I’m really excited about my Wilderlands of High Fantasy campaign that I’m running. These two beauties are recent additions(as in yesterday!) to my DM resources.

As a rule of thumb, everything that Goodman Games makes is awesome and quickly looking though the Toolbox I know that I’m going to be using this quite a bit.

Girallons are among the jungle’s most dangerous predators. They are aggressive, carnivorous, highly territorial, and incredibly strong. Worse, their four muscular arms are capable of inflicting incredible damage on anything that falls into their clutches. Their exotic appearance makes them popular creatures in certain cities as attractions in gladiatorial combats, either starved and pitted against each other, or set against gladiators eager to increase their fame and notoriety. One who kills a girallon is all but assured of fame, yet most battles against these ferocious beasts end poorly for those foolish enough to attempt to single-handedly defeat one. An adult girallon is 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs roughly 800 pounds.

Girallons live in troops led by a dominant male. Solitary girallons are usually young males looking to start their own troop. Girallons are very territorial and tend to attack intruders without warning, including strangers of their own kind. Groups of girallons may attack in a line to drive prey toward a cliff or other hazard, or quietly form a ring around their target and suddenly close in.

While most girallons are little more than beasts, ancient carvings and the oral traditions of some tribes hint that the girallon wasn’t always the stupid creature it is today. According to these legends, the first girallons were men who called upon savage demon gods to gain great strength, yet in so doing abandoned their humanity. With each generation, these first girallons grew more and more savage and feral, and the same legends maintain that these intelligent girallons still dwell in the darkest part of the jungle. In addition to their intellects, these girallons retain a vast appetite for cruelty. Called “high girallons,” these creatures are almost always chaotic evil, and have Intelligence scores of 6 or higher. An intelligent girallon generally speaks whatever language the local humans speak. Often, they become leaders of unusually large troops of their less-intelligent kin, inhabit strange ruined cities in the jungle or mountains, and conduct raids on villages for food and treasure. Some primitive tribes worship these girallons as the agents of evil gods or demons, and a few high girallons have been known to work for or even breed with tribal orcs, inspiring legends of four-armed “white orcs.”

Lizardfolk are proud and powerful reptilian predators that make their communal homes in scattered villages deep within swamps and marshes. Uninterested in colonization of the dry lands and content with the simple weapons and rituals that have served them well for millennia, lizardfolk are viewed by many other races as backwater savages, but within their isolated communities lizardfolk are actually a vibrant people filled with tradition and an oral history stretching back to before humans walked upright.

Most lizardfolk stand 6 to 7 feet tall and weigh 200 to 250 pounds, their powerful muscles covered in scales of gray, green, or brown. Some breeds have short dorsal spikes or brightly colored frills, and all swim well by moving with flicks of their powerful 4-foot-long tails. While completely at home in the water, they breathe air and return to their clustered mound-dwellings to breed and sleep. As their reptilian blood makes them sluggish in the cold, most lizardfolk hunt and work during the day and retreat to their homes at night to curl up with other tribesmen in the shared warmth of large peat fires.

Though generally neutral, lizardfolks’ standoffish demeanor, staunch rejection of civilization’s “gifts,” and legendary ferocity in battle cause them to be viewed negatively by most humanoids. These traits stem from good reasons, however, as their own slow rate of reproduction is no match for warm-blooded humanoids, and those tribes who don’t defend their wetland territories to the last breath quickly find themselves overwhelmed by the mammalian hordes. As for their tendency to consume the bodies of dead friends and enemies alike, the practical lizardfolk are quick to point out that life is hard in the swamp, and nothing should go to waste.

Lizardfolk continue to grow throughout their lives, and once every few generations, a tribe is blessed with a lizard king—an individual who for unknown reasons has a lifespan twice the length of his fellows, as well as the strength of arms to keep it. Due to their vastly superior size and experience, these individuals inevitably become chieftains and warriors of the highest caliber. Lizard kings are usually size Large. Upon his 100th birthday, a lizard king’s status is officially acknowledged, and he is honored with the presentation of a special weapon, the war trident, reserved exclusively for the use of his kind. These large, two-handed tridents are much heavier than normal in order to take advantage of their wielders’ great strength. 

The lizardfolk presented here dwell in a swampy environment. Lizardfolk tribes can exist in other environments as well, such as deserts, jungles or mountains.

The kensei is a man who dedicates himself to a single purpose throughout his life; to become a master of a single specific weapon that he possesses a deep bond with. The devotion he pours into studying the weapon is intensive and he forsakes the use of other weapons almost completely; while he can pick up and use other weapons he will be no more proficient than any fighter picking up a weapon. Peculiarly the kensei is also no better with any weapon he picks up that is not considered his bonded weapon, and he can not perform the same feats of mastery without his signature weapon.

The Kensei abilities are focused in speed, strength and reflexes boardering on the supernatural to produce the effects he learns through his years of practice and travel. Because the kensei relies on speed they normally forsake the use of medium and heavy armor as these types deny him access to many advantages that his specialized training provides. Kensei most commonly come from the melee fighter ranks, though it is not unheard of for a kensei to be an archer and have a specialized bow for a signature weapon. A kensei in combat is terrible to behold, all of his training enables him to finish an opponent in the most expedient way possible.

