlet (bless his heart) took on the task of
illustrating about 99% of this beast. I don’t know Terry well, but I don’t think his background is specifically in
dark fantasy art because of how many times he asked me for an example of what I was trying to describe in my
art orders. No, Terry, there is no example I can give you for which we can thank God, natural selection, and a
merciful universe. There are no examples because these things weren’t meant to exist in a universe governed
by scientific laws. I can’t blame him though. Trying to illustrate the interior of Richard’s brain is like trying to
illustrate a Lovecraft story. It’s tough to come up with a concept sketch off the description, “the terrible thing
is indescribable.” I did my best. I can’t tell you how many email replies I received from Terry that started with,
“Hahahahahahahaha!” Kudos to you, Terry. You’re a real trooper. We are deeply indebted to your patience and
creative skills. In reward for this, you shall be the last to be eaten.
3. I believe Friedrich Nietzsche said, “[I]f you gaze long into an abyss, the abyss also gazes into you.” Yeah,
that sounds about right.
Now if you’ll excuse me, I can hear them thumping around in the basement again. Mustn’t let anyone get free
before the big ceremony.
Iä! Iä! The Beautiful fhtagn!

— Greg A. Vaughan
July 19th
(1973 – 2016)
4
Foreword
The first time I met Richard Pett, an exuberant Nicolas Logue—no doubt channeling a scene from the Grast
Farm in his infamous Hook Mountain Massacre—was holding him down on a leather couch while attempting to
wear him like a glove puppet. I was pretty drunk, granted, but I’m fairly certain that Nick failed in his anatomic
insertion attempt, and thus Rich’s identity as the true author of The Skinsaw Murders was defended…much to
Nick’s chagrin.
The second time I met Richard Pett, I was far less drunk and Nick was nowhere in sight, so we talked about adventure
and setting design. Rich, as you’re surely aware, is a master of both. His work for Paizo may be among his best known,
having written—to date, because there are no signs of him stopping—twelve parts of Pathfinder adventure paths—from
the aforementioned chapter of Rise of the Runelords to The Whisper Out of Time in the imminent Strange Aeons—and
five Pathfinder modules, including Carrion Hill and the popular We Be Goblins series.
However, I’d been a fan since his earliest publications in Dungeon Magazine where he, along with Nick, first
established his design credentials and rose to prominence. And so we talked a little about The Devil Box and of
his contributions to the ‘proto-paths,’ including The Prince of Redhand and the Midnight’s Muddle and Alhaster
backdrops for Age of Worms, along with The Sea-Wyvern’s Wake and Serpents of Scuttlecove for Savage Tide.
But we spent the most time discussing what are perhaps now regarded as his seminal works: The Styes and The
Weavers. These were the inventive, gritty, stylish scenarios that first distinguished him and I wanted to know all
about their evocative setting and any other adventures within it that I may have missed.
That’s when I learned of his long-running home campaign and its vast body of unpublished works based in those
shadowed and sleazy docklands. And not only that, but that he was organizing and updating it all in preparation
for future publication through Frog God Games. I immediately offered my help and, a few weeks later, the
manuscript of The Crucible arrived in my inbox, ready for conversion, development, and editing, and my descent
into what would become The Blight began. That was over three years ago.
What you now hold in your hands—this nexus of nightmare—is a distillation of the spiritual abuse that Mr
Pett has inflicted upon Greg, Jeff, John, Dave, Pete, or I at some point over that time. For while Rich himself
has personally detailed only a handful of the monstrosities herein, you’ll notice that almost all are inspired by
something he’d already described in The Blight. Crones whose emetic, morbidly obese bodies can barely withstand
the intake of each of their five heads’ prodigious appetites for flesh. Insane reincarnations of the devolved bodies
of plague victims that morph through aberrant physicalities to further spread death and disease. Emaciated fey
who float up from the depths of the Lyme to flood the lungs of their hypnotized victims through a kiss. Small
slimy humanoids who compress their cartilaginous skeletons to live in the wall and floor spaces of other peoples’
homes and watch their intimacies.
“Based on material by Richard Pett.”
It’s not a credit, it’s a mental health warning. For herein, you’ll also find fiendish entities of flame that grow in
size and power as they incinerate people; ‘machines’ of reanimated muscle and tissue which sometimes manifest
an emergent consciousness that reflects the thoughts, fears, and desires of those who operate them; incarnations
of arachnophobia whose young eat their way out of their victims’ stomachs; and the freakish hybrids that result
from the amoral application of obscene fertility magic.
So that’s nice. As he proved to Nick, Rich is no other designer’s meat puppet. But the truth is, some of us may
now be his.

— Alistair J. Rigg
September 9th, 2016
Sydney, Australia

5
The Blight: Richard Pett's Crooked City

Bileborn
This revolting creature appears to be formed of a tangle of limbs and The bileborn is an undead creature born of alchemical and necromantic
pieces of rotting corpses that splay in all directions like some kind of experimentation. Its purpose and the identity of its creator are unknown,
demented sea urchin. The many appendages flail spastically as it moves but the mistakes of this master have long since been paid for, as the
with a disturbing, rolling motion. Barely discernible amid this tangle are original bileborn ultimately escaped and slew its creator, incorporating
a number of severed, rotting heads, their eyes open and watching, their his body among the rest.
lips wordlessly mouthing unheard imprecations. A bileborn seeks to increase its mass by absorbing creatures into
its body. This does not increase the creature’s size or change it in any
fundamental way, but the crowd of body parts grows denser at its center.
Bileborn Then at some indeterminate point, the creature reproduces by fission.
XP 2,300 (CR 6) The fused conglomeration of rotten body parts splits down the middle,
CE Large undead forming two bileborns of equal size and power. These instinctively avoid
Initiative +0 each other as they go their own ways in search of victims to absorb.
These creatures are little more than horrid masses of dismembered
DEFENSE and absorbed victims that somehow work in necromantic coordination
AC 14 (natural armor) and demonstrate considerable stealth and surprising speed for their size
hp: 110 (13d10 + 39) and composition. Despite their chaotic and jumbled appearances, their
Resistance: nonmagical weapons fleshy mass is physically tough, quickly using the dismembered parts of
Immunity: Poison damage; exhaustion, fright, poison, prone, its interior to switch out damaged limbs on it exterior. The bulk of its
unconsciousness absorbed brain tissue resides within the severed heads of the central mass
of the creature, allowing it to function in a rational manner, though its
OFFENSE purpose and goals are likely to be inscrutable to living, sane creatures.
Speed: 30 ft.
Multiattack: The bileborn makes four melee attacks, using Copyright Notice
any combination of Slam and Absorb. It can use its Babbling Author Jeffrey Swank, based on material by Richard Pett.
Scream in place of two melee attacks.
Melee Attack—Slam: +7 to hit (reach 5 ft.; one creature). Hit:
1d8 + 4 bludgeoning damage. If two or more slam attacks
hit the same creature in the bileborn’s turn, the creature is
grappled (escape DC 14).
Melee Attack—Absorb: +7 to hit (reach 5 ft.; one creature
already grappled by the bileborn). Hit: 2d6 + 4 piercing
damage, and the creature is pulled into the bileborn’s
space and absorbed into the monster’s body. An absorbed
creature is blinded and restrained, and it takes 2d6 + 4
piercing damage at the start of the bileborn’s turn. One
Medium creature or two Small creatures can be inside the
bileborn at one time. An absorbed creature is unaffected
by anything happening outside the bileborn or by attacks
from outside it. An absorbed creature can escape from the
bileborn’s body by using an action to make a successful DC
14 Str (Athletics) check, or it can get out after the bileborn’s
death by using 5 feet of movement.
Area Attack—Babbling Scream (recharge 5-6): The bileborn
screams in incoherent babbles. All creatures within 60 feet
that hear it must make a successful DC 13 Wisdom saving
throw or be confused (as the confusion spell) for 1d4 rounds.

STATISTICS
Str 19 (+4), Dex 10 (+0), Con 17 (+3),
Int 6 (-2), Wis 10 (+0), Cha 10 (+0)
Languages: Common
Skills: Perception +3
Senses: Darkvision 60 ft.

TRAITS
Coordinated Burst (1/day): As a bonus action, the bileborn
synchronizes its flailing motion. Its speed increases to 60
feet, and it can make 8 slam attacks on its turn. This effect
lasts until the end of the bileborn’s current turn.
Many Arms: Creatures have tactical disadvantage
on attempts to escape from the bileborn’s grapple.

ECOLOGY
Environment: Any land
Organization: Solitary

6
The Tome of Blighted Horrors

Body Snatcher
A massive lump of shadow, like a gargantuan hillock, shifts in the ture takes 3 rounds. Creatures larger than Huge can’t be
darkness and reveals itself to be a living creature. Its body is mostly absorbed. If the body snatcher is killed before an absorbed
torso and is roughly barrel shaped, with four elephantine legs and two cadaver is fully destroyed, then the body (or parts of it) it
long arms ending in three-fingered hands. A massive mouthlike opening can be recovered from among the mounds of blight lichen.
dominates the top of its frame, from which extends a long, prehensile Create Blight: The body snatcher exudes a 10-foot-by-10-
tongue studded with spiky growths at its tip. The entire beast appears to foot patch of blight (see Appendix C) in an area adjacent
be covered in — or perhaps made of — a lumpy, lichenlike substance of to itself. This patch is immediately eligible to be grown and
tiny, leafy growths. directed as part of the body snatcher’s Hive Mind ability.
Hive Mind: The body snatcher can’t be surprised. In addi-
tion, the body snatcher is aware of all growths of blight with-
Body Snatcher in 50 miles. It can see everything within visual range of these
XP 13,000 (CR 15) patches at all times. It can direct the direction and speed of
NE Gargantuan plant (fungus) a patch’s growth (no action required) as long as that patch
Initiative +1 is in darkness, but it can control only one patch per round.
A patch of blight that’s in complete darkness and under a
DEFENSE body snatcher’s control
AC 19 (natural armor) can increase its size
hp: 264 (16d20 + 96) by 100 square feet per
Saving Throws: Dex +6, Wis +5, Cha +5 round.
Resistance: Cold damage; nonmagical weapons
Immunity: Psychic damage; charm, fright, prone, stun,
unconsciousness

OFFENSE
Speed 40 ft., climb 30 ft., swim 30 ft.
Multiattack: The body snatcher spits out a spore globule,
slams twice, and makes either a tongue attack or a
bite attack.
Melee Attack—Slam: +12 to hit (reach 5 ft.; one crea-
ture). Hit: 4d8 + 7 bludgeoning damage.
Melee Attack—Tongue: +12 to hit (reach
10 ft.; one creature). Hit: 3d6 + 7
slashing damage, and the creature
must make a successful DC 20 Str
saving throw or be grappled (es-
cape DC 17). The body snatcher
can grapple one creature at a
time and can’t use its tongue
attack while it has a creature
grappled.
Melee Attack—Bite: +12 to hit
(reach 10 ft; one creature al-
ready grappled by the body
snatcher’s tongue). Hit: the crea-
ture is pulled into the body snatcher’s
space and swallowed (see below).
Ranged Attack—Spore Globule: +6 to
hit (range 40 ft.; one creature). Hit: 6d6
+ 1 bludgeoning damage.

STATISTICS
Str 24 (+7), Dex 12 (+1), Con 22 (+6),
Int 13 (+1), Wis 10 (+0), Cha 10 (+0)
Languages: Understands all spoken
languages, but can’t speak
Skills: Perception +5
Senses: Blindsight 60 ft.

TRAITS
Absorb Cadaver: A creature slain by the body
snatcher is immediately absorbed into its body as
a bonus action. If the body snatcher is still alive at
the end of its next turn, the cadaver is irrevocably
destroyed. If the slain creature was Large, then its
body takes 2 rounds to destroy, and a Huge crea-

7
The Blight: Richard Pett's Crooked City
Light Somnolence: When exposed to bright light, the body affinity with that form and, in truth, its body possesses no internal organs
snatcher becomes slow and lethargic; the effect is equiva- or structures other than the undifferentiated blight of which is it composed.
lent to a slow spell, and it lasts for as long as at least half of The Body Snatcher, like the blight that makes up its body, is at its
the body snatcher is in bright light. strongest in absolute darkness and is debilitated by the presence of bright
Regeneration: The body snatcher heals 10 hit points at the light. Its hive mind gives it a mental connection to and the ability to see
start of its turn. This ability doesn’t function if any part of it through all growths of blight within 50 miles, and it is with this ability
was exposed to bright or dim light since its previous turn. that it has managed to maintain observation of the lands above and its
Swallow: A swallowed creature is blinded and restrained. inhabitants since before the city existed. Through this observation, it has
It must hold its breath or begin suffocating. Two Large, four learned much of the ways of humanoids and has come to understand many
Medium, or eight Small creatures can be inside the body of their languages. And it desires nothing more than to consume their
snatcher at one time. A swallowed creature is unaffected bodies upon their deaths, directing its remote blight growths to do that
by anything happening outside the body snatcher or by whenever possible. The nutrients obtained from the consumed corpses
attacks from outside it. A swallowed creature can get out help feed the growth of these blight patches, but something about these
of the body snatcher by using 5 feet of movement, but only feedings is somehow transmitted telepathically back through the hive
after the monster is dead. mind and serves some mysterious purpose for the Body Snatcher. It is
for this reason that the dwarves gave the Body Snatcher its name, though
ECOLOGY none understand the full significance of the creature’s impulse to consume
Environment: Underground (the Blight) these corpses. Whatever the reason, most speculate it has something to do
Organization: Solitary with the creature’s proximity to Between and that it is unlikely to have
any benign purpose.
Known only as the Body Snatcher by the dwarves of the Underneath, The Body Snatcher stands 25 feet tall. Even though it is made only
this massive overgrowth of ambulatory blight lichen lurks in the deepest of tiny lichen growths, these conglomerate quite densely so the creature
caverns where the boundaries between the mundane world and Between weighs more than 30,000 pounds. It is well over a thousand years old and
are thinnest. The creature somehow possesses sentience — likely from its is probably much older, and it may well be immortal.
long exposure to the strange influence of that other-realm — and shares
some traits of Between creatures. The conglomeration of lichen growths Copyright Notice
has taken on the form of a massive quadruped, but it shares no special Author Greg A. Vaughan, based on material by Richard Pett.

8
The Tome of Blighted Horrors

Bog Lantern
A ball of pale yellow light bobs and floats Whether the bog lantern is simply an undead
in the distance, its flickering pattern will-o’-wisp raised by some odd negative
beckoning. energy current within the Great Lyme River
or a separate creature that is superficially
similar is unknown. The only traits the
Bog Lantern bog lantern seems to share with its
XP 1,800 (CR 5) potential cousin are its appearance
NE Small undead and a desire to lure passers-by off
Initiative +5 the relative safety of the roads
and paths meandering through
DEFENSE the boglands that surround the
AC 15 Lyme.
hp: 68 (8d6 + 40) A typical bog lantern is
Saving Throws: Con about 3 feet in diameter.
+3, Cha +2 Most of the time, they opt
Resistance: All to float 4 to 5 feet off the
damage types ground, though they can
except force move around in three-
Immunity: dimensional space adroitly.
Poison damage; On closer inspection, a
exhaustion, fright, bog lantern is observed to
grappling, poison, resemble a glowing skull
prone, restraint, etched with hundreds of
unconsciousness mysterious runes that appear
to penetrate completely
OFFENSE through the glowing bone into
Speed: fly 50 ft. (hover) its dark, inscrutable interior. A
Melee Attack—Mind pair of glowing points of light
Bend: +8 to hit (reach hover within its dark eye sockets.
5 ft.; one creature). Hit: Unlike the will-o’-wisp, a
1d10 + 4 psychic damage bog lantern cannot alter its color,
plus 1 level of exhaustion, brightness, or pattern of illumination.
and the creature must make It is an “always on” glowing ball
a successful DC 15 Wis saving shedding yellow light equal to a torch.
throw or lose 2 points from To simulate flickering patterns, bog
Intelligence and Wisdom. lanterns move in and out of brush and
other foliage, or cause their eye socket
STATISTICS lights to roam around within the dark
Str 1 (-5), Dex 20 (+5), Con 10 (+0), interior to cause light to shine intermittently
Int 9 (-1), Wis 18 (+4), Cha 8 (-1) through the dark runes that cover its surface.
Languages: Understands Common, but In this way, it can appear to be several flickering lights —
can’t speak perhaps a large colony of fireflies, for example.
Skills: Deception +5, Perception +7, Stealth +8 Bog lanterns feed directly on the damage they inflict to their target’s
Senses: Darkvision 60 ft. mental abilities. They prefer to feed on mental energy from humanoids —
they simply find the “taste” to be a delicacy — and in particular, young
TRAITS humanoids. However, many a trapper has found the desiccated remains of
Out of Phase: Bog lanterns exist partially in the Ethereal Plane an alligator, panther, or other beast unfortunate enough to cross paths with
and partially in the Material Plane. This accounts for their a hungry bog lantern. A bog lantern attacks by lashing at adjacent foes
resistance to most damage. Weapons, spells, and other with psychic energy. The attack appears to be a flash of light (sometimes
attacks that are capable of striking into the Ethereal Plane confused with an electrical discharge because of the bog lantern’s
or that come from ethereal attackers aren’t affected by this similarities to a will-o’-wisp), but it’s actually the bog lantern forming a
resistance. tendril-like appendage and touching its prey.

ECOLOGY Copyright Notice


Environment: Swamp Author John Ling, based on material by Richard Pett.
Organization: Solitary

9
The Blight: Richard Pett's Crooked City

BookTown Panther
This black-furred panther would not seem noteworthy were it not for BookTown. Eyewitnesses report that it indeed has an extra set of limbs,
its exceptional size and six legs, one of which has a twisted and mangled though one has been badly injured at some point in the past. Efforts to hunt
paw from some past hunter’s trap. The beast seems to bear a perpetual the beast have failed, as it proves to be incredibly elusive, and it seems
snarl as one side of its face is badly scarred, pulling its mouth up and its to have a great knowledge of where the many nests of wasps, centipedes,
eye into a puckered squint. and other vermin can be found among the gables. The few times hunters
have even gotten close to it, they have run afoul of swarms of such insects
while the beast made its escape.
BookTown Panther The truth of the matter is that a demented urban druid of BookTown
XP 1,100 (CR 4) indeed tortured and experimented upon the panther. The druid raised the
NE Large monstrosity panther’s IQ to the point of sentience and self-awareness, but his magic
Initiative +3 wasn’t entirely successful — the newly aware creature was not inclined
to friendliness toward him. At first feigning obedience, the panther
DEFENSE merely awaited an opportunity when the druid’s guard was down and
AC 13 (16 with barkskin) its cage left unsecured before striking and messily devouring the fool.
hp: 55 (10d10) The panther did not escape unscathed. Traps left as contingencies by
Saving Throws: Cha +1 the druid severely injured the beast and crippled one of its legs as it
disappeared into the night.
OFFENSE Rather than try to flee the city where it knew that it would be hunted, the
Speed: 30 ft., climb 20 ft. BookTown panther chose instead to lair among the dangers of the city’s
Multiattack: The BookTown panther bites once and claws rooftops where few dared to venture. Its great size and strength provided it
three times. with some protection from the myriad dangers to be found there, allowing
Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature). Hit: it to turn its newfound sentience toward its survival
1d10 + 3 piercing damage. and revenge against all humanoids as it pursued the
Melee Attack—Claw: +6 to hit (reach 5 ft.; one creature); path of the hunter. In doing so, it learned to harness
Hit: 2d6 + 3 slashing damage. If all three claw attacks hit the the ubiquitous vermin that continually swarmed
same creature on the panther’s turn, the creature takes an
additional 2d6 slashing damage.

STATISTICS
Str 14 (+2), Dex 16 (+3), Con 10 (+0),
Int 8 (-1), Wis 15 (+2), Cha 7 (-2)
Languages: Common, Sylvan; telepathy
with giant wasp companion
Skills: Athletics +5, Perception +5,
Stealth +6
Senses: Darkvision 60 ft.

TRAITS
Spell-like Abilities: The BookTown
panther can use the following spell-
like abilities, using Wisdom as its
casting ability (DC 13, attack +5).
The panther needs only vocal
components in its casting.
At will: poison spray, resistance,
create or destroy water, jump,
speak with animals
1/day each: barkskin, darkness,
fog cloud, pass without trace

ECOLOGY
Environment: Urban (the Blight)
Organization: Solitary

This creature is a legend in BookTown. Allegedly, a panther of great


size originally imported from the distant swamps of southern Akados
for the private gardens of a dabbler in the arcane arts, it is said that
this arcanist worked magic beyond his abilities, causing the panther
to mutate, grow additional limbs, and ultimately, develop a malign
intelligence of its own. Each tale of the BookTown panther describes
tortures visited on the creature at the hands of its demented master,
each more horrible than the previous.
The truth of these tales remains in question, but what is not
in question is that a black panther of prodigious proportions
does stalk the unwary among the roofs and gables of

10
The Tome of Blighted Horrors
among the spires and rooftops of the city, eventually even gaining a giant
wasp as an animal companion.
The panther has shed the name given to it by its former master as a mark
of its past shame and captivity, and instead prefers to remain nameless. It
has heard the moniker of BookTown panther given to it, and doesn’t care
one way of the other. It simply sees the soft, fleshy humanoids as prey
to sate its hunger for revenge. It likewise doesn’t name the giant wasp
that always accompanies it, seeing it as nothing more than an expendable
resource to be used for assistance and protection, and indeed is already
on its seventh giant wasp companion, the prior six all having fallen in
the panther’s wake as it abandoned them to effect its own escape. The
BookTown panther is a remorseless killer, but it is careful and cunning.
It has lived many years atop the tenements of BookTown and has no
intention of meeting its end anytime soon. It is patient and cautious in its
hunts, willing to stalk a chosen victim for days, maybe even harassing it
with swarms of vermin before moving in to make its kill.
The city of Castorhage has offered a 15,000-gp reward if this creature
is captured or killed.

11
The Blight: Richard Pett's Crooked City

Crathog
This creature draws its leech-like body along by great barbed spindly A crathog seeps a corrosive acid from its porous flesh. Its tentacles
tentacles that glisten with fluid. Somewhere inside its cluster of spines move with eerie quickness to grasp its prey and pull it toward its distended
and sharp bones lurks a great maw that distends itself outward. jaw. These jaws are hinged on a flexible tendon that allows the crathog to
contract a coiled muscle and launch this set of jaws outward to burst from
its clustered mouth. The creature is able to blend into its surroundings
Crathog like a chameleon. It moves almost totally silently, but leaves a slimy trail
XP 3,900 (CR 8) which in itself is acidic and dangerous. A crathog is incredibly strong
NE Huge aberration and stealthy, known to climb onto ships to feed on unsuspecting sailors,
Initiative +1 dissolving their flesh with its acid.
Their intelligence allows them the insight to use their special abilities as
DEFENSE ambush hunters. They tend to hide in crooks of old harbors and lie in wait
AC 16 (natural armor) until a fisherman ventures past. Crathog are not only cunning, they are
hp: 123 (13d12 + 39) incredibly cruel; they delight in mutilating or tormenting prey, and disfiguring
Saving Throws: Dex +4, Wis +4, Cha +3 their opponents with their acids. Why they do this is open to conjecture, but
Immunity: Acid damage; prone many scholars believe that crathog are somehow spawned by the influence of
Between and that they seethe with the inherent injustice of those who have
OFFENSE died in the river, particularly those who have suffered from its acidic toxins.
Speed: 30 ft., swim 30 ft.
Multiattack: The crathog attacks twice with tentacles, then Copyright Notice
either bites twice or uses distended bite once. Author Jeffrey Swank, based on material by Richard Pett.
Melee Attack—Tentacle: +8 to hit (reach 10 ft.; one
creature). Hit: 2d8 + 5 bludgeoning damage plus 1d10 acid
damage. If both tentacle attacks hit the same creature on
the crathog’s turn, the creature is grappled (escape
DC 15). The crathog can have up to two creatures
grappled and still use tentacle attacks.
Melee Attack—Bite: +8 to hit (reach 10 ft.; one
creature). Hit: 1d8 + 5 piercing damage plus
1d10 acid damage.
Melee Attack—Distended Bite: +8 to hit (reach 20
ft.; one creature); Hit: 1d12 + 5 piercing damage
plus 1d10 acid damage.

STATISTICS
Str 20 (+5), Dex 13 (+1), Con 17 (+3),
Int 10 (+0), Wis 13 (+1), Cha 9 (-1)
Languages: Aquan, Deep Speech
Skills: Perception +4, Stealth +4
Senses: Darkvision 60 ft., tremorsense 30 ft.

TRAITS
Acidic Trail: The crathog’s skin exudes a layer of
acid. This coating leaves a slimy trail behind the
crathog similar to a slug’s trail. All spaces that
the crathog occupied since its last turn retain
this acidic coating; any creature that enters
or starts its turn in such a space takes 1d6 acid
damage. At the start of the crathog’s turn, all
previously acidic spaces become safe.
Blending Skin: When at rest, a crathog shifts
the color of its flesh to blend perfectly with
the surrounding terrain. While motionless, the
crathog is invisible.

ECOLOGY
Environment: Coast
Organization: Solitary

The crathog are octopod horrors that had their origins in the exits of
large cities’ sewers emptying into the sea. The mixture of alchemical fluids,
waste products, and other toxins caused mutations within the sea life that
grew in the area until a new species spawned and bred true. The crathog
began to gain an incessant drive to reproduce, a deeper understanding of
their surroundings, and a greater intelligence.

12
The Tome of Blighted Horrors

Dog, Fighting
Dogs are ubiquitous throughout human lands. Most other humanoids takes 1d8 + 2 piercing damage at the end of its turn.
don’t have the same attachment to canines that humans have.
STATISTICS
Str 14 (+2), Dex 14 (+2), Con 13 (+1),
Blight-Bull (Light Fighting Dog) Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
Languages: None
This small but nasty-looking dog is scarred from many battles. Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft.
Blight-Bull TRAITS
XP 25 (CR 1/8) Ferocity: When the pit mastiff drops to 0 hit points, it
Unaligned Small beast immediately makes one attack against a creature within 5
Initiative +2 feet as a reaction before dying.
DEFENSE ECOLOGY
AC 14 (studded leather) Environment: Urban
hp: 9 (2d6 + 2) Organization: Solitary, pair, or pack (3–12)
OFFENSE Dogs bred and trained specifically to fight are tougher than normal
Speed: 40 ft. breeds. They are typically garbed in light barding and have been taught
Melee Attack—Bite: +4 to hit (reach 5 ft.; one creature). Hit: to lock their jaws to bring opponents down. Their training has suppressed
1d4 + 2 piercing damage, and a Small or smaller creature is some of their natural instincts and rendered them quite specialized;
grappled (escape DC 9). A grappled creature takes 1d4 + 2 consequently, they aren’t of much use for other activities, such
piercing damage at the end of its turn. as tracking, but continue to fight past the point when other dogs
would no longer be able to continue.
STATISTICS
Str 9 (-1), Dex 15 (+2), Con 10 (+1), Copyright Notice
Int 3 (-4), Wis 12 (+1), Cha 6 (-2) Author Alistair Rigg, based on material by Richard Pett.
Languages: None
Skills: Perception +3, Stealth +4
Senses: Darkvision 60 ft.

TRAITS
Ferocity: When the Blight-bull drops to 0 hit points, it
immediately makes one attack against a creature within 5
feet as a reaction before dying.

ECOLOGY
Environment: Urban
Organization: Solitary, pair, or pack
(3-12)

Pit Mastiff
(Heavy Fighting Dog)
This vicious-looking dog is heavily
muscled and glares threateningly at
everyone who gets near.
Pit Mastiff
XP 100 (CR 1/2)
Unaligned Medium beast
Initiative +2

DEFENSE
AC 14 (studded leather)
hp: 22 (4d8 + 4)

OFFENSE
Speed: 40 ft.
Melee Attack—Bite: +4 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 2 piercing damage, and
a Medium or smaller creature is grappled
(escape DC 12). A grappled creature
13
The Blight: Richard Pett's Crooked City
Terrier
This small dog’s legs are long for its size, and its coat is shaggy and
rough. It has a short muzzle and small ears that flop forward.

Terrier
XP 10 (CR 0)
Unaligned Tiny beast
Initiative +2

DEFENSE
AC 12
hp 2 (1d4)

OFFENSE
Speed 40 ft.
Melee Attack—Bite: +4 to hit (reach 5 ft.; one creature). Hit:
1 piercing plus 3 (1d6) bludgeoning

Str 4 (-3), Dex 15 (+2), Con 10 (+0),


Int 3 (-4), Wis 12 (+1), Cha 7 (-2)
Languages: None
Skills: Perception +3, Stealth +4

TRAITS
Keen Senses: The terrier has tactical advantage on Wis
(Perception) checks that depend on hearing or smell.
ECOLOGY
Environment: Any land
Organization: Solitary, pair, or pack (3–12)

Frequently kept as pets by both the impoverished and well-to-do of


Castorhage, these small dogs were originally bred to hunt the rats and
other vermin so commonly found in the Blight. They are intelligent and
extremely loyal, working well as both trained hunters and family pets.
They stand up to 16 inches tall and usually weigh around 14 pounds.

Copyright Notice
Author Greg A. Vaughan, based on material by Richard Pett.

14
The Tome of Blighted Horrors

Elemental, Ragefire
The rage and hatred that emanate with the white-hot heat from this
demonic fire are palpable.

Ragefire Elemental
The rage and hatred that emanate with the white-
hot heat from this demonic fire are palpable.

The ragefire elemental is a type of fire elemental that


grows as it consumes fuel. All ragefire elementals start out
as Tiny sparks, called ragefire spawn. As they burn their way
through their surroundings, they steadily increase in size
until they become gargantuan infernos.
Every size of ragefire elemental has stats identical to a
standard fire elemental, except as noted on the table below. The
table lists the hit points, melee attack bonus, melee damage, ongoing
damage to flammable objects (“Burn”), and challenge rating of every
size of ragefire elemental. Burn damage also applies as the damage done
by the elemental’s Fire Form ability.
Besides the differences noted above, Tiny through Large ragefire
elementals also have the trait Intensify: As an action, a Tiny, Small,
Medium, or Large ragefire elemental incinerates the corpse of a
humanoid it killed within the last minute and whose space the elemental
occupies. The elemental heals 5 hit points and, if it is Tiny, it becomes
a Small ragefire elemental with full hit points minus its current amount
of damage. Likewise, a Small, Medium, or Large ragefire elemental
grows to the next size after incinerating a number of humanoid corpses
equal to its current challenge rating.
Huge and Gargantuan ragefire elementals don’t have the Intensify
trait. Instead, they have the trait Spawn Ragefire: As an action, a Huge or
Gargantuan ragefire elemental incinerates the corpse of a humanoid that
it killed within the last minute and whose space the elemental occupies.
A newly-created ragefire spawn (a Tiny ragefire elemental) appears in an
empty space within 5 feet of the spawning elemental.
Ragefire elementals embody the chaos and evil of their Abyssal
heritage, manifesting in demonic forms of living flame, smoke, ash, and
cinders. They exist to incinerate life and, in so doing, grow stronger and
more destructive.
A ragefire elemental cannot enter water or any other nonflammable
liquid. A body of water is an impassible barrier unless the ragefire
elemental can step or jump over it or the water is covered with a layer of
something flammable, such as oil.

Copyright Notice
Author Alistair Rigg, based on material by Richard Pett.

Ragefire Elemental
Size HP Attack Damage Burn CR
Tiny 33 +3 1d4+3 1d4 1
Small 52 +4 1d6+3 1d6 2
Medium 75 +5 1d10+3 1d8 3
Large 102 +6 2d6+3 1d10 5
Huge 124 +7 3d10+3 1d12 8
Gargantuan 189 +8 4d10+3 1d20 11

15
The Blight: Richard Pett's Crooked City

Familiar
Presented here are the base statistics for a number of types of familiars
commonly found in and around the city of Castorhage. These statistics can Blight Cockerel
also be used for normal animals of these types. Small animals like these
use Dexterity in place of Strength when making most Athletics checks. Lanky and bedraggled, with thin feathers other than a wide tuft
around the neck, this rooster is particularly ugly for its kind. Its wattle
and comb are both shredded and torn from past battles, and razor-sharp
Blight Albatross spurs have been tied to the backs of its legs.

This seabird has an expansive wingspan of pure white plumage, a long


hooked beak, and tail feathers tipped in black. Blight Cockerel
XP 10 (CR 0)
Unaligned Small beast
Blight Albatross Initiative +1
XP 25 (CR 1/8)
Unaligned Small beast DEFENSE
Initiative +1 AC 11
hp: 2 (1d6 -1)
DEFENSE
AC 11 OFFENSE
hp: 2 (1d6 -1) Speed: 10 ft., fly 50 ft.
Immunity: Poison damage; disease, poison Melee Attack—Beak: +3 to hit (reach 5 ft.; one creature).
Hit: 1 piercing damage.
OFFENSE
Speed: 10 ft., fly 40 ft. STATISTICS
Melee Attack—Beak: +3 to hit (reach 5 ft.; one creature). Str 2 (-4), Dex 13 (+1), Con 8 (-1),
Hit: 1 piercing damage. Int 2 (-4), Wis 11 (+0), Cha 6 (-2)
Languages: None
STATISTICS Skills: Perception +2
Str 3 (-4), Dex 13 (+1), Con 8 (-1),
Int 2 (-4), Wis 11 (+0), Cha 6 (-2) TRAITS
Languages: None Ferocity: When the Blight cockerel drops to 0 hit points, it
Skills: Perception +2 immediately makes one attack against a creature within 5
feet as a reaction before dying.
TRAITS Fighting Fury: When a Blight cockerel sees another member
Cursed Fate: Any creature that kills a Blight albatross must of its species or other similar-sized bird (other than a
make a successful DC 11 Wis saving throw or receive a chicken), it instinctively triggers its fight response. It spends 1
curse. A cursed creature treats all d20 rolls of natural 20s round attempting to intimidate its opponent, then attacks,
as 1s instead. A cursed creature repeats the saving throw gaining a +1 bonus to attacks and damage. A Blight
every time it completes a long rest, ending the effect on a cockerel in a fighting fury fights until it or its opponent is
success. dead.

