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The Beast Hack

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Page 1: Beast The Hack & Dragons/3rd... · Acillon * 1+#!&& ! &,+/!, -$ '-+ $ # 1 +? J !$$'&+ . , ! # ! + & $ * ('-*+, , $ # ! , $$,!% +> 1, & ,'# (,', %+ $. + '*, %'+,( *, -, . .!'$ &,,

TheBeastHack

A bestiary offantasy foesto be used with The Black Hack

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ContentsAcillon... 3Arcane Devourer... 3Babbler... 3Badger Men... 3Bladeling... 3Blood Ogre... 3Bone Demon... 3Cave Crawler... 3Cerberus... 3Clockwork Golem... 3Cyclops... 4Dark One... 4Death Knight... (Undead) 4Demilon... (Undead) 4Denfir... 4Eagle Men... 4Emerald Serpent... 4Ettercap... 4Ettin... 5Fell Horror... 5Fiend... 5Fire Elemental... 5Flail Drake... 5Golgor... 5Gollog... 5Gremlin... 5Greth... 5Griffon... 5Hellcat... 5Hippogriff... 5Hollow Reaper... (Undead) 6Human Shaman... 6Invisible Hand... 6

Iron Born... 6Kek... 6Lasher... 6Lich... (Undead) 6Living Light... 6Manticor... 6Minotaur... 7Mushroom Men... 7Oculan... 7Phase Beast... 7Quill Hound... 7Rager... 7Roach... 7Roc... 7Rot Hound... 7Sandman... 7Scrounger... 7Shadowling... 8Shadow Drake... 8Skeleton... (Undead) 8Snake Men... 8Swamp Stalker... 8Track Beast... 8Treant... 8Troll... 8Tomb Guardian... (Undead) 8Tyrannosaurus Rex... 9Unmade... 9Vampire... (Undead) 9Vampire Spawn... (Undead) 9Veck... 9Water Elemental... 9Weeping Queen... (Undead) 9Zombie... (Undead) 9

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Written ByNathan Carmen

Art ByPatrick E. Pullen

Black Hack ByDavid Black

A note on special abilities:Since monsters only roll for damage, any notes on rolling advantage or disadvantage should befor the players. For ease ofuse with the Cleric's turning ability, undead have been marked.

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AcillonGrey skinned giants with bulbous black eyes,Acillons have thick hides and large pours thatleak acid at all times. They tend to keep tothemselves for the most part but have violenttendencies ifthey spot what they believe to bean easy target.HD: 3Actions and Specials: Non-magic weaponsare destroyed after dealing damage to anAcillon. Immune to acid.

Arcane DevourerThis four-legged beast has dark blue skin, a setoffour pointed ears, and a taste for magic.While it cannot cast spells itself, it enjoysfinding wizards and feeding offoftheir magic,even killing them to steal their arcane essence.HD: 4Actions and Specials: Can remove onenearby arcane spell regaining (1d6) HP. Can beused once per fight. Immune to spells that donot cause direct damage.

BabblerBlue-skinned humanoids with elongated earsand snout; Babblers are known for theirneverending nonsensical speech, said to makeit hard to think. Babblers love the flesh ofliving prey, talking and eating gleefully.HD: 3Actions and Specials: Disadvantage on INTtests.

Badger MenAppearing much like a Badger and Humanhybrid, Badger Men are feral and territorialcreatures. They live in deep tunnels where theyguard and hoard the treasures ofdeadadventurers.HD: 1Actions and Specials: 2 Claws (1d3)

BladelingsVaguely humanoid in nature, Bladelings haveswords that protrude from each forearm madeofa sort oforganic metal. They wander ingroups, trying to find worthy opponentsHD: 2Actions and Specials: 2 Arm Blades (1d6)

Blood OgreBloated red brutes, Blood Ogres are a bitsmaller than a typical Ogre, but much morefierce. Blood Ogres charge into combatquickly, showering their opponents with theirown boiling blood upon death.HD: 3Actions and Specials:When the BloodOgre dies, all within close range make a DEXtest or take (2d4) damage. Immune to fire.

