The Black Bestiary 2e
The Black Bestiary 2e
The Black Bestiary 2e
Beast
Hack 2:
Monster
Madness
2
Assassin Vine Bone Blade
What look like normal vines are actually a These ape-like beasts have a large and deadly
carnivorous plant that entwines its foes, bone protruding from each forearm. They are
crushing them to death. territorial animals that will impale intruders
HD: 3 on sight.
Actions and Specials: Entangle (1d6) + If HD: 4
damaged by the entangle, the hero is caught Actions and Specials: 2 Bone Claws (1d10)
up in the vines. They may take no actions
besides a STR or DEX test to get free from the Catfolk
vines. A hero takes (1d6) damage every Quick and cunning creatures, Catfolk only
moment they are entangled. strike when they believe they have a significant
advantage.
Avenging Angel HD: 1
A powerful force for good, the Avenging Angel Actions and Specials: Can see in the dark.
seeks the death ofits god's enemies. Clerics Adds +1 to any rolls for DEX tests against a
who turn from the faith may come face to face Catfolk.
with such a creature.
HD: 10 Centaur
Actions and Specials: Can fly. Can cast With the lower halfofa horse and the upper
the Hold Person or Silence spells as an action. halfofa man, Centaurs are nomadic creatures
Can cast the Holy Word Spell once per fight. who can be wild drinkers.
HD: 3
Azer Actions and Specials: Can move up to far
These fiery dwarf-like creatures have a special away range as part ofan action.
affinity for gems and will try to steal them
whenever possible. Dark Elf
HD: 3 Hidden in the depths ofthe earth, Dark Elves
Actions and Specials: Fiery Skin – Any who often worship evil gods and plot the
deal damage to an Azer in close range must destruction ofthe surface world.
make a DEX test or take (1d4) fire damage. HD: 1
Actions and Specials: Can cast the
Barghest Darkness Spell once per fight. Can see in the
This beast looks like a cross between a goblin dark.
and a wolf. Barghests can be very powerful
foes who delight in stealing the residual life- Dark Naga
energy offresh corpses. A snake-like creature with a woman's face,
HD: 4 Dark Nagas are evil guardians who often
Actions and Specials: Increases 1 HD for protect artifacts ofvital importance.
every three corpses it devours. HD: 8
Actions and Specials: Poisonous Bite (1d12)
Beast Horde + ifthe hero is damaged, CON test or take
An odd assortment ofvarious animal heads (1d6) damage for the next (1d4) moments. May
and limbs, a Beast Horde is a walking cast the Dispel Magic or Invisibility Spells as
abomination. Some believe it was created by an action.
an insane druid long ago.
HD: 7 Death Crystal
Actions and Specials: 4 Claws (1d4) + 4 A vaguely humanoid figure made ofcrystal,
Bites (1d4). Cannot be taken by surprise. Death Crystals kill but for no known reason,
yet they seem to delight in it.
HD: 5
3
Actions and Specials: 1 Crystal Shard (2d4) targets make a DEX test or take (2d6) damage.
from close to nearby range. Heals 1d4 HP each May be used once per fight.
moment. Stops healing once HP reaches 0.
Takes double damage from sound based Dragonturtle
attacks. Massive draconic turtles, Dragonturtles are
true terrors ofthe deep.
Deathwing HD: 8
A large black bird with the general appearance Actions and Specials: Steam Breath - Close
ofa crow or raven, Deathwings seem to feed or nearby targets make a DEX test or take
offoffear, only eating their prey once it is (3d6) damage. May be used once every (1d4)
motionless with fright. moments. Has 9 Armor Points.
HD: 6
Actions and Specials: Screech – all nearby Drake
targets, WIS test or be paralyzed for (1d4) Wingless monsters, some consider them the
rounds, may be used once per (1d6) moments. “ponies” ofdragonkind, yet this is far from the
Can fly. truth. They are
powerful and
Dire Rat clever
Large disease-ridden rats, these beasts are creatures.
willing to eat almost anything ifsufficiently HD: 7
hungry. Actions and
HD: 1 Specials: Close
Actions and Specials: 1 Bite (1d3) + CON or nearby
test ifdamaged by bite. Failure means targets make a
disadvantage on all CON tests until at least 8 DEX test or
hours rest have occurred. take (2d6)
damage. May
Dire Wolf be used once
Large wolves, these creatures are capable of every (1d4)
hunting on their own and often do so. moments.
HD: 3
Actions and Specials: 1 Bite (2d6) Dryad
Beautiful tree
Dracolich spirits, Dryads
A dragon raised from the dead, Dracoliches are often appear as
horrible monsters given new life. women made of
HD: 9 wood and bark.
Actions and Specials: Upon first seeing a HD: 2
Dracolich, WIS test or add an additional +2 to Actions and
all attribute rolls. Is not affected by 1st or 2nd Specials: May
level spells ofany kind. Immune to cold. instantly
Breathes Death - 1d4 nearby targets make a appear by any
DEX test or take (3d8) necromantic damage. tree from close to far away range as an action.
Kobolds Mantis‐Men
These small creatures resemble a lizard or These primitive monsters are simply human
dragon. Despite their weak combat sized praying mantises with orc-like
capabilities, they are surprisingly smart and intelligence. It is said they are cannibalistic,
capable ofdevising deadly traps. feeding on their own kind ifthey find
HD: 1 their victim to be “weak.”