ECOLOGY ECOLOGY
Environment: Coast Environment: Any land (the Blight)
Organization: Solitary, family (2–3), flock (4–12), or colony Organization: Solitary
(13–24)
Cockfighting is a common pastime among the coarser citizens of the
Sometimes known as a gooey bird or a muckmawk, the Blight albatross Blight (and secretly many of the upper crust as well) and the gamecocks
is common along the shores of the sea around the city of Castorhage. They have been bred for centuries in the city just for these contests. The
gained these nicknames for the feeding technique of the bird, where they resulting breed of Blight cockerel is a distempered gamecock known for
dive into the muck-laden waters and emerge with fish and feathers coated its viciousness in fights and its instinct to continue fighting even after
with the filmy sludge that covers the Lyme River on most days. having taken a mortal wound. Many runners of cockfights no longer allow
The Blight albatross’s diet is predominantly fish, crustaceans, and Blight cockerels in their venues because of the likelihood that neither bird
offal, although they also scavenge carrion when necessary. Due to the will survive and their investment in training a prized gamecock will be
nature of the pollution found in the river and its inhabitants, the Blight lost even in victory. Blight cockerels are bred with normal chickens and
albatross has developed considerable resistance to diseases and poisons. always attack another Blight cockerel on sight unless restrained.
The folk of Castorhage are reluctant to kill one of these birds, for it is Before fighting matches that involve betting, some Blight cockerels are
considered bad luck. Those that have slain one of these creatures soon outfitted with fighting spurs: razor-sharp blades tied to their legs. Fighting
finds the legends are very true, and for a period of time find their luck spurs replace the bird’s beak attack with a spur attack, which has the same
changed for the worse. attack bonus and reach but does 1d4 slashing damage.
The adult plumage of most of the Blight albatrosses is usually some A Blight cockerel stands 2 feet tall and weighs 10–15 pounds.
variation of dark upper-wing and back with white undersides. A Blight
albatross stands 3 feet tall with a wingspan of up to 12 feet and weighs Copyright Notice
20 pounds. Author Greg A. Vaughan, based on material by Richard Pett.

Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.
16
The Tome of Blighted Horrors
blinding sickness, or when it has taken 3 or more necrotic
Blindingcrow damage in less than 10 minutes from blindingcrows that
carry the disease, the creature is permanently blinded.
This glossy black crow has fleshy pustules and sores growing out from Greater restoration or comparable magic is needed to cure
under its plumage. This bird is has a thick, heavy bill and even more this blindness.
surprisingly has a central third leg that ends in an array of sharpened
talons. ECOLOGY
Environment: Non-arctic land
Blindingcrow Organization: Solitary, pair, flock (3–12), or murder (13–100)
XP 25 (CR 1/8) Blindingcrows are fairly intelligent carrion birds known for their
Unaligned Tiny monstrosity problem-solving skills and ability to adapt within the city environment.
Initiative +2 Despite past attempts to exterminate them, blindingcrows are more
common than ever in the city’s trash dumps and are known for their
DEFENSE distinctive screeching caw. Sociable, especially when not nesting,
AC 12 blindingcrows may gather in communal roosts on winter nights, sometimes
hp: 1 (1d4 -1) with thousands or even tens of thousands roosting at one location.
Immunity: Blindness When large groups of these bird gather, they sometimes form a huge
swarming flock and chase predators in a behavior called mobbing. Loud
OFFENSE noises are the most common cause for a murder of blindingcrows to attack
Speed: 10 ft., fly 50 ft. an individual.
Melee Attack—Beak: +3 to hit (reach 5 ft.; one creature). As foragers, these birds also clean up dead animals and garbage. In fact,
Hit: 1 piercing damage, and the creature must make blindingcrows are often blamed for overturning garbage cans when the
a successful DC 9 Con saving throw or take 1 necrotic real culprits are usually raccoons or dogs. From prolonged exposure to the
damage and contract blinding sickness (see below). toxins and wastes in their urban environments where the blindingcrows
live and feed, they have developed an ironic affinity for a particular
STATISTICS disease. Blinding sickness has festered within these birds, and they pass
Str 2 (-4), Dex 14 (+2), Con 8 (-1), it from one to another during mating and while feeding. The feathers of
Int 2 (-4), Wis 12 (+1), Cha 6 (-2) these birds, although a glossy black, are marred by oozing, sores that
Languages: None
Skills: Perception +3
Senses: Darkvision 30 ft.

TRAITS
Blinding Sickness: A creature infected with blinding sickness
must make a DC 9 Con saving throw after completing each
long rest. On a failure, the infected creature gains 1 level
of exhaustion; on a success, it loses 1 level of exhaustion.
The disease is cured when the creature has 0 levels of
exhaustion, or through lesser restoration or comparable
magic. The real danger from the disease, however,
is blindness. When a creature reaches
3 levels of exhaustion caused by

17
The Blight: Richard Pett's Crooked City
drain diseased fluid and that dry and become encrusted. When the birds
preen themselves, this diseased fluid transfers to their beaks where it
infects their bite attacks. Despite their third claw and sinister reputation,
blindingcrows are no more effective with claw attacks than a normal crow.
Only when blindingcrows swarm do their claw attacks really present a
threat and live up to their name.

Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.

Canary
This tiny songbird has feathers of pale yellow with a slight greenish
tinge and is streaked with gray and brown on its back and wings.

Canary
XP 10 (CR 0)
Unaligned Tiny beast
Initiative +1

AC 11
hp 1 (1d4 – 1)

OFFENSE
Speed 5 ft., fly 40 ft.
Melee Attack—Bite: +3 to hit (reach 0 ft.; one creature). Hit:
1 piercing damage.

STATISTICS
Str 1 (-5), Dex 12 (+1), Con 8 (-1),
Int 2 (-4), Wis 12 (+1), Cha 8 (-1)
Languages None
Skills Perception +4

TRAITS
Gas Vulnerability: Canaries are particularly vulnerable to the
effects of inhaled poisons and fouled air. They have tactical
disadvantage on saving throws against any effect caused
by an inhaled gas or substance.

ECOLOGY
Environment Forest (any land in captivity)
Organization solitary, pair, or flock (3–12)

These tiny birds were originally discovered among the subtropical islands
of the south and were brought to the mainland to be bred as songbirds. Their
numbers have flourished in captivity over the years, and it was eventually
determined that they were useful in detecting dangerous gases in mines
and caverns. Since that time, they have been widely employed by miners
as sentinel animals to detect the presence of otherwise undetectable gas
hazards before the miners are overcome by them.

Copyright Notice
Author Greg A. Vaughan, based on material by Richard Pett and Tom
Knauss.

18
The Tome of Blighted Horrors

Fleshgine
Fleshgines are constructs of flesh combined with other materials muffled (unable to cry out or speak), and suffocating. After a number of
designed for a specific purpose. They might pump water from a city’s rounds equal to its Con modifier (minimum of 1), it becomes unconscious.
reservoirs into rooftop cisterns to supply the inhabitants with running At that point, the fleshgine hides the victim in some convenient location
water, or they may lift or pull — anything a humanoid body can do. around or within its body. The victim remains unconscious until it dies or
But fleshgines are built to improve upon a humanoid’s ability through it’s rescued.
modification and vast strength. While they are not uncommon in Casual observers notice the hidden victim if their passive Perception
Castorhage, they often operate out of sight; their disturbing appearance exceeds (10 + the fleshgine’s Stealth bonus). Anyone specifically looking
being something the civilized locals choose not to acknowledge. They can for a victim taken by the fleshgine must win a contest of their Perception
be heard though — their steady stormy breathing, the asthmatic wheeze against the fleshgine’s Stealth or Deception (fleshgine’s choice). A taken
behind a grate, the slithering of flaccid limbs between floors. They also victim is found automatically if the fleshgine is destroyed, but also might
have a strong odor — a sort of organic sweatiness that can smell of the be injured, depending on the type of attacks used against the fleshgine and
many other odors from the things they work in and around, which they the size difference between them; GMs can apply their own judgment in
absorb and amplify. these cases.
Fleshgines come in all shapes and sizes, and while no two are ever If a victim escapes the fleshgine’s grapple, the fleshgine might attack or
alike, they often fall into a set pattern. Each is very strong, and many — flee, depending on the situation.
an uncannily large number — are weakly sentient creatures in their own A taken victim takes damage equal to any one of the fleshgine’s melee
right. Different fleshgines tend to have different abilities; some are simple attacks after every 24 hours. The taken victims are used to vent the
brutes that occasionally go mad, some are more cunning, lurking and leeched needs of the fleshgine — whether they be simple hunger, torment,
growing behind plaster and wainscoting and brooding their dark, strange or sexual — before their dead and broken remains are cast away.
dreams and wants. A sentient fleshgine is always torn between its urges to seize a victim
All fleshgines have the trait Berserk: Every time a fleshgine is injured and the knowledge that discovery means certain punishment and death. It
in combat, roll d100. If the result is less than or equal to the total number therefore carefully watches its chosen victim, often for weeks or months
of hit points the fleshgine has lost so far in this combat, its elemental spirit before striking.
breaks free and the fleshgine goes berserk. The berserk fleshgine attacks The following entries describe three sample types of fleshgines. Many
the nearest living creature; if no creature is close enough for the fleshgine more are possible.
to attack with a single move, it attacks an object instead. The fleshgine’s
controller can try to reestablish control, provided the fleshgine is within 60 Copyright Notice
feet. The controller must use an action to speak firmly and authoritatively Author Richard Pett.
to the construct and make a successful DC 15 Charisma check. A damaged
fleshgine that spends at least 1 minute outside combat has its chance to go
berserk reset to 0 percent. Dungier’s Buggy
Sentient Fleshgines: While most fleshgines are simple, mindless
servitors made of flesh stitched and grown to inorganic parts and The rumble of a coach’s wheels upon the cobbles comes out of the
contraptions, some grow into something altogether different. Sentient misty night, but it is not accompanied by the clip-clop of hooves. Rather,
fleshgines take on aspects of their humanoid neighbors that seep in from there is a soft slapping of skin upon the hard stones. Emerging from the
their close proximity on a daily basis. These aspects include tics, habits, fog is a hansom cab drawn not by a team of horses but rather by the
language, and even some of their vices. These creatures are often bloated upper torso of an ogre melded to the front of the conveyance. It walks on
by the desires and madness of Between and become enraptured by it, its massive hands, and its head stares forward, the eyes alert but vacant.
seeking new directions and becoming fixated in disturbing ways. These
constructs often form complex alliances with those who dwell behind the
veneer of the Blight, particularly with the ghouls of the Fetch (who have
Dungier’s Buggy (Fleshgine)
enough inert humanity to understand and fear the construct). Some say XP 700 (CR 3)
the thoughts of the Crooked Promethean violate their dreams and awaken Unaligned Huge construct
them; others say that it is a simple accident of nature. These sentient Initiative +0
constructs lurk in plain sight and are driven by whatever twisted needs or
goals have grown within their warped consciousness. DEFENSE
As more complex fleshgines are grafted from darker sources of flesh AC 10
and bone, so too the risk of disaster becomes greater. Philosophers within hp: 51 (6d10 + 18)
the city-state already worry what fleshgines might do if they rebelled en Resistance: Cold damage; nonmagical, nonadamantine
masse. They point to the curious whale-song that occasionally haunts weapons
certain nights, and which seems to come from the fleshgines calling to Immunity: Necrotic, poison, and psychic damage;
each other across the city. What are they saying or planning, they wonder? charm, disease, fright, paralysis, poison, prone, stun,
The golem-stitchers and homuncule wives laugh at such suggestions; unconsciousness
their creations are simple flesh-and-blood machines after all. What
maliciousness could possibly lurk within this humble framework? OFFENSE
All sentient fleshgines that have gone berserk at least once in the past Speed: 40 ft.
develop an urge toward murderous abduction called “take” or “taking.” Multiattack: The Dungier’s buggy slams once and bites
Occasionally the fleshgine’s habits and needs drive it to seize a victim at once.
least one size category smaller than the fleshgine. The fleshgine is always Melee Attack—Slam: +6 to hit (reach 5 ft.; one creature). Hit:
cunning in this action and manipulates its manifold parts and surroundings 2d6 + 4 bludgeoning damage.
to camouflage its action. If the fleshgine’s Stealth check beats the victim’s Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature). Hit:
passive Perception, the victim doesn’t see the attack coming and the 2d4 + 4 piercing damage.
fleshgine gets to make a grappling attack with tactical advantage. If the
victim notices the attack coming, then it’s just a normal attack by the STATISTICS
fleshgine. While the victim is grappled by the fleshgine, it’s also restrained, Str 19 (+4), Dex 10 (+0), Con 16 (+3),
Int 2 (-4), Wis 7 (-2), Cha 3 (-4)
19
The Blight: Richard Pett's Crooked City

Languages: Understands Common and Giant but speaks has been determined, it requires a move action to turn its
only programmed phrases facing greater than 90 degrees. A Dungier’s buggy is aware
Senses: Darkvision 60 ft. of attackers behind it but cannot see them, though it can
accurately estimate what space they are in if within 20 feet.
TRAITS Narrow: Though a Dungier’s buggy is Huge, it can move
Berserk: Every time the fleshgine is injured in combat, roll through areas only 10 feet wide without penalty. It can’t,
d100. If the result is less than or equal to the total number however, squeeze through spaces narrower than 10 feet.
of hit points the fleshgine has lost so far in this combat, its Trample: As the Dungier’s buggy moves, it can enter spaces
elemental spirit breaks free and the fleshgine goes berserk. occupied by enemies but can’t stop there. Creatures in
The berserk fleshgine attacks the nearest living creature; if spaces the Dungier’s buggy enters can attempt DC 13
no creature is close enough to attack with a single move, Dex saving throws. On a failed save, the creature takes
it attacks an object instead. The fleshgine’s controller can 2d10 + 4 bludgeoning damage and is knocked prone;
try to reestablish control, provided the fleshgine is within 60 on a successful save, the creature moves 5 feet out of
feet. The controller must use an action to speak firmly and the buggy’s path and can make an opportunity attack if
authoritatively to the construct and make a successful DC it’s allowed to react. A Dungier’s buggy can trample any
15 Charisma check. A damaged fleshgine that spends at number of creatures during its move, but it can’t trample
least 1 minute outside combat has its chance to go berserk the same creature more than once per round.
reset to 0 percent.
Cover: The coach portion of a Dungier’s buggy provides ECOLOGY
three-quarters cover to occupants. The coach is built from Environment: Urban (the Blight)
iron and wood. It has AC 8, 80 hit points, and is immune Organization: Solitary
to necrotic, poison, psychic, and radiant damage. If the
coach is destroyed, the fleshgine becomes a Large creature Perhaps the most successful of Castorhage’s many fleshgines are
and loses its Cover, Facing, and Trample traits. the hired coaches of the golem-stitcher Dunaven Dungier. His method
Facing: Because the legless ogre is permanently melded of crafting a hansom cab with the animated upper torso of an ogre
to a wagon, it can only move forward and backward, or (occasionally a hill giant) fused to its front in place of a team of horses
turn. Its speed is halved when it moves backward. Its slam proved both practical and popular in a city as vast and populous as the
and bite attacks can be made only against targets in front Blight. Soon Dungier’s buggies were traveling throughout the city
of it. It can trample while moving forward or backward. providing swift, reliable transportation for the noble and common alike
behind it as normal. Once a Dungier’s buggy’s front side and for only a modest fare. Dungier’s popularity with the other cab
20
The Tome of Blighted Horrors
drivers and owners of hacks proved to be less than stellar, though, and “You can’t see her all, of course, even I never did when I was stitching
only three years after the introduction of his ingenious cab, portions of her and moulding her, making her flesh and breathing life into my baby.
his body were found floating in the Great Canal. It is assumed that sough I recall her formation though, her crisp newness — the endless flesh, and
eels or some other denizen devoured the rest. Fortunately for his legacy, the stench of pigs — for it was pig-flesh I grew and nurtured, and spread
Dungier’s methods were fairly easy to reproduce, and now hundreds of across her carcass like a great sail on a vast living sailing vessel.
these coaches — still known colloquially as Dungier’s buggies — travel In her base she is all purpose — her many sucking mouths, which in
the streets of the city. truth I suppose you’d call tentacles (if such a crude word could be used
for such grace), with so many eyes clustered together so she can see from
her sweaty groin below that pointless mouth — she must have a mouth, of
Hobbreth’s Mighty Pump No. 87 course. Her flesh engorges above, like some vast flaccid organ that could
fill a great hall, bloated, booming, pumping. Veins cross her every inch —
The stench of sweat and the distant sounds of heavy breathing engulf you can see the swelling blood pumping as she draws her harvest upward
you — whatever it is, you are catching the merest glimpse of the whole. through her cathedral mass far, far above.
In the oily dark you can see sickly appendages gulping, a horrible sense She rises then, reaching high into the city, her pumping limbs extending
of brooding vastness, and a glowering cluster of eyes filled with misery endlessly upward with surprising — some have said alarming — strength to
just below a vast, idiot, crooked mouth. the digits that grasp her farthest reach. Some have likened the digits to fleshy
spiders, but I think that’s simple scare-mongering to frighten children; they
simply grip the vessel they spend her harvest into. And here her harvest is
Hobbreth’s Mighty Pump No. 87 (Fleshgine) drawn, the life-giving water that sustains those in the streets high above pumped
XP 8,400 (CR 12) from sphincter mouths between each cluster of thin many-jointed hands.
Unaligned Gargantuan construct It may taste a little of her sweat — her feral porcine nature — but it is water,
Initiative +0 saving the lower city from drowning and keeping the upper city drinking.
How many have I made? Oh, hundreds, no two quite alike. The stories
DEFENSE about them going berserk? Rubbish put about by those with a grievance —
AC 10 anarchists would say anything to cause discontent amongst the ignorant.
hp: 205 (10d20 + 100) I do sometimes wonder if they have a soul, though, my fleshy babies
Saving Throws: lurking between walls and dreaming. What do they dream of, I wonder?”
Resistance: Cold damage; nonmagical, nonadamantine
weapons — Emilia Hobbreth, Homuncule Wife
Immunity: Necrotic, poison, and psychic damage;
charm, disease, fright, paralysis, poison, prone, stun,
unconsciousness Macabre Lift
OFFENSE The dark shaft of the vertical tunnel appears to be empty until its
Speed: 20 ft., climb 20 ft. wooden floor suddenly lurches and rises from where it rested. Beneath
Multiattack: The fleshgine bites once and makes three tenta- the planking of the floor, you can see that a great fleshy organism has
cle attacks in any combination. grown like a distended bladder that covers the entirety of its underside.
Melee Attack—Bite: +14 to hit (reach 5 ft.; one creature). Hit: From this sweaty, rugose sac extend four muscular limbs that grasp
1d10 + 10 piercing damage. the walls of the shaft with their multi-fingered appendages and begin to
Melee Attack—Tentacle Slam: +14 to hit (reach 20 ft.; one climb, carrying the cargo of its wooden flooring smoothly up the shaft.
creature). Hit: 4d6 + 10 bludgeoning damage.
Melee Attack—Tentacle Grab: +14 to hit (reach 15 ft.; one
creature). Hit: creature is grappled (escape DC 20). Macabre Lift (Fleshgine)
Melee Attack—Tentacle Crush: automatic hit (one XP 700 (CR 3)
creature already grappled by the fleshgine). Hit: 4d10 + 10 Unaligned Large construct
bludgeoning damage, and the creature is restrained. Initiative -3

STATISTICS DEFENSE
Str 30 (+10), Dex 10 (+0), Con 30 (+10), AC 7 (15 from above)
Int 4 (-3), Wis 4 (-3), Cha 1 (-5) hp: 90 (12d10 + 24)
Languages: Understands Common but can’t speak Resistance: Cold damage; nonmagical, nonadamantine
Senses: Blindsense 60 ft. weapons
Immunity: Necrotic, poison, and psychic damage;
TRAITS charm, disease, fright, paralysis, poison, prone, stun,
Berserk: Every time the fleshgine is injured in combat, roll unconsciousness
d100. If the result is less than or equal to the total number
of hit points the fleshgine has lost so far in this combat, its OFFENSE
elemental spirit breaks free and the fleshgine goes berserk. Speed: 10 ft., climb 30 ft.
The berserk fleshgine attacks the nearest living creature; if Multiattack: The fleshgine slams twice.
no creature is close enough to attack with a single move, Melee Attack—Slam: +8 to hit (reach 5 ft.; one creature). Hit:
it attacks an object instead. The fleshgine’s controller can 2d8 + 6 bludgeoning damage.
try to reestablish control, provided the fleshgine is within 60
feet. The controller must use an action to speak firmly and STATISTICS
authoritatively to the construct and make a successful DC Str 22 (+6), Dex 5 (-3), Con 14 (+2),
15 Charisma check. A damaged fleshgine that spends at Int 1 (-5), Wis 4 (-3), Cha 1 (-5)
least 1 minute outside combat has its chance to go berserk Languages: None
reset to 0 percent. Skills: Athletics +8
Senses: Darkvision 30 ft.
ECOLOGY
Environment: Urban (the Blight) TRAITS
Organization: Solitary Berserk: Every time the fleshgine is injured in combat, roll
21
The Blight: Richard Pett's Crooked City
d100. If the result is less than or equal to the total number One of the first fleshgines envisioned by the golem-stitchers of
of hit points the fleshgine has lost so far in this combat, its Castorhage, the macabre lift has found widespread usage among
elemental spirit breaks free and the fleshgine goes berserk. government buildings and other large, multilevel structures with the
The berserk fleshgine attacks the nearest living creature; if budget to install such amenities. These constructs are rather simple in
no creature is close enough to attack with a single move, it design, with a fleshy, leathery hide grown on the underside of a 10-foot-
attacks an object instead. The fleshgine’s controller can try by-10-foot deck of heavy wooden planks. Four stocky limbs extend from
to reestablish control, provided the fleshgine is within 60 feet. the underside of the creature at its four corners and end with club-like
The controller must use an action to speak firmly and au- pseudopods surrounded by a fringe of grasping fingers with thick, coarse
thoritatively to the construct and make a successful DC 15 nails. The entire fleshgine is no more than 2 feet thick but weighs 1,500
Charisma check. A damaged fleshgine that spends at least pounds or more (3,500 pounds if constructed with an iron deck).
1 minute outside combat has its chance to go berserk reset Macabre lifts are designed to be placed in vertical shafts whose
to 0 percent. dimensions match those of the fleshgine. The fleshgine then lies flat at the
Crush: A macabre lift can fall on foes beneath it as its move. base of the shaft and allows passengers to step upon its decking. Upon a
Every creature under the lift takes 1d8 bludgeoning dam- signal —usually the ringing of a small bell set into the side of the shaft
age per 10 feet the lift fell, or half damage with a successful — the macabre lift begins to climb the shaft while keeping its deck level
DC 13 Dex saving throw. Creatures that fail the saving throw and stable. Handholds are often built into the walls of the shaft to make
are restrained under the lift; a restrained creature can es- the climb easier for the fleshgine, but its climbing pseudopods are so adept
cape by using an action and making a successful DC 16 Str that it rarely needs any sort of assistance. The number of times that the bell
(Athletics) check. Restrained creatures take 2d8 bludgeon- is rung indicates to what floor the lift is supposed to carry its passengers.
ing damage at the start of the lift’s turn. Likewise, bells set into the shaft at floors above summon it from below
Heavy Floor: The floor of a macabre lift is built from heavy to pick up passengers. The rise and fall of the climbing fleshgine is so
wooden planks. Attacks against the macabre lift from crea- smooth that most passengers easily forget that they are riding upon the
tures above it (such as passengers that were being raised or back of an animated construct.
lowered in the lift) are made against AC 15, not AC 7. If a macabre lift goes berserk, its usual tactic is to tip itself over to try
ECOLOGY to dump any passengers to the floor of the shaft below. Anyone riding the
Environment: Urban (the Blight) lift when it does this must make a successful DC 13 Dex saving throw to
Organization: Solitary grab hold of the fleshgine’s deck and not fall.

22
The Tome of Blighted Horrors

Gable Hate-Owl
This sinister-looking owl has pitch-black plumage and a pallid face STATISTICS
with yellow eyes. The V-shaped pattern of feathers on its brow gives the Str 5 (-3), Dex 15 (+2), Con 10 (+0),
appearance of a perpetual scowl of utter scorn. Int 3 (-4), Wis 15 (+2), Cha 16 (+3)
Languages: None
Skills: Perception +4, Stealth +4
Gable Hate-Owl Senses: Darkvision 60 ft.
XP 100 (CR 1/2)
NE Small monstrosity TRAITS
Initiative +2 Flurry of Wings: If the hate-owl’s bite and claws attacks both
hit the same target on the hate-owl’s turn, the target takes
DEFENSE an additional 1d8 + 2 bludgeoning damage.
AC 12
hp: 14 (4d6) ECOLOGY
Environment: Urban (the Blight)
OFFENSE Organization: Solitary
Speed: 10 ft., fly 60 ft.
Multiattack: The hate-owl bites once and attacks once with The gable hate-owl is a shadow among the homes and buildings in the
its claws. Blight. Viewed as a thing of ill omen, the presence of the owl roosting is
Melee Attack—Bite: +4 to hit (reach 5 ft.; one creature). Hit: feared by the common man. Spiteful, petty birds, the gable hate-owl got
1d4 + 2 piercing damage. its name from the hateful scowl its natural plumage creates. They have
Melee Attack—Claws: +4 to hit (reach 5 ft.; one creature). been known to kill or torture for sport, attacking dogs and other small
Hit: 2d6 + 2 slashing damage. animals as they flense off flesh and fur and then leave the poor victims to
Gaze Attack—Spiteful Glare: A creature within 60 feet that limp away.
can see the gable hate-owl’s eyes must make a DC 13 These great owls are large, although most of their bulk comes from
Charisma saving throw. If it fails, the fluffy feathers and large heads, with plumage that gives that appearance of
creature drops one item it’s wearing a high-collared cloak. Great horned owls have wingspans of up to
holding (roll randomly if more 5 feet and weigh up to 4 pounds. Gable hate-owls primarily hunt at night,
than one item is held) and locating prey through their excellent hearing and sight. Their diet consists
has tactical disadvantage of rodents supplemented by smaller birds and rabbits.
on attacks, ability checks, Their gaze particularly unsettles the folk of the Blight, as the piercing
and saving throws until the black eyes that seem dead peer out from under the sharp contrasting pale
end of its next turn, and the facial feathers. This sinister-looking visage creates ill fate to any that the
hate-owl can immediately owl wishes, typically casting its hateful look upon those that startle or
move up to 60 feet (if it interrupt the bird. A gable hate-owl’s wickedly sharp beak lets it easily rip
hasn’t moved yet) and use open hard shells or strip the flesh from its meals.
Multiattack against the
creature. Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.

23
The Blight: Richard Pett's Crooked City

Gargoyle, Scrimshaw
The eerie humanoid-shaped creature is perched precariously on the The origin of these strangely carven sculptures in the city of Castorhage
edge of the building. The light from the full moon glints off its alabaster- is shrouded in the mystery of the past, but their existence is now well
colored body, revealing intricate etchings along the surface. As it surveys known through its entirety. Originally created as mere constructs lacking
the land, the creature throws back its head and emits a piercing howl the status of truly living creatures, their exposure to eddies and currents of
into the night. malevolent energy among the city’s high places, over the
years somehow granted the missing spark of life.
A scrimshaw gargoyle is meticulously crafted from
Scrimshaw Gargoyle painstakingly carved whale bones joined together at the joint
XP 700 (CR 3) articulations. However, these craftings were all completed
CE Medium construct centuries ago, and no new ones have been constructed
Initiative +3 in the long years since. The existing scrimshaw
gargoyles are, therefore, all old, their whale
DEFENSE bones weathered and discolored by time
AC 13 and climate. Though it is thought that
hp: 58 (9d8 + 18) thousands of these creatures existed upon
Resistance: Nonmagical the city’s rooftops in the distant past, it
weapons has been estimated that fewer than 50
Immunity: Thunder of them are now in existence, each
damage; paralysis, of them recognizably distinct with
petrifaction, poison their individual unique markings.
However, the thinking on this is
OFFENSE beginning to change as in recent
Speed: 30 ft., fly 60 ft. months several new specimens
Multiattack: The scrimshaw have been spotted upon the
gargoyle bites once and rooftops. These new gargoyles
attacks once with its claws. are clearly composed of parts
Melee Attack—Bite: +5 to cannibalized from previously
hit (reach 5 ft.; one crea- destroyed gargoyles. Most
ture). Hit: 1d4 + 2 piercing believe the scrimshaw
damage. gargoyles, taken as a whole,
Melee Attack—Claws: are too dimwitted to produce
+5 to hit (reach 5 ft.; one new members of the species.
creature). Hit: 2d6 + 2 slash- Some contemplate a secret
ing damage. cabal of magical practitioners as
Area Attack—Shrieking responsible for this change; others
Howl: By tilting its head up theorize that certain scrimshaw
and forcing air through its gargoyles have advanced much farther
weathered bones, a scrimshaw in their power and understanding of
gargoyle emits a high-pitched magic and are somehow responsible.
shriek. Creatures within 150 Whatever the cause, it appears that the
feet who hear the shriek must scrimshaw gargoyle population is on the rise
make a successful DC 12 Wisdom for the first time in living memory.
saving throw or become frightened It is thought that the scrimshaw gargoyles’
for 1d4 rounds. original progenitors built the creatures to serve
as guardians. To this end, the horrific shriek the
STATISTICS gargoyle emits probably originally served as an alarm.
Str 12 (+1), Dex 16 (+3), Con 14 (+2), The gargoyle generates the sound through careful fluting
Int 6 (-2), Wis 11 (+0), Cha 7 (-2) of the bones around its mouth, and a supernatural means
Languages: Common, Terran of passing air — even on still nights — through the narrow
Skills: Stealth +5 structure. As the gargoyle evolved from a simple guardian
Senses: Darkvision 60 ft. to a menace, however, its shriek also evolved. No longer a loud
noise to alert those nearby, now the shrieking howl is capable of striking
TRAITS fear into the heart of the bravest man.
Stony Appearance: The gargoyle is indistinguishable from a A scrimshaw gargoyle stands just over 5 feet tall and weighs a mere
statue and can’t be detected as alive by any means while 80 pounds.
it remains motionless.
Copyright Notice
ECOLOGY Author John Ling, based on material by Richard Pett.
Environment: Urban (the Blight)
Organization: Solitary, pair, or wing (3–12)

24
The Tome of Blighted Horrors

Ghoul, Gravid
This horrid creature walks upon the hands and legs of a female sense of anxiety in living creatures. Upon seeing a gravid
humanoid body bent over backward, its spine painfully creased at an ghoul within 60 feet, a creature with Intelligence 3 or higher
acute angle. Protruding from its flaccid, torn abdomen sits an infant- must make a successful DC 13 Wis saving throw or be
sized creature with a two-foot-long, bright-red tongue that constantly frightened for 1d6 rounds. If the saving throw succeeds or
bathes its gaunt, pallid flesh in sanguine fluids scooped from the cavity in after the fright ends, the creature is immune to this effect for
which it sits. 24 hours.

Gravid Ghoul
XP 700 (CR 3)
CE Medium undead
Initiative +1

DEFENSE
AC 11
hp: 60 (11d8 + 11)
Saving Throws: Dex +3, Wis +3
Immunity: Poison damage; exhaustion, fright, poison,
unconsciousness

OFFENSE
Speed: 30 ft., climb 20 ft.
Multiattack: The gravid ghoul bites twice and attacks once
with its tongue.
Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). Hit:
1d6 + 3 piercing damage, and the creature must make a
successful DC 11 Con saving throw or contract ghoul fever
(see below).
Melee Attack—Tongue: +5 to hit (reach 10 ft.; one
creature). Hit: 1d4 + 3 piercing damage plus 2d6
psychic damage, and the creature must make a
successful DC 11 Con saving throw or contract ghoul
fever (see below).

STATISTICS
Str 16 (+3), Dex 12 (+1), Con 12 (+1),
Int 7 (-2), Wis 12 (+1), Cha 16 (+3)
Languages: Common
Skills: Perception +3, Survival +3
Senses: Darkvision 60 ft.

TRAITS
Blood Frenzy: A gravid ghoul that drops a foe to 0 hit points
gains 10 temporary hit points and continues attacking the
dying creature until that foe is dead. Until its foe is dead, the
gravid ghoul’s AC is reduced by 2.
Diseased Exudate: The flesh of a gravid ghoul constantly
seeps disease-ridden fluid. Any creature that strikes the
gravid ghoul from a range of 5 feet or less, or comes into
physical contact with the gravig ghoul, must make a suc-
cessful DC 11 Con saving throw or contract ghoul fever
(see below).
Ghoul Fever: A creature that contracts ghoul fever must
make a DC 11 Con saving throw every time it completes
a long rest. If the saving throw fails, the creature gains
1 level of exhaustion; if it succeeds, there is no effect. A
creature can’t recover from exhaustion by resting while it
has ghoul fever; the disease must be cured with lesser
restoration or comparable magic first. A humanoid
that dies from ghoul fever transforms into a ghoul mo-
ments after its death.
Smell Blood: The gravid ghoul has tactical advantage
on Perception checks to detect injured creatures
and on Survival checks to track injured creatures.
Stress Mind: The very sight of a gravid ghoul instills a

25
The Blight: Richard Pett's Crooked City
ECOLOGY
Environment: Any land
Organization: Solitary or gang (2–4)

The gravid ghoul is an undead creature of the foulest nature. In the


darkest alleys of inner cities, there are humanoids who will pay for the
touch and bed of an undead creature. Whether out of fascination, fetish,
or illness of the mind, these couplings on occasion have been known
to develop into a gravid ghoul. The ghoul harlot typically is unaware
of its pregnancy until it is far too late. The fetal ghoul that grows
inside the undead mother awakens with blood lust and the hunger of a
newborn. The only warning the ghoul mother receives is an increase in
its own feeding instinct and a slight swelling of the midsection before
the small ghoul-thing bursts from the mother’s abdomen. The newborn
creature sits within the gaping cavity of the mother’s broken body,
which is folded in half in a backbend to serve as a perch and means of
mobility for the offspring. Despite its appearance as vehicle and driver
of a sort, the offspring and mother are a single creature and cannot be
separated without destroying both.
The new gravid ghoul awakens not only with a terrible hunger, but
with a terrible intelligence as well. Through the umbilical attachment,
it can access its mother’s husk and what’s left of her mind, devouring
her memories and controlling her body’s movements. It perches atop
the ruined remains of the body and makes use of her arms and legs in
spider-like movements to walk and climb. The rigors of its indelicate
control often fracture the bones of the mother’s limbs, creating joint
articulations that were never meant to be, but the controlling offspring
cares little and finds its movements unimpeded by these injuries. The
controlling offspring and the lolling, idiot head of the mother sport
the same terrible grin of razor-sharp teeth. The gravid ghoul’s fetal
skin tissue is dry and cracked. It uses its tremendously long, bright-red
tongue to bathe itself in its mother’s bloody, rotting fluids.
The flesh of the fetal portion of a gravid ghoul is fragile and requires
constant bathing in the moisture of its womb-perch to avoid drying
out. However, in a dry environment, this is insufficient to maintain
the tissue’s requirements, causing it to desiccate and crack. If a gravid
ghoul does not have access to a moist environment for more than 1
hour (a place that is foggy or has open puddles of water is sufficient
to meet its needs), it begins drying out painfully. More than an hour
of drying out shuts down the ghoul’s Diseased Exudate ability until it
reaches another source of moisture.
A gravid ghoul stalks the night looking for prey. They tend to
venture into sewer networks, better to keep out of sight and in the
shadows. The wet nature of sewer systems helps the gravid ghoul to
keep its fetal-self moist.

