Monster Menagerie - Winter Ravagers
Monster Menagerie - Winter Ravagers
Welcome to Winter Ravagers, the first in Rogue Genius Games’ new Monster
Menagerie line of monster products. The plan is for every Monster Menagerie to offer a set
of monsters that match a theme, with full write-ups, simple index card style summaries
for use at the game table, and printable standee figures for every monster. But while
future versions will feature typical fantasy adventure themes—fiends and cultists, dark
fey, creatures from the subterranean kingdoms—Winter Ravagers is focused on a less
common trope.
Because we’re “Geniuses,” and because the spirit of the holiday season moved
us, we decided to make this very first product a little different from the line that will
eventually follow. (Which, I admit, is not How Things Are Normally Done.) Everything
in this book grows out of and is linked to the winter holidays. The creatures are ideal
for adventures tied to Yuletide, Saturnalia, the Great Hunt, or any cold-weather gift-
giving celebration you use in your campaigns, but most can also be used in other
adventures set in arctic or merely wintry climes.
While it all started with the krampus, I think it was the Whip Father that sold us
on this idea. Both are based on real-world legends—though we’ve definitely given
the monstrous versions presented here our own spin—and both are really freaking
scary. With those as a basis, we decided there really were enough winter-holiday-
themed creatures to fill a book with entries that were both evocative of Yuletide myths
and good hooks for a fantasy adventure. Some of our choices are designed more as
nuisances than combat challenges (see the cobbler elf), and we did push the boundaries
of the absurd (cough-dire-flying-reindeer-cough), but we wrote each with an eye to what
would be fun and useful in festive adventures.
So please, crack open what may be our only Monster Menagerie with a holiday-motif,
drink some hot cider, and start plotting how to best surprise a group of adventures with
a rumor-spreading snake, witch-in-maid’s-clothing, or antlered airborne quadruped.
Fort +15, Ref +24, Will +20 SQ freedom of movement, otherworldly grace,
true seeing, wild empathy +34
SR 31
Ecology
Immune disease, freedom
of movement, poison Environment forest (cold)
Offense Organization solitary
This olive colored snake-like creature is as large as a small Detect Thoughts (Su) A badalisc can continuously
pony, has sharp spines down its back and eyes that gleam use detect thoughts as per the spell (caster level 9th; Will DC
with malevolence and greed. 18 negates). The save DC is Charisma-based.
Init +5; Senses darkvision 60 ft., detect thoughts; Perception Poison (Ex) Bite—injury; save Fort DC 19; frequency 1
+19 round; effect sleep for 2d4 minutes; cure 1 save.
Defense Spells Badaliscs cast spells as 7th-level sorcerers.
T
AC 22, touch 15, flat-footed 16 (+5 Dex, +1 dodge, +7 he badalisc is a snake-like creature with leathery
natural, –1 size) greenish-gray skin and sharp spines running down its
hp 85 (10d8+40) back. It stands roughly 9 feet tall and has a cat-like snout
and face, a forked tongue, and large fangs.
Fort +7, Ref +10, Will +9 (+11 vs. charm effects)
The badalisc thrives on strife and murder, spending
Defensive Abilities guarded thoughts; Immune poison its time traveling from village to village, spreading vile
Offense rumors with the hope of causing sufficient ill-will among
the villagers that eventually one will turn to murder.
Speed 40 ft.
Although many believe them to be the creation of the
Melee bite +8 (2d4+2 plus poison) arch-devil Akish, badalisc are in fact naturally occurring
Space 10 ft.; Reach 5 ft. creatures of the world who were enticed into the service of
the Lady of Lies and now work to spread misery and woe
Spells Known (CL 7th) throughout the Northlands.
3rd (5/day)—displacement, major image (DC 16)
2nd (7/day)—cat’s grace, hypnotic pattern,
invisibility,
1st (7/day)—expeditious retreat, ray of
enfeeblement (DC 14), shield, silent image,
sleep (DC 14)
0 (6/day)—daze, detect magic, light, mage
hand, open/close, prestidigitation, read magic
Statistics
Str 14, Dex 21, Con 18, Int 16, Wis 15, Cha 17
Base Atk +7; CMB +10; CMD 26 (can’t be tripped)
Feats Alertness, Combat Casting, Dodge, Eschew
MaterialsB, Lightning Reflexes, Stealthy
Skills Bluff +13, Diplomacy +9, Disguise +9, Escape
Artist +13, Intimidate +12, Knowledge (arcana)
+13, Perception +19, Sense
Motive +10, Spellcraft +12, Stealth +18
Languages Common, Abyssal
Ecology
Environment forest (cold)
Organization solitary or nest (2–4)
Treasure standard
G
razor-sharp teeth. rinj are rare creatures related to genies, but not considered
Grinj CR 7 a form of geniekind. They are not inherently evil but are
XP 3,200 surly, hermitlike, territorial, short-tempered and antisocial.
