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Blackdyrge's Bestiary: Perils of the Burning Waste
Blackdyrge
Blackdyrge’s Bestiary II
Perils of the Burning Waste
Blackdyrge’s Bestiary II
Perils of the Burning Waste
The Campaign Construc-
tion System is a format
designed to help GMs
organize their campaign
binder. Each entry in this
product is layed out to fit
a single page or series of
pages that can be easily
identified and placed in
specific categories of the
binder. With this system
a GM can print only the
pages needed for their game, mix and match content from
various products in the line, and reduce the clutter and
weight of multiple products.
Written and Created by
Aeryn Rudel
Editing
John Ball & Dwight Hulse
Illustrations
Jesse Mohn & Edward Bourelle
Graphic Design & Layout
Edward Bourelle & Erik Nowak
SkeletonKey Staff
Edward Bourelle & Art Braune
Blackdyrge’s Bestiary II: Perils of the Burning Waste
is ©2006
Aeryn Rudel. All rights reserved.
Each page is organized with the following information
A: Title of the entry contained on the page
B: Product title in which the entry can be found
C: Author and artist credits for that entry
D: Category label for binder organization
All illustrations and design are ©2006 Edward Bourelle.
All rights reserved.
Reference to other copyrighted material in no way constitutes
a challenge to the respective copyright holders of that material.
SkeletonKey Games, Campaign Construction System, the
SkeletonKey Games logo, and the Campaign Construction System
logo are trademarks of Edward Bourelle. Blackdirge Publishing
and the Blackdirge Publishing logo are trademarks of Aeryn Rudel.
Blackdyrge is a trademark of Aeryn Rudel.
Dungeons & Dragons and Wizards of the Coast are trademarks of
Wizards of the Coast, Inc. in the United States and other countries
and are used with permission.
‘d20 System’ and the d20 System logo are trademarks of Wizards
of the Coast, Inc. in the United States and other countries and are
used with permission.
The following is designated as Open Game Content: all new rules and
stat blocks (but not the proper names of characters and places or their
backgrounds). To be clear, the Blackdyrge property is CLOSED. None
of the character names, backgrounds, place names, stories, or any other
part of the Blackdyrge storyline is open content.
publishing
n
Author: Aeryn Rudel
Blackdirge Publishing
1
Credits
Groog
Blackdyrge’s Bestiary II
Perils of the Burning Waste
G
ROOG
CR 5
Usually NE Small aberration (earth)
Init
+3;
Senses
all-around vision,
darkvision 60 ft.; Listen +9, Spot +10
Languages
Common, Terran, telepathy 100 ft.
AC
16, touch 14, flat-footed 13
(+1 size, +3 Dex, +2 natural)
hp
27 (5 HD)
PR
16
Fort
+2,
Ref
+4,
Will
+6
Speed
20 ft. (4 squares), burrow 10 ft.
Melee
2 claws +7 (1d3+1 plus poison)
Space
5 ft.;
Reach
5 ft.
Base
Atk +3;
Grp
+0
Special Actions
paralytic blast
Psi-Like Abilities
(ML 5th)
At will—
chameleon, ego whip
(1d4, DC 13),
empty mind
(+4 on Will saves)
3/day—
inertial armor, mind thrust
(5d10, DC 15)
Abilities
Str 12, Dex 17, Con 12, Int 13, Wis 14, Cha 15
SQ
create groog golem
Feats
Alertness, Ability Focus (paralytic blast),
Weapon Finesse
B
Skills
Concentration +5, Hide +15, Listen +9,
Move Silently +11, Search +8, Spot +10,
Survival +4 (+4 following tracks)
Advancement
6-10 HD (Small);
11-15 HD (Medium)
All-Around Vision (Ex):
The groog’s many small
eyes spaced around the circumference of its
body grant it excellent vision in all directions.
Groogs receive a +4 racial bonus on Spot and
Search checks, and they cannot be flanked.
use of its special abilities. It gains the physical
qualities (natural attacks, speed, armor class,
etc.) and physical ability scores of its host, but
does not have access to any supernatural or
extraordinary abilities the host had in life.
Create Groog Golem (Ex):
The most insidious
power of the groog is its ability to steal the
bodies of other creatures. It accomplishes this
in a most gruesome fashion by first overcoming
a victim with its paralytic blast, and then killing
and removing the head of its stricken foe.
Once the head has been removed the groog
will insert its five stalk-like legs into the body
cavity, settling upon the stump of the victim’s
neck like a new misshapen head. Through an
array of chemical and magical secretions the
groog is then able to animate the corpse, using
it as an extension of its own body. The resulting
hybrid is known as a groog golem, and retains
all of the groog’s mental ability scores and
The process of creating a groog golem is a
lengthy one, taking an average of ten minutes.
Because of this, the groog will seek out solitary
victims to overcome, allowing it to enact its
gruesome transformation without interruption.
The groog targets only humanoid, giants, and
monstrous humanoids for transformation into
groog golems, seemingly unable to make the
transformation in other body types. A groog is only
able to animate the body of a creature its own size
or one size larger, this typically means humanoid
creatures such as humans, elves, and the like, but
larger groogs have been reported to animate the
corpses of minotaurs, trolls, and even giants.
Author: Aeryn Rudel
Illustrator: Edward Bourelle
2
Monster
Groog
Blackdyrge’s Bestiary II
Perils of the Burning Waste
The groog derives its only nourishment from the
bodies it possesses, drawing sustenance form
the corpse of its host. This consumption only
hastens decomposition, which forces the groog
to search for a new host in around a week’s time.
Alien in the extreme, this creature appears as a small
grayish brain supported by five thin, stalk-like legs.
Dozens of small, staring eyes dot the bulging lump of the
creature’s head, adding an even more frightening aspect
to its already bizarre appearance.