Copyright Notice
Author Jeffrey Swank.

26
The Tome of Blighted Horrors

Golem, Lesser Flesh


A creature staggers into view, a construct that is pieces of flesh carved
and assembled into a vaguely humanoid whole.

Lesser Flesh Golem


XP 700 (CR 3)
N Medium construct
Initiative –1

DEFENSE
AC 9
hp: 60 (8d8 + 24)
Immunity: Lightning, poison; nonmagical, nonadamantine
weapons; charm, exhaustion, fright, paralysis,
petrification, poison

OFFENSE
Speed: 30 ft.
Multiattack: The golem slams twice.
Melee Attack—Slam: +5 to hit (reach 5 ft.; one creature). Hit:
2d6 + 3 bludgeoning damage.

STATISTICS
Str 17 (+3), Dex 9 (-1), Con 16 (+3),
Int 4 (-3), Wis 10 (+0), Cha 5 (-3)
Languages: Understands the language of its creator but
can’t speak
Senses: Darkvision 60 ft.

TRAITS
Berserk: When a lesser flesh golem starts its turn with 26 or
fewer hit points, it has a 1-in-6 chance of going berserk. A
berserk golem attacks the nearest living creature it can
reach. The construct’s creator can regain control over the
golem, if he’s within 60 feet, by using an action and making
a successful DC 15 Cha (Persuasion) check.
Fear of Fire: If the golem takes fire damage, it has tactical
disadvantage on attack rolls and ability checks until the end
of its next turn.
Lightning Absorption: Each point of lightning damage that
hits the golem heals 1 hit point.
Magic Resistance: A lesser flesh golem has tactical
advantage on saving throws against magic. It is immune to
effects that would alter its form.

ECOLOGY
Environment: Any land
Organization: Solitary or pair

A lesser flesh golem is constructed from a whole cadaver or a number


of humanoid body parts stitched together into a single composite form.
It moves with a stiff-jointed gait as if not in complete control of its body.
A lesser flesh golem typically stands 6 feet tall and weighs 300 pounds.
While most lesser flesh golems are mindless, some reanimate with a sliver
of sentience, and with that spark comes memories of a previous life. The head
and brain of such a lesser flesh golem must be just the right combination
of fresh enough and (in its previous life) strong-willed, and even then luck
and chance during the lesser flesh golem’s creation seem just as important in
retaining the creature’s mind. These sentient flesh golems have the same stats
as other lesser flesh golems, but can have Intelligence 6‒16.
Lesser flesh golems cannot normally speak, but sentient lesser flesh
golems retain the knowledge of one language they knew in life (usually
Common). They have a difficult time expressing themselves in anything
more than simple terms, but, in most cases, a sense of horror at their
newfound state is easy to discern. With patient reeducation, they might be
able to regain much of their former intellect. Copyright Notice
Author Pete Pollard, based on material by Richard Pett.

27
The Blight: Richard Pett's Crooked City

Great Canal Python


A serpentine behemoth glides silently through the still water. Large enough to have caught its attention. The massive serpent feeds nightly, so
fishing hooks protrude from its hide where they have snagged in past there are always disappearances near the water that can likely be attributed
attempts to capture the creature, and the jagged blade of a broken it, and the occasional finding of a massive molted skin beneath a dock or
harpoon is embedded in one side of its jaw. in a canal-side alley keeps the presence of the creature fresh on everyone’s
mind. Many fishermen, hunters, and guardsmen have died in attempts to
destroy the creature when it has been spotted, and its thickly gnarled hide
Great Canal Python bears many scars and marks of these hunts. So far, however, it has always
XP 1,800 (CR 5) proven to be the superior hunter in these contests.
Unaligned Huge beast The city of Castorhage has offered a 10,000-gp reward if this beast is
Initiative +2 captured or killed.

DEFENSE Copyright Notice


AC 13 Author Greg A. Vaughan, based on material by Richard Pett.
hp: 93 (11d12 + 22)
Saving Throws: Dex +5, Con +5, Wis +3
Immunity: Poison damage; prone

OFFENSE
Speed: 30 ft., swim 30 ft.
Melee Attack—Bite: +8 to hit (reach 10 ft.; one
creature). Hit: 2d6 + 5 piercing damage.
Melee Attack—Constrict: +8 to hit (reach 5 ft.;
one creature). Hit: 2d8 + 5 bludgeoning damage
plus 3d6 slashing damage, and the creature
is grappled (escape DC 15) and restrained. A
grappled creature takes 2d8 + 5 bludgeoning
plus 3d6 slashing damage at the start of the
python’s turn. The python can constrict only
one creature at a time. Creatures that take slashing
damage may contract Lockjaw (see below).

STATISTICS
Str 20 (+5), Dex 14 (+2), Con 14 (+2),
Int 1 (-5), Wis 10 (+0), Cha 4 (-3)
Languages: None
Skills: Perception +3, Stealth +5
Senses: Blindsight 60 ft. (in water)

TRAITS
Lockjaw: Every creature that took
slashing damage from the python
must make a DC 13 Con saving throw
at the end of their next long rest
after the combat. If the saving throw
fails, the creature contracts lockjaw from
the rusty harpoon blade embedded
through the python’s jaw. An affected
creature is unable to speak until the
disease is cured with lesser restoration or
comparable magic.

ECOLOGY
Environment: Urban waterway (the Blight)
Organization: Solitary

This amazing specimen of serpentkind was brought at considerable risk


and expense all the way from the Razor Coast for a Castorhage menagerie,
only to promptly break free from its inadequate containment and escape
into the murky water of the Great Canal. Already a beast of incredible
strength and endurance, its years spent among the deadly denizens of the
city’s water has honed it into a truly apex predator. It spends most of its
time sleeping in the shallows of the canal during the day, looking like
nothing more than the normal detritus that lines the canal bottom. At night
it swims silently just beneath the surface in search of prey — whether it be
some creature of the canal itself or some boatman or dockworker unlucky

28
The Tome of Blighted Horrors

Hollow and Broken Hills Crocodile


A large crocodile floats in a pool of swampy water, completely still. Its The aged clergyman Neberiah Scrum was renowned for the fine
eyes have been replaced by large multifaceted green jewels. herpetarium that he kept behind his modest church. If it made any of his
parishioners nervous with its proximity, he never bothered to notice. His
prized specimen was his saltwater crocodile “Nellie” that he had obtained
Hollow and Broken Hills Crocodile at considerable expense. Feeding it live gulls in its pen every Prayerday
XP 5,000 (CR 9) after services was a hobby that he particularly relished. But apparently the
CN Huge monstrosity Good Reverend Scrum had other hobbies as well, and these occurred at
Initiative +0 night behind the closed doors of the church and involved strange rituals.
On one occasion, he decided to combine his two favorite pastimes and
DEFENSE brought Nellie into the church on a chain leash for one of these late-night
AC 16 (natural armor) ceremonies. The next day, the church was found locked. Upon forcing
hp: 126 (12d12 + 48) the door, the constables found the Reverend Scrum lying dead upon the
Resistance: Nonmagical weapons floor, along with the corpses of four other, unidentifiable men. Their
Immunity: Blindness bodies lay roughly in a circle with the fragments of a shattered mirror
lying between them next to a chain leash. Of Nellie, there was no sign.
OFFENSE The herpetarium was torn down, its occupants sold or released, and the
Speed: 30 ft., swim 50 ft. church was repurposed as a storage building for uncertified relics — the
Multiattack: The Hollow and Broken Hills crocodile can use bones, grave shrouds, and assorted organs and body parts dried or stored
one spell-like ability and make both a bite attack and a tail in jars of brine and ascribed to belong to saints for whom the church has
swipe. been unable to confirm provenance.
Melee Attack—Bite: +10 to hit (reach 5 ft.; one creature). In that last fateful ritual performed in the church, somehow Reverend
Hit: 3d10 + 6 piercing damage, and the target is grappled Scrum’s beloved pet slipped into Between. She remained there for 8 hours
(escape DC 16) and restrained. A restrained creature takes before finding her way back to the city, and, upon her return, she was
3d10 + 6 piercing damage at the start of the crocodile’s no longer the same. Nellie had become the Hollow and Broken Hills
turn. The crocodile can’t bite another creature while it has a
creature grappled, and it can grapple only one creature at
a time.
Melee Attack—Tail Swipe: +10 to hit (reach 10 ft.; one
creature not grappled by the crocodile). Hit: 2d8 + 6
bludgeoning damage, and the creature must make a
successful DC 18 Str saving throw or be knocked prone.

STATISTICS
Str 22 (+6), Dex 10 (+0), Con 18 (+4),
Int 13 (+1), Wis 13 (+1), Cha 14 (+2)
Languages: Common, Deep Speech, telepathy 60 ft.
Skills: Insight +9, Perception +9, Stealth +4
Senses: Truesight 60 ft.

TRAITS
Charming Gemstone: A creature that starts its turn within 30
feet of the crocodile, or that moves to within 30 feet on its
turn, must make a successful DC 14 Charisma saving throw
or be charmed by the crocodile for 1 minute or until it takes
damage. A charmed creature repeats the saving throw
when it takes damage.
Hold Breath: The crocodile can hold its breath for 30 min-
utes.
Lunging Bite (recharge 6): The crocodile extends the
reach of its bite attack by 5 feet until the start of its
next turn (no action required).
Spell-like Abilities: The crocodile’s green gemstone
eyes enable it to use the following spell-like abilities,
using Charisma as its casting ability (DC 14). The
crocodile needs no components to use these
abilities.
2/day each: fear, hypnotic pattern,
suggestion
1/day: modify memory
Water Camouflage: The crocodile has tactical
advantage on Stealth checks while in water.

ECOLOGY
Environment: Sea (the Blight)
Organization: Solitary

29
The Blight: Richard Pett's Crooked City
Crocodile. The effects upon Nellie’s body were remarkable: her eyes The green gemstone eyes of the Hollow and Broken Hills Crocodile
replaced by two large jewels of unidentifiable stone, her body infused are of no known mineral and are an organic part of the creature’s body,
with the very essence of that realm. But the effects upon her mind were far rather than just being inset like jewelry. Most of its supernatural abilities
more profound. The Hollow and Broken Hills Crocodile had gained a new seem to arise from the gemstones. The gemstone eyes no longer function
awareness, an awareness above and beyond that of the mundane world and if removed from the crocodile, though they may still be of value to some
its hairless monkey masters. The Hollow and Broken Hills Crocodile was scholars.
given the ability to “see” in a way that normal minds cannot comprehend. What the Hollow and Broken Hills Crocodile sees with its gemstone
The crocodile now haunts the waterways and brackish pools that eyes remains a mystery to all, but those who study things esoteric speculate
make up the lower reaches of the Broken and Hollow Hills, occasionally as to the nature of the secrets that they might reveal. That the creature has
glimpsed by some passer-by. It is not a hunter like other creatures that been to Between and back, beginning as an ordinary animal and returning
stalk the city, or at least not in the same way. The crocodile lurks in the as something else entirely further fuels interest among those who practice
dark, wet places of the district, remaining almost motionless for days on strange, arcane arts. Because the Hollow and Broken Hills Crocodile does
end. When it feels hunger, it merely opens its great maw and some river not seem to actively prey upon the folk of Castorhage, the city has taken a
trout or gull inevitably ventures inward of its own volition, disappearing more ambivalent approach toward its existence. There is only a 1,000-gp
into the maw as it slowly closes — never a squawk or a splash to disturb reward for its capture or death, but the Illuminati have discreetly offered
the silence. At times, every few weeks or months the crocodile springs 10,000 gp to anyone who can bring it to them alive and intact.
into motion, suddenly needing to be somewhere or do some task that only The Hollow and Broken Hills Crocodile is 23 feet long and weighs
its mind comprehends. But there are no warning signs of when it’s about 2,000 pounds. Other than its strange eyes and mannerisms, it physically
to make these sudden violent movements, so more than one fisherman has resembles a massive saltwater crocodile, though it flourishes as well in
been crippled or killed when what he thought was a log floating nearby the brackish waters of the district and the Lyme. Though it carries the
suddenly became a flurry of motion with its 2,000-pound frame bull Between-touched template from the time it spent in that realm, it long ago
rushing on its way, heedless of its surroundings. Also, after reports of the lost its temporary hit points associated with that template and has never
crocodile’s sudden thrashing appearances and subsequent disappearances, been able to return to Between to replenish them.
inevitably a citizen or two of the district will go missing. No one knows
for sure if these disappearances are connected to the activities of the Copyright Notice
crocodile, but the missing are never found and speculation tends to run Author Greg A. Vaughan, based on material by Richard Pett.
in that vein.

30
The Tome of Blighted Horrors

Hooded Raven
This ash-gray raven is as large as an eagle, and has glossy black
plumage over its head as well on the backs of its wings and tail, which
give it an appearance of wearing an executioner’s hood and robes. Its
eyes are unusually large for a raven, and seem to be almost mesmerizing
in their depths.

The sight of the hooded raven flying overhead is seen as an ill omen
and that someone soon will perish. These creatures, like all carrion
birds, have clawed talons and sharp beaks perfect for tearing flesh. Their
enhanced eyesight allows them to spot a meal from great distances, and
they typically swoop down the wide lanes of city streets high above the
ground in search of a ripening carcass or a live mouse.
The hooded raven is omnivorous, with a diet similar to that of the
carrion crow, and is a constant scavenger. It drops mollusks and crabs
to break them after the manner of the crow, and the common name for
empty sea urchin shells is “crow’s cups.” It also feeds on small mammals,
scraps, smaller birds, and carrion. The raven has the habit of hiding food,
especially meat or nuts, in places such as rain gutters, flowerpots, or in the
earth under bushes to feed on later, and sometimes on the insects that have
meanwhile been attracted to it.
These large cousins of normal ravens generally weigh between 6 and 8
pounds, with a wingspan of up to 4 feet.
A hooded raven uses the standard raven stat block but with the added
trait Prognostication (1/day): Hooded ravens have a natural ability
to predict the immediate future. Once per day, it gets a +10 bonus
on any die roll (including a damage roll) or to its AC. The bonus
can be applied after dice are rolled but before the final result is
determined.

Copyright Notice
Author Jeffrey Swank, based on material by Richard
Pett.

31
The Blight: Richard Pett's Crooked City

Horde, Larva
This hideous mass is composed of bloated, human-size maggots imaginable, until their minds break and they become little more than
that curl and twist in a tangle of disgusting bodies. Worse is the fact animalistic embodiments of torment and rage. Those that survive being
that each of these worm-things has a human face — that of a man or devoured by demons, stolen by night hags, sacrificed by liches, or struck
a woman, mouth agape, and distorted into an expression of utmost down by the myriad unnatural hazards of that realm are forced to sup upon
horror and suffering. the foul effluvia that drains to its lowest gutters, unfit even for the demons’
guard beasts. Those larvae that are able to endure these torments and that
consume enough of this Abyssal filth eventually find themselves transformed
Larva Horde into the lowest of demons from where they can begin their improbable
XP 3,900 (CR 8) opportunity to rise to power within the Abyss. Most never last that long, and
CE Large monstrosity on many occasions when large numbers of larvae are present, they gather
Initiative + together into a massive tangled horde both for mutual DEFENSE and to
feed upon each other as a pleasant change from their normal diet. On some
DEFENSE occasions, a larva that is able to fend off and consume an entire horde of its
AC 10 brethren may find itself elevated to the ranks of demons much sooner than
hp: 88 (16d10) would otherwise be possible, so larvae attempt to form a horde whenever
Saving Throws: Con +3, Wis +1, Cha +0 possible in order to increase that possibility.
Resistance: Acid, cold, lightning damage
Immunity: charm, grappling, paralysis, petrifaction, prone, Copyright Notice
restraint Author Greg A. Vaughan, based on the Petitioner from the Pathfinder
Roleplaying Game Bestiary 2.
OFFENSE
Speed: 30 ft.
Multiattack: The horde bites four times, regardless of how
many creatures it has grappled.
Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature). Hit:
2d6 + 3 piercing damage, and the creature must make
a successful DC 14 Str saving throw or be grappled (es-
cape DC 13) and pulled into the horde’s space.
Area Attack—Burst of Bile: All creatures in the larva
horde’s space or within 10 feet of it take 3d6 acid
damage, or half damage with a succesful DC 14
Dex saving throw.

STATISTICS
Str 16 (+3), Dex 10 (+0), Con 11 (+0), Int 4 (-3), Wis 8
(-2), Cha 4 (-3)
Languages: Understands Abyssal but can’t speak
Senses: Darkvision 60 ft.

TRAITS
Ferocity: When the larva horde drops to
0 hit points, it immediately makes one
bite attack against every creature within
5 feet as a reaction before dying.
Horde: The horde can occupy the same
space as other creatures. Up to four Medium or
smaller creatures can share the same space
as the larva horde, or one Large creature. All
creatures that are in the larva horde’s space at
the start of the horde’s turn take 6d6 slashing
damage and, if they aren’t grappled already,
must make a successful DC 14 Str saving throw
or be grappled (escape DC 13).

ECOLOGY
Environment: Any (Abyss)
Organization: Solitary, ball
(2–5), or judgment (6–15)

The souls of chaotic evil peoples


find their way to the Abyss where they
become a type of petitioner called a
larva. Though sentient, these worm-
like proto-demons find themselves
subjected to every form of degradation

32
The Tome of Blighted Horrors

Hydra-Hag
She could be one of the many destitute poor found in the many the cloud must make a successful DC 15 Con saving throw
alleys and doorways of the city except for the five snakelike necks or be blinded for 2 rounds.
protruding from her shoulders, each of which ends in the head of a Green Hag—Mimicry: The green hag head imitates a sound
ghastly crone. it has heard. This is largely a “gift” for the characters, who
get a 1-round break from the more dangerous attacks of
the other heads. If, however, the hydra-hag has heard a
Hydra-Hag sound that has the potential to frighten or confuse char-
XP 3,900 (CR 8) acters—a friend screaming in pain, a trusted ally yelling for
CE Medium monstrosity (aquatic) help—it uses that against the PCs, who must make success-
Initiative +2 ful DC 15 Wis saving throws to not be fooled by the sound.
Mute Hag—Shaping Touch: If mute hag’s bite attack hits
DEFENSE
AC 14 (natural armor)
hp: 110 (13d8 + 52)
Resistance: Nonmagical weapons

OFFENSE
Speed: 20 ft., swim 30 ft.
Multiattack: They hydra-hag uses the special ability of
one randomly-chosen head, then each of its surviving
heads bites once.
Melee Attack—Flue Hag Bite: +7 to hit (reach 5 ft.;
one creature). Hit: 1d8 + 4 piercing damage plus 1d6
fire damage.
Melee Attack—Green Hag Bite: +7 to hit (reach 5 ft.;
one creature). Hit: 1d8 + 4 piercing damage.
Melee Attack—Mute Hag Bite: +7 to hit (reach 5 ft.;
one creature). Hit: 1d8 + 4 piercing damage, and
a creature must make a successful DC 18 Wis
saving throw or have tactical disadvantage on
attacks against the hydra-hag until the end of the
creature’s next turn.
Melee Attack—Sea Hag Bite: +7 to hit (reach
5 ft.; one creature). Hit: 1d8 + 4 piercing
damage, and a creature must make a
successful DC 15 Wis saving throw or be
frightened of the hydra-hag until the end of
the creature’s next turn.
Melee Attack—Winter Hag Bite: +7 to
hit (reach 5 ft.; one creature). Hit: 1d8
+ 4 piercing damage plus 1d10 cold
damage.

STATISTICS
Str 19 (+4), Dex 14 (+2), Con 18 (+4),
Int 14 (+2), Wis 12 (+1), Cha 18 (+4)
Languages: Common, Deep
Speech, Giant
Skills: Perception +5
Senses: Darkvision 90 ft.

TRAITS
Hag Heads: Each surviving head
can always bite, but only one
can use its special ability on the
hydra-hag’s turn. Roll 1d5 at the
start of the hydra-hag’s turn to
determine which head is dominant
(uses its special ability) that turn. If
that head is gone, roll again until a
surviving head is chosen. Hags are
immune to all these effects.
Flue Hag—Soot Breath: The flue hag
head belches out a 20-foot-cloud of
blinding, choking soot. All creatures in

33
The Blight: Richard Pett's Crooked City
and the creature fails its saving throw, in addition to the usu- it has managed to breed true is additionally disturbing, especially when
al effect, the creature also suffers a debilitating change in one stops to consider what serves as its breeding stock. Not many such
its physical form. Roll 1d4: 1 = speed halved (legs twisted or creatures are known to prowl the byways of the city, but those who do
shortened), 2 = -2 on attacks (arms twisted or shortened), 3 = know are well advised to stay clear. The personalities of the different heads
-2 on Perception checks (face altered so vision is obscured of a hydra-hag vie for control, and while one day a hydra-hag may feel
or distorted), 4 = -2 on Con saving throws (midsection com- content to root through the garbage of a landfill or simply enjoy the eddies
pressed or distorted). These penalties are permanent until and currents of Sister Lyme, it is just as likely to unleash its powers at any
removed by greater restoration or comparable magic. moment upon those who had previously allied with it. The fact that the
Sea Hag—Evil Eye: Every humanoid within 30 feet of the hy- hydra-hag’s diet other than rats and stray cats is humanoids — especially
dra-hag must make a successful DC 15 Wis saving throw or street urchins — is not lost on most who encounter them and live to tell
be frightened of the hydra-hag for 1 minute. A frightened of it. However, despite their abominable appearance, hydra-hags are adept
creature repeats the saving throw at the end of its turn, end- at staying out of sight during the day, so the half-hearted efforts made in
ing the effect on itself with a success. Subsequent saves are the past to find them and round them up have met with limited success.
made with tactical disadvantage while the sea hag head is The five differing heads of the hydra-hag make its daily life a constant
alive and within sight. battle for control and does a lot to ensure that the creatures not truly rise
Winter Hag—Frost Breath: The winter hag head exhales to power in the city’s underworld. They are too fractured within their own
a 30-foot cone of frost. Every creature in the cone minds to manage much in the way of an organized plan. The heads of a
takes 4d6 cold damage and is blinded for 2 rounds. A hydra-hag cannot constitute a coven on their own, and multiple hydra-
successful DC 15 Dex saving throw halves the damage hags together have proven unable to do so either because of the chaos
and prevents blindness. inherent to that many disparate personalities.
Multiple Heads: An attack that does 20 or more damage Hydra-hags are universally corpulently obese, which has much to do
destroys one of the hydra-hag’s heads, selected at with having five different mouths that all crave to be fed but only one body
random. For each head that’s missing at the start of the between them to process what is eaten. And without the massive body
hydra-hag’s turn, roll 1d6; on a roll of 5 or 6, that head or metabolism of a true hydra, they are simply not able to handle their
grows back immediately. If all five heads are gone at the intake. It is not at all uncommon to find a hydra-hag vomiting its last meal
same time, the hydra-hag dies. While the hydra-hag has from multiple heads as its gastric system rebels at the abuse. Whether
more than one head, it has tactical advantage on saving this contributes to their overall surliness is suspect, but they clearly lead
throws against blindness, charm, deafness, fright, stunning, a very uncomfortable existence in the unnatural form they were given.
and unconsciousness. Despite their notoriously voracious appetites, hydra-hags actually have
bite attacks only with two of their heads — the mute hag head and the flue
ECOLOGY hag head. Only the flue hag head has the searing bite.
Environment: Urban (the Blight) Hydra-hags stand about 6 feet high at the shoulder with another 3 feet
Organization: Solitary of neck and head. They typically weigh close to 350 pounds.

Considered a “successful” experiment in the unnatural manipulation Copyright Notice


of living flesh, the hydra-hag is a truly horrifying creature. The fact that Author Greg A. Vaughan, based on material by Richard Pett.

34
The Tome of Blighted Horrors

Living Disease, Bloody Flux


A dark mist roils and retracts, probing its environment with
ephemeral tendrils.

Bloody Flux
XP 200 (CR 1)
Unaligned Medium swarm of Tiny monstrosities
Initiative +2

DEFENSE
AC 12
hp: 22 (5d8)
Resistance: bludgeoning, piercing, and slashing
damage
Immunity: force damage; blindness, charm,
deafness, exhaustion, fright, grappling,
incapacitation, paralysis, petrifaction, prone, stun,
unconsciousness

OFFENSE
Speed: fly 10 ft., swim 10 ft.
Melee Attack—Swarm: +7 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 2 piercing damage.

STATISTICS
Str 1 (-5), Dex 14 (+2), Con 10 (+0), Int 1 (-5), Wis 6 (-2),
Cha 1 (-5)
Languages: None
Skills: Stealth +6
Senses: Blindsight 60 ft.

TRAITS
Amorphous: The swarm can move through gaps as
small as 1 square inch without penalty. It can move
through and remain in spaces occupied by other
creatures without hindrance.
Blend Into Darkness: A swarm of bloody flux is invisible
in dim light.
Bloody Flux: A creature that starts its turn in the same
space as a swarm of bloody flux must make a suc-
cessful DC 10 Con saving throw or contract the dis-
ease bloody flux. A creature that contracts bloody A living disease has the appearance of a floating shadow or dimness
flux gains 1 level of exhaustion immediately and must make with indistinct edges. It offers no resistance to solid objects that enter its
a DC 10 Con saving throw after every long rest. If the saving space; it can’t be felt even as a subtle dampness (like a mist) or coolness
throw fails, the creature gains another level of exhaustion; (like a shadow). They make no sound whatsoever. They’re most dangerous
if it succeeds, the creature recovers from 1 level of exhaus- at twilight and nighttime, when their presence in a dimly-lit campsite or
tion. The disease ends when the creature has no levels of hovel is almost impossible to detect.
exhaustion or when it receives a lesser restoration spell or Living diseases are extremely rare, but they are also highly varied.
comparable magic. There are potentially as many different kinds of living diseases as there
Regeneration: The swarm heals 5 hit points at the start of are diseases. Only bloody flux is described here, but it can be used as
its turn. This ability doesn’t function if it took cold or poison a model for others. A living disease instinctively avoids undead, oozes,
damage since its previous turn. plants, constructs, and other creatures that aren’t suitable hosts.
Vulnerability to Healing: A lesser restoration spell cast on a This disease is endemic to the Sinks district of Castorhage, with a major
living disease kills the swarm instantly. outbreak occurring every few years though largely remaining contained to that
portion of the city. On occasion, it spreads to other poor, overcrowded areas of
ECOLOGY the city where clean water is in short supply. Bloody flux is generally contracted
Environment: Urban (the Blight) through exposure to water that’s been contaminated with fecal matter from
Organization: Solitary or plague (2-7) someone already suffering from the disease or, as is the case in the Sinks, the
presence of one or more bloody flux living diseases that travel through sewers
Living diseases are swarms of harmful bacteria or viruses that and along filthy gutters lining the streets. The disease enters the intestinal tract
have supernaturally gained limited sentience under exceedingly of the victim and causes inflammation resulting in fever, painful cramping, and
foul or magical conditions. They seek out hosts to propagate their frequent bloody diarrhea that leads to severe dehydration and eventually death.
contagion. Their individual components are microscopic; the only
reason they can be seen is because they form swarms containing Copyright Notice
billions of individual organisms. Author Alistair Rigg, based on material by Greg A. Vaughan.

35
The Blight: Richard Pett's Crooked City

Lyme Angler (Slop-Shark)


This ugly, bloated fish has a glowing, fleshy protrusion that extends breath of air. A charmed creature repeats the saving throw
from the top of its skull and dangles in front of its wide-mouth, which is at the end of its turn, ending the effect on itself with a
filled with needle-like fangs. success. A creature that makes a successful save is immune
to all lyme angler lantern lures for 24 hours.
Lyme Angler ECOLOGY
XP 700 (CR 3) Environment: Sea
Unaligned Large beast (aquatic) Organization: School (1-100)
Initiative +1
Also known as a slop-shark to those along the River Lyme, the Lyme
DEFENSE angler is among the most ferocious of predatory fish in and around that
AC 12 (natural armor) waterway. Lyme anglers have a luminescent organ called a lantern lure
hp: 51 (6d10 + 18) at the tip of a modified dorsal ray (or fishing rod). The organ serves not
Immunities: prone only the purpose of luring prey in the warm, shallow, polluted water of the
Lyme, but also serves to call males’ attention to the females to facilitate
OFFENSE mating. The source of luminescence in this organ is a symbiotic species
Speed: 0 ft., swim 30 ft. of brine shrimp that lives in and along the Lyme and has an affinity for
Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature). Hit: the lantern lure organ of the Lyme angler. Through a complex chemical
2d4 + 4 piercing damage and the creature must make a reaction, the Lyme angler is able to agitate these brine shrimp and cause
successful DC 13 Con saving throw or contract brine misery them to illuminate its lure at will.
(see below). These diseased things of corruption and toxin are common in the Lyme.
They have fanged-filled mouths, and their bodies are riddled with sores,
STATISTICS infestations, and chemical burns — proof that there are places even they
Str 18 (+4), Dex 13 (+1), Con 16 (+3), cannot swim safely. One of the most notorious man-eaters of the river, the
Int 1 (-5), Wis 10 (+0), Cha 2 (-5) biggest Lyme anglers can reach lengths of more than 20 feet and weigh
Languages: None up to 5,000 pounds.
Senses: Darkvision 30 ft.
Copyright Notice
TRAITS Author Jeffrey Swank, based on material by Richard Pett.
Brine Misery: This infection is
an extremely sore, itchy, red
inflammation around the site
of the lyme angler bite. An
infected creature gains 1 level
of exhaustion immediately.
There is no other effect, but
the disease can be cured only
with a lesser restoration spell or
comparable magic.
Lantern Lure: A bioluminescent
lure dangles from the lyme angler’s
forehead, giving off dim light within
15 feet. Creatures within that distance
and able to see the light must make a
successful DC 13 Wis saving throw or
be charmed by the lyme angler. While
charmed this way, an air-breathing
creature won’t surface to take a fresh

36
The Tome of Blighted Horrors

Lyme Walrus
Thick folds of fleshy blubber encase this massive sea creature. Yet Spell-like Abilities: The Lyme walrus can use the following
despite its bestial appearance, its eyes reveal calculating intelligence, spell-like abilities, using Charisma as its casting ability (DC
and it holds itself upright with unusual dignity. The illusion of a man 13). The Lyme walrus needs only vocal components to use
would almost be convincing were it not for the long tusks that protrude these abilities.
from its whiskered mouth. At will: minor illusion
3/day each: disguise self, major image
Lyme Walrus ECOLOGY
XP 1,100 (CR 4) Environment: Coast
CN Large humanoid Organization: Solitary or team (1 Lyme walrus with 1–6
Initiative +0 scouts, spies, or master thieves)

DEFENSE A child of Between that has lived so long in the mundane lands that it
AC 12 (natural armor) has literally shed its Between skin, a Lyme walrus is disturbingly human.
hp: 93 (11d10 + 33) The human aspects have been absorbed by mingling with men in its own
Resistance: Cold damage; nonmagical weapons lands. The walrus delights in the manners and appetites of men and
feels itself to be at least partly human.
OFFENSE Named for Sister Lyme where these creatures were first
Speed: 20 ft., swim 40ft. encountered by the humanoid races of the mundane world,
Multiattack: Lyme walruses can be found in other locales though they
Melee Attack—Bite: +6 to hit (reach 5 ft.; one prefer to remain near a body of water to which they can
creature). Hit: 2d6 + 4 piercing damage. retreat and move with the most freedom if necessary. The
Lyme walrus often seeks out the company of people to
STATISTICS learn tales and stories from them and to indulge in their
Str 19 (+4), Dex 11 (+0), Con 17 (+3), appetites — particularly those of feasting. A Lyme walrus
Int 10 (+0), Wis 12 (+1), Cha 16 (+3) often wants only to hide itself in human lands, and eat.
Languages: Common In this regard, it is generally harmless. However,
Skills: Perception +3, Performance +7, Persuasion they are possessed with a strong acquisitiveness and
+5 insatiable appetites, and often find themselves in the
Senses: Darkvision 60 ft. company of those who use their fascinating story
ability as a distraction in order to perform darker
TRAITS acts undetected. The Lyme walrus is usually an
Fascinating Story: A Lyme walrus can ma- innocent in this regard, and sees all such acts
nipulate its guttural voice while weaving a as simply the ways of the humanoids of the
fascinating story. Creatures within 60 feet mundane world.
that can see and hear the Lyme walrus for The Lyme walrus’s thick layer of blubber
1 minute or longer must make successful serves as protection from both predators and
DC 13 Charisma saving throws or be cold. A typical Lyme walrus weighs 1 to 2
charmed and stunned for as long as tons and measures 10 feet in length with
the Lyme walrus continues speak- tusks up to 3 feet long.
ing. Combat and other severe
distractions prevent the Copyright Notice
ability from working. A Author Jeffrey Swank, based on material
creature that saves suc- by Richard Pett.
cessfully is immune to
Fascinating Story for
24 hours. Any po-
tential threat allows
a charmed crea-
ture to repeat
the saving throw,
ending the effect
on itself with a
success. Taking
damage breaks
the effect auto-
matically on the
injured creature.
A creature need
not understand
Common for this
ability to work; the power is in how
the Lyme walrus modulates the
sound of its voice, not in the
words it speaks.