Bone DemonA vile minion ofhell, Bone Demons have verylittle flesh making them look to be almost pureskeleton. Their bones are brittle, causing themto die quickly, but not before leaving behinddeadly splinters.HD: 2Actions and Specials: Deals 1 damage to allwho are close when the Bone Demon takesdamage. Has 2d6 HP.

Cave CrawlerThese large beetle-like creatures arecarnivorous by nature. Their backs have arocky appearance making them look like astalactite or stalagmite. They often have theloot oftheir previous victims in the center oftheir cavern, a perfect place to ambush newadventurers.HD: 4Actions and Specials:Heroes add +2 torolls made to spot a Cave Crawler in their lair.Can walk on walls and ceilings.

CerberusA large three-headed dog, Cerberus are fairlyintelligent creatures but often still have amaster that controls them.HD: 4Actions and Specials: 3 Bites (2d4)

Clockwork GolemA large construct comprised ofgears. Somesay they were made by an artificer long ago.HD: 6Actions and Specials: Takes no damagefrom non-magic weapons. Only halfdamagefrom magic weapons.

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CyclopsThese one-eyed giants are not the mostintelligent ofcreatures but all the same are notto be taken lightly. Their stare puts fear in the

hearts ofmen.

HD: 6Actions and Specials: Upon eye contact rollWIS test or lose next action.

Dark OneSome cultists gain special power through theirnefarious gods. Dark Ones are blessed withpowerful Axes that only work for them,dissapearing into vapor upon the bearer'sdeath.HD: 2Actions and Specials: Axe ofDeath (2d4+1)

Death Knight (Undead)Some who are well on their way to become aLich take on the role ofDeath Knights. Oftenthe apprentice to a Lich, Death Knights willstop at nothing to protect their dark masters.HD: 5Actions and Specials:Nearby target makesa WIS test. Becomes OofA on failure. May beused once per fight.

Demilon (Undead)Appearing like weeping women, often soakingwet, Demilons are the cursed souls offemaleswrongfully murdered. They hunt down others,trying to kill and spread the sorrow that theyfeel.HD: 2Actions and Specials: Sorrowful Touch(1d4) + CHA Test, or loss ofnext action due toweeping.

DenfirA cross between a lion and a raven, Denfir arequick thieves who enjoy taking anything shinyback to their lair.HD: 4Actions and Specials: 1 Bite (1d4) + 2 Claws(1d4) Can fly.

Eagle MenNoble beasts, Eagle Men are a cross betweenHumans and Eagles. Eagle Men tend to keepto themselves but might be persuaded to help aband ofheroes for a good cause.HD: 1Actions and Specials: Can fly.

Emerald SerpentAmassive snake made ofemerald, theseconstructs are deadly beasts that hide amongtreasure hoards, appearing like the treasurethemselves. They are sometimes made bypowerful wizards who wish to keep theirriches safe.HD: 7Actions and Specials: 1 Bite (3d6) EmeraldSerpent has 10 Armor Points.

EttercapThese spider-like humanoids hide inabandoned buildings and catch live preywherever they can. They have an uncannycontrol over spiders.HD: 4Actions and Specials: Can cast the Webspell as an action. Can control spiders.

EttinA two-headed giant. Their two brains makethem difficult to trick.

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HD: 7Actions and Specials: Disadvantage onCHA tests against Ettin.

Fell HorrorThese demons have a dark red crab-likeexoskeleton and four arms.HD: 5Actions and Specials: 4 Claws (1d6) ArmorPoint total of9.

FiendPowerful demons with short red horns and redskin. Fiends can force others to do theirbidding. They enjoy making friends turn oneach other, and often do so just for the sake oftorture.HD: 7Actions and Specials: Can cast Quest as anaction but may only cast it on each characteronce.

Fire ElementalBeings made ofpure fire, these beasts lackintelligence but are territorial and attack withvery little provocation.HD: 1Actions and Specials: Torch (2d4) or Flare(d6) from far away or distant. Takes doubledamage from water.

