Category Archives: Monsters

About Hollow World Creatures

Bugbears: Bugbears are very proud of being bugbears. They hold honor over anything else. Dying honorably is the best thing that could happen.Gnomes: Gnomes are insane little creatures. They talk so incredibly fast it’s very hard to understand them.

Goblins: Goblins keep themselves cleaner and better looking here. They are a bit cute and have a very low self-esteem and cringe at threats, still smiling. Many have become merchants.

Gnolls: The gnolls believe they are the master race. They are very strong and very intelligent and very, very egotistical and slap any other race freely.

Orcs: Orcs are the most hateful race in the Hollow World. They kill each other so frequenly, bodies will be found throughout a village. Every sentence is a curse.

Hobgoblins: Hobgoblins are power mad. They are always smiles and will always try to trap or backstab people for money. They sell “healing” poisons, try to join the party to cut their throats. They usually torture and keep slaves.

Kobolds: They are world class ambushers. Traps are their specialty. They are the quickest (AC 2) things you’ll find and can hide incredibly well.

Random Encounters

Tired of the tedious wandering monster charts in the Rules Cyclopedia that take forever to roll, and seem to produce the same monster over and over?  Try out these encounter tables instead.

  1. Roll 1d20 per day to determine if there is an encounter on that day.  Compare this to the chance of an encounter based on the type of terrain (for example there is a 6 in 20 chance of an encounter).
  2. Roll 2d10 to determine the encounter below.
  3. The DM can assume a 10% chance of bad weather when the encounter occurs.
Trail/Road (6 out of 20)	Normal/Grass (5 out of 20)	Forest (4 out of 20)
(2) Adventurer			(2) Tornado			(2) Adventurer
(3) Goblin			(3) Adventurer			(3) Dryad
(4) Orc				(4) Blink Dog			(4) Forest Giant
(5) Freeman			(5) Thoul			(5) Brownie/Sprite
(6) Peasant			(6) Merchant			(6) Forest Baboon
(7) Halfling			(7) Tiger Beetle		(7) Wolf
(8) Bandit			(8) Hobgoblin			(8) Woodcutter
(9) Traveller			(9) Berserker			(9) Bandit
10) Terrain Table		10) Riding Horse		10) Kobold/Goblin
11) Terrain Table		11) Animal			11) Elf
12) Merchant			12) Nomad			12) Animal
13) Berserker			13) Draco Lizard		13) Orc
14) Guard Patrol		14) Ogre			14) Boar
15) Dwarf			15) Boar			15) Giant Bee/Robber Fly
16) Elf				16) Wolf			16) Crab Spider
17) Ogre			17) Crab Spider			17) Insect Swarm
18) Troglodyte			18) Troll			18) Centaur
19) Animal			19) Insect Swarm		19) Minotaur
20) Kobold			20) Wyvern			20) Green Dragon

Mountain/Hill (3 out of 20)	Swamp (3 out of 20)		Broken (8 out of 20)
(2) Adventurer			(2) Adventurer			(2) Beholder
(3) Rockslide			(3) Medusa			(3) Adventurer
(4) Troll			(4) Panther			(4) Ghoul
(5) Giant Ant			(5) Robber Fly			(5) Troglodyte
(6) Hill Giant			(6) Displacer Beast		(6) Thoul
(7) Cave Bear			(7) Gecko Lizard		(7) Hobgoblin
(8) Mountain Lion		(8) Draco Lizard		(8) Gnoll
(9) Rock Baboon			(9) Wight			(9) Bugbear
10) Hobgoblin			10) Ghoul			10) Goblin
11) Ogre			11) Lizard Man			11) Orc
12) Orc				12) Insect Swarm		12) Kobold
13) Gnoll			13) Snake			13) Berserker
14) Harpy			14) Gnoll			14) Lizard Man
15) Snake			15) Hydra			15) Ogre
16) Stone Giant			16) Quicksand			16) Ogre
17) Gnome			17) Giant Toad			17) Troll
18) Manticore			18) Zombie			18) Nomad
19) Cyclops			19) Gorgon			19) Zombie
20) Red Dragon			20) Black Dragon		20) Any Dragon

Arctic/Snow (1 out of 20)	Desert (2 out of 20)		
(2) Adventurer			(2) Adventurer		
(3) Blizzard			(3) Sandstorm		
(4) Unsafe Ice			(4) Manticore		
(5) Frost Giant			(5) Nomad		
(6) Polar Bear			(6) Gecko Lizard	
(7) Polar Bear			(7) Draco Lizard	
(8) Animal			(8) Crab Spider		
(9) Animal			(9) Tarantella		
10) Animal			10) Giant Scorpion	
11) Nomad			11) Giant Centipede	
12) Nomad			12) Snake		
13) Nomad			13) Giant Ant		
14) Mountain Lion		14) Oil Beetle		
15) Mountain Lion		15) Tiger Beetle	
16) Neanderthal			16) Hobgoblin		
17) Neanderthal			17) Horned Chameleon	
18) Gnoll			18) Tuatara Lizard	
19) Mastadon			19) Cockatrice		
20) White Dragon		20) Blue Dragon		

Example

While traveling between towns along the road, the DM rolls 1d20 per day.  On the second day, the DM rolls a 4, which indicates an encounter.  The DM rolls 2d10 and with a result of 10 sees that the encounter should be the same as an encounter from the “Wilderness Table.”  Since the road passes through the forest, the DM rolls 2d10 against the Forest table, and gets 14.  The characters encounter wild boar(s).