37
The Blight: Richard Pett's Crooked City

Moon Angel
This thin, stretched creature has gangly, long limbs that bend in angels. While charmed this way, a creature’s speed is 0. A
unusual ways. Its skin is pale and sickly with its face shrunken in its creature that successfully saves is immune to the hypnotic
drooping, hairless head. Pointed ears rise high above the crown of its singing of all moon angels until the following sunrise. This
head, and its eyes are sunk deep beneath its brow like two bottomless effect lasts for as long as the moon angel continues singing
pits. Its toothless mouth hangs open, jaw slack, as it incessantly licks its and for 1 full round after it stops. A charmed creature is
withered lips. willing to accept a moon angel’s Drowning Kiss.

ECOLOGY
Moon Angel Environment: Sea
XP 1,800 (CR 5) Organization: Solitary or school (2-5)
NE Large fey
Initiative +4 Oftentimes folk who fall into the river, even in the relative shallows,
are never seen again even if help was close at hand. At such times, folk
DEFENSE who dwell near the riverside make the sign against the evil eye and blame
AC 14 the disappearance on hidden currents carrying the victim into the depths
hp: 97 (13d10 + 26) or the normal fauna that makes the Great Lyme a graveyard for hundreds
Saving Throws: Wis +3 of citizens of Castorhage every year. However, sometimes the cause of
Resistance: Nonmagical weapons the disappearance is more sinister than either of those. Sometimes it is the
Immunity: Cold, poison damage; disease, poison work of a moon angel.
The moon angel is a rare creature that lurks in the deepest, coldest
OFFENSE waters of the Lyme, fond of rising to the surface and quietly watching the
Speed: 30 ft., swim 30 ft. goings-on ashore, waiting for the unfortunate soul who loses his footing
Multiattack: The moon angel attacks twice with its claws. or is more drunk than careful and falls into the dark waters of the river.
Melee Attack—Claw: +7 to hit (reach 5 ft.; one creature). When it locates such a victim, it quickly moves to hypnotize him and draw
Hit: 2d6 + 4 slashing damage plus 1d8 cold damage, and him deeper into the waters where it can feed at its leisure.
the creature must make a successful DC 13 Con saving A creature of the coldest fathoms of the river where depth and pollution
throw or be paralyzed for 1 minute. A paralyzed creature block the sun, a moon angel cannot stay long near the warm surface while
repeats the saving throw at the end of its turn, ending the it waits for prey. It becomes uncomfortable from the heat and light, and
effect with a success. can even develop severe sunburns on its pale skin when remaining too
close to the surface for long. For this reason, the depredations of the
STATISTICS moon angels remain relatively rare. The occurrences do increase
Str 13 (+1), Dex 18 (+4), Con 15 (+2), in the winter months when a thin sheet of ice often covers the
Int 8 (-1), Wis 10 (+0), Cha 16 (+3) river’s edges, though they still love the daylight no better then
Languages: Aquan, Common, Deep than they do in summer.
Speech Occasionally on moonless nights, a moon angel may leave
Skills: Stealth +7 the river under the cover of darkness to hunt additional
Senses: Blindsight 30 ft., victims on land. At these times, such a creature tends to
darkvision 60 ft. clamber along the rooftops to find open windows
to take meat from within, with any household
TRAITS survivors the next morning describing only
Drowning Kiss: A dreams of a strange crooning song echoing
moon angel can flood the through their sleep. As with those who
lungs of a willing, sleeping, helpless, disappear into the river when a moon angel
or hypnotized creature by touching it pays a visit, the unfortunate soul that has
(traditionally by kissing the creature on the garnered its attention is never seen again.
lips). If the target cannot breathe It for these incidences that the twisted fey
water, it immediately begins suf- known as moon angels gain their name,
focating from drowning. A drown- though few if any folk have made a connection
ing creature makes a DC 13 Con between these nighttime disappearances and
saving throw at the end of its turn, those that occur more frequently in the river.
coughing up the water and ending the Extremely tall and awkwardly gangly, the
effect with a success. moon angel stands eight feet in height but weighs
Hypnotic Song: A moon angel’s song has the barely 250 lbs.
power to entrance those that hear it. All creatures
aside from other moon angels within 300 feet of a Copyright Notice
singing moon angle must make a successful DC Author Jeffrey Swank, based on material
14 Wis saving throw or be charmed by all moon by Richard Pett.

38
The Tome of Blighted Horrors

Naga, Blight
An exotically featured woman’s head tops this snakelike creature. inhabitants, early visitors from Between, or immigrants from
Its scales range in color from deep purple to black, with the a distant land is argued, but they have seemingly always
creature’s underside colored a lighter shade of violet. Ten been there. Most Blight nagas claim ancestry from the
arms protrude from the snake body’s flanks, though they exotic lands of Far Jaati and go so far as to learn that land’s
are spindly and frail in their musculature. language, though this has yet to be proven and is refuted
by some members of the Blight naga community who, in
fact, steadfastly deny this origin. The fact that members
Blight Naga of the race can move among the humanoid populace
XP 450 (CR 2) indistinguishably in humanoid form further lends
CN Large aberration to this confusion.
Initiative +1 Blight nagas relish the arts, including the
arcane arts. They have a propensity for
DEFENSE identifying magical items, as well as the skill
AC 14 (natural armor) and capriciousness to fabricate such items
hp: 65 (10d10 + 10) (or fake versions of them to foist upon the
Saving Throws: Dex +3, Con +3, Wis +0 unwary). Likewise, many a Blight naga has
Immunity: Poison damage; charm, poison coaxed or cajoled a fine piece of artwork or
rare magical item out of the hands of its owner,
OFFENSE augmenting their skills in such tasks with magic as
Speed: 30 ft. necessary. When rolled together, this means Blight nagas
Melee Attack—Bite: +3 to hit (reach 5 are sought out for the keen ability to identify and appraise
ft.; one creature). Hit: 1d6 + 1 piercing artwork and magical trinkets, yet held at arm’s length once the
damage plus 5d6 poison damage, or object is identified.
half poison damage with a successful Blight nagas are frailer than their more common cousins.
DC 11 Con saving throw. However, they make up for this frailty, at least in part, with
an odd evolutionary feature other types of nagas lack — arms.
STATISTICS While the arms of a Blight naga don’t have much in the way of
Str 8 (-1), Dex 12 (+1), Con 12 (+1), musculature, they are well suited to fine craftwork and the ability
Int 16 (+3), Wis 7 (-2), Cha 19 (+4) to wield magical items such as wands and staves.
Languages: Common, Deep Blight nagas delight in hiding in plain sight among the humanoids
Speech, Meeruwahn of the city, usually using their change shape ability to take the form of
Skills: Deception +6, Insight +2, Per- a humanoid female so as to mingle freely. Still, while using this ability
ception +0, Persuasion +6 they must be wary of the passage of time lest they find themselves
Senses: Darkvision 60 ft. transforming back to their natural state at an awkward moment.
A typical Blight naga is 12 feet long, resting on a coil of two-thirds
TRAITS of its body so that it stands only around 6 feet in height, and weighs 275
Change Shape (3/day): A Blight pounds on average.
naga can take the form of a human
as an action. Each transformation Copyright Notice
lasts 10 minutes. If the naga imperson- Author John Ling, based on
ates a specific person, it must make a material by Richard Pett.
Deception check when it meets people
who know the person being simulated.
Spell-like Abilities: The Blight naga can use the fol-
lowing spell-like abilities, using Charisma as
its casting ability (DC 14). The Blight
naga doesn’t need material
components to use these
abilities.
At will:
comprehend
languages,
detect magic
3/day each:
dispel magic,
identify, magic aura, suggestion
1/day: dominate person

ECOLOGY
Environment: Urban (the Blight)
Organization: Solitary, pair, or family (2–4 adults and
1–3 young)

Blight nagas are aesthetes and artists that as a race have existed in the
city for as long as anyone remembers. Whether they were indigenous

39
The Blight: Richard Pett's Crooked City

Night-Slug
The creature is roughly the size of a halfling. Its skin is a blotchy to even those who would otherwise find themselves at their mercy. There
gray color with a few sporadic tufts of muddy-brown hair. The scraps are examples, however, of individuals who have overcome this innate
of ragged clothes it wears are covered in filth, clearly not having been fearfulness and gone on to become highly proficient thieves and even
washed in weeks — if ever. Its arms are thin and elongated, hanging assassins, in some cases.
almost limp.
Night-Slug Characters
None are as naturally capable of the fine art of breaking and entering Night-slug player characters have the following racial traits.
as the night-slug. Fortunately for society, few are also as cowardly. Ability Score Increase. Your Dexterity score increases by 4, but your
Night-slugs maintain their existence simply by avoiding notice. They Intelligence is reduced by 2 and your Charisma is reduced by 4. No score
often reside in small crawlspaces or even the hollows between the outer can be raised above 20 or reduced below 3.
masonry and inner plaster and lathe of a house. Those who are not lucky Age. Night-slugs are able to survive on their own by age 3. By age 5,
enough to acquire such grand accommodations typically live in places that they’re considered adults, and they seldom live more than 30 years.
allow them to avoid notice — the city dump, a gable hanging over a small Alignment. Most night-slugs have no strong ethical convictions of any
alleyway, and so forth. kind. They survive by stealing, so they tend toward Chaos and Neutrality.
Night-slugs are capable of maneuvering their bodies through seemingly Size: Night-slugs are Small creatures. Because they’re so flexible and
impossible spaces. Their ligaments and tendons are exceptionally elastic, able to squeeze themselves into their surroundings, they make Stealth
allowing a night-slug to elongate its arms and legs, and in the process checks with tactical advantage.
pulling what muscle it has closer to its frame. In addition, night-slugs have Darkision: Night-slugs have darkvision (60 feet).
a “collapsible” skeleton; its bones are composed Sly Crawler: While prone, a night-slug has a Crawl speed of 20 feet,
primarily of cartilage, allowing the creature to and crawling doesn’t slow it down even in difficult terrain. A crawling
squeeze into incredibly small areas. night-slug doesn’t trigger opportunity attacks for movement.
A typical night-slug stands around 3-1/2 feet Slime Coat: The skin of a night-slug secretes a thin fluid resembling
tall and weighs 40 pounds. slimy perspiration that has a musty odor and leaves a stain on most fabrics.
This coating protects the night-slug against grappling; other creatures have
Night-Slug Society tactical disadvantage when trying to grapple a night-slug, and a night-slug
Night-slugs are scavengers living
on the fringes of other societies.
They prefer densely populated
urban areas for the increased
number of hiding places and
resources from which to
scrounge their needs. Most
night-slugs are loners because
of the limited resources available to them; mated
couples rarely stay together beyond the birth of a
brood of whimps (as their young are called), and
mothers generally abandon their young as soon
as they reach maturity after 3 years.
While most humanoids despise night-
slugs and find their presence loathsome,
few actually fear the creatures. More than
one urban goodwife has walked into a
room of her house at night to find a night-
slug crouched in the corner chewing on
a lace table runner and staining the rug
with its noxious skin secretions. While
the typical reaction certainly includes
a scream, rather than flight it just as
often concludes with her grabbing a
broom and chasing the creature until
it manages to squeeze back through a
crack in the baseboards to the safety
of the inner walls. In some cities
plagued by these creatures,
there is an entire industry
for exterminators
hired to enter
homes and
buildings
to clear out
night-slug
infestations.
Unlike their skulk
cousins, who possess a
more violent bent, night-slugs are inherently cowardly and rarely a threat

40
The Tome of Blighted Horrors
has tactical advantage on its attempts to escape from grappling. It also Skills: Sleight-of-hand +6, Stealth +6
makes night-slugs easy to track; Survival checks to follow a night-slug’s Senses: Darkvision 60 ft.
trail across any type of terrain are made with tactical advantage.
Compression: Night-slugs can move through spaces one size category TRAITS
smaller than themselves without squeezing, and they can squeeze through Compression: The night-slug can move through spaces one
openings two size categories smaller. size category smaller than itself without squeezing, and it
Languages: Night-slugs begin play speaking Common. can squeeze through openings two size categories smaller.
Slime Coat: Other creatures have tactical disadvantage
when trying to grapple a night-slug, and the night-slug has
Night-Slug Burglar tactical advantage on attempts to escape from grapples.
XP 100 (CR 1/2) Survival checks to follow a night-slug’s trail across any type
N Small humanoid of terrain are made with tactical advantage.
Initiative +4 Sly Crawler: Crawling doesn’t slow down a night-slug, even
in difficult terrain. A crawling night-slug doesn’t trigger op-
DEFENSE portunity attacks for movement.
AC 14 Sneak Atttack: A night-slug burglar’s dagger attack does an
hp: 11 (2d6 + 4) extra 1d6 piercing damage if the night-slug has tactical ad-
vantage on the attack or if another night-slug is within 5 feet
OFFENSE of the target and able to attack.
Speed: 25 ft., crawl 20 ft. Thief: The night-slug burglar has proficiency with thief’s tools
Melee Attack—Dagger: +6 to hit (reach 5 ft.; one creature). and is never without them.
Hit: 1d4 + 4 piercing damage.
Ranged Attack—Dagger: +6 to hit (range 20 ft./60 ft.; one ECOLOGY
creature). Hit: 1d4 + 4 piercing damage. Environment: Urban
Organization: Solitary, pair, or gang (3–6)
STATISTICS
Str 10 (+0), Dex 19 (+4), Con 14 (+2), Copyright Notice
Int 8 (-1), Wis 13 (+1), Cha 6 (-2) Author John Ling, based on material by Richard Pett.
Languages: Common

41
The Blight: Richard Pett's Crooked City

Primate, Blight
Two different species of primate call the streets and rooftops of the city the disease’s characteristic rash spreads across its body,
of Castrohage home. Whether they were once truly wild animals or not eventually infiltrating the ape’s respiratory system. If a Blight
is unknown, but what is known is that, whether through the corruption ape sustains ability damage in excess of an ability score as
or the sophistication of the city, each has developed very differently into a result of the disease, it dies as it slowly suffocates due to its
something else. compromised airways and lungs.

ECOLOGY
Blight Ape Environment: Urban (the Blight)
Organization: Solitary
This creature looks like a strange caricature of a gorilla. Standing
barely 4 feet tall, it superficially resembles a tawny-colored version of It is speculated that Blight apes probably originated as some species
that animal save for its height. However, the resemblances end there. of Libynosi ape transported en masse over the years to Castorhage to
Rather than the look and posture of an animal, the creature carries itself serve in assorted menageries of the well-to-do, circuses for the common
with a sense of dignity. It stands straight (or as straight as possible for a folk, and as game animals in the hunting preserves of the truly decadent.
creature whose knuckles drag the ground), and it wears a formal black Whatever type of ape they are descended from is unknown because no
vest. Its simian face is carefully composed, with its eyes bearing the look further specimens have been found in recent centuries, and they are
of long-suffering patience of a professional manservant. presumed to be extinct in their natural habitat due to hunting as well as the
wholesale capture and exportation of them. Over the years, their numbers
Blight Ape proliferated in the city of Castorhage, and they took readily to the ways of
their captors, literally aping their mannerisms and habits. At some point in
XP 25 (CR 1/8) the last century, bored nobles who had long ago taken to dressing them in
LN Small monstrosity finery in mockery of their near-human appearance realized that the Blight
Initiative +3 apes were no longer simply mimicking their human masters, they
were in fact carrying out their own activities in the same manner
DEFENSE as the humans around them. They had evolved into an entirely
AC 13 new species, no longer truly animals.
hp: 26 (4d6 + 12) With the realization of the evolution of the Blight ape
Saving Throws: Int +0, Wis +4, Cha +4 came the discovery that they were both intelligent
Immunity: charm, fright (if not truly smart) but also of an extremely
lawful and peaceful nature. Likewise,
OFFENSE though they can understand the
Speed: 20 ft., climb 20 ft. Common tongue well enough,
Melee Attack—Slam: +5 they never developed the
to hit (reach 5 ft.; one ability to use language of their
creature). Hit: 1d4 own beyond a few simple
+ 3 bludgeoning grunts and hand motions.
damage. It soon became in vogue
to keep the creatures as
STATISTICS scullions and servants,
Str 13 (+1), Dex 17 which developed over time
(+3), Con 12 (+1), into actually hiring them
Int 6 (-2), Wis 14 into trusted positions as
(+2), Cha 10 (+0) butlers and governesses
Languages: with a known penchant for
Understands keeping their mouths shut
Common but can’t about any internal secrets
speak they might learn. By
Skills: Insight +4, Per- whim of Castorhage law,
ception +4 Blight apes receive the
Senses: Darkvision same wage as any other
60 ft. hireling in their position
and are now often
TRAITS seen as actual family
Blight Monkey members by some of the
Mange more benevolent folk of
Vulnerability: Blight apes the city. However, there
are especially susceptible are far more Blight
to the mange carried apes than there are
by Blight monkeys. staff positions in well-
A Blight ape makes to-do households, so
saving throws against most Blight apes find
the disease with tactical themselves relegated
disadvantage. If a Blight to menial jobs and poor
ape contracts Blight treatment. Most are
monkey mange, it loses actually employed by
great patches of its fur as
42
The Tome of Blighted Horrors
the city, since few businesses choose to hire a Blight ape over a human or time it completes a long rest. On a failure, the creature’s
other humanoid race if they’re going to have to pay the same rate anyway, Dexterity score is reduced by 1d2 and its Constitution score
but there are some exceptions — particularly for jobs where a combination is reduced by 1. The disease ends when the creature’s
of extreme loyalty and extreme discretion are desirable. Con saving throw succeeds two days in a row or when it
Blight apes despise Blight monkeys with a passion, and the little cretins receives a lesser restoration or comparable magic. Once
are one of the few things that can truly rouse a Blight ape to anger. Some the disease ends, the creature’s ability scores recover at a
of the Blight apes hired by the city are actually armed for the purpose of similar rate.
hunting down and exterminating nests of Blight monkeys among the city
rooftops, an occupation which they pursue with relish. For their part, Blight ECOLOGY
monkeys enjoy humiliating and even killing a Blight ape whenever possible. Environment: Urban (the Blight)
Organization: Solitary, pair, band (3–9), or troop (10–40)

Blight Monkey Like Blight apes, these little beasts are believed to have originated
in distant Libynos and were originally brought to Casterhage as part of
This dark-furred monkey has slightly lighter fur around its face and menageries, but unlike the apes no one wanted to continue importing
chest, but all of it is matted with reeking filth. It hangs by its prehensile the creatures after their nasty disposition was discovered. Somehow, it
tail as it prepares to throw a handful of the filth that it wears so seems, they just kept creeping unseen onto ships in Libynosi ports and
copiously. disembarking upon reaching the city. There was a time when seeing
dozens of the things scampering across yardarms and hawser lines to reach
Blight Monkey the docks from ships newly arrived from the East was a common sight.
When the true extent of their colonization of Castorhage was realized and
XP 25 (CR 1/8) their disease-ridden nature fully grasped, the city took steps to curtail this
CE Tiny monstrosity mass immigration. However, despite its best efforts the city’s efforts were
Initiative +4 far too late, and now thousands, if not tens of thousands, of the creatures
clamber unseen — though certainly not unheard — across the city’s maze
DEFENSE of rooftops.
AC 14 Something about the city’s influence appears to have corrupted the
hp: 5 (2d4) creatures and changed them from previously mischievous and unruly
Immunity: Fright animals to actual beasts with just enough intelligence to have a taste for
cruelty and a strong penchant for chaos. Despite their nimbleness and
OFFENSE glimmerings of intelligence, all attempts by folk to domesticate them
Speed: 20 ft., climb 30 ft. and spellcasters to take them as familiars have failed as they invariably
Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature). Hit: turn against their would-be masters at the first chance. They routinely
1d3 + 4 piercing damage, and the creature must make a destroy books and valuables, and attack family pets. Their habit of biting
successful DC 10 Con saving throw or contract Blight mon- off the fingers and toes of humanoid infants sleeping in their cribs has
key mange (see below). earned them the eternal ire of Blight apes everywhere who always attack
Ranged Attack—Excrement: +6 to hit (range 10 ft./30 ft.; them on sight. Blight monkeys share this animosity, going out of their
one creature). Hit: the creature must make a successful DC way to ambush or abuse Blight apes at every opportunity even flinging
10 Con saving throw or contract Blight monkey mange (see themselves into suicidal attacks in their attempts to bring harm to the apes.
below). They are truly fearless in their stupefying anarchy and attack a creature
Area Attack—Enraged Screech: The Blight monkey emits much larger than themselves, using their grating screech to summon more
a harsh screech. Creatures within 30 feet that hear the of their kind to join in the attack. It is fortunate for the city that Blight
screech must make a successful DC 10 Wis saving throw monkeys appear to be a favored prey of gable spiders and festering Lyme
or be frightened until the end of its next turn. Once a rats, because otherwise the fecund beasts would likely plague the city to
creature makes a successful saving throw, it’s immune to the an even greater degree.
screeching of Blight monkeys for 24 hours. All Blight monkeys are a carrier of a disease that is transmitted through
their bite and through contact with their excrement. This disease causes
STATISTICS the disgusting monkeys to lose patches of fur in clumps, but otherwise
Str 6 (-2), 18 Dex (+4), Con 10 (+0), appears to cause them no harm. To others infected with Blight monkey
Int 3 (-4), Wis 10 (+0), 6 Cha (-2) mange, it causes a red, scaly rash in the crooks of elbows and knees and in
Languages: None the armpits. The rash is itchy and raw, causing pain and limiting movement
Skills: Perception +2, Stealth +6 until it clears up. Blight apes are known to be particularly susceptible to
Senses: Darkvision 60 ft. the ravages of this disease (see Blight ape).
TRAITS Copyright Notice
Blight Monkey Mange: A creature infected with this disease Author Greg A. Vaughan, based on material by Richard Pett.
must make a successful DC 10 Con saving throw every

43
The Blight: Richard Pett's Crooked City

Protyugh
The creature is a horrible mix of otyugh and … something. It has the creature is blinded and restrained. It takes 1d6 bludgeoning
basic tripod shape of an otyugh with its fanged maw on the side of its damage plus 1d8 acid damage automatically at the start
central body, but instead of a tentacle and an eyestalk, it has an arcing of each of the protyugh’s turns. One Large, two Medium, or
tail with thick spikes down its entire length. In addition, two arms ending four Small creatures can be inside the protyugh at one time,
in wicked claws emerge from the mouth of the beast to grope at whatever thanks to its unstable form. A swallowed creature is unaf-
it can make its next meal. fected by anything happening outside the protyugh or by
attacks from outside it. A swallowed creature can get out of
the protyugh by using 5 feet of movement, but only after the
Protyugh protyugh is dead.
XP 2,900 (CR 7) ECOLOGY
CN Large aberration Environment: Underground (the Blight)
Initiative +1 Organization: Solitary

DEFENSE Aberrations are notoriously difficult for physicians to use in experiments,


AC 15 (natural armor) but their discovery of the unique chaos properties of proteans and the
hp: 140 (14d10 + 70) ever-endurable pliability for which otyughs are known within their ranks
Saving Throws: Con +8, Cha +1 proved to be the key to finally crafting a mortal-aberration cross. The
Resistance: Lightning damage resulting protyugh, an otyugh with an infusion of naunet protean, has bred
Immunity: Acid, disease; any effect that would alter the true and become an extremely interesting experiment, even if its utility
protyugh’s form is limited by the randomness that is inherent to its very nature. Even
the feasibility of using otyugh as guard beasts in sewers and abattoirs is
OFFENSE somewhat lost since the protyugh gained none of the naunet’s intellect
Speed: 30 ft. but also lost the otyugh’s territorial instincts. A protyugh is just as likely
Multiattack: The protyugh attacks once with its tail and once to wander away as to establish a lair in any given location. Despite these
with its claws. setbacks, the physicians still consider its existence to be one
Melee Attack—Tail: +6 to hit (reach 10 ft.; one crea- of their greatest successes and continually seek ways to
ture). Hit: 2d8 + 3 bludgeoning damage, and the further enhance the species.
creature must make a successful DC 16 Wis saving Like otyughs, protyughs are primarily offal eaters.
throw or be confused (per the confusion spell) However, unlike otyughs, their palate is even less
until the end of its next turn. Chaotically-aligned refined, causing them to try to ingest anything
creatures have tactical advantage on this saving from garbage and corpses to former allies and even
throw. furniture and large pieces of masonry. The result is
Melee Attack—Claws: +6 to that protyughs manage to keep few allies (most either
hit (reach 5 ft.; one creature). flee or are eventually eaten), and they are continually
Hit: 2d10 + 3 slashing regurgitating previous meals because of the inedible
damage, and the nature of so much that is placed in their maws. Certain
creature must make scavengers have learned that if one is cautious enough,
a successful DC 14 it is often beneficial to follow behind a protyugh and
Str saving throw or search through its regurgitated past meals because
be grappled (escape there are often items of value that it has ingested
DC 13). and then left carelessly behind after they proved to
be indigestible.
STATISTICS
Str 17 (+3), Dex 12 (+1), Copyright Notice
Con 20 (+5), Int 6 (-2), Author Greg A. Vaughan, based on material
Wis 13 (+1), Cha 6 (-2) by Richard Pett.
Languages: Otyugh; un-
derstands Common but
can’t speak it
Skills: Perception +4
Senses: Blindsight 30 ft., darkvision
60 ft.

TRAITS
Magical Attacks: A protyugh’s
attacks count as magical.
Regeneration: If the protyugh
has at least 1 hit point at the start
of its turn, it heals 5 hit points.
Swallow: If a protyugh starts its
turn with a creature grappled in its
claws, it immediately makes a claws
attack as a bonus action. If the attack
hits, the creature takes 3d6 slashing
damage and is swallowed. A swallowed

44
The Tome of Blighted Horrors

Rat, Festering Lyme


This revolting, diseased-looking rat is the size of a small dog. It is within 5 feet of a festering Lyme rat and can see it must
covered in lice that visibly swarm in its filthy, matted fur. make a successful DC 11 Wis saving throw or have tactical
disadvantage on attack rolls and ability checks until the end
of its turn, as it imagines thousands of bugs crawling over it.
Festering Lyme Rat A successful save leaves a creature immune to Delusional
XP 50 (CR 1/4) Infestation for 24 hours.
Unaligned Small monstrosity Filth Fever: A creature with filth fever becomes sick 1d4 days
Initiative + after being infected. At that time, the creature gains 1 level
of exhaustion. It also regains only half the usual number of hit
DEFENSE points from spending Hit Dice and no hit points from resting.
AC 12 Once symptoms appear, the infected creature must make
hp: 9 (2d6 + 2) a DC 11 Con saving throw after every long rest. If it fails, the
Resistance: Acid damage creature gains 1 level of exhaustion; if it succeeds, the crea-
Immunity: Disease ture loses 1 level of exhaustion. The disease is cured when
the creature has no exhaustion.
OFFENSE Pack Attack: The festering Lyme rat has tactical advantage
Speed: 30 ft. on its attack roll if the target is within 5 feet of another Lyme
Melee Attack—Bite: +4 to hit (reach 5 ft.; one creature). Hit: rat or giant rat that’s able to attack.
1d4 + 2 piercing damage, and the creature must make a
successful DC 11 Con saving throw or be infected with filth ECOLOGY
fever (see below). Environment: Urban (the Blight)
Organization: Solitary or pack (2–20)
STATISTICS
Str 8 (-1), Dex 14 (+2), Con 12 (+1), Festering Lyme rats inhabit the sewers, canals, and subterranean
Int 2 -4), Wis 10 (+1), Cha 4 (-3) waterways of the blighted city of Castorhage. Similar in appearance
Languages: None to giant rats, the Lyme rat, possibly through the Blight’s proximity
Senses: Darkvision 60 ft. to Between, can affect those who see it with a momentary delusion of
parasitic infestation.
TRAITS
Delusional Infestation: Copyright Notice
A creature that Author Alistair Rigg, based on material by
starts its turn Richard Pett.

45
The Blight: Richard Pett's Crooked City

Rat, Giant Rat of Shabbis


This black-furred rat is the size of a bear. It has a long, hairless tail, riches of the central lands of Libynos without interference by a major
and its oversized jaws are crammed with yellow fangs pitted with decay local power such as Khemit or Alcaldar, and has long proved a tempting
and tangled with strands of hair and filth caught between them. destination for traders seeking to make a quick fortune on a risky venture.
The fact that it is also known as a haven of unimaginable disease only
adds to the allure of those adventure-seekers who would risk all at one roll
Giant Rat of Shabbis
XP 1,100 (CR 4)
Unaligned Large monstrosity
Initiative +0

DEFENSE
AC 14 (natural armor)
hp: 102 (12d10 + 36)
Immunity: Acid damage; disease
Vulnerability: Cold damage

OFFENSE
Speed: 40 ft., climb 30 ft., swim 30 ft.
Multiattack: The giant rat of Shabbis bites once and makes
one claws attack.
Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature). Hit:
1d8 + 4 piercing damage, and a creature must make a suc-
cessful DC 13 Con saving throw or be infected with Shabbi-
sian plague (see sidebox).
Melee Attack—Claws: +6 to hit (reach 5 ft.; one creature).
Hit: 3d6 + 4 slashing damage. If the giant rat is in wererage,
the target creature must also make a successful DC
13 Con saving throw or be infected by wererat
lycanthropy.

STATISTICS
Str 19 (+4), Dex 11 (+0), Con 17 (+3),
Int 3 (-4), Wis 13 (+1), Cha 6 (-2)
Languages: None
Skills: Perception +3
Senses: Darkvision 60 ft.

TRAITS
Wererage: When a giant rat of
Shabbis is reduced to half or
fewer of its starting hit points, it
immediately enters wererage (no
action required) lasting 1 minute.
The giant rat gains a +2 bonus on
attack rolls and damage rolls, it
gains resistance to damage from
nonmagical weapons, and its Armor
Class drops by 2. In addition, creatures
damaged by the giant rat’s claw attacks
must make a successful DC 13 Con
saving throw or be infected by
wererat lycanthropy.

ECOLOGY
Environment: Urban (the
Blight)
Organization: Solitary

Fabled Shabbis-Beyond-The-
Sea, the Green City of Jasper, is said
to be the home of a thousand wonders and feared as
the source of a thousand plagues. Shabbis, recognized by many yet
known to few, is a port of distant Libynos, whose wharves lie among
malarial swamps and whose ships ply the tepid coastal waters of the
Boiling Sea. Shabbis provides a direct, unrestricted route to access the

46
The Tome of Blighted Horrors
of the dice. Because of its extremely remote location, few states of Akados
have managed to successfully establish trade with this distant cornucopia,
which is all well and good, because those few who do inevitably receive
an unwanted visit by the hideous Shabbisian Plague.
Disease: Shabbisian Plague
The equally fabled Giant Rat of Shabbis is, mercifully, a rare visitor Victims of Shabbisian Plague begin experiencing symptoms 3d4
to the city of Castorhage. Many argue whether there is a single Giant hours after being bitten by the carrier, whether it be a rat or some
Rat that populates all of their tales or whether it is an entire species of tiny insect such as a flea or mosquito. Its victims experience high
gargantuan rats from that distant land. Though the latter is likely the truth, fever and suffer teeth-rattling chills while at the same time their
thankfully their appearance is rare to the point that there has never been muscles spasm painfully and tendons tighten, causing limbs to draw
more than one seen at a time. It is thought that if a true species, the giant up into an almost fetal position. In addition, the victim develops
rat must not be so large in its distant homeland or it would have long ago a purplish rash on cheeks, forehead, neck, armpits, and groin that
either decimated the human population or been hunted to extinction. Most eventually blisters and breaks open, causing oozing wounds that
proponents of the “rat species” theory assume that some quality of either a leave scars and can lead to further serious infections. Those that
shipborne voyage to or taking up residence in western lands that somehow recover from the plague usually bear discolored scars from this rash
agrees with their foreign physiology causes them to thrive to the point that as a memento, and frequently move with an uneven gait or have a
they grow to such prodigious size. Those more in the know whisper one slightly twisted arm caused by permanent tendon damage.
word to account for their theory of unnatural growth: “Between ...” The victim’s Dexterity is reduced by 1d4 and Charisma is
Despite its size, a Giant Rat of Shabbis is able to squeeze into tiny reduced by 1d2 when the symptoms kick in. The victim must make
spaces and is therefore found in the same sorts of places as other rats: a successful DC 15 Con saving throw after completing each long
sewers, disused subterranean structures and caverns, and in the holds and rest or lose another 1d4 Dexterity and 1d2 Charisma. The disease
bilges of ships from where it swims to enter new ports. They are greatly ends if the character’s Con saving throw succeeds two days in a row.
feared as they are known to spread plague and the curse of lycanthropy, After a victim recovers from Shabbisian plague, the disease
even though they are not lycanthropes themselves. This strange fact has comes back 2d4 days later unless a successful DC 10 Con saving
led some scholars to speculate that the Giant Rat of Shabbis may be the throw is made at that time. Subsequent bouts are identical to the
original source of wererat lycanthropy. Whatever the case, those who first bout, except the DC for daily Con saves is 10. The disease
succumb seem to become only hybrids of dire rats or festering Lyme rats, always recurs 2d4 days after recovery until the initial DC 10 Con
and not of a Giant Rat of Shabbis itself. saving throw succeeds and staves it off permanently, or it’s cured
Shabbisian Plague has long been a scourge of the city-states of the with lesser restoration or comparable magic.
Boiling Sea so that most have enforced a trade embargo of the Libynosi
nations against the Green City of Jasper. This is primarily enforced by the
Kingdom of Khemit by land and the Empire of Alcaldar by sea. This has,
in turn, resulted in even greater access to ships of Akados for the trade-
hungry merchant lords of Shabbis who, as said traders, likewise risk the
life and limb of all to enrich themselves and their houses.
The teeming swarms of rats and foul insects that infest the tidal swamps
and dismal slums of Shabbis are known to be carriers of Shabbisian
Plague, but prove incredibly difficult to root out or eradicate from
ships that make port in the Green City. The priesthood of the deity Bast
conducts an ongoing, almost crusadelike, campaign against the folk of
that city who travel abroad, and their multitude of feline minions have
done more to stem the tide of plague in locations as far away as Bard’s
Gate than any other measures ever taken. But even they at best can only
keep the omnipresent threat of plague in Castorhage temporarily at bay,
as it waits for just a moment of lassitude to unleash its foul effects upon
the unsuspecting populace. For their part, the merchant lords of Shabbis
see the waves of plague that sweep through the overflowing shanty towns
within their city as a sort of urban renewal. What the royal family of
Castorhage thinks of such events remains speculative at best, but it is
unlikely to be far from a similar mindset.