Flail DrakeWingless creatures with the appearance ofdragons, Flail Drakes cannot breathe fire butinstead employ their 5 deadly tails, each onewith a bone cudgel on the end.HD: 8Actions and Specials: 5 Tail Cudgels (1d10)

GolgorA Bull-like beast with seven horns, the Golgoris easily angered. It lets out an almostunearthly shriek before it charges.HD: 5Actions and Specials:Horns (3d6)

GollogPowerful lizard beasts, Gollogs stand leaguesabove castles and go on rampages wheneverthey awaken from their long slumbers.

HD: 10Actions and Specials: Great Horn (2d12)Cannot die, when HP reaches 0 it goes into a100 year hibernation.

GremlinFuzzy little creatures related to Goblins,Gremlins are almost a head shorter than theirkin. They are tenacious little creatures with ataste for human flesh, particularly children.HD: 1Actions and Specials: Only has (1d4) HP.

GretchSkinny, grey skinned creatures, Gretches areallegedly related to Goblins though it has neverbeen proven. While they have a taste for shinygems and gold like their supposed kin they arefar more likely to use cunning words to getwhat they want.HD: 2Actions and Specials: Disadvantage on allCHA tests. HP is 2d6.

GriffonPart eagle and part lion, Griffons have a stronghunger particularly for horses. It is notuncommon for one to swoop down ontravelers from the trees and attack theirmounts.HD: 6Actions and Specials: 1 Bite (1d6) + 2 Claws(1d6) , can fly.

HellcatThese panther-like creatures are constantlyaflame. They enjoy burning their prey alivebefore eating them. Some demons keep themas pets.HD: 3Actions and Specials:When a hero firstcomes into close range make a CON test ortake (1d6) fire damage.

HippogriffPart horse and part eagle, Hippogriffs are wildanimals. They rarely attack unprovoked.HD: 3Actions and Specials: 1 Bite (d4) + 2 Hooves(d6) , Can Fly.

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Hollow Reaper (Undead)Soulless shells that were once human, HollowReapers are Unmade (pg. 9) that have beenparticularly terrible in their past life. Theynow wander about, collecting soulsthat they keep in a jar on their belt.HD: 5Actions and Specials: Scythe(2d8) Has 5d6 HP, Jar ofSoulsacts like a torch, never goesout.

Human ShamanSome men are tribal andbarbaric. Often times led by awise man who is able tomanipulate the arcane forces.

HD: 1Actions and Specials:Disadvantage on all WIStests. Can cast two 1st levelConjurer spells once per fighteach.

Invisible HandThese pale skinnedhumanoids are known to make excellentassassins for their stealthy ways.HD: 4Actions and Specials: Can cast Invisibilityonce per fight.

Iron BornPeople made ofliving metal, Iron Born areoften hired by wizards to protect secrettreasures. They keep their word, but oftenwork for the highest bidder.HD: 2Actions and Specials: Iron Born have 4Armor Points.

KekThese lizard-like creatures have gray scalesand two tails. They often ensare their foes intheir tailsHD: 3Actions and Specials: 1 Bite (d4) + 2 Tails(1d4) ifboth tails hit DEX test or characterloses next action.

LasherA humanoid with tentacle-like arms, thesepurple skinned beasts hide in bodies ofwaterand await their victims.

HD: 4Actions and Specials: 4 Tentacles

(1d6) that can hit close or nearbytargets. Can breathe underwater.

Lich (Undead)Undead masters ofnecromancy, Liches areformidable opponentsoften with truly diabolicalplans.HD: 9Actions and Specials:Can cast Animate Dead asan action. Can cast DeathSpell and Cloud Kill once perfight.

Living LightAn almost angelic ball oflight,some say a Living Light is asmall fragment ofthe sun.Regardless, those who get too

close may find themselves burned to a crisp.HD: 3Actions and Specials: Light Beam (2d4)from nearby, far away, or distant. Shines like atorch at all times. Can fly.