Actions and Specials: Has HD: 1
only (1d4) HP. Disadvantage on Actions and Specials:
INT tests against Kobolds. 2 Claws (1d4)
Kraken Merfolk
One ofthe most fearsome Beautiful creatures who
beasts ofthe sea, the sometimes lure adventurers to a
Kraken is a giant squid that watery grave.
attacks large ships and drags HD: 1
them into the depths. Actions and Specials: Can
HD: 9 breathe underwater.
Actions and Specials: 8 Tentacles (1d12)
Can breathe underwater. Mimic
Carnivorous monsters who can appear as
Living Statue different kinds ofinanimate objects, they
Some wizards use animated statues to guard instinctively know what kind ofobject to take
their towers and magical libraries. These the form of. Many adventurers have died from
structures, though not intelligent, are deadly the bite ofwhat they thought was a treasure
in combat. chest.
HD: 5 HD: 3
Actions and Specials: Immune to non- Actions and Specials: Can appear as any
magical weapons. Has 6 Armor Points. mundane object such as a treasure chest, a
WIS test made with +2 to the roll can
determine ifthe object is actually a Mimic.
6
Mind‐Eater target from close, nearby, or far away range
These hairy beasts often dwell within caves with a blast offire (2d8). When a Pheonix dies,
and the like. They are naturally very intelligent it rises from its own ashes in (2d6) days.
creatures who have an almost vampiric need to Spreading the ashes far enough can prevent
feed offofothers intelligence. resurrection.
HD: 7
Actions and Specials: 2 Claws (1d10) + if Plague Fiend
damaged by a Claw, INT test, failure reduces Sickly creatures with bone-white skin, Plague
INT score to 4 for 1 hour. Fiends enjoy eating the flesh ofthe infected.
HD: 6
Morlock Actions and Specials: Diseased Aura - All
These incredibly pale creatures have large red nearby targets make a CON test or subtract
eyes and speak in broken screeches and (1d3) from their CON score. This continues
moans. They live in perpetual darkness, every day until the disease is removed with the
fearing light above all else. appropriate spell. Ifthe CON score reaches 0,
HD: 2 the hero dies. This ability may be used once
Actions and Specials: Can see in the dark. per fight.
Can walk on ceilings and walls. Heroes have -2
to any attribute roll against the Morlock ifit is Rat Swarm
in the presence oflight. Sometimes even the smallest ofcreatures can
be a threat in large numbers. Rat Swarms can
Orcs be very deadly when provoked.
Brutal warriors with green skin, Orcs are HD: 2
willing to fight with very little provocation. Actions and Specials: Many Bites (1d4),
HD: 1 this is one attack that may be used to hit all in
Actions and Specials: 1 Sword (1d6), Orcs nearby range. Cannot be taken by surprise.
have (1d10) HP.
Raptor
Pegasus These dinosaurs are known for their pack
Flying horses, Pegasus are a rarity and prized tactics, often surprising weaker-looking prey
by many. They are very difficult to catch in jungle areas.
HD: 2 HD: 2
Actions and Specials: Can fly. Can move up Actions and Specials: 2 Claws (1d4) and 1
to far away range as part ofan action. Bite (1d6). Hunt in packs.
7
Actions and Specials: Foul Stench - A WIS Warg
test from up to distant range can reveal a These black-haired dogs are intelligent and
Sasquatch by their smell. often trick adventurers into elaborate traps.
They are known for actually leading groups of
Shadow Mastiff goblins.
A creature from another plane of HD: 2
existence, Shadow Mastiffs are Actions and Specials: 1 Bite (2d4) Often
deadly in the dark. Their vile accompanied by goblin riders.
nature is often concealed in
the night, only exposed when Wraith (Undead)
it is too late. Apparitions that seek to turn others into their
HD: 5 own kind.
Actions and Specials: Howl HD: 5
– Once per fight, all nearby Actions and Specials: 2 Draining
opponents make a WIS test or flee Claws (1d6) + when damaged, CON test
from the Shadow Mastifffor 1d6 or be drained of1 level. Can fly. Any
moments. Heroes have disadvantage creature killed by a Wraith turns into
on all attack rolls to hit a Shadow one in 1d6 minutes.
Mastiffifit is in the dark.
Will‐o‐wisp
Shark‐Men Small glowing balls oflight, these bizarre
Blood-thirsty monsters, Shark-Men are creatures charm and lure adventurers
humanoid sharks who will feed on almost away into the bog where they attack and
anything. When they smell blood they often often drown their victims.
become enraged. HD: 4
HD: 2 Actions and Specials: Upon first seeing a
Actions and Specials: 1 Bite (2d4), can Will-o-wisp, WIS test or follow it for 2d4
breathe underwater, can detect a bleeding moments. Can cast the Light Spell as an
creature from up to a mile away. action.
Turtle‐Men Wyvern
Slow creatures, Turtle-Men prefer swamps but Draconic in nature, Wyverns have large wings.
are relatively harmless. They are quite friendly They may lack a fire breath but make up for it
but prefer to be left alone. in a stinging, poisonous tail.
HD: 2 HD: 6
Actions and Specials: Turtle-Men cannot Actions and Specials: 1 Bite (1d12) + Tail
move to nearby range as an action. Turtle-Men Sting (1d4) ifthe tail deals damage, CON test
have (2d10) HP. Can hold their breath or be Paralyzed. Can Fly.
underwater for up to one hour.
8
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THE BLACK HACK, Copyright 2016, Gold Piece Publications; Authors: David Black.