Copyright Notice
Author Alistair Rigg, based on material by Richard Pett.

47
The Blight: Richard Pett's Crooked City

Satyrmouther
This hairless, gray-skinned man with goatlike legs and horns like a and bullying; it disdains charm and diplomatic persuasion. And unlike a
ram’s is covered in a mass of staring eyes and countless, fanged maws gibbering mouther, it’s a being of insidious intellect whose mouths sing
that yammer ceaselessly. and manipulate rather than simply inducing temporary insanity.

Copyright Notice
Satyrmouther Author Alistair Rigg, based on material by Richard Pett.
XP 700 (CR 3)
CE Medium aberration
Initiative +1

DEFENSE
AC 12
hp: 71 (11d8 + 22)
Saving Throws: Dex +4, Con +5, Wis +3
Resistance: Nonmagical weapons

OFFENSE
Speed: 40 ft.
Multiattack: The satyrmouther makes two attacks, each of
which must be different, all while singing its Suasive Song.
Melee Attack—Shortsword: +4 to hit (reach 5 ft.; one crea-
ture). Hit: 1d6 + 2 piercing damage.
Melee Attack—Head-butt: +4 to hit (reach 5 ft.; one crea-
ture). Hit: 2d4 + 2 bludgeoning damage.
Ranged Attack—Shortbow: +4 to hit (range 80 ft./320 ft.; one
creature). Hit: 1d6 + 2 piercing damage.
Ranged Attack—Spittle (recharge 5-6): automatic hit
(range 30 ft.; one creature). Hit: the creature must make a
successful DC 13 Con saving throw or be blinded for 1d4
rounds.

STATISTICS
Str 11 (+0), Dex 14 (+2), Con 14 (+2),
Int 10 (+0), Wis 10 (+0), Cha 16 (+3)
Languages: Common, Deep Speech, Sylvan
Skills: Deception +5, Perception +3, Performance +5,
Persuasion +5
Senses: Darkvision 60 ft.

TRAITS
Magic Resistance: The satyrmouther has tactical advan-
tage on saves against magic.
Ravenous Embrace: At the start of the satyrmouther’s turn, a
creature that is grappling the satyrmouther or is grappled by
it takes 2d4 piercing damage plus 2d6 necrotic damage.
Suasive Song: A satyrmouther can sing a cacophony of
maddening sound (no action required). All creatures other
than aberrations within 60 feet that hear the song must
make a DC 13 Wis saving throw. For each creature that
fails, roll 1d4 to determine the effect: 1 = confusion (per
the spell), 2 = incapacitated (by despair), 3 = unconscious,
4 = frightened. An affected creature repeats the saving
throw at the end of its turn, ending the effect on itself with a
success. The effect ends automatically if the satyrmouther
stops, or is prevented from, singing. A creature that saves
successfully is immune to the Suasive Song of satyrmouthers
for 24 hours.

ECOLOGY
Environment: Underground (the Blight)
Organization: Solitary

The satyrmouther is a strange and rare mix of aberration and fey.


It sings songs that madden, sadden, lull, and terrify. Unlike a satyr,
the creature is interested only in fostering negative emotions, lying,

48
The Tome of Blighted Horrors

Skulking Manticore (Mulk)


No larger than a mountain lion, this dusky gray, leonine creature slinks The successful infusion of the chameleonlike abilities of a skulk into
through the shadows, its humanlike head set in a scowl of concentration, a line of manticores has proven to be a useful and popular experiment in
its batlike wings folded neatly against its flanks. It holds its tail aloft, and Castorhage. The resulting breed is smaller than a typical manticore and
the tip of it gleams with the dull glint of unpolished iron. much more discreet in its presence. The inherent cowardliness of skulks
seems to also have had an effect, removing much of the wildness found in
manticores and making then much more biddable and useful as guardian
Skulking Manticore beasts but without making them craven or too skittish to fight off intruders
XP 1,800 (CR 5) if needed. Oftentimes owners have them broken (see the Broken Creature
LE Medium monstrosity template in Appendix B) to ensure their docility toward their masters.
Initiative +4 A skulking manticore has a featureless gray hide that is able to adopt the
color of its surroundings like a chameleon. A typical skulking manticore is
DEFENSE 4 feet long and weighs 120 pounds.
AC 15 (natural armor)
hp: 102 (12d10 + 36) Copyright Notice
Saving Throws: Wis +4, Cha +2 Author Greg A. Vaughan, based on material by Richard Pett.

OFFENSE
Speed: 30 ft., fly 50 ft.
Multiattack: The skulking manticore attacks three times,
either biting once and clawing twice, or using its tail
spikes three times.
Melee Attack—Bite: +6 to hit (reach 5 ft.; one
creature). Hit: 1d10 + 3 piercing damage.
Melee Attack—Claw: +6 to hit (reach 5 ft.; one
creature). Hit: 1d8 + 3 slashing damage.
Ranged Attack—Tail Spike: +7 to hit (range
100 ft./200 ft.; one creature). Hit: 1d10 + 4
piercing damage.

STATISTICS
Str 16 (+3), Dex 19 (+4), Con 16 (+3),
Int 7 (-2), Wis 12 (+1), Cha 6 (-2)
Languages: Common
Skills: Stealth +7
Senses: Darkvision 60 ft.

TRAITS
Chameleon Blend: A skulking man-
ticore can Hide as a bonus action
at the end of its turn, if it’s lightly
obscured. It always has tactical
advantage on Stealth checks and
initiative rolls.
Untrackable: Any creature trying
to follow a skulking manticore
through forest or underground
territory has tactical
disadvantage on skill checks
for trailing or tracking.

ECOLOGY
Environment: Non-arctic land, urban (the
Blight)
Organization: Solitary

49
The Blight: Richard Pett's Crooked City

Slithering Bulette
The massive creature has four legs thick as a tree trunk and the vague an engulfed creature. Creatures that blunder into an
suggestion of armored plates over its head and back. A great, toothless unseen slithering bulette are surprised.
maw opens at the front of its head. Its back plate rises up between its
shoulders into a finlike dorsal hump. Even stranger, however, the entire ECOLOGY
creature appears to be composed entirely of some transparent gelatinous Environment: Underground (the Blight)
substance that has difficulty holding its form. Organization: Solitary

The slithering bulette is a great oddity among the work of the physicians
Slithering Bulette in that while it appears to have the form of one creature — a bulette, to
XP 2,300 (CR 6) be precise — it is entirely composed of the oozelike proto-matter of the
Unaligned Huge monstrosity slithering tracker and the gelatinous cube. Somehow, the strange creature
Initiative +0 combines the most dangerous qualities of both creature types.
The creature’s preferred attack is to overrun and engulf opponents into
DEFENSE its body to drain their plasma and dissolve their matter. It then continues
AC 15 (natural armor) fighting with its ferocious bite while any creature trapped within is carried
hp: 103 (9d12 + 45) along for the ride as it fights. The slithering bulette continues to favor this
Immunity: Psychic damage; blindness, exhaustion, fright, tactic as long as it is able and is generally too dumb to retreat from a battle.
paralysis, poison, prone, stun However, if it sustains more than 50 points of damage in a single attack,
the dim intellect that drives it kicks in and it tries to retreat.
OFFENSE Though a slithering bulette retains the tremorsense of a bulette, it does
Speed: 30 ft. not possess its burrowing ability. If it retreats, there is a 20% chance that a
Melee Attack—Bite: +8 to hit (reach 5 ft.; one creature). slithering bulette spends a full round unsuccessfully trying to burrow into
Hit: 5d12 + 5 piercing damage, and a creature must make whatever is under it. After a round of fruitless effort, the slithering bulette
a successful DC 16 Con saving throw or be paralyzed for 1 realizes its error and makes a run for it.
minute. A paralyzed creature repeats the saving throw at If an opponent escapes from a battle, leaving a slithering bulette
the end of its turn, ending the effect with a success. victorious, the creature’s instinct to track takes over and for the next 1d4
days it attempts to follow the trail of the escaped opponent to finish the kill.
STATISTICS
Str 21 (+5), Dex 10 (+0), Con 20 (+5), Copyright Notice
Int 5 (-3), Wis 9 (-1), Cha 2 (-4) Author Greg A. Vaughan, based on material by Richard Pett.
Languages: Undercommon
Skills: Perception +5
Senses: Darkvision 60 ft., tremorsense 60 ft.

TRAITS
Amorphous: A slithering bulette can move through gaps as
small as 4 square feet without penalty.
Engulf: As an action, the slithering bulette moves up to its
full speed. It can enter spaces occupied by Large or smaller
creatures as it moves. If the creature whose space is being
entered makes a successful DC 16 Dex saving throw, the
creature moves safely out of the slithering bulette’s path.
If the saving throw fails, the creature is engulfed: it takes
2d6 acid damage immediately, is restrained, can’t
breathe, and takes 4d6 acid damage at the start of
each of the slithering bulette’s turns. An engulfed
creature can use an action on its turn to try to
escape from the slithering bulette; the creature
escapes if it makes a successful DC 15 Str check.
A creature adjacent to the slithering bulette
can use an action to try to pull one engulfed
creature free. The rescue succeeds if the
creature makes a successful DC 15 Str check,
and the creature making the check takes
2d6 acid damage whether it succeeds or
fails. A slithering bulette can engulf two Large
creatures, four Medium creatures, or 16 Small
creatures in any combination.
Sealed Mind: Even though a slithering bulette is
intelligent, it’s immune to mind-affecting effects such as
charms, domination, illusions, and phantasms.
Transparent: Because of its lack of coloration, a
motionless slithering bulette can be spotted only with a
successful DC 15 Wis (Perception) check. The creature
is spotted automatically if it moves, attacks, or contains

50
The Tome of Blighted Horrors

Slithering Tangle
A sinister serpentine tangle of rotting vines ends in an approximation
of a humanoid head, its maw lined with slime-dripping thorns.

Slithering Tangle
XP 3,900 (CR 8)
CE Large plant
Initiative +0

DEFENSE
AC 16 (natural armor)
hp: 136 (14d10 + 56)
Saving Throws: Dex +3, Wis +4
Resistance: Fire damage
Immunity: Lightning, psychic damage; charm,
fright, prone, stun, unconsciousness

OFFENSE
Speed: 30 ft., swim 20 ft.
Multiattack: Because the slithering tangle needs
only somatic components to cast spells and it
has hundreds of shoots, it can bite and cast a
spell on the same turn.
Melee Attack—Bite: +7 to hit (reach 5 ft.; one
creature). Hit: 2d6 + 4 piercing damage plus 2d8
poison damage, and the creature must make a
successful DC 15 Str saving throw or be grappled
(escape DC 14). A slithering tangle can have up
to two Medium or smaller creatures grappled
at one time. Maintaining grapples doesn’t inter-
fere with the slithering tangle’s ability to bite or
cast spells.
Area Attack—Fascinating Cloud (1/day): The
slithering tangle emits a transparent cloud of
pollen as a bonus action. Breathing creatures
within 20 feet of the slithering tangle must make
a successful DC 15 Cha saving throw or be charmed
for as long as the creature remains in the cloud, which
lasts 5 rounds unless dispersed sooner by wind. A
charmed creature that’s not in the cloud repeats the saving
throw at the end of its turn, ending the effect on itself with a
success.

STATISTICS
Str 19 (+4), Dex 11 (+0), Con 18 (+4), suggestion
Int 11 (+0), Wis 13 (+1), Cha 18 (+4) 3rd level (x2): lightning bolt, stinking cloud
Languages: Common
Skills: ECOLOGY
Senses: Darkvision 60 ft. Environment: Swamp, underground (the Blight)
Organization: Solitary or nest (2–4)
TRAITS
Constrict: A grappled creature takes 1d8 + 4 bludgeoning Slithering tangles appear to be snakelike tangles of rotting vegetation,
damage at the start of the slithering tangle’s turn. but like shambling mounds, they are actually intelligent, carnivorous
Electric Fortitude: When a slithering tangle is hit by an attack plants akin to animate tangles of creeping parasitic vines. They are
that causes lightning damage, it gains temporary hit points morbid, hateful creatures shunned for their loathesome sorcerous powers.
equal to half the lightning damage. These repulsive creatures lair in despoiled forests and fetid swamps
Spellcasting: The slithering tangle is an arcane spellcaster where they blend in with the surrounding terrain while they wait to ambush
that uses Charisma as its spellcasting ability (DC 15, attack their prey. They also can be found underground living among damp fungal
+7). It doesn’t need material or vocal components to cast thickets. They are able to draw sustenance by parasitizing other plants and
spells. by sending rootlets into the soil to absorb raw nutrients, but they prefer to
Cantrips (at will): dancing lights, light, mage hand, mi- consume flesh and bone from animals crushed in their coils.
nor illusion, shocking grasp
1st level (x4): color spray, ray of sickness, shield, silent Copyright Notice
image, thunderwave Author Alistair Rigg, based on material by Richard Pett.
2nd level (x4): hold person, misty step, scorching ray,

51
The Blight: Richard Pett's Crooked City

Sough-Eel
This massive eel, nearly 20 feet long, has pale hide almost translucent These vile predators are found exclusively in the dark, filthy waters of
like a fish’s belly that is marred by great areas of sloughing flesh that the Great Lyme River and Fetid Sea in the vicinity of the City-State of
hang loose in rotten folds. It is eyeless, with a row of small black nodules Castorhage. Some have speculated that they were once a temperate water
extending back from its snout, and has several small vestigial fins variety of moray eel that was indigenous to the area until the Lyme was
growing sporadically along the length of its body. Its mouth however, is tainted by the noxious effluvia from the metropolis known colloquially
the most noticeable feature, occupying nearly a quarter of its length and as the Blight. Unlike most aquatic species that were unable to survive the
splayed wide with a crowd of jagged fangs. poisoning of the waters, the sough-eel population managed to endure the
deadly influx but was changed in the process. Immune to most disease and
poison, the sough-eels — carriers of their own endemic pathogen — are
Sough-Eel now affected by it chronically so that their hide is in a constant state of
XP 1,800 (CR 5) dying and sloughing off in large swaths and layers. This has not seemed to
Unaligned Huge beast (aquatic) affect their ability to survive in their harsh environment, and every native
Initiative +0 of the Blight knows better to enter the water of the Lyme for fear of the
voracious attacks of the ever-present sough-eels.
DEFENSE
AC 15 (natural armor) Copyright Notice
hp: 126 (12d12 + 48) Author Greg A. Vaughan, based on material by Richard Pett.
Resistance: Piercing damage
Immunity: Poison damage; blinded, poisoned, prone

OFFENSE
Speed: 10 ft., swim 30 ft.
Melee Attack—Bite: +9 to hit (reach 10 ft.; one creature).
Hit: 2d10 + 6 piercing damage, and a creature must make
a successful DC 15 Con saving throw or contract sight rot. A
Medium or smaller target is also grappled (escape DC 16)
and restrained. The sough-eel can’t bite a different tar-
get while it has a creature grappled.
Melee Attack—Gnaw: +9 to hit (one creature already
grappled at the start of the sough-eel’s turn). Hit: 1d8 +
6 piercing damage. The sough-eel makes this attack as
a bonus action at the start of its turn. A creature that’s
hit on 2 consecutive rounds by the sough-eel’s
gnaw attack may be swallowed (see below).

STATISTICS
Str 22 (+6), Dex 10 (+0), Con 18 (+4),
Int 1 (-5), Wis 12 (+1), Cha 8 (-1)
Languages: None
Skills: Perception +3, Stealth +3
Senses: Blindsight 30 ft.

TRAITS
Swallow. The sough-eel makes its bite attack against a
Medium or smaller creature it is grappling and that it’s hit
with 2 consecutive gnaw attacks. If the bite attack hits,
the creature takes the bite damage and is swallowed.
A swallowed creature is blinded and restrained, and it’s
unaffected by anything happening outside the
sough-eel or by attacks from outside it. It takes
4d6 acid damage at the start of each of the
sough-eel’s turns. Up to two Medium or smaller
creatures can be inside the sough-eel at one
time. If the sough-eel takes 30 or more damage
on a single turn from a creature inside it, the sough-
eel must succeed on a DC 14 Constitution save at the
end of that turn or regurgitate all swallowed creatures,
which fall prone in a space within 10 feet of the slough-
eel. A swallowed creature can get out of the sough-eel by
using 15 feet of movement, but only after the sough-eel is
dead.

ECOLOGY
Environment: Sea
Organization: Solitary or school (4-8)

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The Tome of Blighted Horrors

Spider, Chymic
The body of this spiderlike creature is a mass of
humanoid faces caught in drawn-out, hideous
screams. Ten spindly legs rise unevenly from
the bulbous mass. Between tufts of bristly hair
hang needle-sharp fangs that drip with a bitter-
smelling, thick red liquid.

Chymic Spider
XP 700 (CR 3)
NE Small aberration
Initiative +2

DEFENSE
AC 15 (natural armor)
hp: 52 (8d6 + 16)
Saving Throws: Dex +4, Con +4, Wis +5
Immunity: Psychic damage; charm, fright

OFFENSE
Speed: 30 ft., climb 30 ft.
Melee Attack—Bite: +5 to hit (reach 5
ft.; one creature). Hit: 1d4 + 2 piercing
damage plus 2d8 poison damage, and
a creature must make a successful DC 12 Con saving throw
or be paralyzed for 1 minute. A paralyzed creature repeats
the saving throw at the end of its turn, ending the effect with
a success.
a successful DC 12 Con saving throw or be paralyzed
Area Attack—Chyme Spray (recharge 6): The chymic
by pain and spiderling poison until the start of its next
spider expels the chymic juices from its stomach in a 15-foot
turn. This continues until the spiderlings are destroyed or
cone. Creatures in the cone take 6d6 acid damage, or
removed. Spiderlings can be removed by inflicting 4d6
half damage with a successful DC 11 Dex saving throw. The
slashing damage on the host (halved with a successful
juice sticks to creatures that failed their saving throws, and
DC 13 Wis [Medicine] check by the creature doing the
they take 3d6 acid damage at the ends of their next 2 turns
damage) or destroyed with a greater restoration spell or
unless the acid is removed by using an action to make a
comparable magic. If the host dies, a swarm of spiders
successful DC 13 Wis (Medicine) check, or is neutralized with
bursts from the body.
vinegar, alcohol, or a similar substance.
ECOLOGY
STATISTICS
Environment: Urban (the Blight)
Str 7 (-2), Dex 15 (+2), Con 15 (+2),
Organization: Solitary
Int 9 (-1), Wis 16 (+3), Cha 10 (+0)
Languages: Understands Common but can’t speak, telepa-
Chymic spiders are not true spiders, but rather born from the fear that
thy 100 ft. (dreams only)
spiders instill within many intelligent humanoids and inherently linked
Skills: Perception +6, Stealth +5
to the fabric of fear. These cunning aberrations sneak through the city
Senses: Darkvision 60 ft.
rooftops and await their prey for days on end. Anyone who wanders into
the chymic spider’s 1-mile radius that might be the least bit fearful of
TRAITS
spiders is quickly identified, and the chymic spider begins methodically
Arachnophobia Aura: A chymic spider exudes a fear of
stalking the victim, waiting for its chance to make dream contact.
arachnids that seeps into the psyche of all creatures within
These rare creatures lurk along the edges of Sister Lyme, hiding in
1 mile of the chymic spider’s lair. Creatures with Intelligence
gables, chimneys, and under eaves and seemingly found nowhere else
3 or higher have tactical disadvantage on saving throws
in the world. Composed from the latent fears of arachnids somehow
against fright in this area.
given life, the creature is able to project these primal fears into any living
Dream Telepathy: The chymic spider’s telepathy allows it
creature. It simply prefers to stalk and prey on those who fear it most. It
to communicate only with creatures that are asleep and
is able to project these nightmares and can cause victims to be paralyzed
dreaming. Most creatures interpret these exchanges as
while it enters their lairs, and lays its eggs within them. The baby spiders
normal dreams, but characters are free to reach their own
within whisper to their new host, wanting to be fed, obsessing about food,
conclusions. The chymic spider can also choose to create
and within 24 hours they erupt to feed on their host before separating to
nightmares in the sleeper, who must make a successful DC
make their own lairs. After a chymic spider successfully reproduces, it
13 Wis saving throw or be paralyzed for as long as the chy-
quickly withers and dies, leaving behind only a spiderlike husk that the
mic spider maintains telepathic contact (it can be lost as
crows and vermin of the city quickly consume. Newborn chymic spiders
concentration).
don’t begin their own reproduction hunts for 1d3 years after birth.
Egg Implantation: A chymic spider can implant eggs in a
helpless or paralyzed creature. The eggs hatch 24 hours
Copyright Notice
later. Once the eggs hatch, at the start of each of the
Author Jeffrey Swank, based on material by Richard Pett.
host’s turns, it takes 1d6 necrotic damage and must make

53
The Blight: Richard Pett's Crooked City

Spider, Gable
A spider the size of an alley cat scampers up the side of a tenement Senses: Darkvision 30 ft., tremorsense in web
building. In its mandibles, it drags what appears to be a clothesline, with
many of the garments still dangling limply behind. TRAITS
Web Construct: A creature that falls prone, is restrained,
or is pushed into a gable spider web construct becomes
Tiny Gable Spider restrained by the sticky material and can escape by using
XP 50 (CR 1/4) an action to make a successful DC 10 Str saving throw.
Unaligned Tiny beast A web construct is no more flammable than the material
Initiative +3 it’s made from, but each 5-foot-square section has AC 8
and 5 hit points. A gable spider can move across any web
DEFENSE construct without hindrance.
AC 13
hp: 2 (1d4) ECOLOGY
Immunity: psychic damage; charm Environment: Urban (the Blight)
Organization: Solitary, pair, or colony (3-10)
OFFENSE
Speed: 15 ft., climb 15 ft.
Melee Attack—Bite: +5 to hit (reach 0 ft.; one creature). Hit: Small Gable Spider
2d4 poison damage, or half damage with a successful DC XP 100 (CR 1/2)
10 Con saving throw. Unaligned Small beast
Ranged Attack—Sticky Globule (recharge 4-6): +5 to hit Initiative +3
(range 10 ft.; one creature). Hit: the creature must make
a successful DC 10 Str saving throw or be restrained. A DEFENSE
restrained creature repeats the saving throw at the end of AC 13
its turn, ending the effect on itself with a success. hp: 18 (4d6 + 4)
Immunity: psychic damage; charm
STATISTICS
Str 1 (-5), Dex 16 (+3), Con 10 (+0), OFFENSE
Int 1 (-5), Wis 6 (-2), Cha 2 (-4) Speed: 20 ft., climb 20 ft.
Languages: None Melee Attack—Bite: +5 to hit (reach 0 ft.;
Skills: Perception +0, Stealth +5 one creature). Hit: 1d8 + 3 piercing

54
The Tome of Blighted Horrors
damage plus 2d6 poison damage, or half damage with a
successful DC 11 Con saving throw. Large Gable Spider
Ranged Attack—Sticky Globule (recharge 4-6): +5 to hit XP 1,100 (CR 4)
(range 10 ft.; one creature). Hit: the creature must make Unaligned Large beast
a successful DC 11 Str saving throw or be restrained. A Initiative +4
restrained creature repeats the saving throw at the end of
its turn, ending the effect on itself with a success. DEFENSE
AC 14
STATISTICS hp: 102 (12d10 + 36)
Str 4 (-3), Dex 16 (+3), Con 12 (+1), Immunity: psychic damage; charm
Int 1 (-5), Wis 6 (-2), Cha 2 (-4)
Languages: None OFFENSE
Skills: Perception +0, Stealth +5 Speed: 40 ft., climb 40 ft.
Senses: Darkvision 30 ft., tremorsense in web Melee Attack—Bite: +6 to hit (reach 0 ft.; one creature). Hit:
1d10 + 4 piercing damage plus 4d12 poison damage, or half
TRAITS damage with a successful DC 13 Con saving throw.
Web Construct: A creature that falls prone, is restrained, Ranged Attack—Sticky Globule (recharge 4-6): +5 to hit
or is pushed into a gable spider web construct becomes (range 10 ft.; one creature). Hit: the creature must make
restrained by the sticky material and can escape by using a successful DC 13 Str saving throw or be restrained. A
an action to make a successful DC 10 Str saving throw. restrained creature repeats the saving throw at the end of
A web construct is no more flammable than the material its turn, ending the effect on itself with a success.
it’s made from, but each 5-foot-square section has AC 8
and 5 hit points. A gable spider can move across any web STATISTICS
construct without hindrance. Str 14 (+2), Dex 18 (+4), Con 16 (+3),
Int 3 (-3), Wis 10 (+0), Cha 2 (-4)
ECOLOGY Languages: None
Environment: Urban (the Blight) Skills: Perception +2, Stealth +6
Organization: Solitary, pair, or colony (3-10) Senses: Darkvision 30 ft., tremorsense in web

TRAITS
Medium Gable Spider Web Construct: A creature that falls prone, is restrained,
XP 450 (CR 2) or is pushed into a gable spider web construct becomes
Unaligned Medium beast restrained by the sticky material and can escape by using
Initiative +3 an action to make a successful DC 10 Str saving throw.
A web construct is no more flammable than the material
DEFENSE it’s made from, but each 5-foot-square section has AC 8
AC 13 and 5 hit points. A gable spider can move across any web
hp: 52 (8d8 + 16) construct without hindrance.
Immunity: psychic damage; charm
ECOLOGY
OFFENSE Environment: Urban (the Blight)
Speed: 30 ft., climb 30 ft. Organization: Solitary, pair, or colony (3-10)
Melee Attack—Bite: +5 to hit (reach 0 ft.; one creature). Hit:
1d10 + 3 piercing damage plus 4d8 poison damage, or half Gable spiders are different from other varieties of giant spiders, and
damage with a successful DC 12 Con saving throw. it is for this reason that the whole of the city isn’t shrouded in endless
Ranged Attack—Sticky Globule (recharge 4-6): +5 to hit sheets of webbing. Gable spiders are not web spinners. Although they
(range 10 ft.; one creature). Hit: the creature must make don’t spin webs, gable spiders do have glands that produce a sticky
a successful DC 12 Str saving throw or be restrained. A fluid. This natural glue is used to string together the detritus they find
restrained creature repeats the saving throw at the end of in the city’s dumps and alleys—frayed ropes, sail cordage, clothesline,
its turn, ending the effect on itself with a success. twisted rags, curtains, discarded cloth, and more—into weblike structures.
Even lengths of chain and broken lumber can be found in the weblike
STATISTICS contrivances the gable spiders build. They combine this myriad material
Str 8 (-1), Dex 16 (+3), Con 14 (+2), in twisting, knotted mazes of suspended lines that rival the largest spider
Int 2 (-4), Wis 10 (+0), Cha 2 (-4) webs for complexity. They knot and anchor these mismatched lines
Languages: None among the rooftops, between sagging buildings, and with each other to
Skills: Perception +2, Stealth +5 create swaying but stable webs of junk. Anything foolish enough to enter
Senses: Darkvision 30 ft., tremorsense in web one of their gluey web constructions is unlikely ever to leave.
The spiders also coat lengths of rope, cloth, sawdust, straw, or any other
TRAITS soft material with their fluid, wad it into a ball, and fling it at prey or at
Web Construct: A creature that falls prone, is restrained, creautures they’re fighting. The sticky mass can glue a creature in place,
or is pushed into a gable spider web construct becomes making it easy prey for the gable spider’s poison.
restrained by the sticky material and can escape by using
an action to make a successful DC 10 Str saving throw. Copyright Notice
A web construct is no more flammable than the material Author John Ling, based on material by Richard Pett.
it’s made from, but each 5-foot-square section has AC 8
and 5 hit points. A gable spider can move across any web
construct without hindrance.

ECOLOGY
Environment: Urban (the Blight)
Organization: Solitary, pair, or colony (3-10)
55
The Blight: Richard Pett's Crooked City

Squarpy (Sessile’s Singing Terror)


At first glance, this creature looks like an “ordinary” giant squid of ECOLOGY
prodigious size. A closer look, however, shows a small, beaked mouth Environment: Sea (the Blight)
near the tip of each of its tentacles, and its two longer arms each end in Organization: Solitary
great, birdlike talons.
Perhaps the most infamous creation of the physician Simon Sessile, this
great beast is kept in the great aquarium at the Capitol, where its huge water
Squarpy tank enclosure is encased in thick, iron-reinforced, soundproof glass. The
XP 5,900 (CR 10) only access is through a second room on the floor above, which is simply
CE Huge aberration (aquatic) a small metal cage with tightly spaced bars in which food-carcasses can
Initiative +2 be loaded and then dropped into the tank by pulling a lever to release the
bottom of the cage. Nevertheless, despite all of these precautions, it seems
DEFENSE that an aquarium keeper or night watchman disappears in the vicinity of
AC 15 (natural armor) the aquarium at least once a year. Sometimes some remnant of the missing
hp: 172 (15d12 + 60) person’s clothing is spotted resting at the bottom of the great tank, but
Saving Throws: Dex +6, Con +8, Wis +5 usually there is no evidence of their fate other than, perhaps, a faint red
Immunity: blindness, prone haziness in the water the next morning. How the squarpy is able to lure
these individuals into its sealed tank is unknown, but few doubt that it is
OFFENSE doing just that.
Speed: 20 ft., swim 60 ft.
Multiattack: The squarpy bites once and attacks twice with Copyright Notice
its tentacles. Author Greg A. Vaughan, based on material by Richard Pett.
Melee Attack—Bite: +9 to hit (reach 5 ft.; one creature). Hit:
3d6 + 5 piercing damage.
Ranged Attack—Tentacle: +9 to hit (reach 15 ft.; one
creature). Hit: 3d8 + 5 bludgeoning damage, and the target
must make a successful DC 17 Dex saving throw or be
grappled (escape DC 15). The squarpy can grapple up to
eight creatures at one time. Maintaining grapples doesn’t
interfere with the squarpy’s bite or tentacle attacks.

STATISTICS
Str 20 (+5), Dex 14 (+2), Con 18 (+4),
Int 7 (-2), Wis 12 (+1), Cha 17 (+3)
Languages: Common
Skills: Perception +5
Senses: Darkvision 60 ft, tremorsense 30 ft. (underwater only)

TRAITS
Captivating Song: The beaked tentacles of the squarpy all
sing the song of kelpies as a bonus action. However, the
combination of eight such voices and the strange way that
the sound travels through the water causes the captivating
harmony to become even more haunting and strange.
All creatures within 300 feet of the squarpy (underwater or
out of the water) must succeed on a DC 15 Wisdom saving
throw or be charmed by the squarpy. While charmed this
way, the creature is also incapacitated, and it moves to-
ward the squarpy using the most direct means available.
The charm lasts for as long as the squarpy maintains the
song (it can be lost as concentration) or until it’s broken
with dispel magic or comparable magic. A charmed
creature repeats the saving throw when it takes dam-
age or when it begins suffocating, ending the effect on
itself with a success.
Constrict: Grappled creatures take 2d8 bludgeoning
damage plus 1d6 piercing damage at the start of the
squarpy’s turn.
Ink Cloud (recharge 6): As a reaction to being attacked,
the squarpy emit a cloud of ink around itself while under-
water. The ink extends 20 feet beyond the squarpy’s space,
and its area is heavily obscured. The ink persists for 1 minute
and is stationary; it doesn’t move with the squarpy.
Jet: When the squarpy dashes, it jets in a straight line up to
180 feet.

56
The Tome of Blighted Horrors

Stegocentroper
A massive, lumplike creature bursts from the cavern floor. It is has a
huge, fanged maw flanked by mandibles, above which is a single,
insectlike eye. Four chitinous tentacles emerge from its body
behind its head, and the body itself is covered in bony plates
with a double row of sharpened crests running down its
back. Numerous centipede legs propel it forward as it
continues pouring out of its burrow.

Stegocentroper
XP 5,000 (CR 9)
Un Huge monstrosity
Initiative +1

DEFENSE
AC 16 (natural armor)
hp: 104 (11d12 + 33)
Resistance: Cold damage
Immunity: Lightning damage

OFFENSE
Speed: 30 ft., burrow 20 ft., climb 20 ft.
Multiattack: The stegocentroper bites once, stings
once, and attacks twice with tentacles.
Melee Attack—Bite: +8 to hit (reach 5 ft.; one
creature). Hit: 1d10 + 4 piercing damage. If the
target is also grappled by the stegocentroper, it
must make a successful DC 16 Dex saving throw
or be swallowed (see below).
Melee Attack—Sting: +8 to hit (reach 10 ft.; one
creature). Hit: 3d6 + 4 piercing damage plus 2d8
poison damage.
Melee Attack—Tentacles: +8 to hit (reach 30
ft.; one creature). Hit: 3d8 + 4 bludgeoning
damage, and the target must make a successful
DC 16 Str saving throw or be grappled (escape
DC 14). The stegocentroper can have up to
two creatures grappled at one time, but the
stegocentroper is prevented from making one
tentacle attack for each creature it has grappled
at the start of its turn.

