Shadowbooks Shadowdark RPG MonstersMonster Statistics
Shadowdark RPG, p. 216
p. 216
Shadowdark RPG, p. 217
p. 217
Gelatinous Cube, Ghast, Ghost, Ghoul GELATINOUS CUBE A translucent cube of slime that silently mows through tunnels. AC 11, HP 24, ATK 1 touch +4 (1d8 + toxin + engulf), MV near, S +3, D +1, C +2, I -4, W +1, Ch -4, AL N, LV 5 Engulf. DC 12 STR or trapped inside cube. Touch attack autohits engulfed targets each round. DC 12 STR on turn to escape. Fail checks if paralyzed. Rubbery. Half damage from stabbing weapons. Toxin. DC 15 CON or paralyzed 1d4 rounds. GHAST Greater ghouls who retain the intelligence they had in life. AC 11, HP 20, ATK 2 claw +4 (1d8 + paralyze), MV near, S +3, D +1, C +2, I +0, W +0, Ch +2, AL C, LV 4 Undead. Immune to morale checks. Carrion Stench. Living creatures DC 12 CON the first time within near or DISADV on attacks and spellcasting for 5 rounds. Paralyze. DC 12 CON or paralyzed 1d4 rounds. GHOUL Gray-skinned, slavering undead with whipping tongues and flat, reptilian faces. AC 11, HP 11, ATK 1 claw +2 (1d6 + paralyze), MV near, S +2, D +1, C +2, I -3, W -1, Ch +0, AL C, LV 2 Undead. Immune to morale checks. Paralyze. DC 12 CON or paralyzed 1d4 rounds. GHOST A wavering spirit with a face contorted in rage or sadness. AC 13, HP 27, ATK 2 death touch +5 (1d8 + life drain) or 1 possess, MV near (fly), S -2, D +3, C +0, I +0, W +0, Ch +4, AL C, LV 6 Greater Undead. Immune to morale checks. Only damaged by silver or magical sources. Incorporeal. In place of attacks, become corporeal or incorporeal. Life Drain. 1d4 CON damage. Death if reduced to 0 CON. Possess. Must be corporeal. One target, close range. Contested CHA check. If ghost wins, it inhabits target's body and controls it for 2d4 rounds.
ELEPHANT Mighty mammals with tough hide, flappy ears, and a trunk. AC 14, HP 34, ATK 2 tusks +6 (1d8), MV near, S +5, D +0, C +3, I -2, W +1, Ch +0, AL N, LV 7 Charge. Move up to double near in straight line and make 1 tusks attack. If hit, x3 damage. ELF Ethereal, ageless fey-people infused with ancient magic. AC 13, HP 9, ATK 1 longbow (far) +3 (1d8) or 1 longsword +1 (1d8), MV near, S +0, D +3, C +0, I +1, W +1, Ch +1, AL L, LV 2 Feyblood. ADV on DEX checks while in the natural wilds. ETTERCAP Bipedal, eight-eyed spiderfolk with spindly legs and purple fur. AC 12, HP 14, ATK 2 bite +2 (1d6) or 1 poison web (near) +2, MV near (climb), S +0, D +2, C +1, I +0, W +0, Ch -1, AL C, LV 3 Poison Web. One target stuck in place and 1d4 damage/round. DC 12 DEX on turn to escape. FAIRY Miniature fey folk with fluttering moth or butterfly wings. AC 13, HP 4, ATK 1 needle +3 (1 + poison), MV near (fly), S -2, D +3, C +0, I +1, W +0, Ch +1, AL N, LV 1 Poison. DC 12 CON or fall into deep sleep for 1d4 hours. FROG, GIANT Human-sized frogs with warty skin and long, sticky tongues. AC 12, HP 10, ATK 1 tongue and 1 bite +2 (1d6), MV near (swim), S +2, D +2, C +1, I -3, W +0, Ch -3, AL N, LV 2 Tongue. 1 creature in near DC 12 DEX or pulled to close range. GARGOYLE Leering, winged fiends that look like stone statues. They can hold perfectly still for long stretches of time. AC 16, HP 20, ATK 2 claw +3 (1d6), MV near (fly), S +3, D +1, C +2, I +0, W +1, Ch -1, AL C, LV 4 Impervious. Only damaged by magical sources.