Duelists represent the pinnacle of elegant swordplay. They move with a grace unmatched by most foes, parrying blows and countering attacks with swift thrusts of their blades. They may wear armor, but generally eschew such bulky protection as their grace allows them to dodge their opponents with ease. While others flounder on treacherous terrain, duelists charge nimbly across the battlefield, leaping and tumbling into the fray. They thrive in melee, where their skill with the blade allows them to make sudden attacks against clumsy foes and to cripple opponents with particularly well-placed thrusts of the blade.

The path to the duelist is natural for rogues and bards, as those classes do not rely on armor for defense, although nearly as many duelists come from the ranks of fighters and rangers. They are often found in those regions that possess elaborate rules and etiquette for battle.

 The most powerful of the neutral gem dragons, amethyst dragons are honorable, regal creatures. They inhabit the mountains of the northern islands, living on the shores of isolated lakes and pools. At birth, these dragons have lavender skin with fine, translucent-purple scales. These scales darken as the creature grows older, eventually reaching a sparkling lavender color.

These creatures approach life with a detached air, ignoring the conflicts of good and evil, law and chaos. At best, they see these conflicts as petty squabbles over inconsequential points of view, and not worthy of their time or consideration. These majestic dragons consider themselves to be the leaders of the gem dragons, and most of the lesser gem dragons acquiesce to this leadership - in everyday life and in the Council Aerie. While amethyst dragons consider their silver and copper cousins to be foolish and have an active dislike of red and white dragons, they do not consider any life form to be their inherent enemies. They prefer to reason out a settlement through discussion and negotiation rather than through combat, but they can and will fight if they must.

Being honorable and noble, these dragons never hide or attempt to ambush foes. To them, even retreating is a dishonorable action, but they will flee if faced with certain death. Amethyst dragons eat large quantities of fish and gems. They keep vassals to attend to their needs, though they do not place as many restrictions or requirements on them as other dragon lords do. Most keep at least one hidden, underwater cave for seclusion and secrecy. Amethyst dragons approach mating in a very logical manner, seeking the optimum partner to produce the best offspring. Love and pleasure rarely, if ever, enter the equation.

Krampus     CR 10

XP 9,600
LE Large fey
Init +6; Senses low-light vision; Perception +24
Aura frightful presence (30 ft., DC 21)

AC 20, touch 12, flat-footed 17; (+3 Dex, +8 natural, –1 size)
hp 161 (17d6+102)
Fort +13, Ref +13, Will +12
Immune mind-affecting compulsions; Resist Fire 5; SR 29

Spd 30 ft.
Melee 2 slam +14 (1d6+7 plus paralysis) or
1 chain-whip +14 (2d4+7) and 1 slam +9 (1d6+7 plus paralysis)
Ranged Lump of coal +11 (1d6+7 plus 1d6 fire)
Special Attacks paralysis (1d6 rounds, DC 24), swallow whole (4d6 acid damage, AC 14, 16 hp)
Spell-Like Abilities (CL 17th; concentration +20)
Constant—endure elements, fly, freedom of movement
At-Will—deep slumber (DC 16), detect evil, knocklight, sculpt sound

Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +8; CMB +16; CMD +29
Feats Alertness, Great Fortitude, Improved Initiative, Intimidating Prowess, Power Attack
Skills Acrobatics +23, Climb +27, Fly +13, Knowledge (geography) +12, Knowledge (local) +12, Knowledge (nature) +11, Intimidate +31, Perception +24, Sense Motive +22, Stealth +23, Use Magic Device +13
Languages Common, Elvish

Treasure Bag of coal, bundle of birch sticks, chain whip, kidnapper sack

Some mistake the Krampus for an infernal-blooded satyr, given his wiry black hair, cloven hooves, and curved goat horns. When chasing his favorite prey—misbehaving children—he gives a deep, cruel laugh, and his long, pointed tongue often lolls out. Krampus carries a wicked barbed chain-whip festooned with small bells, and a chainmail bag that never seems to run out of smoldering coal cinders. He hurls these burning rocks at children who stay awake hoping to catch a glance of his peer—Saint Nicholas. On his back, Krampus carries a heavy canvas bag dyed sooty black. He stuffs rude and disrespectful children into this sack to eat later, but he’s not adverse to consuming children when they falsely plead their innocence. He often has two or three stolen children in the bag when encountered. Those who cry, instead of stoically facing their fate, are beaten with a bundle of birch sticks that Krampus keeps in his belt for just such a purpose. Krampus also hates young lovers he finds giving public displays of affection, but he is more likely to simply beat these amorous unfortunates into a stupor.

Krampus is known by many names—Knecht Ruprecht, Certa, Perchten, Black Peter, Schmutzli, Pelznickel, Klaubauf—and many communities hold celebrations to appease and keep this fellow away. They hope by showing their respect and admiration for the faerie creature, it will pass their homes by and go steal children someplace else.

Goodman Games rule and DCC is my particular fave. I bought a limited edition iron on transfer a while back and today my sweet black denim vest from amazon arrived. Now I have the most badass gaming vest.

Goodman Games rule and DCC is my particular fave. I bought a limited edition iron on transfer a while back and today my sweet black denim vest from amazon arrived. Now I have the most badass gaming vest.

New Blog Header!

I jazzed up my old title header to a new fancy monster font!
I found this cool font on Devient Art, by the awesome  artist Hector Herrera.
Here is a link to his page check him out it’s full of awesome stuff:  http://hectorherrera.deviantart.com/

Here is a map that I did on Campaign Cartographer 3. This was my first real attempt to use this program. I think it turned out pretty well.

Here is a map that I did on Campaign Cartographer 3. This was my first real attempt to use this program. I think it turned out pretty well.