Unfortunately they are also master smiths of rare skill, and tend to
LN Large outsider (native) (cold) pick mountain caves and valley homes with resources appealing
Init +5; Senses darkvision 60 ft., scent; Perception +19 to humanoid settlements. As a result, many communities live
Defense in the shadow of a grinj. Grinj do not, as a rule, make good
neighbors.
AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size) Grinj are particularly angered by loud revelry. While the
hp 85 (9d10+36) day-to-day sounds of life annoy them, most grinj accept such
noise as inevitable, and not much different from sounds made by
Fort +10, Ref +4, Will +8 animals and natural events. But celebrations of any kind within
Immune cold 10 miles of a grinj’s lair are likely to rouse it to great anger, and
may bring about an attack. If a grinj believes it cannot drive off a
Vulnerabilities fire community, it may use its natural cunning and alter self ability
Offense to try to ruin any festivities, in a desperate bid for quiet.
While it is difficult for a group or individual to befriend
Speed 40 ft., climb 20 ft.
a grinj (grinj always have an initial attitude of hostile), once a
Melee 2 claws +13 (2d6+5) and bite +13 (1d6+5) grinj is brought to a helpful attitude it remains helpful unless
Space 10 ft.; Reach 10 ft. mistreated. A very few villages have managed this task, and find
a grinj makes a powerful ally.
Spell-Like Abilities (CL 14th)
At will—alter self, greater magic weapon
1/day— permanency
Statistics
Str 21, Dex 12, Con 18, Int 15, Wis 15, Cha 14
Base Atk +9; CMB +15; CMD 26
Feats Alertness, Craft Magic Arms and
Armor, Improved Initiative, Lunge, Skill
Focus (Perception)
Skills Appraise +14, Bluff +14, Climb +25, Craft
(weapons) +14, Handle Animal +14, Knowledge
(engineering) +14, Perception +19, Sense Motive +4,
Spellcraft +14
Languages Aklo, Common, Dwarven, Terran,
Undercommon
Ecology
Environment cold mountains or hills
Organization solitary
Treasure standard
Special Abilities
Keen Hearing (Su): A grinj takes no range penalties
to hear anything within a mile, and can make
Perception checks to hear things within ten miles
at only a –1/mile penalty. Sounds more than ten
miles away cannot be heard.
Master Smith (Ex): Anything crafted by a grinj
is masterwork. There is no additional DC to
the grinj’s craft checks, and no additional time
W
natural) hile the origin of the Whip Father is shrouded in mystery,
hp 89 (9d10+40) the most commonly told tale says this demonic figure was
once a struggling innkeeper who captured the young sons of the
Fort +7, Ref +9, Will +10 new king in order to rob them. He, along with his wife, stole
DR 10/cold iron or good; Immune electricity, fire, the gold the princes had on them and then drugged the young
poison; Resist acid 10, cold 10; SR 18 nobles, slit their throats, and made a royal stew for the few
Offense patrons that visited the inn during the Midwinter festival. On
Midwinter’s night, Jolnir Odenson entered the inn, discovered
Speed 30 ft. what had happened, and killed the innkeeper and his wife,
Melee 2 claws +11 melee (1d6+1), +2 lash of pain +11/+6/+1 melee sending both to the Abyss. There the innkeeper was rewarded
(1d6+3, unholy, and entangle) for what he had done and now he wanders
the Northlands, stealing wayward
Special Attacks lash of pain children and killing anyone
Spell-Like Abilities (CL 12th) else unfortunate enough to
encounter him.
Constant—detect good, tongues
At will—detect thoughts (DC 20), ethereal jaunt (self plus 100
lbs.), greater teleport (self plus 100 lbs.)
1/day—dominate person (DC 23), summon (level 3, 1d3 dretchs
50%)
Statistics
Str 13, Dex 17, Con 20, Int 18, Wis 14, Cha 27
Base Atk +8; CMB +11; CMD 22
Feats Improved Initiative, Iron Will, Weapon Finesse, Weapon
Focus (whip)
Skills Bluff +27, Diplomacy +19, Disguise +19, Escape Artist
+11, Fly +14, Intimidate +16, Knowledge (locak)+15, Perception
+21, Sense Motive +13,Stealth +14; Racial Modifiers +8 Bluff, +8
Perception
Languages Abyssal, Celestial, Common, tongues, telepathy 100
ft.
SQ whip mastery (lash of pain)
Ecology
Environment any
Organization solitary
Treasure double
Special Abilities
Lash of Pain: The Whip Father is equipped with the lash of pain,
a whip it can summon forth at will (as a free action), or dismiss
the Table!
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