Wednesday, October 21, 2026

#21 Beetle, Large Stag: 31 Horrors for Ruination Pilgrimage

 Beetle, Large Stag

Type: Monstrous Animal
Group: 1d5

A dark, iridescent beetle with immense jaws jutting to lengths of 3-4 ft and antler-like structures on the head, with a thick, squat body about 5 ft long. These beetles use carrion to incubate and grow their larvae, and they will attack and kill large animals, including people, to create a nice pile of rotting bodies for the next generation. 

Grub

C:40 Chewing mouth 1d5 DMG + Liquifying Saliva AP:0 I:25 W:2(7)

Liquifying Saliva: Body Save required. On Success +1d5 DMG, on failure +1d10 DMG & -1 to Body. 

Adult

C:55 Giant Jaws 1d10 + 1d5 DMG  + Bleed (1) AP:5 I:50 W:2(16)










Tuesday, October 20, 2026

#20 Scorpion, Large: 31 Horrors for Ruination Pilgrimage

 Scorpion, Large

Type: Monstrous Animal
Group: 1d5

A dark red scorpion with black claws and a bright orange stinger. The whole beast is 6-7 ft long with the stinger nearly 8 ft in the air.

C:65 Claw 2 x 1d5+2 DMG or Stinger 1d10 DMG + Stinger AP:5 I:45 W:3(11)

Stinger: A success on Instinct Test and scorpion attacks with venomous stinger. If DMG is enough to go through AP and deal DMG, the scorpion injects venom which will cause a Wound if a Body Save is not successful. 

Retreat: After scorpion takes a Wound, if an Instinct Test is successful, they retreat but use their tail to continue attacking at (D). 

Swarm: Roll 1d100 to see if one of the scorpion is carrying babies (60% chance). If that scorpion takes a melee hit its offspring will swarm up the arm of the attacker forcing a Fear Save. The swarm will do a collective 1d5-1 DMG ignoring AP each Round until removed from target's body. 


#19 Crocodilian: 31 Horrors for Ruination Pilgrimage

 Crocodilian

Type: Animal
Group: Variable

Large amphibious reptiles with long mouths full of sharp teeth and armored skin. There are many different types but the main difference is size. 


Small: 3-5 ft long
Group: 1d10 + 3

C:60 1d10 Biting DMG AP:6 I:55 W:1(15)

Tail Lash: 1 opponent in Adjacent Range must pass Agility Test or take 1 DMG.

Medium: 5-10 ft long
Group: 1d10

C:60 1d10 + 1d5 Biting DMG AP:6 I:55 W:2(15)

Tail Lash: 1d5 opponents in Adjacent Range must pass Agility Test or take 1d5 DMG.

Death Roll: If crocodilian attacks from or in the water and successfully hits it will attempt to pull target underwater and roll until the target is subdued. Strength or Agility Test to escape or take additional 1d5 DMG per Round until escaping the Death Roll Bite. (See Rulebook for drowning)

Large: 10-20 ft long
Group: 1d5

C:60 2d10 Biting DMG AP:7 I:55 W:3(15)

Tail Lash: 1d5 opponents in Adjacent Range must pass Agility Test or take 1d5 DMG and be knocked down for 1 Round. 

Death Roll: If crocodilian attacks from or in the water and successfully hits it will attempt to pull target underwater and roll until the target is subdued. Strength or Agility Test to escape or take additional 1d10 DMG per Round until escaping the Death Roll Bite. (See Rulebook for drowning)

Giant: 20+ ft long
Group: 1

C:60 3d10 Biting DMG AP:8 I:65 W:4(15)

Tail Lash: 1d5 opponents in Adjacent Range must pass Agility Test or take 1d10 DMG and be knocked down for 1 Round. 

Death Roll: If crocodilian attacks from or in the water and successfully hits it will attempt to pull target underwater and roll until the target is subdued. Strength or Agility Test at (D) to escape or take additional 1 Wound per Round until escaping the Death Roll Bite. (See Rulebook for drowning)

Saturday, October 17, 2026

#18 Skin Demon: 31 Horrors for Ruination Pilgrimage

 Skin Demon*

Type: Demon
Group: 1

Unlike almost all other demons, a Skin Demon wears the skin of a person, rather than possessing a body. They are not bound by typical laws such as proximity to a Hellmouth. They delight in wearing the skin of an innocent often a grandmotherly type or a wide eyed child. A Skin Demon has already devoured the body including brain so they will further the deception by doing what that person liked to do such as baking, knitting, or playing children's games. 

C:85 1d10 + 1d10 Claw DMG + Unearthly Laughter AP:4 I:70 W:3(18) ES:4

Unearthly Laughter: They will claw while laughing like a wholesome old woman or child never could. Fear Save or (D) on Combat Tests for 1d5 Rounds. 

Shed Skin: When only one Wound remains a Skin Demon will rip off their stolen skin revealing their true nature and appearance of a flayed bipedal demon with a skull face and bloodied webbed wings (forcing a Sanity Save). They will beat their wings forcing anyone within Throwing Range to fall prone unless they pass an Agility Test. They will then fly off. 

Invulnerability: Normal weapons will cause no DMG to this demon. (Weapons need a relic attached or some other means such as a Sacred or Power written prayer scroll or Demon's Bane Oil to cause damage)


*This demon was in the adventure The Horrid Echoes of the Blue Blade and needed a Ruination Pilgrimage update. 



#17 Beetle, Large Acidic: 31 Horrors for Ruination Pilgrimage

 Beetle, Large Acidic

Type: Monstrous Animal
Group: 1d5+2

Large, copper colored beetles, approaching 4 ft long. They are generally fairly passive, but if they're attacked or feeling threatened large acidic beetles will defend themselves with jaws and acid spray. 

C:65 1d5 Biting DMG or Acidic Spray AP:5 I:50 W:2(14)

Acidic Spray: Those within Throwing Range receive a full blast of acidic spray if failing an Agility Test. 3d5 DMG and 1d5 AP DMG. Those passing an Agility Test are only splashed causing 1d5 DMG and 1 AP DMG. Each beetle only has enough acid for one spray. 

Friday, October 16, 2026

#16 Bird, Terror: 31 Horrors for Ruination Pilgrimage

 Bird, Terror

Type: Monstrous Animal
Group: 1d5+1

A vicious hunter, standing up to 8 ft tall, flightless, with a massive skull and razor sharp beak. Intelligent hunters who run in small packs, terror birds are very fast and will hit hard and then run off only to return and attack again. 

C:70 1d10 + 2 Slashing DMG AP:3 I:75 W:2(13)

Cautious: Terror birds who pass an Instinct Test after losing a Wound will not return to fight.

Fast: When rolling for Initiative, those who pass their Agility Test are able to attack as normal, then terror birds attack and run off. All those who failed their Agility Test are too slow to attack. Terror birds will circle back to attack again in 1d5 Rounds.   







#15 Rat, Giant: 31 Horrors for Ruination Pilgrimage

 Rat, Giant

Type: Monstrous Animal
Group: 2d5+2

Rats of great size, hunger, and ferocity. Their chisel-like incisors are capable of inflicting great damage. Giant rats use those teeth to chew through brick and stone, building complicated warrens underground in both wilderness and city. 

C:55 Bite 1d5+3 DMG AP:2 I:55 W:2(5)


#21 Beetle, Large Stag: 31 Horrors for Ruination Pilgrimage

 Beetle, Large Stag Type: Monstrous Animal Group: 1d5 A dark, iridescent beetle with immense jaws jutting to lengths of 3-4 ft and antler-li...