Friday, October 23, 2026

#22 Bug, Large Assassin: 31 Horrors for Ruination Pilgrimage

 Bug, Large Assassin 

Type: Monstrous Animal
Group: 1d5

An olive drab body with bright yellow stripes, and purple legs, a long piercing mouthpart, and 6 ft long carapace. 

C:50 Piercing mouth 1d5 DMG + Digesting Saliva AP:3 I:40 W:2(11)

Digesting Saliva: Large assassin bugs drink their meals with the help of saliva they inject. + 1d5 DMG to Health and Body on the Round the target is hit as their flesh starts liquefying. On the second Round, if they hit the same target, they begin drinking the fluids of their prey. Body Save for 1d10 DMG, take a Wound if the save is failed. 

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)


Wednesday, October 14, 2026

#14 Rodent, Gliding: 31 Horrors for Ruination Pilgrimage

 Rodent, Gliding

Type: Animal
Group: 1d5+2

A large rodent with short, pitch black fur, and baggy flaps of red leathery skin between front and back legs. Gliding rodents grow to about 6 ft long, a 4 ft long prehensile tail, a with a "wingspan" of 8 ft wide.  They're short muzzled with sharply pointed incisors and tiny eyes. Gliding rodents are nocturnal carnivores who drop out of the tree canopy often gliding from as far as Bowshot Range. 

C:60 1d5 Gnawing DMG + Bleed 2 AP:1 I:70 W:3(8)

Drop & Bag: Gliding Rodents drop onto their prey and attempt to wrap them up with loose skin and long, sinewy legs. Instead of a Combat Test in their first attack, they make an Instinct Test. If successful they drop on prey, wrap them up, and start biting furiously doing 2d5 DMG + Bleed (2) each round until their prey succeeds on a Strength Test. 

Silent as Death: These rodents are weirdly silent, dark as the night, and give no warning of attack. Combat starts with their attack (using Instinct as above), then Initiative rolls are made in the normal order. 
 

Tuesday, October 13, 2026

#13 Slime, Ruling: 31 Horrors for Ruination Pilgrimage

 Slime, Ruling

Type: Demonic Animal
Group: 1 

A bright yellow and vivid purple-veined slime mold. It's only want is to devour any organic tissue it comes across. It spreads orally, usually when an infected minion vomits into the mouth of a new victim. Ruling slime can infect any animal, but it prefers people due it's ability to link minds and create a networked hive mind. A network of squirrels, while terrifying to witness, doesn't have much ability to plan beyond "where should we bury this nut, and where did we bury that nut." That said, several people networked together with larger forest creatures such as a bear or wolf can create quite a threat. 

A Ruling Slime's domain often looks like a blighted forest. Trees are in the process of dying and dropping their leaves while the bark is dissolved by hungry patches of yellow slime and thick purple veins hang over limbs reaching for more food. Skeletons of smaller creatures covered in trails of dried slime with blossoms of bright orange cup mushrooms protrude from dead mosses and crispy ferns. 

Somewhere in this devastation hides the central "brain" of the Ruling Slime. A bulbous, yellow, furrowed mass with veins reaching in all directions and protected by a group of controlled zombies in various states of decay.  

C:0 AP:0 I:90 W:2(25)

Ruling Slime Zombies: In the infected domain there could be as many as 20-100 infected zombies spread out in the area. There will be 2d10 guarding the Ruling Slime's brain. They have the same statblock as zombies but use the Instinct of the Ruling Slime. 

C:55 2d5 Blunt DMG AP:3 I:90 W:2(12) ES:2

Vomit Attack: When an infected has taken a Wound their next attack will be vomiting infectious slime at a target in Adjacent Range. An Agility Test must be passed or vomit strikes doing 1d5 acidic DMG. Next Round a Body Save must be passed or the slime starts infecting the host. This is subtle at first causing any attacks against the brain or other infected to be made with (D). 

An exorcism (ES:1) will destroy the growing infection causing the neutralized slime to be puked up. If this is not done within 2 days, host will wonder off eventually growing into a new Ruling Slime brain.

