Dungeon Full of Monsters
Dungeon Full of Monsters
Labyrinth Lord
Anamhedonic Ghost: A target reduced to zero Charisma [by an anamhedonic ghost] becomes a ghost themselves.
Nun of the Bone Goddess: But even though they were slaughtered and their monastery was destroyed, the nuns remained unvanquished. For they had taken up worship of the Bone Goddess, and she would not let mere death prevent her followers from attending to her sepulchral bidding.
The Abbess: ?
Blackbone Abbess: ?
Blackbone Nun: ?
Flagellant Nuns: ?
Rhinocorn Wraith: When the civilization of Southern unicorns collapsed, it left behind more than just cursed carcasses. Some rhinocorns refused to take their rage and sorrow with them into death, and so that rage and sorrow became their ghosts.
Snake Eyes: Two hundred thousand years ago, a nation of warriors built a city upon a river whose name has long been lost in time. Such is the weight of years that the river itself was gone before recorded time, leaving only a blasted wasteland full of cracks and fissures and the poisonous smoke that seeps forth out of them. No hint of that ancient city or its people is left, save one—their greatest champion, the best of the best, remains. Now he is only a giant flying head, with snakes for eyes, wings that flap behind him, and a pair of dangling, gangrenous arms hanging down below his chin, each one bearing an ancient sword made of bronze.
Burning Zombie: ?
Calcified Zombie: Some zombies have been in the caves beneath Skull Mountain for so long that the limestone has accumulated on them, forming a stony crust over their rotten muscles.
Compound Zombie: ?
Cult Zombie: When death cultists die, their bodies become cult zombies and continue their work.
Exploding Zombie: ?
Fight Zombie: It is hard for dead, rotting flesh to maintain the alacrity and drive it had in life, but for some corpses, the animating rage inside them burns brighter than it does in others.
Fungated Zombie:
Guardian Zombie: After 6 months, a cult zombie becomes a guardian zombie.
Hydra Zombie: ?
Hydra Zombie Revenger: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Butler: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Critic: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Pastor: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Hydra Zombie Revenger The Victim: When the hydra zombie is defeated, only the reptilian part of it is slain. The four humanoids attached to it become independent, free to revenge themselves upon the living!
Mass of Zombie Limbs: An imitation of either the mass of limbs or the tentacle man (or both, perhaps?), these hideous collections of arms and legs sewn together show the death cult has imagination, if not a conscience or any shred of humanity left.
Monastic Zombie: ?
Plague Zombie: ?
Slow Zombie: When lesser necromancers create zombies, the result is too-often a slow, shambling mockery of a true zombie.
Vat Zombie: ?
Harlan Blackhand: Harlan Blackhand used to let the death cultists store bones in these catacombs, and they would practice animating undead here. They still keep the place tidy.
He built his sanctum on the ruins of Drakdagor’s old tower, and took a fateful plunge from which there is no coming back—he became a lich.
The death ritual was performed at midnight, under the full moon. Harlan slaughtered half a village as payment to the gods of death. All that the survivors could remember about Harlan were his hands, dripping black with blood in the moonlight. It was not his first foray into wanton murder and destruction, and it would not be his last.
The Lich Sorceress: ?
The Flowered King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Jewelled King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Iron King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The Vampire King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
The first of the Monster King’s royal “trophies,” the Vampire King was subjected to a debased form of vampirism before being entombed.
The Wolf King: In all his conquests, the Monster King had five rivals he hated more than any other. When he defeated these five kings, he captured them, cursed them to live forever as undead monstrosities, then sealed them in mighty stone sarcophagi to be used as traps for his enemies.
Skeleton of the Catacombs: The arcades are full of bones, which sometimes spill out into the hall. For each living person that enters the hall, there is a 1 in 6 chance that some of these bones will animate and attack (roll dice equal to the intruders, any 1s indicates an encounter with 1d8 skeletons).
Unruly Skeleton: ?
Ghost: The ghosts of people whose bodies were thrown into the spawning pit congregate here, and some become visible.
These are the souls of people killed by the skinwearers and the iridescent globes.
Zombie: The round after a Bleeding Man has been slain, there is a 1 in 3 chance that he rises again, regaining 1d6 hit points and leaping back into the fight. If he is not killed again, he becomes an undead zombie (but does not gain additional hit points).
In this huge cave is a deep, wide pit, into which the death cultists throw dead things. Inside the pit, they knit themselves together and climb out as zombies, amalgamated from the corpses of myriad beings.
Bone Guardian: ?