ManticorA lion-like creature with a scorpion's tail,Manticors are deadly poisonoius beasts.HD: 6Actions and Specials: 1 Bite (1d6) + 2 Claws(d4) + 1 Tail (d4) Ifstruck by tail, CON test oradd 2d6 damage.

MinotaurHalf-man and Half-Bull, Minotaurs areterrible beasts that often guard mazes andother catacombs.HD: 4Actions and Specials:Horns (2d6) or (3d6)ifthe Minotaur moved from at least nearbyrange.

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Mushroom MenWalking mushrooms that dwell within thedarkest ofdungeons. Mushroom men areknown for leaking spores in the air constantly.HD: 1Actions and Specials: All CON tests atDisadvantage.

OculonA large floating eye, Oculons have deadlyinnate magical powers. They often intimidatelesser monsters into doing their bidding andcan be true masterminds ofevil.HD: 6Actions and Specials:May cast MagicMissile as an action, HD count as level for thespell effects.

Phase BeastAppearing as a blur, no one knows preciselywhat the Phase Beast looks like. Its body seemsto vibrate quickly at all times making it adifficult target to strike. Just as mysterious asits appearance, Phase Beast's motives arelargely unknown.HD: 6Actions and Specials: Disadvantage onattack rolls against the Phase Beast.

Quill HoundA large dog covered in quills, these beasts aresurprisingly intelligent and are capable ofspeech. They love intimidating others withtheir natural weapons and often enjoy chasingtheir prey.HD: 3Actions and Specials: Bite (2d4) or Quillfrom nearby, far away or distant (1d6)

RagerA large creature with ruddy skin and thickhair, a Rager is capable ofintelligent thoughtbut it often gives way to the beasts inner fury.Some believe Ragers to be the incarnation ofthe wrath ofthe gods.HD: 5Actions and Specials: Disadvantage ondefense rolls when Rager attacks.

RoachRather large cave roaches can be found wherelight never reaches. They will feed on justabout anything they can find.HD: 3Actions and Specials: Automatically runsfrom a sudden light source.

RocAmassive vulture-like bird, Rocs are knownfor scooping up whole horses in their claws.HD: 9Actions and Specials: 2 Claws (1d10) + Ifcharacter's defense roll is 17-20, the Roc picksthem up and drops them adding 2d8 damage.

Rot HoundSmelling ofcorpses, Rot Hounds aren'tundead themselves, but are often seen whereghouls and other corpse eaters dwell. Riddenwith disease, Rot Hounds feast on the deadand living alike, spreading their stenchwherever they go.HD: 2Actions and Specials: Upon first smelling aRot Hound, CON test or be paralyzed.

SandmanThese fairy creatures resemble old men withbulbous eyes and yellow caps. Sandmen loveplaying pranks on unsuspecting travelers byputting them to sleep. Usually they mean noharm but some Sandmen have wicked intent,robbing or eating their slumbering victims.HD: 3Actions and Specials: May cast Sleep onceper battle.

ScroungerThese thin, gray skinned humanoids have theuncanny ability to weaken those near them.They often take advantage ofthis and preyupon those they consider weak, striking whenit's least expected.HD: 2Actions and Specials: Disadvantage on allSTR tests.

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ShadowlingCreatures that are not quite human, some saythey come from another realm. Shadowlingsare known for thievery and murder, oftenliving together in abandoned castles andtemples, worshiping their dark gods.HD: 1Actions and Specials: Can cast Darkness asan action. Has 1d6 HP.

Shadow DrakeWith the features ofa Dragon,Shadow Drakes lack the ability tobreath fire but more than makeup for it in their ability to blendin with the dark. Their strikesare calculated and they oftenhide their hoard ofgold invery cunning locations.HD: 6Actions and Specials:Can cast Darkness orInvisibility as an action.Can Fly.

Skeleton (Undead)Minions ofnecromancers and guardians ofancient tombs, skeletons are mindless dronesready to kill on command.HD: 1Actions and Specials:Has 2 Armor Points.