(If other animals are wanted as hosts, use their statblock but change their Instinct to 90)








#12 Crab, Large Forest: 31 Horrors for Ruination Pilgrimage

 Crab, Large Forest

Type: Animal
Group: 1d10

Covered in mosses and lichen, these land crabs scuttle about wet, temperate forests and nearly disappear into the background when standing still thanks to their coat of living camouflage. They are 3-4 ft wide and 3 ft tall. Mushrooms and bracket fungi are the biggest part of their diet but they also have a taste for meat. Whether said meat is carrion or currently attached to a living creature, forest crabs don't seem to care. 

C:55 1d5 + 1d5 Claw DMG AP:5 I:68 W:2(8)

Cryptic Huddle: After losing a Wound, Instinct is rolled. On a success large forest crabs dig their claws into the soil, launch a cloud of debris at their attackers to distract, pull in their claws, crouch low, and blend into the forest undergrowth. While in this stance their AP becomes AP:9 and normal attempts to see them require a successful Sanity Save. This is a defensive measure performed when they've decided the fight is no longer worth it. 

Claw Bash: When in Cryptic Huddle but attacked, a success on Instinct Test triggers Claw Bash: the forest crabs punch out with both claws. Their opponent must succeed on an Agility Test or take 2d10 DMG + Bleed 2 and is knocked down. Succeed on Instinct again to see if crab resumes Cryptic Huddle. 

Sunday, October 11, 2026

#11 Leech, Large: 31 Horrors for Ruination Pilgrimage

 Leech, Large

Type: Monstrous Animal
Group: 1d10

Denizens of forest, swamp, and rivers, these leeches can grow from 2-4 feet, are fat, leathery and fairly disgusting. Part of that is appearance and the rest is their incessant hunger for blood. Any blood will do, but some leeches really seem to crave the warm blood of a person. Their bite can be as dangerous as any creature that feeds on blood. Large leeches are careful biters, much like the smaller ilk of their kind, and bites while their prey is asleep or trudging through water are rarely even noticed until it's too late. 

C*:55 1d5 Biting + Blood Drain DMG AP:0 I:30 W:2(7)

Blood Drain:  If a large leech Combat Test is successful, 1d5 extra DMG is dealt due to blood loss. Leech is considered Latched now and the below rule applies. 

Fatigue: If a victim has taken 11 DMG from Blood Drain, they gain 1 level of Fatigue. 

Anesthetizing Saliva: If the victim is asleep, wading through murky water, or otherwise distracted, Blood Drain DMG isn't noticed and said DMG is applied every 10 minutes. 

Latching: In combat when a leech lands a hit it latches on and starts doing Blood Drain DMG.

C*= Biting DMG is only used during combat while a large leech isn't trying to be secretive. 

Removal: When a large leech is latched on, pulling it off deals 1d5 DMG to victim, and a successful Body Save is needed to prevent an infection (Rulebook pg. 33). If heat, strong alcohol, or other means that make sense in a leech removal scenario are used, DMG and infection are not applied. 



My own notes and thoughts are maybe the blood drain should just be Bleeding + n directly into the leeches gullet instead of random damage die.  Hmmm.






Saturday, October 10, 2026

#10 Spirit of Ash & Char: 31 Horrors for Ruination Pilgrimage

 Spirt of Ash & Char

Type: Spirit
Group: 1

(I'm porting this from my OSE ghost posts from back in 2020. You can find it here with OSE stats and in the collected zine pdf form for OSE and DCC stats. This was one of my favorites and Ruination Pilgrimage always needs more ghosts)

The anger of a Ghost of Ash & Char is unmatched. Rightfully so; they were subjected to the most horrible of deaths. These minor ghosts almost take delight in inflicting pain and suffering upon their victims. 

Variable Appearance

  1. Charred, black, crusty skin, red embers underneath
  2. A being of pure flame
  3. Normal person with smoke rolling out of mouth, eyes, and nose
  4. A being of pure smoke
  5. Made up of whirling ash
  6. A being of embers
  7. Blackened shell with burning blue light within
  8. A blackened skeleton wreathed in flames
  9. A floating wraith robed in black. Opens up robe to reveal the burning inside
  10. Each moment it changes and becomes each result above.
C:65 1d5 Burning Hands + Immolate DMG AP:8 I:70 W2(15) ES:2

Horror to the Senses: Successful Sanity Save or do nothing for a Round. The smell of burning fat and flesh, the sound of a roaring fire, and a person standing there in the conflagration is the stuff of nightmares.

Immolate: Extra 1d5 heat DMG with each hit. There's a 50% chance of catching target on fire. 1d10 DMG per Round if caught on fire.