Paralytic Blast (Ex):
At will, a groog may unleash
a 30 ft. cone of paralytic psychic energy.
Anyone caught in the area of effect must make a
successful Will save at DC 16 or be paralyzed for
2d4 rounds. The save DC is Charisma-based and
includes a +2 bonus from the Ability Focus feat.
Groogs are horrid little beasts that haunt the barren
wastes of deserts, lingering around watering holes and
oases in hopes of snaring potential prey. They derive
their only nourishment from the capturing of host bodies,
absorbing nutrients directly from the decaying corpses
of their groog golems.
Poison (Ex):
Injury, Fortitude DC 13,
initial and secondary damage 1d2 Dex.
The save DC is Constitution-based.
Although intelligent, groogs are malicious in the extreme,
and rarely deign to speak with sentient humanoids,
considering them little more than a walking meal.
They understand common and are able to communicate
telepathically with any creature.
Skills:
Groog’s have a +4 racial bonus
on Hide and Move Silently checks.
he Heshek dert aears to be nthing more than a vast baren waste, seemingly devoid f life and
therefore an unlikely region to find strange and fabulous beasts. For the uninitiated this remains true, but
in reality the dert abounds with unique and fantastic creatur if one has the bth the diligence and
perseverance f a true xplorer.
My journy to the Heshek was founded on the bart rumor f a terible body-thieving monster, prying on
lone travelers and lurking about the merchant rout that wind their way through the dert. I was shocked
at how eay it was to find the leavings f my quary, for on my first day out I came upon the headl corpse
f a Jundari tribman, putrefying in the dert sun. he body was in an advanced state f day, but I nted
that the head had been removed with a surgeon’s prision and that the body cavity had been curiously
hollowed out. Intrigued by my findings, I continued my search.
It was days later, rustrated by a lack f spoor f my mysterious dapitator, that I discovered a small
watering hole, nthing more than a muddy pit, but without doubt a welcome paradise to those traveling in
the heat f the dert. he watering hole held a single occupant, a lone merchant rom Lukamaria, o
had s up a simple camp in order to cape the midday sun.
Under the cover f an invisibility spell, I stled down to watch this lone traveler, hoping that his aarent
vulnerability might atract my elusive quary. I waited until sundown, and as the air cooled, the merchant
emerged rom his tent, waterskins in hand. He went to the edge f the watering hole with the obvious intent
f filling his skins, en the most traordinary thing haened. A small, iregularly shaped rock near the
edge f the water suddenly blured, its outline changing to take on a fleshy, organic quality.
Author: Aeryn Rudel
Blackdirge Publishing
3
Monster
Groog
Blackdyrge’s Bestiary II
Perils of the Burning Waste
Speculation has been made that a relation may exist
between the groog and the dreaded intellect devourer.
Sages theorize that the groog may be a related species,
having evolved to live in the arid environment of its
desert home.
separated and vulnerable. A groog will always open combat
with its paralytic blast, hoping to paralyze its foe and use
the body as a groog golem. A paralyzed opponent will be
subject to a coup de grace attack as the groog attempts to
remove the victim’s head with its small sharp claws.
COMBAT
If a groog is unsuccessful with its paralytic blast, it will
seek to escape by burrowing beneath the sand or using
chameleon
to hide from its foes. If cornered or pressed
by multiple enemies, the groog will attempt to paralyze
as many as possible, resorting to its
mind thrust
ability to
neutralize those immune to its paralysis.
Groogs are primarily ambush predators, hiding with
exceptional skill along well-traveled trade routes, or among
the flora surrounding water holes. They prefer to single out
lone victims, waiting for a member of a group to become
I knew then that I had tracked down my elusive monster. he merchant, however, was nt so observant.
he creature rose up on five spindly, segmented legs and opened a corona f small yellow y circling its
pulpy, brain-like body. he mtion finally alerted the merchant to the prence f his strange companion,
and even as his hand darted to the daer at his belt, the air shimmered around him as the beast unleashed
a powerful pychic blast. Overcome by this telekinic ault, the merchant floed bonelsly to the ground,
and lay still.
Nearly overcome with the euphoria f my discovery, I moved closer to g a bter look at my suje. he
litle bushwhacker then commenced with one f the more bizare, y delightful, slaughterings I have ever
witned. With a crab-like scutling, the small beast sidled over to its viim, brandishing two f its five legs.
he two waving aendag ended in small bony, serated blad, and it was with the that the creature
began to slice through the cartilage f the stricken merchant’s nk. I ten wonder if he felt the awful sting
f that slow dapitation, his agony heightened by the knowledge that he could do nthing to halt his grisly
demise. Neverthel, the odd litle beast succfully removed the merchant’s head with the prision f an
accomplished surgeon. It then began hollowing out the stump f the merchant’s nk, removing flesh, bone,
and sinew, diing ever deeper into the cht cavity. When the gruome xcavation was comple, the beast
pushed all f its five stalk-like aendag into the gory hole it had created, stling its body m upon the
stump f the merchant’s nk.
My quaint litle surgeon gave me the utmost thrill with his nt trick; for as I watched, the merchant’s body,
now with a new mihapen head, twitched spasmodically, limbs thrumming against the dirt in a staccato
writhing. he spasm abated to stilln, and then, to my amazement, the corpse f the merchant sat up,
gathered its fe underneath it, and stood. he reanimated corpse swayed a bit, seemingly f-kilter by the
ponderous weight f its new head, but there was no doubt that my murderous litle beast was in control f
the body. I watched gleefully as the corpse and its rider shambled f into the dert, out f sight and direly
into the pag f this btiary.
- Blackdyrge
Author: Aeryn Rudel
Blackdirge Publishing
4
Monster
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