STATISTICS
Str 19 (+4), Dex 10 (+1), Con 17 (+3),
Int 6 (-2), Wis 14 (+2), Cha 4 (-3)
Skills: Perception +6
Senses: Darkvision 60 ft., tremorsense 30 ft.

TRAITS after the stegocentroper is dead.


Spines: A stegocentroper raises its spine-plates during
combat and moves rapidly back and forth while fighting. ECOLOGY
Creatures within 5 feet of the stegocentroper at the start of Environment: Underground (the Blight)
the monster’s turn, and creatures that make melee attacks Organization: Solitary
against the stegocentroper from 5 feet or less, must make
successful DC 13 Dex saving throws or take 2d8 + 1 slashing This abominable cross between a roper and a stegocentipede is a true
damage. nightmare of the deep places of the earth. It inherited the fierceness and
Swallow: A swallowed creature is blinded and restrained. strength of both species, magnified in its combination. Fortunately, it did
It takes 1d8 + 3 bludgeoning damage plus 1d8 acid not inherit the roper’s intelligence, having only the dim awareness of the
damage automatically at the start of each of the lower forms of life. It lives to eat and believes virtually anything it meets to
stegocentroper’s turns. Only one Medium creature or two be potentially edible. Its first instinct in combat is always to try to swallow
Small creatures can be inside the stegocentroper at one opponents in its ceaseless hunger. Fortunately, the aggressiveness of these
time. A swallowed creature is unaffected by anything creatures prevents them from mating very frequently, so while they are
happening outside the stegocentroper or by attacks naturally long-lived, they seldom reproduce.
from outside it. A swallowed creature can get out of the
stegocentroper by using 5 feet of movement, but only Copyright Notice
Author Greg A. Vaughan, based on material by Richard Pett.
57
The Blight: Richard Pett's Crooked City

Stircatrice
The creature flaps its batlike wings awkwardly through a series
of bounding leaps, its red-rimmed eyes fixated in rage on its target.
Beneath these eyes in its insectoid head, a long beaklike proboscis
extends forward seemingly testing the air, with a pitch-black wattle
dangling below. The body of the creature is lean like that of a cockerel
with feathers as black as its wattle and six insectlike legs with jagged,
grasping claws. A long, serpentine tail extends behind the creature, also
feathered in the same inky plumes.

Stircatrice
XP 200 (CR 1)
Unaligned Small aberration
Initiative +2

DEFENSE
AC 13 (natural armor)
hp: 33 (6d6 + 12)
Immunity: petrifaction

OFFENSE
Speed: 20 ft., fly 40 ft.
Multiattack: A stircatrice stabs with its tail
once. If the tail hits, the creature attacks
the same target with its wing hooks as a
bonus action.
Melee Attack—Tail: +4 to hit (reach 5
ft.; one creature). Hit: 1d4 + 2 piercing
damage, and the stircatrice attacks the
same creature with its wing hooks as a
bonus action.
Melee Attack—Wing Hooks: +4 to hit
(reach 5 ft.; one creature). Hit: the
target is grappled (escape DC 8).

STATISTICS
Str 6 (-2), Dex 15 (+2), Con 13 (+1),
Int 2 (-4), Wis 10 (+0), Cha 6 (-2)
Languages: None
Skills: Stealth +4
Senses: Darkvision 60 ft.

TRAITS
Blood Drain and Calcification: A grap-
pled creature takes 1d6 + 2 necrotic
damage from blood loss at the start of These aberrant creatures are prone to sudden rages and are nearly
the stircatrice’s turn. It must also make mindless in their aggression. They routinely attack creatures larger than
a successful DC 11 Con saving throw or themselves to feed on their blood. They are clumsy flyers at best, preferring
be restrained by rapid calcification of its to move in great leaping hops that appear gangly and uncoordinated but
tissue. A restrained creature repeats the actually cover distance very quickly. Kept in menageries throughout the
saving throw at the end of its turn, ending city, stircatrices are usually kept in double-walled cages since even a peck
the effect on itself with a success. If a restrained of their long, slender beak can spread a fatal infection.
creature fails a second Con saving throw at the start of a Some yogis and entertainers of a more dramatic nature enter a
grappling stircatrice’s turn, the creature is petrified instead. stircatrice’s cage to meditate or prove their mastery over the fearsome
A petrified creature makes another DC 11 Con saving throw creature. An equal number of these have ended up as bloodless corpses as
every 24 hours, and returns to normal on a success. have emerged alive — to the raucous approval of their audience.
Leaping Lunge: If a stircatrice moves at least 60 feet straight
toward a target by dashing, it can make a tail attack Copyright Notice
against that target as a bonus action. It gets tactical Author Greg A. Vaughan, based on material by Richard Pett.
advantage on the tail attack and, if the tail hits, on the
followup wing hook attack.

ECOLOGY
Environment: Plains, urban (the Blight)
Organization: Pair, flight (3–5), or flock (6–12)

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The Tome of Blighted Horrors

Swarm, Blindingcrow
This screeching whirlwind is a tumultuous mass of black feathers, gains hit points or gains temporary hit points.
talons, and pecking beaks.
ECOLOGY
Environment: Non-arctic land
Blindingcrow Swarm Organization: Solitary or cluster (2-4)
XP 200 (CR 1)
Unaligned Medium swarm of Tiny monstrosities A blindingcrow swarm is a mass of such birds mobbing together to
Initiative +2 defend against a predator or some other individual that has sufficiently
antagonized them, usually through approaching too near a roosting murder
DEFENSE of the birds or with loud noises. Only when blindingcrows mob something
AC 12 and form a swarm does the threat of blindness become really serious.
hp: 22 (5d8) Blindingcrow swarms have the same general characteristics and habitat
Resistance: Bludgeoning, piercing, and slashing damage of normal blindingcrows.
Immunity: Blindness, charm, fright, grappling, paralysis,
petrifaction, prone, restraint, stun Copyright Notice
Author Jeffrey Swank, based on material by Richard Pett.
OFFENSE
Speed: 10 ft., fly 40 ft.
Melee Attack—Beaks: +4 to hit
(reach 0 ft.; one creature). Hit:
2d6 piercing damage, and the
creature must make a successful
DC 9 Con saving throw or take 1
necrotic damage and contract
blinding sickness (see below).
Piercing damage is 1d6 if the
swarm has half or fewer of its
starting hit points.

STATISTICS
Str 5 (-3), Dex 14 (+2), Con 10 (+0),
Int 3 (-4), Wis 12 (+1), Cha 6 (-2)
Languages: None
Skills: Perception +3
Senses: Darkvision 30 ft.

TRAITS
Blinding Sickness: A creature
infected with blinding sickness must
make a DC 9 Con saving throw
after completing each long rest.
On a failure, the infected creature
gains 1 level of exhaustion; on
a success, it loses 1 level of
exhaustion. The disease is cured
when the creature has 0 levels
of exhaustion, or through lesser
restoration or comparable magic.
The real danger from the disease,
however, is blindness. When
a creature reaches 3 levels of
exhaustion caused by blinding
sickness, or when it has taken 3 or
more necrotic damage in less than
10 minutes from blindingcrows, the
creature is permanently blinded.
Greater restoration or comparable
magic is needed to cure this
blindness.
Swarm: The blindingcrow swarm
can occupy another creature’s
space and vice versa. The swarm
can move through an opening
large enough for an individual
blindingcrow. The swarm never re-

59
The Blight: Richard Pett's Crooked City

Woerm
This wormlike monster’s eyeless head has a hooked jaw and
large, pointed ears. Its scaly hide is dull gray with a crest on
its head and along its back to its tail, along which its shrunken,
vestigial legs hang limply. Its long, multi-jointed arms are like
slimy spider legs tipped with elongated, clawed hands.

Woerm
XP 200 (CR 1)
CE Medium aberration
Initiative +1

DEFENSE
AC 11
hp: 38 (7d8 + 7)

OFFENSE
Speed: 40 ft., burrow 10 ft., climb 30 ft.
Multiattack: The woerm bites once and claws once.
Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature).
Hit: 1d4 + 3 piercing damage, and the creature must
make a successful DC 11 Con saving throw or be
infected with filth fever (see below).
Melee Attack—Claws: +5 to hit (reach 5 ft.; one
creature). Hit: 2d6 + 3 slashing damage.
Area Attack—Disorientating Scream: Woerms
communicate with their own kind via high-pitched
screams. Creatures other than woerms within
15 feet of a screaming woerm must succeed at a
DC 11 Wis saving throw or be incapacitated for 1
round. A character who makes this saving throw
successfully is immune to woerms’ Disorientating
Screams for 24 hours.

STATISTICS
Str 16 (+3), Dex 13 (+1), Con 13 (+1),
Int 10 (+0), Wis 12 (+1), Cha 8 (-1)
Languages: Undercommon
Skills: Acrobatics +3, Athletics +5, Stealth +3 immune to woem Stench for 24 hours.
Senses: Blindsense 30 ft. (blind beyond 30 ft.)
ECOLOGY
TRAITS Environment: Underground
Blind: Woerms rely entirely on blindsight. They are immune to Organization: Solitary, pair, gang (3–12), or cult (13+)
gaze attacks, visual effects, illusions, and other effects that
interact with normal sight. Woerms are an aggressive, insular race who constantly hunger for
Filth Fever: A creature with filth fever becomes sick 1d4 flesh and who have become adept at survival in the crippling and stifling
days after being infected. At that time, the creature confines of the Underneath. Originally spawned of cursed unions between
gains 1 level of exhaustion. It also regains only half the morlocks and troglodytes, they are rarely encountered and never above
usual number of hit points from spending Hit Dice and ground, as sunlight repels them.
no hit points from resting. Once symptoms appear, the Woerms are cautious when hunting, striking prey as they rush forth
infected creature must make a DC 11 Con saving throw from hidden holes and disappear into others. This tactic has led to an
after every long rest. If it fails, the creature gains 1 level impression that they enjoy playing with their prey — earning them the
of exhaustion; if it succeeds, the creature loses 1 level of name “Welcomers Below” — but woerms delight only in eating.
exhaustion. The disease is cured when the creature has Woerms are surprisingly sophisticated and intelligent — or at least,
no exhaustion. more sophisticated and intelligent than they look — and have complex
Pack Attack: A woerm has tactical advantage on its attack and powerful clans and groups; two opposing groups of woerms never
roll if the target is within 5 feet of another woerm that’s able work together, but occasionally a great leader forges a larger kingdom of
to attack. the creatures. These clans can last for decades or even centuries, and the
Regeneration: A woerm heals 5 hit points at the start of each feasting halls that rarely have been discovered have shown their appetites
of its turns. This ability doesn’t function if it took acid or fire and successes. Occasionally, the insular woerms form an alliance with,
damage, or was exposed to sunlight, since its previous turn. or more often enslave, a race of subterranean dwellers, typically their
Stench: A creature (other than a woerm or troglodyte) morlock or troglodyte forebears.
that starts its turn within 5 feet of a woerm must make a
successful DC 11 Con saving throw or be poisoned until Copyright Notice
the start of its next turn. A creature that saves successfully is Author Alistair Rigg, based on material by Richard Pett.

60
The Tome of Blighted Horrors

Appendix A:
Between
Creatures

61
The Blight: Richard Pett's Crooked City

Between Dream
This ghostlike figure is composed of nightmarish imagery and
screaming faces.

Between Dream
XP 200 (CR 1)
NE Small aberration (larval Between)
Initiative +3

DEFENSE
AC 13
hp: 28 (8d6)
Resistance: Cold, force, poison, and thunder damage;
nonmagical weapons
Immunities: disease, exhaustion, grappling,
paralysis, petrifaction, poison, prone, restraint, stun,
unconsciousness

OFFENSE
Speed: 0 ft., fly 40 ft.
Melee Attack—Nightmare Curse: +5 to hit (reach
5 ft.; one creature). Hit: 2d6 + 3 psychic damage,
and a creature must make a successful
DC 13 Cha saving throw or gain 1 level of
exhaustion.

STATISTICS
Str 1 (-5), Dex 17 (+3), Con 10 (+0),
Int 10 (+0), Wis 15 (+2), Cha 17 (+3)
Languages: Telepathy 100 ft.
Skills: Stealth +7
Senses: Darkvision 60 ft.

TRAITS
Incorporeal: A Between dream can move through gaps
as small as 1 square inch without penalty. It can move
through solid objects and other creatures as if they were
difficult terrain. The Between dream takes 1d10 force dam-
age if it is still inside something solid at the end of its turn.
Spell-like Abilities: The Between dream can
use the following spell-like abilities, using
Charisma as its casting ability (DC 13, attack
+5). The Between dream needs no compo-
nents to use these abilities.
3/day each: fear, sleep, crown of mad-
ness, misty step
1/day each: confusion, dimension
door, phantasmal force, sleep
Vanish: The Between dream can Hide as a
bonus action at the end of its turn, even when
it’s in plain sight.

ECOLOGY
Environment: Any (Between)
Organization: Solitary

Between dreams are weak, semi-sentient dreams that


form in Between rather than on the Ethereal Plane. Their
true appearances are vague and nebulous, but they react
to the fears and emotions of those around them, taking
on increasingly nightmarish appearances that differ for each
viewer. Between dreams sometimes cooperate with other
Between creatures such as Between vampires and gloams that
have associations with dreams and nightmares.

Copyright Notice
Author Alistair Rigg, based on material by Richard Pett.

62
The Tome of Blighted Horrors

Between-Cat
Vaguely feline, this hairless, pale creature has wrinkled, flaccid skin, At will: comprehend languages, tongues
a pair of stunted vestigial limbs extending from its flanks, and a ring 1/day: detect magic, glyph of warding
of small tentacles around its neck. Its clawed forepaws each bear one
wickedly hooked claw much larger than the others. Its eyes are dark ECOLOGY
voids, and a long, prehensile tongue extends from its mouth. Environment: Any land (Between)
Organization: Solitary, pair, pack (3–6), hunt (7–10), brood
(11–15), coven (16–30), or council (31–56)
Between-Cat
XP 700 (CR 3)
N Tiny aberration (larval Between)
Initiative +2

DEFENSE
AC 15 (natural armor)
hp: 15 (6d4)
Saving Throws: Dex +5, Con +3, Int +7, Wis +4, Cha +5
Resistance: Cold, lightning, and thunder damage; nonmag-
ical weapons
Immunity: Poison damage; charm, disease, poison

OFFENSE
Speed: 30 ft., climb 20 ft.
Multiattack: The Between-cat claws once and strikes once
with its tongue.
Melee Attack—Nulltropic Claws: +5 to hit (reach 5 ft.; one
creature). Hit: 2d4 + 2 slashing damage plus 1 force dam-
age for every additional Between-cat within 60 feet of the
target. Force damage can’t be reduced by resistance, im-
munity, magic, or any other means.
Melee Attack—Tongue: +5 to hit (reach 5 ft.; one creature).
Hit: 1d6 + 2 piercing damage plus 2d8 poison damage.

STATISTICS
Str 3 (-4), Dex 15 (+2), Con 10 (+0),
Int 20 (+5), Wis 14 (+2), Cha 16 (+3)
Languages: Abyssal, Celestial, Common, Deep Speech, In-
fernal; telepathy 60 ft.
Skills: Arcana +7, History +7, Perception +4, Stealth +4
Senses: Darkvision 60 ft.

TRAITS
Dislocated: The Between-cat’s form is made up of mem-
ories, which shift and change. The creature is continually
under the effect of a blur spell (attacks against it are made
with tactical disadvantage unless the attacker has blind-
sight, truesight, or an equivalent). The Between-cat can sup-
press or reactivate this ability at will as a bonus action.
Dual Existence (recharge 4-6): The Between-cat can pass
easily back and forth between the Between and the
mundane world at will (no action required). This allows
it to teleport up to 60 feet to a space it can see, or to
escape into the Between until it chooses to return to the
mundane world.
Nulltropy: A creature slain by a nulltropic claws attack
can return to life only through a wish or true resurrection
spell.
Shapechanger: In the Between, the Between-cat always
assumes its natural shape. In other worlds, it appears as
a normal cat unless it uses an action to adopt its natural
shape, which it must maintain through concentration, like
a spell.
Spell-like Abilities: The Between-cat can use the fol-
lowing spell-like abilities, using Intelligence as its casting
ability (DC 15). The cadaver doesn’t need material
components to use these abilities.

63
The Blight: Richard Pett's Crooked City
Cats have often enjoyed a vaguely mysterious and sinister reputation
throughout many cultures, and the Between-cat may be the most
deserving of this reputation. Catlike in name only due to its vaguely
feline appearance, some scholars question whether Between-cats began as
normal cats and were changed through exposure to the Between. Others
think they are actual creatures of the Between that managed to gain a
catlike appearance through their intimate contact with the mundane world,
while some believe they are some entirely unrelated species that simply
evolved concurrently to resemble the more mundane varieties of cats.
Whatever the case, it seems that Between-cats hold no special affinity for
true felines, and yet are able to move among them completely unnoticed
by other cats without raising any alarm when in their mundane cat forms.
Whatever the reason for their existence and their relationship to mundane
felines, Between-cats are one of the few creatures that enjoys seemingly
complete freedom in moving between the natural world and Between.
While their full agenda is not known, two facts about Between-cats are
recognized among the most learned of scholars. First, they ceaselessly
search through venerable tomes, petroglyphs, and other ancient writings
in search of some unknown secret or secrets that they have revealed to no
one. Second — whether related to the first item or not — Between-cats
seek to completely unmake reality for their own hidden reasons. Nulltropic
damage from their claws, amplified by the presence of other Between-cats,
induces a loss of order and energy in the target and produces an overall
breakdown of substance toward nothingness. More than mere entropy,
which simply describes the loss of order and cohesion, the nulltropy of
the Between-cat brings about a complete loss of existence in any form,
albeit on a tiny scale. Armed with their nulltropic attack, Between-cats can
accomplish their goal of unmaking reality one tiny piece at a time.
Fortunately for the sake of reality and all who live in it, the nulltropic
damage caused by a single Between-cat is minuscule, and they are loathe
to use it indiscriminately. They instead save it for enemies in battle or for
certain artifacts and writings they have found over the years, as well as
for aboleths, whom they consider bitter enemies. However, when more
Between-cats get together, their nulltropic attack becomes terrifying.
Thankfully, no one has ever reported encountering more than 56 Between-
cats in one place. There is speculation, however, that if more did gather,
then the nulltropic damage they could cause would continue to scale to an
ever-accelerating degree. Most sober-minded theoreticians refuse to think
too long on the dreadful implications of this line of thought.

Copyright Notice
Author Greg A. Vaughan, based on material by Richard Pett.

64
The Tome of Blighted Horrors

Caul-Cuckoo
This is no ordinary human child, but an infection, something that ferent from a normal humanoid’s. Critical hits against the crea-
leeched upon a living babe whilst in the womb and smothered it, ture do a flat +1 damage but don’t roll damage dice twice.
becoming something partly human and partly from Between. Horrific Appearance: Creatures that start their turn
Its form is fluid, oily almost, and the disturbing mixture of within 30 feet of a caul cuckoo in its natural form
human and slug is revolting to behold. and who can see it see must make a
successful DC 15 Wis saving throw or
be poisoned. This is a psychological
Caul Cuckoo effect, not actual poison, so immu-
XP 1,800 (CR 5) nity to poison offers no protection.
N Small aberration (larval Between) A poisoned creature repeats the
Initiative +3 saving throw at the end of its turn to
end the effect. A successful saving
DEFENSE throw makes the creature immune
AC 13 to the horrific appearance of
hp: 63 (14d6 + 14) caul cuckoos for 24 hours.
Saving Throws: Dex +6, Con Salt Vulnerability: A handful
+4, Wis +4 of salt burns a caul
Resistance: nonmagical cuckoo as though it was
weapons alchemist’s fire, doing 1d4
Immunity: acid damage; fire damage at the start of
prone the caul cuckoo’s turn until it’s
extinguished by spending an
OFFENSE action to make a successful DC
Speed: 10 ft., bur- 10 Dex check.
row 5 ft., climb
10 ft., swim 10 ft. ECOLOGY
Multiattack: Environment: Any land (Between)
The caul cuck- Organization: Solitary, pair, gang (3–8), or cult (9–20)
oo makes three
tongue attacks or sings Caul cuckoos are the tragic result of an unborn
its lullaby. child corrupted by a caul cuckoo syre while still in
Melee Attack— its mother’s womb. When birthed by its
Tongue: +5 to hit human parent, a caul cuckoo is
(reach 5 ft.; one Tiny, but otherwise has all of its
creature). Hit: 1d4 + 3 normal abilities. A caul cuckoo
piercing damage plus has a 50% chance of being
1d6 acid damage. in either of its two forms at
Area Attack—Lullaby: birth. If in its human form,
When a caul cuckoo it usually waits until after
wails its lullaby, it has nightfall to either escape
the same effect as into the night or murder its
a confusion spell that sleeping parents and then
affects all creatures escape. If born in its sluglike
within 300 feet of the caul form, it immediately attacks its
cuckoo who can hear the song. mother and any others present in an
All potential targets must make attempt to escape.
successful DC 15 Wis saving throws or become confused. Though the birth of these creatures is a rare occurrence, there is a
The confusion lasts for 1 minute or until the caul cuckoo reason that many old midwives carry a bag of salt with them whenever
stops singing or loses concentration on its lullaby. they attend a new delivery.

STATISTICS
Str 8 (-1), Dex 16 (+3), Con 12 (+1),
Int 9 (-1), Wis 12 (+1), Cha 18 (+4)
Caul Cuckoo Syre
Languages: Common, Deep Speech, Sylvan, telepathy 30 ft. This creature is a pallid pupa, no larger than a finger, with a tiny,
Skills: Perception +4, Stealth +6 twisted humanoid face.
Senses: Darkvision 60 ft.

TRAITS Caul Cuckoo Syre


Change Shape: A caul cuckoo has two forms. Its natural XP 25 (CR 1/8)
form is that of a sluglike thing with a distorted humanoid N Tiny aberration (larval Between)
head, but it can also take a humanoid form based on its Initiative +1
mother. A caul cuckoo can shift between its forms as a bo-
nus action. Equipment worn or carried on its humanoid form DEFENSE
melds into its natural form. AC 11
Distorted: The caul cuckoo’s internal anatomy is radically dif- hp: 1 (1d4-1)
Resistance: nonmagical weapons
65
The Blight: Richard Pett's Crooked City
Immunity: acid damage; prone Caul cuckoo syres are the progenitors of caul cuckoos. They spend the
majority of their lives stealthily searching out pregnant humanoid females
OFFENSE to infest, so they can corrupt their unborn children into caul cuckoos.
Speed: 5 ft., burrow 5 ft., climb 5 ft., swim 5 ft. A caul cuckoo syre can detect pregnant humanoids within 60 feet by
Ranged Attack—Lullaby: When a caul cuckoo syre wails smell. Strangely, caul cuckoo syres are also attracted by the odor of some
its lullaby, it targets one creature within 30 feet which must ghouls, which consider caul cuckoo syres to be quite the delicacy.
succeed on a DC 13 Wis saving throw or fall unconscious. When a caul cuckoo syre locates a pregnant potential host, it crawls
Creatures with 5 or more HD are immune. A creature that into the woman’s womb while she’s asleep. Over the course of the next
saves successfully is immune to all caul cuckoo syre lullabies five days, it slowly dissolves into the developing embryo, bathing it in
for 24 hours. An unconscious creature wakes up after 1 unnatural hormones. The woman experiences severe morning sickness
minute, when it takes damage, or when another creature during those five days; a successful DC 13 Wis (Medicine) check made
uses an action to awaken it. by a character with proficiency in Medicine spots the difference between
this sickness and typical morning sickness. By the end of the five days, the
STATISTICS syre is completely gone and the fetus is transformed into a caul cuckoo.
Str 1 (-5), Dex 12 (+1), Con 8 (-1), If the syre’s presence is detected or even suspected, it can be removed
Int 6 (-2), Wis 10 (+0), Cha 16 (+3) with a successful DC 15 Wis (Medicine) check. The check can be repeated
Languages: Deep Speech, telepathy 30 ft. as many times as necessary, but if it fails by 5 or more, the host takes 1d6
Skills: Stealth +5 slashing damage (which can easily kill a commoner with 4 or fewer hit
Senses: Darkvision 60 ft. points). Lesser restoration or comparable magic destroys a caul cuckoo
syre automatically and restores the fetus to normal health.
TRAITS
Salt Vulnerability: A handful of salt burns a caul cuckoo syre
as though it was alchemist’s fire, doing 1d4 fire damage at
the start of the caul cuckoo’s turn until it’s extinguished by
spending an action to make a successful DC 10 Dex check.

ECOLOGY
Environment: Any land (Between)
Organization: Solitary

66
The Tome of Blighted Horrors

Gloam
This black humanoid doesn’t appear to have eyes, a nose, or ears, bonus action.
but its mouth, set in a permanently too-wide rictus smile, is filled with Distorted: The gloam’s internal anatomy varies from
awful, jagged teeth which, just like its claws, appear to be composed of individual to individual and seldom makes any biological
fragments of mirror. sense. Critical hits against a gloam do a flat +1 damage but
don’t roll damage dice twice.
Fear Gaze: A creature that sees the gloam’s face within 30
Gloam feet must make a successful DC 17 Wis saving throw or be
XP 7,200 (CR 11) frightened of the gloam for 1 minute. While frightened, the
NE Medium aberration (adult Between) creature is also stunned; it can only cower in fear. A fright-
Initiative + ened creature repeats the saving throw at the end of its
turn, ending the effect on itself with a success.
DEFENSE Magic Resistance (1/day): When the gloam fails a saving
AC 15 throw, it can choose to succeed instead.
hp: 91 (14d8 +28) Regeneration: A gloam heals 10 hit points at the start of
Saving Throws: Dex +9, Con +6, Wis +4, Cha +9 each of its turns. This ability doesn’t function if it took radiant
Resistance: Cold, force, and lightning damage; blud- damage since its previous turn.
geoning, piercing, and slashing damage from weap- Sneak Attack: A gloam’s attack does an extra 3d6
ons (magical and nonmagical) damage if the gloam has advantage on the attack.
Immunity: Poison damage; charm, fright, poison, Spell-like Abilities: The gloam can use the following
stun, unconsciousness spell-like abilities, using Charisma as its casting ability
(DC 13, attack +5). The gloam doesn’t need materi-
OFFENSE al components to use these abilities.
Speed: 60 ft., climb 40 ft. At will: misty step (can’t teleport to or from
Multiattack: The gloam bites once and claws bright light)
twice, or attacks three times with mirror shards. 1/day each: dimension door, invisibility
Melee Attack—Bite: +9 to hit (reach 5 ft.; one (self only, duration 1 minute)
creature). Hit: 1d6 + 5 piercing damage, and the
creature suffers a bleeding wound (see below). ECOLOGY
Melee Attack—Claws: +9 to hit (reach 5 ft.; one Environment: Urban (Between)
creature). Hit: 2d8 + 5 slashing damage, and the Organization: Solitary
creature suffers a bleeding wound (see below).
Ranged Attack—Mirror Shards: +9 to hit (range A gloam embodies the paralyzing
60 ft.; one creature). Hit: 2d6 + 5 slashing terror of the unknown “thing in
damage, and the creature suffers a bleeding the darkness” combined with
wound (see below). a stalking murderer. It is an
emotionless entity composed
STATISTICS of alien flesh and shadow that
Str 16 (+3), Dex 20 (+5), Con 14 (+2), steps from Between to terrorize
Int 15 (+2), Wis 10 (+0), Cha 20 (+5) communities with serial killings.
Languages: Common, Deep Speech, Its imaginative dismemberment and
Undercommon placing of it victims’ bodies conveys the
Skills: Medicine +4, Perception +4, Stealth +9 horror they experienced when they encountered
Senses: Blindsight 60 ft., darkvision 90 ft. it and the fear that ripples outward from a gloam’s
presence in the mundane world.
TRAITS Unlike many Between creatures that are born
Bleeding Wound: A creature takes 1d4 elsewhere and transported to Between, indications
necrotic damage at the start of its turn are that the gloam is a native of that realm. Its teeth
from each bleeding wound it has. A and claws are razor-sharp shards of mirrors, and
creature with one or more bleeding it can conjure additional mirror shards at will to
wounds makes a DC 15 Con saving throw or spit like darts or shuriken.
throw at the end of its turn; all wounds
stop bleeding on a success. All bleed- Copyright Notice
ing is also stopped if the wounded Author Alistair Rigg.
creature or an ally within 5 feet uses an
action to make a successful DC 15 Wis
(Medicine) check.
Dislocated: The gloam’s form is made
up of its memories, which shift and
change. The creature is continually
under the effect of a blur spell (attacks
against it are made with tactical
disadvantage unless the attacker has
blindsight, truesight, or an equivalent).
The gloam can suppress or
reactivate this ability at will as a

67
The Blight: Richard Pett's Crooked City

Herald at the Threshold


A thing of sublime chaos, this creature seems to have no set form yet Languages: Understands Deep Speech but can’t speak
is composed of flaccid skin and a trio of grasping, tentacle-like limbs. Skills: Perception +4
Its form is partially made of boiling emotions that clothe the thing in Senses: Blindsight 90 ft.
waxy flesh. Its great limbs grip at its surroundings, lacerating stone in its
grasp, while some sort of fetid opening surrounded by moist bones rises TRAITS
to a set of horns like demented curved instruments through which an Absorb: If a creature with 0 hit points fails a death saving
agonizing, grating scream tears. throw while a herald at the threshold is in the same space
with it, that creature dies and its body is entirely absorbed
into the herald’s. The herald gains temporary hit points equal
Herald at the Threshold to the creature’s Constitution score. If the herald is subse-
XP 13,000 (CR 15) quently killed, enough of an absorbed creature’s corpse
N Large aberration (adult Between) can be recovered for a spell such as resurrection to work,
Initiative +4 but not revivify or raise dead.
Dimensional Mastery: A herald at the threshold can cast di-
DEFENSE mension door as a bonus action.
AC 17 (natural armor) Dislocated: The herald at the threshold’s form is made up of
hp: 102 (12d10 + 36) its memories, which shift and change. The creature is con-
Saving Throws: Dex +9, Con +8, Wis +6 tinually under the effect of a blur spell (attacks against it are
Resistance: Cold, fire, force, lightning, and poison damage; made with tactical disadvantage unless the attacker has
nonmagical weapons blindsight, truesight, or an equivalent). The herald can sup-
Immunity: Charm, fright press or reactivate this ability at will as a bonus action.
Immune to Transformation: A herald at the threshold is im-
OFFENSE mune to any effect that would alter its form..
Speed: 30 ft., climb 30 ft. Magic Resistance (1/day): When the herald fails a saving
Multiattack: The herald attacks three times with its claws. throw, it can choose to succeed instead.
Melee Attack—Claw: +10 to hit (reach 5 ft.; one creature). Spell-like Abilities: The herald at the threshold can use the
Hit: 2d6 + 5 slashing damage. If two claw attacks hit the following spell-like abilities, using Charisma as its casting abili-
same target on the herald’s turn, that target takes an addi- ty (DC 16). The herald doesn’t need material components to
tional 3d6 slashing damage and gains 1 level of exhaustion. use these abilities.
Area Attack—Overwhelming Mind (recharge 5-6): The At will: dimension door, freedom of movement
herald projects a telepathic assault in a 30-foot cone. 3/day each: blink, counterspell
Creatures in the cone must make a successful DC 17 Wis 1/day each: invisibility (self only, duration 1
saving throw or be paralyzed for 1 minute. A paralyzed minute), resilient sphere
creature repeats the saving throw at the end of its turn,
ending the effect on itself with a success. In addition, crea- LEGENDARY ACTIONS
tures that attempt to make mental contact with a herald, The herald at the threshold can take up to three
whether telepathically or through spells such as detect legendary actions per
thoughts or dominate monster, are immediately subject round. Legendary actions
to this attack. are taken at the end of
Area Attack—Preternatural Horror (1/day): The herald another creature’s turn,
reveals the full horror of itself to the minds of nearby and only one can be tak-
creatures. All creatures within 60 feet of the en after each turn.
herald must make a successful DC 17 Wis Cantrip: The herald casts an
saving throw or be afflicted with mad- at-will spell.
ness. If the result of the saving throw Claw: The herald makes a
is 12-16, the creature suffers a short- claw attack.
term madness; 7-11 results in long- Multiattack (costs 2 actions): The
term madness; 6 or less results in herald makes three claw attacks.
indefinite madness. No line of sight
or visual contact is needed for this ECOLOGY
attack to work. Environment: Any (Between)
Area Attack—Screaming Pipes (1/ Organization: Solitary
day): The herald emits a psyche-blasting
shriek through its hornlike appendages. Born by the Beautiful to serve her needs
All creatures within 30 feet of the herald and as keepers of her thresholds from Between,
capable of hearing it must make a DC 16 the heralds are creatures that defy mortal and
Wis saving throw. If the saving throw fails, mundane reference.
the creature is stunned for 1d4 rounds and
permanently deafened; if it succeeds, the Copyright Notice
creature is deafened for 1d4 rounds and Author Alistair Rigg, based on material by
incapacitated until the end of its next turn. Richard Pett.