The Bestiary

Baboon, Forest

by Angelo Bertolli

Armor Class:  6               Save As:    F2
Hit Dice:     2               Morale:     7
Move:         120             Treasure:   U
Attacks:      claw/bite       Alignment:  neutral
Damage:       1d4/1d3         Xp Value:   20

These black, long-haired monkeys are kin to rock baboons. They have a similar disposition and may attack for food or out of anger, however they are also more cautious and may spy on characters for sometime from the treetops before attacking.

Brownie

by Angelo Bertolli

Armor Class:  2               Save As:    NM
Hit Dice:     1/8             Morale:     6
Move:         30              Treasure:   nil
Attacks:      weapon          Alignment:  neutral
Damage:       1/2             Xp Value:   1

Brownies are small (6-8 inch tall) michievous humanoids. They live in deep woods usually away from paths or trails. They resemble wild forest people and make tiny weapons out of small shards of metal and wood. They have a unique ability to speak with any living creature. They are somewhat proud and don’t care for blundering humanoids walking through their wood, and may attack a passerby. They can hide instantly, disappearing into the trees and underbrush where they live. Being so small, they are particularly hard to hit (AC 2).

HJFord-giant-entersDemon, Red

by Angelo Bertolli

Armor Class:  9               Save As:    F30
Hit Dice:     15+3***         Morale:     12
Move:         240 fly 480     Treasure:   nil
Attacks:      2 claws         Alignment:  chaotic
Damage:       1d4+special ea  Xp Value:   5150

The Red Demon appears as a huge, red, wraith-like gargoyle. Demons are supernatural, but not undead (though they have many of the resistances that undead do). Their goal is to spread death and destruction. Red Demons have the ability to create web spells (1 per round) and hurl them up to 240′ away. Each hit drains one magical item of a plus or power. If no magic items, then one item disintigrates.

Giant, Forest

by Angelo Bertolli

Armor Class:  4               Save As:    F8
Hit Dice:     8               Morale:     9
Move:         120             Treasure:   F(3d6x10 gp)
Attacks:      weapon          Alignment:  neutral
Damage:       2d8             Xp Value:   650

These neutral giants are kin to hill giants, but are more intelligent, and usually good natured. They are usually woodsmen and do not attack human settlements. They have long black beards, wear clothes, and weild huge axes. They speak common well.

Imp, Red

by Angelo Bertolli

Armor Class:  7               Save As:    F8
Hit Dice:     4**             Morale:     10
Move:         120             Treasure:   nil
Attacks:      2 claws         Alignment:  chaotic
Damage:       1d4 ea          Xp Value:   175

Imps are red fleshy humanoids about 5′ tall with long arms and large eyes. They were driven to the Netherworld eons ago, but once lived on the Material Plane so that they are of flesh and blood. They have strong mental powers (illusion, charm, sleep). Their children are called welps. They can use phatntasmal force, charm monster, and sleep each once per day.

Men, Green Monk

by Angelo Bertolli

Armor Class:  9               Save As:    F3
Hit Dice:     3               Morale:     10
Move:         120             Treasure:   A
Attacks:      weapon          Alignment:  neutral
Damage:       by weapon       Xp Value:   35

The Green Monks (level 3 fighters) wear bright green robes, and walk seemingly peacefully through the woods. However, they will attack any outsiders or people who disrespect the wood (characters, goblins, bugbears, etc.) They wear no armor and weild staves.

Nereid

by Angelo Bertolli

Armor Class:  6               Save As:    F4
Hit Dice:     4***            Morale:     10
Move:         120             Treasure:   E
Attacks:      touch           Alignment:  chaotic
Damage:       1d4+drain       Xp Value:   225

The nereid is a female water haunt. She can lure men like harpies lure a meal. Any male hearing her voice must save vs spells or be charmed (only one save required per encounter). Her touch drains life in addition to doing damage. Nereids live in and around water and have brought many sailors and fishermen to their fate.

Wandering Eyes

by Angelo Bertolli

Armor Class:  4               Save As:    F8
Hit Dice:     8***            Morale:     10
Move:         90              Treasure:   L,N,O
Attacks:      bite            Alignment:  any
Damage:       2d4             Xp Value:   2300

Some have speculated that the Wandering Eyes is related to the beholder, however it seems they might have originated in two completely different areas. As a whole, Wandering Eyes are much more pleasant to behold. A Wandering Eyes looks like a floating orb-like head (about 2′ wide) with a single large eye in its forehead and a mouth. Out of the back of its head grow five trunk-like or snake-like appendages, forming a kind of star formation around the head, and usually facing forward. Each stalk ends in a small sphere containing an eye. Each of the smaller eyes creates a ray with a different magical effect; each can be used each round. While there can be different abilities, generally Wandering Eyes have the following (range 120′):

      Eye 1:    Attack.  This ray operates like a magic missile spell,
                doing 3d6+3 points of damage, and the ray can create fire,
                cold, or lightning damage.

      Eye 2:    Charm.  The victim must is affected as Charm Monster.

      Eye 3:    Fear.  As the cleric spell Cause Fear.

      Eye 4:    Stun.  The victim must save vs spells or be stunned 2d4 rounds
                (no action, move 1/3, -4 to saves, +4 AC, cannot concentrate)

      Eye 5:    Confusion.  The victim is affected as the magic-user spell.

      Central:  Passwall.  As the magic-user spell.

In addition, the central eye has perfect night vision and can see magically in the darkest of darkness. A Wandering Eyes moves by means of a magical flight, but is somewhat faster than beholders.