Dogtooth Valley
- Converted from the original work by Nate Treme.
- Conversion by bilingo.
Bestiary (P. 21-22)
Bartlebee the undead turtle
7 HP, 2 Armor 13 STR, 4 DEX, 3 WIL, bite (d10)
- Ornery zombie turtle used to being treated like a king.
- On max damage breaks bone
Batpig
4 HP, 10 STR, 10 DEX, 6 WIL, bite (1d6)
- Undead pig with batwings Frankensteined to its back
- They can fly
Coyote Soldier
5 HP, 12 STR, 10 DEX, 8 WIL, bite and stab (d6+d8)
- Humanoid Coyotes, quick and wily. They love games and rarely back down from a dare.
Gator
6 HP, 1 Armor, 11 STR, 7 DEX, 6 WIL, bite (d8)
- max damage goes directly to STR
Ghosts
6 HP, 10 STR, 10 DEX, 15 WIL, freezing touch (d6)
- Spirits of the dead usually preoccupied with an obsession from their time alive.
- Immune to most forms of damage, only suscetible to magic and holy water.
- Posession: One target must save WIL or be posessed, being controlled by the ghost until it’s somehow driven off (this add is from cairn srd)
Giant Beetle
7 HP, 2 Armor, STR 12, 10 DEX, 10 WIL, bite (d8)
- A hardshell insect used as a beast of burden
Giant crow
9 HP, 10 STR, 12 DEX, 10 WIL, peck and talons (d8+d6)
- Known to steal small cattle, their primary prey is the valley’s tartoises. There are tales of ancient peoples using them as steeds
Fly
- Attracted to shiny things
Goblin
4 HP, 8 STR, 12 DEX, 8 WIL, dagger (d6) or sling (d4)
- Small, grotesque humanoids with skin in earthly tones of green, brown, and grey.
- Avoids combat, only attacking when in advantage, using hit-and-run tactics.
- Sometimes are found using dire wolves as mounts
Mud Dragon
HP 12 , 14 STR, 11 DEX, 15 WIL Armor 1, detachment, bite (d12) or 2 claws (d8+d8)
- Rare, amphibious, leathery-skinned mud wyrms. As cruel and clever as their more repitlian relatives.
- Steam Breath: The dragon breathes a massive cone of steaming air dealing 12 damage (no roll) to all caught, the flame ignores and destroys any mundane armor. It needs a short rest before being able to do this again
- If PC takes STR damage from steam breath and survives, his skins harden becomes resistant to high temperature
Myconids
HP 5, 10 STR, 10 DEX, 12 WIL, spear (d6)
- Mysterious humanoid mushrooms
- They communicate with each other telepathically
- Spore cloud: 1d4 damage and causes coughing for 1 turn
Orangutan
5 HP, 12 STR, 10 DEX, 10 WIL, 2 fist (d8+d8)
Skeeters
4 HP, STR 10, DEX 10, WIL 10, bite (d6)
- Large bloodsucking insects
- Fly
Skeleton
5 HP, 10 STR, 13 DEX, 10 WIL, stab (1d6)
- Piercing and slashing weapon attacks against it are impaired
Spiders
5 HP, STR 11, DEX 11, WIL 10, bite (d6)
- Climb walls
- Web: DEX save or get stuck in a web
- Silent: if not spotted they surprise the party
Stone ogre
8 HP, 2 Armor, 10 STR, 6 DEX, 10 WIL, 2 fist (d6+d6)
- Large cave-dwelling creatures with rock-like skin, attracted to heat and repelled by the cold
- Fire/heat attacks are impaired
- Ice/cold attack are enhanced
Tartoise
5 HP, 2 Armor, STR 10, DEX 4, WIL 12, bite (d10)
- Roam the valley, grazing on various flora
- Sufficiently large to ride but very slow and too stubborn to tame
Wild dog
3 HP, 10 STR, 12 DEX, 10 WIL, bite (d6)
- Roam the valley in packs
- Allegedly related to coyotes
NPCs (p. 22)
Bulwark the repellant
5 HP, 8 STR, 12 DEX, 8 WIL, bite (1d6) or Rot Blast (d6)
- A goblin who got into necromancy making pacts with dead gods
- Loves painting despite not being very good at it
- Spells: Create unlife (spell n. 212), Speak with dead (Bulwark can speak with dead bodies)
Vastion the Vampire
12 HP, 1 Armor, 14 STR, 12 DEX, 16 WIL, bite (d6) or stab (d8)
- Vastion was passing through the valley many years ago and stayed after falling in love with a beautiful rare flower. Devoted to gardening and wish they could feel the sun again, like their beloved flowers.
- Regeneration: A damaged vampire regains 6 HP when it bites a target that has blood. If killed, it becomes a cloud of gas and retreats to its coffin, reforming at the next nightfall. Can only be killed if exposed to sunlight or if the coffin is destroyed.
- Critical Damage: The vampire drains the target’s essence, dealing d12 damage to WIL. If the target reaches 0 WIL this way, it dies and is raised as a thrall of the vampire
- Can turn into a bat
- Spells: Charm, Passive Invisibility (spell n. 451)
Sunclair Dirtfin
6 HP, 12 STR, 10 DEX, 8 WIL, bite and stab (d6+d8)
- The Coyote Soldiers’ Leader. He fears the Outpost will lead to law in the valley. He (and his soldiers) base their traveler robbing operation out of an old abandoned keep.
Ratzin the Fairy
10 HP, STR 10, DEX 10, WIL 10, 1 shock+1 bite (d6+d6)
- A trickster from the fae world that Sunclair trapped using magical items he found in the old Keep
- Ratzin, like most fae, seemingly delights mostly in pranks and chaos
- Spells: Passive Invisibility (spell n. 451), Teleport, Telekinesis
Sassafras The Witch Toad
5 HP, STR 10, DEX 10, WIL 10, bite (d6)
- She keeps to herself in the swamp but sells visitors potions
- Spells: Sleep, Teleport