STATISTICS
Str 20 (+5), Dex 18 (+4), Con 16 (+3),
Int 8 (-1), Wis 13 (+1), Cha 18 (+4)

68
The Tome of Blighted Horrors

Hyme
Superficially it could be a horse — certainly there is some horse in The first hyme came about one terrible night when a creature from
it — but the resemblance is unnatural. It’s a dark thing, a thing the eye Between was captured and held in a stable. Whilst the greedy captors
finds difficult to rest upon, with the anger and musk of a horse, but the sought to sell their prize to those who collect such creatures in peculiar
shape is wrong. Its head is dark and long, and slaver drools from it onto menageries, something terrible happened, and when the hunters returned
the ground. And though it tosses its head like a horse, it has barbed teeth they simply found the creature gone and the horses within mad with terror.
in its jaw. Cursing their bad luck, the hunters looked for new prey. A few months
later, each mare in the stable birthed a horrible dark thing that resembled
a foal but was certainly not of this world. The hunters went back to their
Hyme original purchaser with their new creatures and sold them. These were the
XP 450 (CR 2) first hymes.
Unaligned Large aberration (larval Between) A bastard union of the Between and the horse, the hyme combines the
Initiative +1 qualities of a horse with the aggression of a Between creature. They are
hard to tame, but not impossible, and broken ones now regularly pull
DEFENSE coarse cabs around the city. Initially, such terrible dray were the exclusive
AC 13 (natural armor) property of those aristocrats who could afford them, but their prodigious
hp: 30 (4d10 + 8) appetites created more hymes from unions with mares (hymes are born to
both hyme-hyme and hyme-horse parents). They are now seen regularly,
OFFENSE but most often on dark nights.
Speed: 60 ft. Hymes command very high prices, and are extremely rare to find for
Multiattack: The hyme bites once and attacks once with its sale. Occasionally, one becomes available, but generally only particular
hooves. dealers — such as Groppit, Swift & Humb: Hyme Dealers by Royal
Melee Attack—Bite: +6 to hit (reach 5 ft.; one creature). Hit: Appointment — sell them. A hyme sells for 6,500 gp.
1d4 + 4 piercing damage.
Melee Attack—Hooves: +6 to hit (reach 5 ft.; one creature). Copyright Notice
Hit: 2d6 + 4 bludgeoning damage. Author Alistair Rigg, based on material by Richard Pett.
Area Attack—Bray of Terror (recharge 5-6): All creatures
within 60 of the hyme and that can hear it must make a
successful DC 12 Wis saving throw or be frightened of the
hyme for 1d4 rounds. Other hymes and their masters are
immune. Beasts have a -2 modifier on the saving throw;
horses save with tactical disadvantage. A creature that
saves successfully is immune to Bray of Terror for 24 hours.

STATISTICS
Str 18 (+4), Dex 13 (+1), Con 14 (+2),
Int 2 (-4), Wis 11 (+0), Cha 7 (-2)
Languages: None
Senses: Darkvision 30 ft.

TRAITS
Dislocated: The hyme’s form is made up of
memories, which shift and change. The creature is
continually under the effect of a blur spell
(attacks against it are made with tactical
disadvantage unless the attacker has
blindsight, truesight, or an equivalent).
The hyme can suppress or reactivate this
ability at will as a bonus action.
Distorted: A hyme’s internal anatomy
varies from individual to individual and seldom makes any
biological sense. Critical hits against a hyme do a flat +1
damage but don’t roll damage dice twice.
Musk of Fear (1/day): As a bonus action, a hyme emits
an unpleasant musk. All breathing creatures within 30 feet
must succeed on a DC 12 Con saving throw or be poisoned
while within 30 feet of the hyme. The effect lasts 1 minute.
A creature that spends its entire turn more than 30 feet
from the hyme repeats the saving throw, ending the effect
on itself with a success. Other hymes and their masters are
immune. Beasts have a -2 modifier on the saving throw;
horses save with tactical disadvantage.

ECOLOGY
Environment: Plains, swamp (Between)
Organization: Solitary, pair, or herd (3–12)

69
The Blight: Richard Pett's Crooked City

Mantis-Thing from Between


It is fleshy, but in a revoltingly waxy, insectoid way. It staggers on piercing damage, and the creature must make a successful
several insect legs and drags itself along on two long limbs, making DC 14 Con saving throw or be paralyzed until the end of its
the thing look like it is obsequiously praying to some demented god next turn.
as it moves. It has a vast, bloated head riddled with teeth, but moves
with appalling speed despite its large size. As it moves, sinews, faces, STATISTICS
and limbs of people bloat its flesh, and horribly distorted hands grope Str 20 (+5), Dex 15 (+2), Con 16 (+3), Int 5 (-3), Wis 14 (+2),
outward from this vile host. Wreathed about its sickening flesh are Cha 11 (+0)
palpable manifestations of misery, regret, and bitter, dashed hope. Languages: Between Mantis
Skills: Perception +5
Senses: Darkvision 60 ft.
Mantis-Thing from Between
XP 2,300 (CR 6) TRAITS
CN Large aberration (naiadic Between) Cocoon (1/day): The mantis-thing can encase a grappled,
Initiative +2 incapacitated creature of up to Medium size in a dense
cocoon (AC 10, 30 hp, immune to all but slashing damage)
DEFENSE composed of fibrous material spun out of its mouth. The
AC 16 (natural armor) process takes 1 minute for creatures smaller than Small,
hp: 110 (13d10 + 39) 2 minutes for Small creatures, and 3 minutes for Medium
Saving Throws: Dex +5, Wis +5 creatures.
Resistance: Nonmagical weapons Immune to Transformation: A mantis-thing is immune to ef-
fects that would alter its form.
OFFENSE Incubation: Once an egg is implanted, it releases enzymes
Speed: 40 ft., climb 40 ft. that paralyze the victim for as long as the egg remains in
Multiattack: The mantis-thing makes two claw the body. The egg hatches 1d4 days later. When it does,
attacks. the young mantis-thing consumes the host’s internal organs,
Lunge (recharge 5-6): +8 to hit killing the creature. Removing an egg takes 10 minutes and
(reach 20 ft.; one creature). Hit: a successful DC 15 Wis (Medicine) check; a creature without
4d8 + 5 slashing damage, and the proficiency in Medicine has tactical disadvantage on the
target must make a successful DC 16 check. Each attempt also does 2d6 slashing damage to the
Con saving throw or be stunned until host, whether the check succeeds or fails. Magic that cures
the end of its next turn. disease, such as lesser restoration or a potion of vitality, also
Melee Attack—Claw: +8 to hit (reach 5 ft.; destroys the egg without harming the host, but immunity to
one creature). Hit: 2d8 + 5 slashing dam- paralysis or disease offers no protection.
age. If both claw attacks hit the same Pack Attack: The mantis-thing has tactical advantage on its
target on the mantis-thing’s turn, the attack roll if the target is within 5 feet of one or more allies of
target is grappled (escape DC 15) the mantis-thing that are able to attack.
and the mantis-thing can make a
proboscis attack against it as a bo- ECOLOGY
nus action. Environment: Any land (Between)
Melee Attack—Implant Egg: +8 Organization: Solitary, pair, or nest (3–8)
to hit (reach 5 ft.; one grappled
creature). Hit: a mantis-thing Mantis-things are exaggerated versions of insects, distorted by the
egg is implanted in the crea- horror of parasitic infestation and the misery of hopelessness. They are
ture, which is paralyzed and semi-intelligent, and communicate via a language composed of clicks
becomes subject to Incuba- from their mouthparts, and the position and trembling of their patterned
tion (see below). forelimbs.
Melee Attack—Proboscis:
+5 to hit (one grappled Copyright Notice
creature). Hit: 1d4 + 2 Author Alistair Rigg, based on material by Richard Pett.

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The Tome of Blighted Horrors

Mockingbeast
This creature’s former body is now a collapsed tangle of rubbery limbs
and gnashing teeth that thrashes and gurgles as it drags itself about with
claws and tentacles that have sprouted from random locations.

Mockingbeast
XP 3,900 (CR 8)
CN Large aberration (larval Between)
Initiative +3

DEFENSE
AC 13
hp: 133 (14d10 + 56)
Saving Throws: Dex +6, Con +7, Int +2, Cha +6
Resistance: Nonmagical weapons

OFFENSE
Speed: 20 ft., climb 10 ft.
Multiattack: The mockingbeast makes three
grab attacks with its tentacles.
Melee Attack—Grab: +7 to hit (reach 15 ft.; one
creature). Hit: 2d8 + 4 bludgeoning damage,
and a Medium or smaller creature must make
a successful DC 14 Dex saving throw or be
grappled (escape DC 14) and pulled to
within 5 feet of the mockingbeast. The
mockingbeast makes an immediate
Bite attack against a creature that
was just grappled as part of the
same action.
Melee Attack—Bite: +7 to hit
(reach 5 ft.; one grappled
creature). Hit: 2d4 + 4 piercing
damage, and a creature must
make a successful DC 15 Con
saving throw or be infected with
Mocking Plague (see below).

STATISTICS
Str 19 (+4), Dex 16 (+3), Con 18 (+4),
Int 8 (-1), Wis 5 (-3), Cha 16 (+3)
Languages: Common
Senses: Darkvision 30 ft.

TRAITS
Between Flux: A mockingbeast’s
body constantly shifts and changes in
response to the Between plague that
infuses it, reshaping and rebuilding it in
hideous ways. At the start of each of
the mockingbeast’s turns, roll 1d10
and check the following table to
see what effect the between flux
has. All of the listed mutations last
1 minute except for results 9 and
10, which are instantaneous.

71
The Blight: Richard Pett's Crooked City
1d10 Result Mocking Plague: Symptoms appear 1d6 hours after a crea-
ture is infected. At that time, the creature gains 1 level of
The mockingbeast gains a +2 bonus on attack rolls exhaustion and its Charisma score is reduced by 2. The in-
1
and damage rolls (max +6). fected creature must make a DC 15 Con saving throw after
The mockingbeast gains resistance to each dam- every 6 hours. If the saving throw fails, the creature gains
2 age type that strikes it, after taking the initial dam- another level of exhaustion and its Charisma is reduced by
age. 2. The disease can be cured by magic or when the infected
creature succeeds on two consecutive Con saving throws.
Creatures that do slashing or piercing damage to A victim that gains a 6th level of exhaustion or has its Cha-
the mockingbeast from a distance of 5 feet or less risma reduced to 0 by mocking plague must make a DC 10
3
take 1d6 acid damage (max 3d6) from digestive Con saving throw. If it succeeds, the creature dies normally;
fluid spraying out of the wound. if it fails, the creature instead transforms into a mocking-
4 The mockingbeast’s AC increases by 2 (max 19). beast.
Resistant to Transformation: Effects that alter the
The mockingbeast’s Multiattack ability allows it to mockingbeast’s form end at the start of the mockingbeast’s
5
make one additional grab attack (max 6/turn). next turn, when it automatically returns to its normal form (no
The mockingbeast grows appendages that in- action required).
6 crease its standard and climb speeds by 10 feet
each (max 50 ft., climb 40 ft.). LEGENDARY ACTIONS
The mockingbeast can take up to three legendary actions
7 The mockingbeast gains 25 temporary hit points.
per round. Legendary actions are taken at the end of an-
The mockingbeast gains blindsight 30 feet or the other creature’s turn, and only one can be taken after each
8 range of its blindsight increases by 30 feet (max 90 turn. ç
feet). Bite: The mockingbeast bites a grappled target.
The mockingbeast emits a cloud of poisonous va- Grab: The mockingbeast makes one grab attack.
por. Creatures within 5 feet of the mockingbeast Flux (uses 2 actions): The mockingbeast forces a mutation to
9 occur. Roll on the Between Flux table.
must make a successful DC 14 Con saving throw or
be poisoned until the end of their next turn.
ECOLOGY
The mockingbeast unleashes a burst of psychic en- Environment: Any (Between)
ergy. Creatures within 30 feet of the mockingbeast Organization: Solitary or pair
10 must make a successful DC 14 Wis saving throw or
be frightened of the mockingbeast until the end of The mocking plague is a supernatural Between disease spread by
their next turn. Between vampires and some other Between creatures. Most creatures that
contract this horrific infection die from the mutations it causes, but some
Insanity: A mockingbeast’s mind is a raw chaos of madness. are instead transformed into aberrations known as mockingbeasts. These
It uses its Cha modifier for Wis saving throws. Any attempt monsters embody the biological chaos that the mocking plague causes,
to contact a mockingbeast telepathically (including spells changing their forms to survive attacks they are subject to or to better
such as detect thoughts and dominate monster) produces spread the disease that created them.
a backlash that does 2d8 Psychic damage to the creature
attempting the contact, or half damage with a successful Copyright Notice
DC 14 Wis saving throw. Author Alistair Rigg, based on material by Richard Pett.

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The Tome of Blighted Horrors

Nightmare Choir (Between Peacock)


A fleshy sack, discolored with veins, sits amid and beneath a trio of choir inverts itself, becoming a huge maw filled with
gangling legs that bend in all the wrong places. A head is thrust back hundreds of quivering, needlelike teeth. The choir makes
that looks part bird, part cockroach; its beak more akin to a stinger. a bite attack against every creature within 5 feet of it,
Its peacocklike plume is littered with wretched-looking scraps of flesh regardless of grappling. Creatures within 30 feet that witness
topped by a grisly collection of severed harpy heads, the eyes of which this transformation must make a successful DC 17 Wis saving
watch you with tortured expressions. throw or be afflicted with madness. If the result of the saving
throw is 12-16, the creature suffers a short-term madness;
7-11 results in long-term madness; 6 or less results in indefinite
Nightmare Choir madness. An inverted nightmare choir cannot fly or use
XP 10,000 (CR 13) Captivating Hymn. It can revert to its normal form as a
Unaligned Large aberration (adult Between) bonus action. When it inverts or reverts to normal, swallowed
Initiative +5 creatures are ejected prone into adjacent, empty spaces.

DEFENSE
AC 15
hp: 152 (16d10 + 64)
Saving Throws: Con +9, Int +1, Wis +6
Resistance: Cold, force, and poison dam-
age; nonmagical weapons
Immunity: charm, disease, fright

OFFENSE
Speed: 15 ft., fly 30 ft.
Multiattack: The nightmare choir
makes one tongue attack and
three claw attacks.
Melee Attack—Claw: +10 to hit
(reach 10 ft.; one creature). Hit:
2d8 + 5 slashing damage.
Melee Attack—Tongue: +10
to hit (reach 15 ft.; one crea-
ture). Hit: the target is grap-
pled (escape DC 15) and
pulled to within 5 feet of
the nightmare choir, which
then makes a bite attack
against it as part of the
same action.
Melee Attack—Bite:
+10 to hit (reach 5 ft.;
one grappled creature).
Hit: 4d6 + 5 piercing
damage plus 2d10 ne-
crotic damage.
Captivating Hymn (1/
day): The nightmare
choir raises its harpy
plumes, which begin
singing. They continue
singing as a bonus action for
1 minute. Creatures within 100
feet of the nightmare choir
and able to hear it must make a
successful DC 17 Wis saving throw
or be charmed by the nightmare
choir for as long as the singing
continues. A charmed creature must
move toward the nightmare choir along the most direct
path, even if that takes them through dangerous terrain.
A charmed creature that’s within 5 feet of the nightmare
choir is stunned. A charmed creature repeats the saving
throw when it takes damage, ending the effect on itself with
a success. Success on the saving throw leaves a creature
immune to Captivating Hymn for 24 hours.
Area Attack—Horrific Inversion (recharge 6): The nightmare

73
The Blight: Richard Pett's Crooked City
STATISTICS creature can get out of the choir by using 5 feet of
Str 15 (+2), Dex 21 (+5), Con 18 (+4), Int 2 (-4), Wis 12 (+1), movement, but only after the monster is dead. When the
Cha 19 (+4) nightmare choir inverts or reverts to normal, swallowed
Languages: Deep Speech creatures are ejected prone into adjacent, empty spaces.
Skills: Perception +6
Senses: Darkvision 120 ft. ECOLOGY
Environment: Any land (Between)
TRAITS Organization: Solitary
Death Throes: When it drops to 0 hit points, a nightmare choir
explodes in a mass of thorny, fleshy limbs riddled with teeth A nightmare choir is an animalistic predator that uses the mesmerizing
and hundreds of tiny filaments that hook into clothing, skin, songs of harpies to lure prey to its side. When prey is near — and prey
and flesh. Creatures within 20 feet of the nightmare choir is anything that the nightmare choir can drain blood from — the monster
take 6d6 piercing damage and are restrained; a successful suddenly inverts its body to make a surprising attack. In its usual form,
DC Dex saving throw halves the damage and prevents it appears as a veiny sack of rubbery, feather-flecked skin, with bony,
being restrained. A restrained creature frees itself by using feathered wings, a swan’s neck tipped with a beaklike stinger, three skinny,
an action to make a successful DC 16 Str (Athletics) check. multi-jointed legs tipped with talons, and long, peacocklike plumes tipped
The area becomes difficult terrain for 10 minutes, and a with the severed heads of harpies. When the monster inverts, it suddenly
creature that ends its turn in the difficult terrain takes 1d6 bloats into a balloon of flesh that rips apart to allow a great maw of hooked
slashing damage. teeth to burst forward, and a long, sticky tongue to shoot out to draw its
Magic Resistance (1/day): When it fails a saving throw, the prey in. The collapsed flesh sack envelops its stinger, wings, and plume,
nightmare choir can choose to succeed instead. which become unusable in this alternate form.
Swallow: A creature that ends its turn grappled by the The thirteen eye-feathers of the nightmare choir’s plume are worth 100
nightmare choir is swallowed whole. A swallowed creature gp each. If an eye-feather is used as an additional material component
is blinded and restrained. It takes 3d8 necrotic damage for a divination spell, the spell either takes effect as if cast with a spell
automatically at the start of each of the nightmare choir’s slot 2 levels higher, or the saving throw against it is made with tactical
turns. Only one Medium creature or two Small creatures disadvantage (caster’s choice).
can be inside the nightmare choir at one time. A swallowed
creature is unaffected by anything happening outside the Copyright Notice
nightmare choir or by attacks from outside it. A swallowed Author Alistair Rigg, based on material by Richard Pett.

74
The Tome of Blighted Horrors

Nimb
A shimmering in the air, like a heat haze, describes the silhouette of a ty space within 5 feet. If the nimb has temporary hit points
humanoid form. when this happens, it loses those temporary hit points and
generates a second nimb in an adjacent space with hit
points equal to the temporary hit points.
Nimb Distorted: A nimb’s internal anatomy varies from individual to
XP 450 (CR 2) individual and seldom makes any biological sense. Critical
N Medium aberration (larval Between) hits against the creature do a flat +1 damage but don’t roll
Initiative +2 damage dice twice.
Incorporeal: A nimb can move through gaps as small as
DEFENSE 1 square inch without penalty. It can also move through
AC 14 solid objects and other creatures as if they were difficult
hp: 55 (10d8 + 10) terrain. The nimb takes 1d10 force damage if it is still inside
Resistance: Nonmagical weapons something solid at the end of its turn.
Immunity: disease, paralysis, poison, prone, stun,
unconsciousness ECOLOGY
Environment: Any (Between)
OFFENSE Organization: Solitary
Speed: 0 ft., fly 30 ft.
Multiattack: The nimbi are incorporeal creatures from
Melee Attack—Ectoplasmic Touch: Between that appear as shimmering silhouettes
+5 to hit (reach 5 ft.; one creature). of humanoid forms. They are strongly
Hit: 1d6 + 2 necrotic damage, and drawn to other intelligent beings, and step
the target’s Charisma is reduced through mirrors and other reflective portals
by 1. In addition, the nimb gains between the dimensions to follow those
temporary hit points equal to the they feel connected to. Sometimes, a nimb
necrotic damage. telepathically communicates with its target,
attempting to negotiate a bonding. Often,
STATISTICS however, their alien mindsets and troubling
Str 5 (-3), Dex 15 (+2), Con 12 (+1), requirements prove an insurmountable
Int 13 (+1), Wis 12 (+1), Cha 16 (+3) barrier to such discussions, and
Languages: Understands they resort to force, hoping that
Common and Deep Speech an agreement can be made after
but can’t speak; telepathy the bond has formed.
100 ft.
Skills: Copyright Notice
Senses: Darkvision 30 ft. Author Alistair Rigg.

TRAITS
Bond: As an action, a nimb
bonds itself with a willing or
incapacitated humanoid
whose square it co-oc-
cupies. The nimb takes
control of the body if it
wins a Charisma contest
against the host. The
host’s consciousness
remains and can com-
municate telepathi-
cally with the nimb,
but the nimb controls
the body, which
gains the nim-
bated template
(see Appendix B).
The nimb can sever the
bond on its turn (no action re-
quired), whereupon it appears
in the closest empty square. If
a nimb bonds with a host that
has reduced Charisma, the
nimb can immediately restore
the host’s normal Charisma.
If the host dies, the bonded
nimb is ejected into any emp-

75
The Blight: Richard Pett's Crooked City

Spiboleth
A hideous, three-eyed fish creature with a lobsterlike tail, by using an action to make a successful DC 13 Str or Dex
eight long spider legs extending from its flanks ending in sharp check. This attack is equally effective above or under water.
claws, and a strange globular gland just beneath its head drips a
thick slime. STATISTICS
Str 19 (+4), Dex 11 (+0), Con 17 (+3),
Int 17 (+3), Wis 14 (+2), Cha 8 -1)
Spiboleth Languages: Common, Deep Speech
XP 2,300 (CR 6) Skills: Perception +5
LE Large aberration (larval Between, aquatic) Senses: Tremorsense 60 ft.
Initiative +0
TRAITS
DEFENSE All-Around Vision: A spiboleth’s multiple eyes allow it to scan
AC 15 (natural armor) quickly in all directions. Attackers never gain tactical ad-
hp: 127 (15d10 + 45) vantage or bonus damage against it from the presence of
Saving Throws: Con +6, Int +6, Wis +5 nearby allies.
Paralytic Poison: The spiboleth’s mucus contains a paralytic
OFFENSE poison. A creature that comes into contact with the mucus
Speed: 40 ft., climb 40 ft., swim 60 ft. must make a DC 14 Con saving throw. If the save succeeds,
Multiattack: The spiboleth attacks twice with its claws and the creature is poisoned until the end of its next turn; if it fails,
once with its tail. the creature is paralyzed for as long as it remains in contact
Melee Attack—Claw: +7 to hit (reach 5 ft.; one creature). with spiboleth webbing, or for 1 minute. A paralyzed
Hit: 1d10 + 4 piercing damage, and the creature is exposed creature that’s not in contact with webbing repeats the
to the spiboleth’s paralytic poison (see below). saving throw at the end of its turn, ending the effect on a
Melee Attack—Tail Slap: +7 to hit (reach 5 ft.; one creature). success.
Hit: 4d8 + 4 bludgeoning damage, and the target is Spell-like Abilities: The spiboleth can use the following
knocked prone. spell-like abilities, using Intelligence as its casting ability
Ranged Attack—Mucus Web (recharge 4-6): The spiboleth (DC 14, attack +6). The spiboleth doesn’t need materi-
launches globs of mucus at a target within 50 feet. The al components to use these abilities.
target must make a successful DC 14 Dex saving throw or At will: color spray, dancing lights, minor illusion, silent
be restrained and be exposed to the spiboleth’s paralytic image
poison (see below). A restrained creature can break free 3/day: charm person, hypnotic pattern,

76
The Tome of Blighted Horrors
phantasmal force Though spiboleths hail from Between, many of them find their way
1/day: dominate monster into the mundane world and set up hidden lairs in the waters and along the
coasts. There is no telling how many of the great docks or blind riverside
ECOLOGY alleys that seem empty at a glance actually hold the web-strung lairs of
Environment: Coast, sea (Between) these spiderlike aberrations hidden behind the camouflage of mirage
Organization: Solitary, pair, or colony (3–8) arcana or illusory walls as they watch their oblivious prey wandering by
mere yards away and contemplate their murky thoughts of conquest.
It’s unknown whether the physicians stole their ideas from the As befits their arachnid heredity, spiboleths have glands beneath their
aboleths of the Unsea or the aboleths of the Unsea stole their concept heads that secrete a thick mucus. The spiboleth forms this mucus into
from the physicians of Castorhage. What is known is that the spiboleths tough but flexible strands that it weaves into a web. This web can extend
are essentially a golem-stitched mixture of aboleth and giant spider and both above and below water, and with multiple spiboleths contributing to
that the physicians didn’t create them. The spiboleths dwell primarily the construction, these webs can be made immense. Large air bubbles can
in the shallows of the Unsea where they work with the vile aboleths of be attached to the web below water, allowing air-breathing creatures to
that realm as almost-equal partners. They possess the same intellect and survive for up to 2 hours while caught in the web.
massive egos as the aboleths, but are slightly inferior in magical aptitude Spiboleths can also create sheets of mucus webbing up to three times
and physical prowess, a fact not lost on the aboleths who claim to be their own size. They usually position these to snare unwary creatures.
their original creators. The aboleths do not outright enslave the spiboleths, Normally, approaching creatures could see one of these webs easily,
however, because the spiboleths are still relatively powerful and far too but spiboleths usually camouflage them with illusions, hoping victims
egotistical to accept such an arrangement without an outright rebellion. stumble into them and are quickly paralyzed.
The spiboleths are much too useful to the aboleths as spies and agents to Each 5-foot section of mucus web has AC 8, 15 hit points, immunity to
be sent to the mundane world. In the eyes of the aboleths, the spiboleths necrotic, poison, psychic, and radiant damage, and resistance to all other
have value and they, therefore, bite back their prejudice and paternalism damage types except slashing.
toward them, limiting it to occasional small hints of superiority and A spiboleth moves across mucus webbing without hindrance, and its
a secret knowledge among their own as to the truth of the matter. The tremorsense allows it to pinpoint the location of any creature touching
spiboleths are well aware of the aboleths’ thoughts on the matter, but they the web.
have not yet bred in numbers sufficient to overthrow the more-powerful
aboleths. For now, it behooves both sides to cooperate and at least appear Copyright Notice
gracious toward one another even if always looking for some sign of Author Greg A. Vaughan, based on material by Richard Pett.
weakness to exploit. This constant tension between aboleth and spiboleth
is perhaps the greatest asset that the peoples of the mundane world have
against their machinations.
Spiboleths superficially resemble a smaller version of the aboleths,
but with chitin-covered, spiderlike legs instead of tentacles. In addition,
though they have the same vertical arrangement of eyes, those of the
spiboleth are actually multifaceted and provide the spiboleth with a
greater field of vision. Though powerful in their own right, the spiboleths
are still less powerful than their aboleth cousins, and they do not possess
the same form-altering slime and mucus cloud as the aboleths. Instead,
the spiboleths have the ability to live indefinitely out of the water, though
they are more comfortable in damp places where they can keep their
bodies moist, and they possess the ability to secrete a thick mucus from
which they can construct great webs made from thick strands of the nearly
translucent substance. The webs are somewhat sticky, but the mucus also
has a paralytic poison that makes them much more dangerous.

77
The Blight: Richard Pett's Crooked City

Spite-Waif
The figure is childlike, but any sense of innocence is immediately that created it. If either mirror is destroyed, the mirror-portal is
overshadowed by the aura of malevolence that exudes almost palpably closed permanently.
from it. Its flesh is gray and pasty, seemingly too loose for its body. Its Perfect Copy: When a spite-waif uses alter self, it can as-
head is hairless with a wide mouth and distended jaw full of needle- sume the appearance of a specific individual. Unlike a
sharp teeth, and, though humanoid in shape, when it moves it scuttles doppelganger, when a spite-waif is killed it remains in its as-
about on all fours like some kind of insect with too many joints. sumed form unless a dispel magic is cast on the corpse.
Spell-like Abilities: The spite-waif can use the following spell-
like abilities, using Charisma as its casting ability (DC 11). The
Spite-Waif spite-waif doesn’t need material components to use these
XP 200 (CR 1) abilities.
NE Small aberration (larval Between) At will: alter self
Initiative +3 1/day: sleep

DEFENSE ECOLOGY
AC 13 Environment: Any land (Between)
hp: 36 (8d6 + 8) Organization: Solitary or gang (3–6)
Immunity: Charm
These creatures are insidious changelings and infiltrators from Between.
OFFENSE Spite-waifs are an immature stage in the development of a doppelganger
Speed: 20 ft. that are native to that bizarre realm. While they have the doppelganger’s
Multiattack: The spite-waif bites once and claws once. ability to change shape, they lack its physical power and ability to read
Melee Attack—Bite: +5 to hit (reach 5 ft.; one creature). Hit: minds. As a result, they are used primarily as changelings to replace
1d6 + 3 piercing damage. children of the Material Plane, and then grow up within that child’s
Melee Attack—Claw: +5 to hit (reach 5 ft.; one creature). household and live its life. The reasons for these switches are manifold,
Hit: 2d4 + 3 slashing damage. but they are universally of malign intent. This is especially evident in the
fact that unlike hags, who swap changelings out for real children and then
STATISTICS raise the true child as its own, the spite-waif usually devours the child at
Str 9 (-1), Dex 16 (+3), Con 12 (+1), the time of the switch.
Int 10 (+0), Wis 11 (+0), Cha 13 (+1) Superficially, spite-waifs physically resemble a small humanoid child
Languages: Common but with a doppelganger’s characteristic gray and formless skin and
Skills: Deception +5, Insight +2 features. Its jaw is able to distend to allow it to swallow creatures up to
Senses: Darkvision 60 ft. Medium size, and a mouthful of needle-sharp teeth help it grip its prey.
Internally, the spite-waif’s abdomen is an extra-dimensional space that
TRAITS can hold any amount of prey. Horrifically, the parents of switched children
Mirror Portal (1/day): As an action, a spite-waif can turn a are frequently concerned about a possible stomach ailment afflicting their
normal mirror into a portal between the Material Plane and “child” when they change its bedclothes, not aware of the true source of
Between. The spite-waif must touch the mirror to be trans- its exceptionally soiled and sometimes bloody diapers.
formed. The portal forms behind the mirror, which must be A spite-waif can maintain its charade for years, altering its regularly as
pushed aside to get at the portal. The portal can be used by it “grows,” and usually does so for the entire childhood and adolescence
any creature that fits through it; the portal is the same size as of the replaced child. In many ways, they become that child, assuming all
the mirror. It remains open indefinitely or until the spite-waif of its roles and eventual responsibilities, though it always maintains some
creates a different mirror portal or the mirror form of contact with its own kind — even if only a quick meeting once
is broken. every few years — to stay current on the planned reasons for the switch.
Create Mirror-Portal (1/day). A spite-waif The reasons and plans for a changeling switch are always extremely far-
can turn a normal mirror into a portal be- reaching, taking decades to develop, and frequently involve replacing a
tween the Material Plane and Between. To child from a prominent family in order to attain a powerful position in
use this ability a mirror must be obtained government later in adulthood.
from the Material Plane and taken to Be- While a spite-waif remains in Between, it doesn’t mature physically
tween where the spite-waif must conduct or in Between Age. A spite-waif that dwells on the Material Plane
a 1-hour ritual to attune the mirror and turn it grows at a rate comparable to the species it mimics. When
into a device for scrying. It is then able to scry a Material Plane-dwelling spite-waif reaches
through any Material Plane mirror for a suitable physical maturity (usually within 10–12
location to use as a portal. Once a location has years), it attains Medium size and
been determined, the mirror-portal is created and completes its transformation into a
fixed between the two mirrors, and the spite-waif’s full non-Between doppelganger,
mirror cannot be attuned to any other mirror. Once becoming in all ways at this point a
the mirrors have been attuned, the portal can be normal doppelganger, though likely
opened from either end by simply sliding the mirror maintaining any prior contacts with
aside as a part of movement and revealing the its Between compatriots.
extradimensional portal behind it. Anyone can pass
through the mirror-portal as long as they can fit Copyright Notice
through the dimensions of the mirror’s pane. Once Author Greg A. Vaughan,
created, a mirror-portal remains open indef- based on material by
initely until closed. If closed, it can no lon- Richard Pett.
ger be opened except by the spite-waif

78
The Tome of Blighted Horrors

Wallow-Whale
Something stirs in the sludge beneath, swimming through the Languages: None
arsenic poison that passes for water. It is vast, a seething Skills: Perception +4
globe of flesh, a mountain of rotting skin Senses: Darkvision 60 ft.
that hangs like a bridal train behind its
back. It has at least a dozen eyes oddly TRAITS
spaced on its foul body, and a vast maw Swallow: A swallowed creature is blinded
capable of swallowing a ship. and restrained. It takes 1d10 + 6 blud-
geoning damage plus 1d8 acid damage
automatically at the start of each of the
Wallow-Whale wallow-whale’s turns. Any number of crea-
XP 8,400 (CR 12) tures can be inside the wallow-whale at
N Gargantuan aberration one time. A swallowed creature is unaf-
Initiative –3 fected by anything happening outside the
wallow-whale or by attacks from outside
DEFENSE it. A swallowed creature can get out of
AC 17 (natural armor) the wallow-whale by using 5 feet of move-
hp: 201 (13d20 + 65) ment, but only after the wallow-whale is
Resistance: Nonmagical weapons dead. When a creature gets out of the
Immunity: Thunder damage; prone wallow-whale, it must make a successful
DC 17 Con saving throw or contract filth
OFFENSE fever.
Speed: swim 40 ft. Filth Fever: A creature with filth fever
Multiattack: The wal- becomes sick 1d4 days after being
low-whale bites once infected. At that time, the creature gains
and makes one tail slap 1 level of exhaustion. It also regains only
attack. half the usual number of hit points from
Melee Attack—Bite: +10 spending Hit Dice and no hit points from
to hit (reach 5 ft.; one crea- resting. Once symptoms appear, the infected
ture). Hit: 4d10 + 6 piercing creature must make a DC 11 Con saving throw
damage plus 3d6 acid dam- after every long rest. If it fails, the creature gains 1
age, and the creature must make level of exhaustion; if it succeeds, the creature loses
a successful DC 17 Str saving throw or 1 level of exhaustion. The disease is cured when the creature
be swallowed (see below). has no exhaustion.
Melee Attack—Tail Slap: +10 to hit (reach 15 ft.; one crea-
ture). Hit: 4d8 + 6 bludgeoning damage and the target is ECOLOGY
knocked prone. Environment: Sea (Between)
Melee Atttack—Ram (recharge 6): automatic hit (one ship). Organization: Solitary or mated pair
Hit: the vessel makes a hull saving throw using the most
appropriate DC from the table below, based on the ship’s Originally found only in the Unsea of Between before some of
type. The vessel sinks when it has failed the indicated num- these great cetaceans somehow escaped and began reproducing in
ber of saving throws. The proficiency bonus of the ship’s the mundane world’s oceans, wallow-whales are now the terror of the
captain can be added to the saving throw. Fetid Sea and one of the primary threats for which the Castorhage
Navy diligently patrols those waters. Wallow-whales are offal, carrion,
Ship Type Hull DC Sinks after husks, leavings, and scum given life. Stirges are frequently seen circling
them when they surface to launch a spume of oily brine, purulence,
Rowboat 20 1 failed save and clotted fluids from their blowholes, and oozes capable of surviving
Barge 19 1 failed save in the acidic environment can sometimes be found infesting their
cathedral-like stomachs. Wallow-whales aren’t afraid to venture close
Oared Galley, small 18 2 failed saves to the city to feed upon the excrement, rot, and flotsam that seethes like
Oared Galley, large 16 2 failed saves a gyre around its foundations. Yet despite their foul body habitus, the
ambergris of a wallow-whale is a thing both rare and highly valuable,
Sailing Merchant, small 17 2 failed saves
selling for as much as 100 gp/pound. Daring or foolhardy whalers
Sailing Merchant, large 15 3 failed saves armed with cold-iron harpoons hunt these beasts upon the oceans, and
Sailing Warship 13 3 failed saves in some cases upon the Unsea, with typical Gargantuan specimens
typically yielding 1d6 x 10 pounds of the substance, and a Colossal
beast yielding 3d6 x 10 pounds.
STATISTICS
Str 22 (+6), Dex 4 (–3), Con 21 (+5), Copyright Notice
Int 4 (–3), Wis 10 (+0), Cha 5 (–3) Author Alistair Rigg, based on material by Richard Pett.

