Tuesday, October 27, 2026

#26 Vampire, Bestial: 31 Horrors for Ruination Pilgrimage

 Vampire, Bestial

Type: Demonic Monstrous Humanoid
Group: 1d5-1

Ever thirsty for blood, hungry for flesh, trapped between the monster it has become, the person it once was, and the demon living in its blood screaming for more, these vampires are rage personified. Looking like hulking man-shape with bat and wolf features mashed together, and often with the intelligence of its more beastly features. 

C:75 Bite 1d10 + 3 DMG AP:5 I:55 W:3(15)

Resistance: AP ignored if hit with consecrated weapon. 

Vampiric Healing: 1d5 + 1 Health gained per Round. Wounds are not recovered during combat but may heal afterward. 




#25 Harvest Haunt: 31 Horrors for Ruination Pilgrimage

 Harvest Haunt

Type: Possessed Construct
Group: 1d5

As the harvest season winds down and the veils grow thin, different entities can travel between the realms. For some reason they are drawn to scarecrows, perhaps for the same reason scarecrows are built to repel birds. Said entities could be ghosts, spirits, or even demons. 

Ghost Possessed Harvest Haunt:

C:55 2x 1d5 Straw Fists or 1x as Weapon and Hoarfrost Breath AP:6* I:45 W:2(15) ES: 2

Hoarfrost Breath: Every other Round one target within Adjacent Range takes a breath of freezing cold air from the ghost haunted scarecrow. 1d10 DMG + 1d5 DMG to Agility. 

Spirit Possessed Harvest Haunt

C:55 Branch 1d10 + 2 DMG AP:7* I:45 W:2(15) ES: 3

Fury of Nature: Vines sprout and animate, entwining a target each Round. Strength Test to escape. Small creature swarms are also summoned each Round swarming one target and causing 1d5 DMG each Round until shaken off with successful Agility Test. 

Demon Possessed Harvest Haunt

C:55 1x as Weapon + Vile Cacophony AP:8* I:45 W:2(15) ES: 4

Vile Cacophony: Each Round the demon within attacks a target with a silent mental attack. Succeed on a Resolve Save or take 1d5 DMG to Health and subtract 1d10 from Combat until the fight is finished. 

*AP is ignored with Demon Bane, Sacred Relic, or Written Prayer Scroll. 









Monday, October 26, 2026

#24 Gastropod, Giant: 31 Horrors for Ruination Pilgrimage

 Gastropod, Giant

Type: Monstrous Animal
Group: 1

Snails and slugs of incredible size anywhere from 10 to 20 ft tall. Neither are generally hostile and would prefer to be left alone to forage on rotting plant materials. 

Slug:

C:50 1d10 + 4 Blunt DMG + Slime AP:1 I:45 W:4(15)

Slime: When a giant slug is attacked, they produce copious amounts of sticky, toxic, slime. Every Round after the first, a giant slug's AP is increased by 1d5-1 as the slime expands. Anyone attacking will be completely stuck on a Critical Fail to attack. Their armor and weapons take 1d5 DMG per Round. When armor loses all AP, the person wearing takes 1d10 toxic DMG per Round. Anyone succeeding on their Combat Test has a 50% chance of having their weapon stuck to the slug and will need to pass a successful Strength Test to remove it. 

Slime Trail: Gastropods move on a trail of slime and when they're this big the trail is wide. Anyone crossing the trail will need to pass an Agility Test or slip and fall. If they fall see above in Slime for effects. 

Snail: 

C:50 1d10 + 5 Blunt DMG AP:Shell I:65 W:4(15)

Shell: After taking a Wound make Instinct Test. On success, the giant snail pulls into its shell. This incredibly resilient material only takes 1 AP DMG if the DMG is over half possible result, ie. any result 6+ on a 1d10. Weapons that would cause more than 1 AP, only cause 1 AP of DMG. The snail will come out in a half hour with no further attacks or noise.

Slime Trail: Gastropods move on a trail of slime and when they're this big the trail is wide. Anyone crossing the trail will need to pass an Agility Test or slip and fall. If they fall see above in Slime for effects. 




#23 Demonic Tree: 31 Horrors of Ruination Pilgrimage

Tree, Demonic 

Type: Demonic Tree
Group: 1

A tree possessed by a powerful demon. Usually, a part of the demon has been incorporated into the heartwood of the tree, corrupting it slowly over decades. While still rooted, these trees are often shunned as evil looking and are named by the locals: Warlock's Tree, Witch's Birch, The Beast's Oak, and such since local folklore incorrectly identifies them as the final grave or tomb of some evil and powerful person or monster. Some of these possessed trees eventually pull up their roots and walk, spreading their evil farther than ever. 


Rooted: 

C:45 1d10 + 5 Blunt DMG AP:5 I:25 W:4(13)

Sessile: Can only attack within Adjacent Range.

Flammable: Trees will take an extra 1d10 DMG per Round from fire. 

Uprooted:

C:55 3x 1d10 Blunt DMG AP:4 I:65 W:3(15)

Stomp: Using a large root, the mobile tree stomps into the ground causing 1d10 DMG to all within Adjacent and Throwing Range and an Agility Test or target(s) knocked to the ground needing a Round to recover and stand. 

Flammable: Trees will take an extra 1d10 DMG per Round from fire. 

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. 


#26 Vampire, Bestial: 31 Horrors for Ruination Pilgrimage

 Vampire, Bestial Type: Demonic Monstrous Humanoid Group: 1d5-1 Ever thirsty for blood, hungry for flesh, trapped between the monster it has...