Snake MenQuick and cunning monsters, Snake Men areruthless against those they deem theirenemies. Their serpentine appearance is veryintimidating and is often used to frightenchildren in bedtime stories.HD: 1Actions and Specials: Disadvantage onDEX rolls to determine initiative.

Swamp StalkerWith a troll-like appearance, Swamp Stalkershave dark skin with warty faces. They oftenmake good pets for Witches and the like.HD: 4Actions and Specials: 1 Bite (1d12) + 2Claws (1d4) Can breathe underwater.

Track BeastThis four-legged monstrosity has two cat-likeheads with which it uses to sniffout anyoneand anything within a certain radius. They areintelligent creatures and are often hired bybounty hunters to track their current target.Some Track Beasts even become bountyhunters themselves.HD: 3

Actions and Specials: Can sense thepresence ofany living thing up to 1 mileaway.

TreantLarge tree people, many Treants areguardians ofthe forest. It is difficultto spot one in its naturalenvironment, luckily they rarelyattack unprovoked.HD: 7Actions and Specials: Cannot beidentified as anything besides a treeuntil it moves. Takes double damagefrom fire.

TrollThese big, green-skinned beasts have

an insatiable appetite for flesh. Their ability toheal themselves makes them particularlydeadly.HD: 5Actions and Specials: Heals 1d4 HP eachround unless damaged by fire, healing thenstops. A Troll cannot heal further once theirHP has reached 0.

Tomb Guardian (Undead)A particularly powerful skeleton, TombGuardians are often blessed by a necromancerto achieve their level ofpower. They silentlycommand lesser undead to help protect theirmaster's riches.HD: 4Actions and Specials: 2 Claws (2d4) 5 totalArmor Points.

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Tyrannosaurus RexLarge beasts with horrendous appetites, theTyrannosaurus Rex is considered the king ofthe dinosaurs for a reason.HD: 8Actions and Specials: 1 Bite (1d10+1d12)

Unmade (Undead)Some who doparticularlyterrible deedshave their soulsremoved by thegods, making themwandering monsters insearch oftheir essence.They will kill just aboutanyone in hopes ofcatchingthe deceased's soul.HD: 3Actions and Specials: Allclose or nearby targets make aWIS test or take 1d6 damage.May be done once per battle.

Vampire (Undead)The pale faced undead are terrifying in theirability to weaken their enemies by drainingtheir blood with large fangs.HD: 8Actions and Specials: Can only be hurt byblessed items and weapons. Drains two levelsafter dealing damage. When the vampire killssomeone, that character can be raised as aVampire Spawn in one moment ifthe Vampireso chooses.

Vampire Spawn (Undead)Recently turned to Vampirism, VampireSpawn are not quite as powerful as theirmasters, but still are formidable enemies.HD: 4Actions and Specials:Drains one level afterdealing damage.

VeckFat, green-skinned people, Veck resemblefrogs in nature. They can cause theiropponents to fumble with a look from theirintimidating gaze.

HD: 2Actions and Specials: INT test on eyecontact or heroes add +1 to all non-damagerolls for the rest ofthe combat.

Water ElementalA being made ofpure water, these kinds of

elementals are no moreintelligent than adog. They are

territorial andwill defendwhatever bodyofwater theyhave claimed astheir own.HD: 1Actions andSpecials: Slam(2d4) or Ice Shard(d6) from far away ordistant. Takes doubledamage from fire.

Weeping Queen (Undead)A ruler over Demilons, (pg.4) Weeping Queensare vengeful females who ultimately want toshare their sorrow with others no matter whatit takes.HD: 5Actions and Specials: All Nearby foes makea WIS test or take (1d12) damage and lose nextAction. May be done once per fight.

Zombie (Undead)The mindless minions ofmany necromancers,Zombies are sturdy but slow creatures.HD: 2Actions and Specials: Zombies can onlymove close range.

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The name Tricky Troll Games and The Beast Hack and all logos and layout are product identity. DESIGNATION OF OPEN GAME CONTENT All text and tables are open

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THE BLACK HACK, Copyright 2016, Gold Piece Publications; Authors: David Black.

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