79
The Blight: Richard Pett's Crooked City

Appendix B:
Templates

80
The Tome of Blighted Horrors

Alchymic-Undying Creature
More commonly referred to as the “reborn,” alchymic-undying
creatures are living creatures infused with the gifts of undeath through
exposure to the mysterious elixir of life.
Any living creature can be transformed into an alchymic-undying
creature when exposed to elixir of life (see The Blight: Richard Pett’s
Crooked City by Frog God Games). An alchymic-undying creature uses

••
the base creature’s stat block, with the following differences:
Challenge increases by 1.


Constitution declines by 2; adjust hit points accordingly.
Always has proficiency on Str and Dex saving throws, and on saves
against disease (including ongoing effects of diseaases), paralysis, and

••
poison.
Is immune to exhaustion and unconsciousness
Never ages or sleeps, and needs only 1/10 as much food, drink, and air


as a normal creature of its kind.
Negative Energy Affinity: An alchymic-undying creature never has


its maximum hit points reduced by attacks from undead creatures.
Regeneration: An alchymic-undying creature heals 1 hit point per 2
HD at the start of its turn, unless it took acid or fire damage since its
last turn.

Copyright Notice
Author Alistair Rigg, based on material by Richard Pett.

81
The Blight: Richard Pett's Crooked City

Alchymic-Unliving Creature
The alchymic-unliving are creatures tainted by the curse of undeath
through exposure to elixir of life. Those who partake in the forbidden
fruits of such alchymic experimentation face a dismal future. It is true that
death, or at least mortal death by aging, is no longer a concern, but the life
left is bleak and bereft of any of the joys of the living.
Any living creature can be transformed into an alchymic-unliving
creature that is exposed to elixir of life (see The Blight: Richard Pett’s
Crooked City by Frog God Games). An alchymic-unliving creature uses

••
the base creature’s stat block, with the following differences:
Challenge increases by 1.

••
Strength increases by 2, Intelligence declines by 2.
Type becomes undead.


AC increases by 2.
Uses Charisma rather than Constitution to determine bonus hit


points per hit die; recalculate hit points accordingly.
Immune to disease, exhaustion, paralysis, poison, stun, and


unconsciousness.
Immune to effects that reduce ability scores or maximum

••
hit points.
Gains darkvision 60 feet.
Legendary Fortitude (3/day): When the creature
makes an unsuccessful Con saving throw, it can


choose to succeed instead.
Curse of Undeath: The creature must make
a successful DC 15 Wis saving throw every
30 days or its Intelligence is permanently
reduced by 1. If its Intelligence declines to 3, it


transforms into a zombie.
Regeneration: An alchymic-unliving
creature heals 1 hit point per 2 HD at
the start of its turn, unless it took radiant
damage since its last turn.

Copyright Notice
Author Alistair Rigg, based on material by
Richard Pett.

82
The Tome of Blighted Horrors

Between Creature
A Between creature is infused with the weirdness of Between and is 4. Gains resistance to cold, force, and poison damage, and to damage from
shaped and changed by its environment and experiences. Some Between nonmagical weapons.
creatures are bizarre versions of existing creatures (such as gargoyles and 5. Gains Dislocated trait (attacks against it have tactical disadvantage
wyverns), while others are new creatures that don’t have a non-Between unless the attacker has blindsight, truesight, or their equivalent).
equivalent (such as caul cuckoos and hymes). 6. Gains proficiency in Dex and Con saving throws.
If you need (or just want) more Between creatures beyond those 7. Gains Innate Spellcasting (save DC 15): 1/day each—invisibility (self
presented in the Tome of Blighted Horrors and Blight adventures, you can only, duration 1 minute), spider climb.
create them three ways. 8. Gains Magic Resistance (1/day, when it fails a saving throw, it can
1. Apply a Between simple template to an existing monster stat block. succeed instead).
This is quick and simple, and is perfectly adequate for most encounters. 9. Increase speed by +10 feet.
2. Convert an existing creature to the Between subtype using the 10. Increase CR by +3.
guidelines presented here. This involves more effort and is better suited
to major foes, such as creatures that command groups of lesser, Between Elder Between
minions (which can be converted quickly with the simple templates). 1. Increase Dex by +4; increase Int by +2; increase Str and Con by 1 each.
3. Create a wholly new Between creature from scratch, following the 2. Increase hit points by 4 Hit Dice + (Con modifier ×4).
guidelines below. This is ideal for a powerful villain or recurring foe. 3. Gains darkvision 120 feet and blindsight 30 feet.
4. Gains resistance to acid, cold, fire, force, lightning, and poison damage,
Between Creature Simple and to damage from nonmagical weapons.
5. Gains Dislocated trait (attacks against it have tactical disadvantage
Templates unless the attacker has blindsight, truesight, or their equivalent).
Although all life in Between is unique, some
creatures (wolves, for example) are common to
the normal world and Between. The following
simple templates can be used to turn any
creature that does not have the Between
subtype into a Between creature. A creature
given one of these templates counts as a
Between creature for the purposes of spells,
abilities, and magical items but it does not
gain the Between subtype or the many benefits
of having the Between subtype — it gains only
those benefits specifically described in the simple
template.

Larval Between
1. Increase Str and Dex by +1.
2. Increase hit points by 1 Hit Die + Con modifier.
3. Gains darkvision 30 feet if it doesn’t already have
darkvision.
4, Gains resistance to damage from monmagical weapons.
5. Gains Dislocated trait (attacks against it have tactical disadvantage
unless the attacker has blindsight, truesight, or their equivalent).
6. Increase CR by +1.

Naiadic Between
1. Increase Str and Con by +1, Dex by +2.
2. Increase hit points by 2 Hit Dice + (Con
modifier ×2).
3. Gains darkvision 60 feet if it doesn’t already
have darkvision.
4. Gains resistance to damage from nonmagical
weapons.
5. Gains Dislocated trait (attacks against it
have tactical disadvantage unless the attacker
has blindsight, truesight, or their equivalent).
6. Gains proficiency in Dex saving throws.
7. Increase speed by +10 feet.
8. Increase CR by +2.

Adult Between
1. Increase Dex by +3; increase Str, Con, and Int by +1 each.
2. Increase hit points by 3 Hit Dice + (Con modifier ×3).
3. Gains darkvision 120 feet.
83
The Blight: Richard Pett's Crooked City
6. Gains proficiency in Dex, Con, and Wis saving throws. feet at adult. An elder creature gains blindsense (30 feet), and an ancient
7. Gains Innate Spellcasting (save DC 16): 3/day each—invisibility (self Between creature has blindsight (60 feet).
only, duration 1 minute), spider climb; 1/day each—blink, mirror image. Damage Resistance: A naiadic creature gains resistance to damage
8. Gains Magic Resistance (1/day, when it fails a saving throw, it can from nonmagical weapons. An adult creature gains resistance to cold,
succeed instead). force, and poison damage. An elder creature gains resistance to acid, fire,
9. Increase speed by +20 feet. and lightning damage. An ancient creature gains resistance to necrotic,
10. Increase CR by +4. psychic, and thunder damage. All of these gains are cumulative, so an
ancient Between creature has resistance to all but radiant damage and
Ancient Between bludgeoning, piercing, and slashing damage from magical weapons.
1. Increase Dex by +5; increase Int by +3; increase Str and Con by 1 each. Magic Resistance: An adult Between creature has Magic Resistance
2. Increase hit points by 5 Hit Dice + (Con modifier ×5). (1/day, when it fails a saving throw, it can choose to succeed instead). This
3. Gains darkvision 120 feet and blindsight 60 feet. increases to 2/day for ancient creatures.
4. Gains resistance to all damage except radiant and bludgeoning, piercing, Intelligence: If an animal’s Intelligence score is increased above 2, it
and slashing damage from nonmagical weapons. gains the ability to understand and speak Deep Speech.
5. Gains Dislocated trait (attacks against it have tactical disadvantage Additional Abilities: Between creatures can have abilities that reflect
unless the attacker has blindsight, truesight, or their equivalent). their habitat, history, environment, and supernatural nature. Adding one
6. Gains proficiency in all saving throws. such ability per age category is a good benchmark, but it’s not a hard-
7. Gains Innate Spellcasting (save DC 17): 3/day each—invisibility (self and-fast rule. These abilities can be adapted from other monsters, drawn
only, duration 1 minute), spider climb; 1/day each—blink, dimension door. from spell-like abilities, or can be new abilities you create. These abilities
8. Gains Magic Resistance (2/day, when it fails a saving throw, it can should be thematically appropriate to the Between and to the creature’s
succeed instead). origin. Two new abilities that are especially suited to Between creatures


9. Increase speed by +20 feet. are Dislocated and Distorted.
10. Increase CR by +5. Dislocated: The creature’s form is made up of its memories, which
shift and change. The creature is continually under the effect of a blur
spell (attacks against it are made with tactical disadvantage unless the
Converting an Existing Creature attacker has blindsight, truesight, or an equivalent). The creature can


Most Between creatures have the following abilities. (These are already suppress or reactivate this ability at will as a bonus action.
included in the Between creature stat blocks presented in this book).
Distorted: A distorted creature’s internal anatomy varies from
Between creatures are highly varied, however, so it’s not a hard-and-fast
individual to individual and seldom makes any biological sense.
rule that every Between creature must have these traits or can’t have others.
Critical hits against the creature do a flat +1 damage but don’t roll
Between Age (BA): Many of a creature’s statistics improve with the
damage dice twice.
length of its exposure to Between. Because a Between creature can’t
die of old age, even normally short-lived creatures can become quite Challenge: After making all these changes, the creature’s CR should
powerful through centuries of exposure. These increases are divided into be reevaluated from scratch. As a simpler alternative, just increase the
five age categories, according to how long the creature has been exposed creature’s CR by +1 per Between age category. This will be close enough
to Between: larval, naiadic (15+ years), adult (50+ years), elder (150+ in most cases, unless the creature gained especially powerful attacks.
years), and ancient (600+ years). At each age category, a Between creature

•• Create a New Creature


gains the following cumulative benefits:
+1 to its Dex score; Creating a new Between creature is no different from creating any other

••
+1 to one other ability score besides Dex; creature, as described in the GM’s rulebook. It’s easiest if you start by
choosing its age category and proceed from there, but do what you’re
+1 Hit Die (added to its hit points, + its Con modifier, as usual)
most comfortable with.
one feat (if feats are being used in your campaign) or proficiency in
one type of saving throw. Copyright Notice
Senses: A larval creature gains darkvision (30 feet) if it doesn’t already Author Alistair Rigg, based on material by Richard Pett.
have darkvision. The range increases to 60 feet at naiadic age and to 120

84
The Tome of Blighted Horrors

Broken Creature
A broken creature is not born. Instead, cruel techniques of coercive
persuasion applied over time systematically strip away its will until it
unquestioningly accepts the instruction of a master. These techniques are
taught only to high-ranking members of one of the guilds that specialize
in breaking creatures, such as the Grand Society of Obedience and the
Sisters of Bestial Discipline. These groups have created a considerable
industry of breaking creatures and selling broken creatures as reliable-yet-
docile servitors within the City-State of Castorhage.
Any living creature with Intelligence 1 or higher can be broken, with
the exception of familiars and animal companions. A broken creature uses

••
the base creature’s stat blocks, with the following differences:
Constitution increases by 2, Wisdom declines by 2.


Has proficiency and tactical advantage on Con saving throws.
Dominated: A broken creature responds to its controller
as if under the effect of a dominate monster spell that
can’t be dispelled or broken. There is no telepathic
link; commands must be issued verbally, visually (hand
signals), or aurally (whistle, drums, etc.). The
creature never makes a saving throw to end the
effect, even when it takes damage or is given a self-
destructive command.

Copyright Notice
Author Alistair Rigg, based on material by Richard
Pett.

85
The Blight: Richard Pett's Crooked City

Conjoined Creature
While there are many ways in which twins can be conjoined, this
template assumes that one is a parasitic twin and fully dependent on the
other. The parasitic twin emerges only from the waist up, is smaller than
the base creature, and is completely under the base creature’s control.
Any living humanoid and many beasts can become the basis for creating
a conjoined creature. A conjoined creature uses the base creature’s stat

••
block, with the follosing differences:
Challenge increases by 2.


Constitution increases by 4.
Has proficiency on Perception checks, or double proficiency

••
if it already had proficiency.
Has proficiency on Wis saving throws.
Dual Mind (1/day): When the conjoined creature fails a saving
throw against a mind-affecting effect, it can choose to succeed


instead.
Multiattack: The conjoined creature can make its
basic attack twice. If it already has Multiattack, its
number of attacks doubles. All extra attacks do half
damage. Instead of making these extra attacks, the
conjoined creature can instead cast a cantrip,
search, or use an object as a bonus action.

Copyright Notice
Author Alistair Rigg, based on material by Richard
Pett.

86
The Tome of Blighted Horrors

Nimbated Creature
A humanoid creature that becomes host to a nimb (see Nimb) is
transformed into a nimbated creature. A nimbated creature uses the base


creature’s stat block, with the following differences:
Incorporeal Double: A nimbated creature gains an incorporeal double
of itself. The double behaves much like a mirror image, copying
the original’s movements exactly. It is not an illusion and is not
automatically destroyed if hit, but is incorporeal (can move through
gaps as small as 1 square inch without penalty; can move through solid
objects and other creatures as if they were difficult terrain; takes 1d10
force damage if it is still inside something solid at the end of its turn).
The double has the same defensive characteristics (AC, saving throws,
etc.) as its original, but any damage done to it is applied against the
temporary hit points (only) of the bonded nimb instead. When the
bonded nimb has 0 temporary hit points, the double is destroyed. The
bonded nimb can choose to retain its last temporary hit point and
lose normal hit points instead, to preserve the double. If the double
is destroyed, a new one can be activated as soon as the bonded nimb
gains more temporary hit points. While the bonded nimb has 0 or 1
temporary hit point, it can be seen on the nimbated creature as a vague,


subtle outline, similar to a heat haze.
Parasitic Bond: An attached nimb reduces its host’s Charisma by 1
each day, and the nimb gains 1d6 + 2 temporary hit points at the same
time.

Copyright Notice
Author Alistair Rigg.

87
The Blight: Richard Pett's Crooked City

Appendix C:
Hazards

88
The Tome of Blighted Horrors

Hazards
This appendix lists hazards that can be encountered in The Blight.
Some of these can also be found in other areas, especially those with Derange
overflowing filth, rampant disease, or insidious Between influence.
Derange is blamed for much of the unsavory behavior to be found in
The Blight, or at least folk find it convenient to believe it to be the source.
Blight Derange is a condition brought on when the tiny earwig spider lays
its egg in the ear of a sleeping victim. The warmth of the victim’s body
This peculiar lichen is ubiquitous to the city of Castorhage. Reports causes the egg to hatch and the tiny earwig larva to burrow through the
of large infestations of it occur in the earliest city records, and it is from eardrum and inner ear into motor control centers in the victim’s brain.
this constant presence that the city has obtained its nickname. It is a leafy Once the larva has nested in this area, it creates a small cyst and begins
foliose lichen with a dull gray coloring that is darker on the underside. Its to draw nourishment from the hormones and chemical interactions within
drab coloration makes it difficult to see from distances greater than 10 feet while bathing these centers with chemicals of its own. The result is that
in any conditions other than bright light; it’s noticed with a successful DC the victim’s personality changes, his alignment randomly shifting each
12 Wis (Perception) check. morning when he awakes (see table). The victim is still in control of his
Blight grows slowly except in total darkness, where it grows so rapidly actions, but these actions reflect the priorities and methods subscribed to
it can cover hundreds of feet in only a few hours. Infestations of the lichen by this new alignment. At night, the victim often awakes in the midst
tend to pop up in the darkest of alleys or on heavily overcast or moonless of sleep with a return to his original alignment and a full and sickening
nights. The dwarves of the Underneath warn of caverns where the stuff awareness of the things he has been doing.
grows unchecked, forming drifts dozens of feet deep. Blight grows no
more rapidly in bright light than normal lichen, but it isn’t harmed by
bright light.
Furthermore, some scholars speculate that the lichen might possess
some form of intelligence. They base this on the fact that when options for
growth exist toward and away from some living victim that the blight can
grow on, it always grows toward the living victim.
Each 5-foot-square of blight has AC 5 and 16 (3d8) hit points. It is
resistant to nonmagical bludgeoning and slashing damage, immune to
piercing and psychic damage, and vulnerable to fire damage.
Blight is generally harmless to creatures that are aware of it, but its
dense, rapid growth in darkness makes it very dangerous to a helpless
creature. If a helpless creature (asleep, drunk, paralyzed, etc.) is in an area
of total darkness that blight has access to, a thick, impervious layer of
lichen can grow completely over the creature in 1d6 rounds. This causes
no physical injury, but the creature is restrained and cut off from air;
when its breath runs out, it begins suffocating. The creature can break
free by using an action to make a successful DC 15 Str (Athletics) or Dex
(Acrobatics) check. An adjacent ally can free the trapped character with
a Str (Athletics) check, or by inflicting 15 slashing damage to the blight.
If a victim is slain by blight or if it grows over the corpse of a living
creature, a truly remarkable quality of the growth is revealed. Whereas
most surfaces that the lichen uses as a substrate are unharmed by its
growth, the corpse of a living creature is absorbed in short order and will
be completely gone within hours, leaving nothing behind but inorganic
remnants such as belt buckles, swords and armor, gold fillings, etc.
A Tiny or smaller creature is totally obliterated in 15 minutes; a Small
creature disappears in 30 minutes, and a Medium creature in 1 hour. Large
creatures will be completely absorbed in 4 hours, and Huge creatures in
9 hours. Gargantuan and Colossal creatures will be absorbed only if the
blight is able to completely cover it. If so, the corpses are absorbed
in 16 and 36 hours, respectively. A creature absorbed by blight
cannot be returned from the dead by anything less powerful than
true resurrection.

Copyright Notice
Author Greg A. Vaughan, based on material by
Richard Pett.

89
The Blight: Richard Pett's Crooked City
This condition can be removed with lesser restoration or comparable
magic. Likewise, each morning upon awakening, the victim makes a Second-Head Fluke
DC 13 Wis saving to resist the alignment-altering effect and to function
with normal alignment. After 1–3 weeks, the derange larva matures This dreaded microscopic parasite is relatively common in the Lyme
into an earwig spider and exits the victim to begin the next stage of its River, and many fishermen have caught the sickness after accidentally
lifecycle. When this occurs, the victim must make a DC 8 Con saving swallowing Lyme water. It can also be spread by physical contact with
throw. If it succeeds, the victim recovers fully (though there may be those already afflicted.
lasting repercussions from deeds done under different alignments; being This foul sickness manifests as a large, swollen tumor on the victim’s
under the influence of derange is not recognized as a legal defense before shoulder that, over a period of 4–6 days, grows into a second, cankerous
the Courts of Castorhage). If the saving throw fails, then the departing head. This head is most horrible to look upon, consisting of disfigured and
earwig spider ruptures an artery in the victim’s skull as it crawls out of the distorted features, random tufts of hair, misplaced teeth, and dark patches
victim’s head; the victim bleeds to death internally in 2d4 rounds unless of melanoma. Despite its obvious disease origin, this head-like growth
magical healing halts the bleeding before then. uncannily resembles the victim, even in its distorted and horrifying state.
Once a case of second-head fluke is contracted, madness and physical
decline are sure to follow. After the second head fully manifests, the
1d10 Alignment Shifts To victim must make a successful DC 13 Wis saving throw each day or lose
1 Lawful good 1d3 points of Wisdom. In addition, each day there is a 10% chance that the
victim loses 1 point of Constitution from the cancerous disease.
2 Neutral good When the victim’s Wisdom drops to half or less of its starting value, the
3 Chaotic good second-head fluke begins having more pronounced effects. The pseudo-
head utters nonsensical vocal sounds as if trying to talk, and the head flops
4 Lawful neutral
about spasmodically at random times. In close quarters, the head tends to
5 Neutral flop toward nearby creatures, and anyone who comes in contact with it or
6 Chaotic neutral the host must make a successful DC 13 Con saving throw or contract a
second-head fluke infestation of their own.


7 Lawful evil Second-head fluke is notoriously difficult to cure.
8 Neutral evil Stage 1: Before the pseudo-head has grown, lesser restoration
or comparable magic reverses the growth and cures the victim
9 Chaotic evil


completely.
10 Same as previous day
Stage 2: Once the pseudo-head has fully formed, the disease can be
cured by removing the head surgically, then casting lesser restoration.
Copyright Notice
The patient takes 2d6 slashing damage, and the surgeon must make
Author Greg A. Vaughan, based on material by Richard Pett.
a DC 15 Wis (Medicine) check; only someone with proficiency in
Medicine can even attempt the procedure. Whether the operation
Dislocating Larvae succeeded won’t be known until six days later; if a new, cancerous


head doesn’t grow, then the surgery succeeded.
These tiny green larvae resemble tadpoles no larger than a pinhead, but Stage 3: Once the victim’s Wisdom score is reduced to half or less of
they can spawn in sufficient numbers in small pools of stagnant water to its starting value, the disease can be cured only with surgery (as above)
give it a greenish tint. A full-grown dislocating larva resembles a green and greater restoration or comparable magic. This casting of greater
hair 2 or 3 inches long. restoration doesn’t restore lost Wisdom points, but a subsequent
When ingested, the larvae colonize the stomach of the victim, where casting does.
they begin reproducing within 1d6 hours in the digestive tract. As they Lost Wisdom and Constitution points don’t recover normally but can
reach maturity, they feed on the surrounding tissue and migrate on be restored with magic.
to nearby organs as they lay thousands of eggs. These hatch into even
more larvae, which continue the colonization. The pain causes terrible Copyright Notice
convulsions in the victim that can be forceful enough to dislocate joints. Author Greg A. Vaughan, based on material by Richard Pett.
The victim of a dislocating larvae infestation loses 1d4 points from
Constitution every day. When the victim’s Constitution has dropped to
half or less of its starting value, the victim is stunned by pain, unable to do
anything but writhe spasmodically. When the victim’s Constitution drops
to 4 or lower, the victim is incapacitated instead of stunned, and it feels an
overpowering need to seek out a body of stagnant water and drown in it (so
the larvae colony in the body can survive instead of dying with the host).
Any magic that cures diseases, kills all the larvae and eggs in the victim.
Lost Constitution points don’t recover normally but can be restored with magic.

Copyright Notice
Author Greg A. Vaughan, based on material by Richard Pett.

90
The Tome of Blighted Horrors

Appendix D:
Monsters by Type,
CR, and Terrain

91
The Blight: Richard Pett's Crooked City

Monsters by Type
Aberration Fey
Between Dream, Between-cat, Caul Cuckoo, Caul Cuckoo Syre, Moon Angel
Chymic Spider, Crathog, Gloam, Herald at the Threshold, Hyme, Mantis-
thing, Mockingbeast, Naga, Blight, Nightmare Choir, Nimb, Protyugh,
Satyrmouther, Spiboleth, Spite-waif, Squarpy, Stircatrice, Wallow-whale, Humanoid
Woerm Lyme Walrus, Night-Slug Burglar

Beast Monstrosity
Blight Albatross, Blight-bull, Blight Cockerel, Canary, Gable Spider, Blight Ape, Blight Monkey, Blindingcrow, Blindingcrow Swarm,
Great Canal Python, Hooded Raven, Lyme Angler, Pit Mastiff, Sough- Bloody Flux (living disease), BookTown Panther, Festering Lyme
Eel, Terrier Rat, Gable Hate-owl, Giant Rat of Shabbis, Hollow and Broken Hills
Crocodile, Hydra-Hag, Larva Horde, Skulking Manticore, Slithering
Bulette, Stegocentroper
Construct
Fleshgine (Dungier’s Buggy, Hobbreth’s Pump, Macabre Lift), Lesser
Flesh Golem, Scrimshaw Gargoyle Plant
Body Snatcher, Slithering Tangle

Elemental
Ragefire Elemental Undead
Bileborn, Bog Lantern, Gravid Ghoul

Monsters by Challenge Rating


0 6
Blight Cockerel, Canary, Hooded Raven, Terrier Bileborn, Mantis-thing, Slithering Bulette, Spiboleth

1/8 7
Caul Cuckoo Syre, Blight Albatross, Blight Ape, Blight-bull, Blight Protyugh
Monkey, Blindingcrow
8
1/4 Crathog, Hydra-Hag, Larva Horde, Mockingbeast, Ragefire Elemental
Festering Lyme Rat, Gable Spider (tiny) (huge), Slithering Tangle

1/2 9
Gable Hate-Owl, Gable Spider (small), Night-Slug Burglar, Pit Mastiff Hollow and Broken Hills Crocodile, Stegocentroper

1 10
Between Dream, Bloody Flux, Blindingcrow Swarm, Ragefire Squarpy
Elemental (tiny), Stircatrice, Woerm
11
2 Gloam, Ragefire Elemental (gargantuan)
Blight Naga, Gable Spider (medium), Hyme, Nimb, Ragefire Elemental
(small)
12
Hobbreth’s Pump, Wallow-whale
3
Between-cat, Chymic Spider, Dungier’s Buggy, Gravid Ghoul, Lesser
Flesh Golem, Lyme Angler, Macabre Lift, Ragefire Elemental (medium), 13
Satyrmouther, Scrimshaw Gargoyle, Spite-waif Nightmare Choir

4 14
BookTown Panther, Gable Spider (large), Giant Rat of Shabbis, Lyme Walrus Body Snatcher, Herald at the Threshold

5
Bog Lantern, Caul Cuckoo, Great Canal Python, Moon Angel, Ragefire
Elemental (large), Skulking Manticore, Sough-Eel
92
The Tome of Blighted Horrors

Monsters by Terrain
Abyss Hills
Larva Horde; + Any + Any Land, + Any

Any Mountains
Between Dream, Larva Horde, Nimb, Mockingbeast, Herald at the + Any Land, + Any
Threshold
Non-arctic Land
Any Land Blindingcrow, Blindingcrow Swarm, Skulking Manticore; + Any Land,
Between-cat, Bileborn, Blight Cockerel, Caul Cuckoo, Caul Cuckoo + Any
Syre, Gravid Ghoul, Hooded Raven, Lesser Flesh Golem, Mantis-thing,
Nightmare Choir, Ragefire Elemental, Spite-waif, Terrier; + Any
Plains
Hyme, Stircatrice; + Any Land, + Any
Arctic
+ Any Land, + Any
Sea
Lyme Angler, Hollow and Broken Hills Crocodile, Moon Angel,
Between Sough-eel, Spiboleth, Squarpy, Wallow-whales + Any
Between Dream, Between-cat, Caul Cuckoo, Caul Cuckoo Syre,
Gloam, Herald at the Threshold, Hyme, Mantis-thing, Mockingbeast,
Nightmare Choir, Nimb, Spiboleth, Spite-waif, Wallow-whale Swamp
Bog Lantern, Hollow and Broken Hills Crocodile, Hyme, Slithering
Tangle; + Any Land, + Any
Blight
Bileborn, Blight Ape, Blight Cockerel, Blight Monkey, Blight Naga,
Bloody Flux, Body Snatcher, BookTown Panther, Chymic Spider, Underground
Dungier’s Buggy, Festering Lyme Rat, Gable, Hate-owl, Gable Spider, Body Snatcher, Protyugh, Satyrmouther, Slithering Bulette,
Giant Rat of Shabbis, Great Canal Python, Hobbreth’s Pump, Hollow Stegocentroper, Woerm; + Any
and Broken Hills Crocodile, Hooded Raven, Hydra-Hag, Macabre Lift,
Protyugh, Satyrmouther, Scrimshaw Gargoyle, Skulking Manticore,
Slithering Bulette, Slithering Tangle, Stegocentroper, Stircatrice; + Any
Urban
Land, + Any Blight Ape, Blight-bull, Blight Monkey, Blight Naga, Bloody Flux,
BookTown Panther, Chymic Spider, Dungier’s Buggy, Festering Lyme
Rat, Gable Hate-owl, Gable Spider, Giant Rat, of Shabbis, Gloam,
Coast Hobbreth’s Pump, Hydra-Hag, Macabre Lift, Night-Slug Burglar, Pit
Blight Albatross, Crathog, Lyme Walrus, Spiboleth; + Any Land, + Any Mastiff, Scrimshaw Gargoyle; + Any Land, + Any

Desert Urban Waterway


+ Any Land, +Any Great Canal Python; + Any

Forest
Canary; + Any Land, + Any

93
The Blight: Richard Pett's Crooked City
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copyrighted material including derivative works and translations (including into System Reference Document 5.1 Copyright 2016. Wizards of the Coast, Inc; Authors
other computer languages), potation, modification, correction, addition, extension, Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
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additional content clearly identified as Open Game Content by the Contributor, Pathfinder RPG Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason
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that are used by a Contributor to identify itself or its products or the associated McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and
products contributed to the Open Game License by the Contributor; (g) “Use”, Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo, Inc.; Authors:
L. Sutter, and Linda Zayas-Palmer. John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon
Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Hodge, Ben MacFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Rad-
Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, ney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter,
and Russ Taylor. Russ Taylor, and Steve Townshend.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, LLC;
Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Authors: Amanda Hamon, Philip Minchin, Jason Nelson, Patrick Renie, Owen
Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, K.C. Stephens, and Christine Stiles.
and Russ Taylor. Pathfinder Companion: Sargava, the Lost Colony. © 2010, Paizo Publishing,
Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Author: JD Wiker.
LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian Pathfinder Player Companion: Blood of the Moon. © 2013, Paizo Publishing,
J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, LLC; Authors: Tim Akers, Neal Litherland, David N. Ross, and Tork Shaw.
Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Pathfinder Player Companion: Spymaster’s Handbook. © 2016, Paizo Inc.;
Tork Shaw, Owen KC Stephens, and Russ Taylor. Authors: Alexander Augunas, David N. Ross, and Owen K.C. Stephens.
Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Pathfinder Adventure Path #58: Island of Empty Eyes. © 2012, Paizo Publish-
Publishing, LLC; Author: Jason Bulmahn. ing, LLC; Author: Neil Spicer.
Pathfinder Roleplaying Game Advanced Race Guide. Copyright 2012, Paizo Pathfinder Adventure Path #99: Dance of the Damned. © 2015, Paizo, Inc;
Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Authors: Richard Pett, with Stephanie Loree, Michael McCarthy, Alistair Rigg, F.
Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nel- Wesley Schneider, and Todd Stewart.
son, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Pathfinder Module: The Harrowing. © 2011, Paizo Publishing, LLC; Author:
Taylor. Crystal Frasier.
Pathfinder Roleplaying Game Advanced Class Guide. Copyright 2014, Paizo Wayfinder #11. © 2014, Paizo Fans United; Authors: Charlie Bell, Janet Bell,
Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Robert Cameron, Ryan Costello, Jr., Sarah Counts, Guy Fox, Mark Garringer,
Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Christoph Gimmler, Wojciech Gruchala, Jesper Haglund, Sam Harris, Kiel How-
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Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Anthony C. Li, Nathanael C. Love, Ron Lundeen, Damien McGurrell, Jacob W.
Taylor. Michaels, Yanick Moreau, Ed Ortiz, Jr., Matt Roth, Matt Rupprecht, *Russell
Pathfinder Roleplaying Game GameMastery Guide, © 2010 Paizo Publishing, Schneider, Mark Seifter, Margherita Tramontano, James Tyner, Christopher Was-
LLC; Authors Cam Banks, Wolfgang Baur, Jason Buhlman, Jim Butler, Eric Cagle, ko, Neil Spicer, Todd Stewart, Tanith Tyrr, Linda Zayas-Palmer.
Graeme Davis, Adam Daigle, Jashua J. Frost, James Jacobs, Kenneth Hite, Steven The Blight: Richard Pett’s Crooked City, © 2016, Frog God Games, LLC; Authors
Kenson, Robin Laws, Tito Leati, Rob McCreart, Hal Maclean, Colin McComb, Richard Pett, Pete Pollard, Alistair Rigg, and Greg A. Vaughan.
Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Wesley Schneider, Amber Scott, Doug Seacat, Mike Selinker, Lisa Stevens, James Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
L Sutter, Russ Taylor, Penny Williams, Teeuwynn Woodruff. male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, content from TSR.
LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, The Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and
Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hur- distributed by Frog God Games; Author Scott Green.
ley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schnei- Tome of Horrors 4, © 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey
der, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Lar-
Pathfinder Roleplaying Game Monster Codex © 2014, Paizo Inc.; Authors: wood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan Tweet,
Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Monte Cook, and Skip Williams.
Compton, Robert N. Emerson, Jonathan H. Keith, Dale C McCoy, Jr., Mark Mo- The Tome of Blighted Horrors, © 2016, Frog God Games, LLC; Authors John
reland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Ling, Authors Richard Pett, Pete Pollard, Alistair Rigg, Jeffrey Swank, and Greg
Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, A. Vaughan.
and Russ Taylor.

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The Tome of Blighted Horrors

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