Explosion: Upon reaching 0 Health roll Instinct and if successful, The Spirit of Ash & Char explodes in a fireball doing 2d10 DMG to all within Adjacent and Throwing Ranges. Successful Agility Test for half DMG.

AP:8: Only with normal weapons. If attackers' weapons are enhanced with prayer ribbons, relics, etc. AP is 0. 

Vulnerabilities: Water, or cold-based attacks will do +1d5 DMG. 

#9 Manarakyn: 31 Horrors for Ruination Pilgrimage

 Manarakyn

Type: Demonic Humanoid
Group: 1

Manarakyn are formed when an Aemaalghem demon fuses several people together. Heads grow together into a many eyed, large split mouth and the many limbs organized into a disgusting approximation of a spider made of bodies. The arms and legs become elongated and fingers and toes stretch out and grow gripping hairs so the Manarakyn can climb walls and ceilings and spray a modified saliva that gums up as it is exposed to the air. 

C:70 1d10 + 1d10 DMG + Saliva Web AP:3 I:65 W4:(15) ES:3

Many Limbed: Able to attack multiple opponents in a Round. Each 1d10 of DMG can be applied to different targets in Adjacent Range. A Critical Success on Combat Test adds 2 more 1d10 DMG to even more opponents if they're within range. 

Spit or Retreat: Every Round Instinct should be rolled. On a successful Instinct Test, Manarakyn will either spit Saliva Web before attacking or climb out of reach into the darkness and wait several rounds to attack again. Health is recovered during this time but Wounds are not. 

Saliva Web: Target is hit if they fail an Agility Test. Two successful Strength Tests are needed to rip free (Anyone can roll if they're adjacent). 

Exorcism Sucesses: The Aemaalghem demon and bodies are too entwined for separation so successful exorcism rolls do the following:
  • 1st success removes Health recovery. 
  • 2nd prevents Saliva Webbing. 
  • 3rd prevents Retreat and removes one Wound. 


Friday, October 9, 2026

#8 Melt: 31 Horrors for Ruination Pilgrimage

 Melt aka The Cistern Born or the Unformed

Type: Monstrous Humanoid
Group: 1d10

Melts are waxy figures without set features. They're blobby and various shades of white, off white, and yellows. It is said the Unformed are grown in Birthing Cisterns in the deep places and are rejected and cast out of the warrens for being born incomplete or incorrectly. This might be what gives them a burning hatred for the living. Melts do appear to be in the act of melting much like a burning candle and are in a constant state of creation and deconstruction. They cannot speak but can produce screams, moans, and other creepy noises. Melt are suspected to have some sort of telepathic communication and possibly even be in contact or controlled by a hivemind. 

C:40(+4d10) Punch 1d5 DMG AP:0(+1d5) I:70 W:1(15+1d10)

Flux: Each Melt is wildly variable and can alter themselves rapidly. Each one should be rolled up individually. If it's not too much for the Steward, they can even be rerolled during combat. 

Noise: To be attacked by a mostly silent but coordinated enemy until the screaming, moaning, and hissing starts is a terrifying experience. Succeed on a Fear Save or characters' Combat is rolled with (D).

Aspect: Melt faces change when engaging with people. They will mimic the faces of people they're fighting. Sometimes they will reach into the mind of their opponent and mimic loved ones. Melt can even change their waxy faces into monstrous visages that make no sense. Succeed on a Sanity Save or temporarily lose 1d10 Sanity. If Sanity reaches 0, character passes out for 2d10 Rounds. 


Wednesday, October 7, 2026

#7 Centipede, Large: 31 Days of Horrors for Ruination Pilgrimage

 Centipede, Large

Type: Animal
Group: 1d10

Many segmented insect with many legs. Large centipedes grow to be 1-4 ft long. Modified front legs are swollen with venom delivered to victim on attack. There are many different types showing alternate coloring with distinct venoms. 

Roll 3d5 to generate different types of large centipedes below. 

C:55 Venomous Stab 1d5 DMG + Venom AP:1 I:35 W:1(11)


  1. 4 ft long, very slender, and sinuous, 200+ legs ((A) on Agility Tests)
  2. 1 ft long, short thick, 60 legs  (+1 AP)
  3. 2 ft long, bristle hairs, 100 legs (+1 DMG)   
  4. 3 ft long, sturdy build, 120 legs (+1 W)
  5. 2 ft long, heavy armor, 80 legs (+2 AP)

  1. Dark green body, bright red head, orange legs.
  2. Bright orange body, black head, red legs
  3. Black body, Pink head and legs
  4. White body, black head, purple legs
  5. Purple body, pale head, green legs

  1. Venom attacks Agility: -1d10 for 1d5 Rounds or until successful Body Save
  2. Venom attacks Strength: -1d10 for 1d5 Rounds or until successful Body Save
  3. Venom attacks Body: -1d5 for 1d5 Rounds or until successful Body Save
  4. Venom attacks Health: -1d5 for 1d5 Rounds or until successful Body Save
  5. Venom attacks Intellect: -1d10 for 1d5 Rounds or until successful Body Save

Tuesday, October 6, 2026

#6 Bovaurochs: 31 Horrors for Ruination Pilgrimage

 Bovaurochs

Type: Animal
Group: 1d5

A large and shaggy furred Bova standing at 6-8 ft at the shoulder and 8-10 ft long with thick horns spanning 6-8 ft. A large skull, thick shoulders and neck support the massive weight of the horns. Bovaurochs are occasionally hunted for their fur and meat, but more often for the horns which are used to make low blasting war horns or for the skull which makes an impressive trophy hanging on a wall. 

Scholars believe Fighting Bova were orginally created by breeding Bovaurochs and Bova together and choosing the most irritable and aggressive offspring to breed further generations. 

C:65 Gore & Toss 2d10 DMG + Bleed (2) AP:3 I:45 W:3(20)

Gore & Toss: Bovaurochs fight by swinging their massive horned head back and forth tossing anyone and anything into the air causing 1d5 DMG upon landing unless an Agility Test is passed. This may also cause 1d5 DMG to plate armor. 

Bleed (2): An additional 2 DMG accrue every round after taking damage until treated for bleeding. 

Trophy: Each outer sheath of the horns can be sold for 200 coins to artisans creating musical instruments. The whole head (including horns with outer sheath intact) can be sold for 1,000 coins  but do present some logistics challenges as they are large, heavy, and soon begin to stink in warmer weather. 


Monday, October 5, 2026

#5 Wolf, Doom: 31 Horrors for Ruination Pilgrimage

 Wolf, Doom

Type: Monstrous Animal
Group: 1d5

Midnight black savage wolves the size of ponies with howls capable of turning even hardened fighters into whimpering children. They dwell in the unsettled regions deep in dark, ancient forests and high in the mountains. Doom wolves have a wicked bite and are very intelligent, often pulling back from combat, hiding in the shadows, and even tracking the same prey over several days waiting for the most opportune time and place to attack again. 

C: 70 Bite 1d10 +3 or Doom Howl DMG AP:3 I:90 W:3(15)

Doom Howl: When heard on the wind from far away it's bad enough but when large, black shapes come charging out of the darkness howling a Fear Save is needed. Upon failure 1d5 Sorrow are acquired instead of the usual 1 point. 


#4 Spider, Giant Jumping: 31 Horrors for Ruination Pilgrimage

Spider, Giant Jumping

Type: Monstrous Animal
Group: 1d5+2

A huge jumping spider with a leg span of 6 ft, with large, shining eyes, and iridescent red striping on a jet black exoskeleton. A stalking predator able to launch itself great distances. It has large dripping fangs but possessing mild venom, mostly relying on speed and pinning prey to the ground while draining them of fluids. 

C: 70 Bite 1d10 DMG + Venom + Pin  AP:0 I:85 W:2(10) 

Jump: Can jump attack from 120 paces (roughly middle of Bowshot Range).

Pin: A successful attack by the spider and the target make an Agility Test. Upon failure they collapse under the spider with fangs still implanted. A Strength Test is required to dislodge the spider (roll with (A) if helped by someone). If spider is not removed they deal 1d10+5 DMG as they burrow their fangs deeper and inject more digesting venom. 

Venom: Mild venom used for digesting prey items. Extra 1d5 DMG unless a successful Body Save is made. 




Sunday, October 4, 2026

#3 Rats of Contagion: 31 Days of Horrific Additions to Ruination Pilgrimage

 #3 Rats of Contagion

Type: Demonic Animal
Group: 2d5

Rats the size of large hounds, with weeping, infected sores and mangy fur. Eyes of milky white and large yellowed rodent incisors. The saliva of these creatures is especially virulent as hinted at by the blood specked foam soaking the matted fur around their mouths and throats. 

C: 45 Bite 1d5 + Contagion DMG AP:2 I:60 W:2(7) ES: 1

Contagion: A bite is guaranteed to grant infection, maybe disease and in the worst cases plague. A bite wound must be cleaned with the strongest of alcohol or salves. 

If wound isn't cleaned at all: Body Save at (D) or blood is infected (Rulebook pg. 35), roll a Disease (Rulebook pg. 36), and roll a Plague (Rulebook pg. 37). 

If wound is cleaned: No infection. Successful Body Save or roll a Disease, and 50% chance of contracting a Plague. 



#2: Bat, Giant Vampire. 31 Horrific Additions to Ruination Pilgrimage

 #2: Bat, Giant Vampire

Type: Monstrous Animal
Group: 1d5+1

A massive bat standing at 5-7 ft tall when upright on all fours. Broad leather wings are tucked in when crawling and during combat. Covered in shaggy dark, brown fur. Small beady red eyes that glow in the dark. Large claws protruding from wing knuckles are capable of destroying armor and the bite carries saliva that keeps blood flowing long after the bite has been delivered. 


C:60 Claw 2d5 DMG + Rend or Bite 1d10 + Anticoagulant AP:2 I:55 W:2(15)

Rend: +1d5 DMG to target's AP.

Anticoagulant: + Bleed (3) with each bite.








Saturday, October 3, 2026

#1 Eel of Myriad Eyes: 31 Horrific Additions to Ruination Pilgrimage

31 Horrific Additions to Ruination Pilgrimage

A couple days ago I had an idea. In 2020 I did a ghostly Advent calendar blogging thing. It was kind of meant to channel that Victorian Christmas ghost story tradition. Each ghost had OSE stats probably because I had just come off writing Plangent Mage.

The next year I bundled it up and it became the zine, 25 Apparitions, Spirits, and Hauntings, and was stated out for OSE and DCC. I have a TON of love for Dungeon Crawl Classics since being introduced to the system. It also got me into writing more and publishing stuff.

I still have some physical copies of that zine because I printed a shit ton. I've been wanting to add to the Bestiary of Ruination or a demon book for Ruination Pilgrimage for some time.

I started thinking I should do it in December. A couple days ago I thought, that's dumb and doesn't make sense. There's no tradition of demons and monsters during Christmas except of course rampant commercialism, etc. Then I was like, duh. Do it for Halloween. and here it is the 3rd already.

Anyway, I'm doing it. That's all. 31 new monsters for Ruination Pilgrimage. New animals, people, monsters, and demons. We'll see what happens. 


#1: Eel of Myriad Eyes

Type: Monstrous Animal

A slimy, grotesque, freshwater creature attaining lengths up to 25 ft. Thick black-brown skin blends perfectly with turbulent, muddy waters. The head is bulbus and semi-translucent showing a human-like skull underneath sporting deep, empty eye sockets, and a mouth filled with multiple rows of large human teeth. It is covered with many blinking eyes along both laterally flattened sides; eyes that look as if they've been stolen from all the other animals from land and water. 

C:65 Bite 1d10 + Size DMG AP:4 I:80 W:Size(15)

All Seeing: Eels of Myriad Eyes are never surprised and will attack first. (An Agility Test for Initiative is still rolled)

Horrific: A Sanity Save is needed when the party members realize the eyes aren't just a pattern or coloration. Those who fail the save miss their next combat turn. 

Slimy: Any attempt to grapple or seize an eel is rolled with (D). 

Size: Steward rolls a 1d5 to determine size with the result adding 5 ft to the size and +DMG and W of the same number, ie. the result of 1 adds 5 ft, +1 DMG and W:1 whereas a result of 3 would make the eel 15 ft long and adds +3 DMG and W:3. (Steward may overrule the die result if it doesn't make sense to have a 25ft long eel in a small pond or creek)

#22 Bug, Large Assassin: 31 Horrors for Ruination Pilgrimage

 Bug, Large Assassin  Type: Monstrous Animal Group: 1d5 An olive drab body with bright yellow stripes, and purple legs, a long piercing mout...