Showing posts with label Monsters & Treasures. Show all posts
Showing posts with label Monsters & Treasures. Show all posts

Thursday, November 27, 2025

The Gloom Stalker - New Castles & Crusades Rpg Monster, Encounter, and New Magic Item



Gloom Stalker

The Gloom Stalker is an ethereal predator drawn to places of deep sorrow or ancient massacre. It appears as a swirling vortex of shadow and smoke, sometimes coalescing into a vaguely humanoid shape with two pinpricks of malevolent light for eyes. Its touch chills the very soul, and its presence brings a profound sense of despair.


C&C Monster Statistics

TraitValueNotes
Armor Class (AC)16Ethereal, difficult to hit with non-magical weapons.
Hit Dice (HD)6(d8)
Movement30' (Fly)Perfect flight, can pass through non-magical barriers (like a shadow).
Attacks1 (Touch)
Damage1d6 + Chill DamageSee Special Attack below.
Special AttackSoul Chill, Aura of Despair
Special DefenseEthereal Form, Undead Traits
SizeMedium(M)
Morale12Utterly fearless and driven by an innate malice.
Experience Pts (XP)800

Ability Scores (Challenges)

The Gloom Stalker's primary challenges are set against the standard C&C Prime abilities.

AbilityScorePrime Challenge (PC)Non-Prime Challenge (NPC)
Strength (Str)101812
Dexterity (Dex)141614
Constitution (Con)121713
Intelligence (Int)101812
Wisdom (Wis)141614
Charisma (Cha)161515

Special Attacks

  • Soul Chill (Touch Attack): In addition to the standard 1d6 damage, a creature struck by the Gloom Stalker's touch must make a Constitution Challenge (PC 17 / NPC 13). Failure means the victim suffers an additional 1d4 points of temporary Strength damage due to the necrotic chill. This Strength damage is recovered at a rate of 1 point per hour.

  • Aura of Despair (Constant): Any living creature that starts its turn within 30 feet of the Gloom Stalker must make a Charisma Challenge (PC 15 / NPC 15). Failure means the creature suffers a -1 penalty to attack rolls and saving throws for one round as their will is momentarily crushed by overwhelming dread. This effect stacks with itself up to a maximum of -3.


Special Defenses

  • Ethereal Form: The Gloom Stalker is immune to non-magical missile weapons. Non-magical melee weapons inflict only half damage unless they are blessed or made of special materials (like cold iron). Magical weapons strike normally.

  • Undead Traits: It is immune to sleep, charm, hold, fear, disease, and poison effects. It is not affected by critical hits, flanking, or subdual damage.

  • Energy Immunity: Immune to Cold and Necrotic damage.

  • Turn Undead: Clerics can attempt to Turn the Gloom Stalker as if it were a 6 HD specter.

The Gloom Stalker Encounter: The Black Watch Crypt

Setting the Scene

The heroes are investigating the ruins of an ancient, forgotten chapel built atop a mass grave from a long-ago plague. The site is known locally as the Black Watch Crypt. The atmosphere is unnaturally cold, even indoors, and the silence is broken only by the muffled sounds of water dripping far below.

Encounter Mechanics

The Gloom Stalker lairs in the deepest part of the crypt, a chamber containing the undisturbed skeletal remains of dozens of plague victims.

  1. Preparation (Aura of Despair): As the party enters the 30-foot range of the central chamber, the Gloom Stalker's Aura of Despair immediately takes effect. The first round of combat is challenging as most party members will suffer the initial -1 penalty to attacks/saves.

  2. Tactics: The Gloom Stalker will prioritize characters who rely on physical attacks (especially non-magical ones) to inflict its Soul Chill and temporarily reduce their Strength. It uses its Fly movement to phase through the crypt's stone walls and ceilings, appearing and disappearing to attack from unexpected angles (taking advantage of its AC 16).

  3. Vulnerability: The skeletal remains are covered in a thick layer of fine, consecrated ash left by the original priests. If a character uses an action to disturb or throw the ash (perhaps over the area the Stalker is currently hovering), the Stalker must make a Wisdom Challenge (PC 16 / NPC 14) or lose its Ethereal Form advantage for 1 round, allowing non-magical weapons to strike normally and inflict full damage.


 Magic Equipment: The Sunstone Pendant

A relic created by an ancient order of paladins dedicated to light and protection. It is specifically designed to combat creatures of shadow and despair.

The Sunstone Pendant

  • Type: Wondrous Item, Necklace

  • Activation: Continuous (Aura), Action (Flash)

  • Protection (Continuous): The wearer and any adjacent allies (within 5 feet) gain advantage on saving throws/challenges against fear effects and the Gloom Stalker's Aura of Despair. This helps mitigate the Stalker's signature ability.

  • Purging Flash (Action): Once per day, the wearer may use an action to channel the pendant's light. The Sunstone emits a burst of blinding, radiant energy in a 15-foot radius centered on the pendant.

    • Any creature of shadow or undead (including the Gloom Stalker) within the radius must make a Constitution Challenge (PC 17 / NPC 13).

    • Failure: The creature takes 3d6 points of Radiant damage and is Blind for 1 round.

    • Success: The creature takes half damage and is not blinded.

—giving the Gloom Stalker a specific magical attack will make it even more terrifying!

Here is a new spell, specifically designed for a creature of despair like the Gloom Stalker, utilizing C&C's standard spell format.


 Shadow's Embrace (Gloom Stalker Only)

  • Level: Varies (functions like a 3rd or 4th level spell for purposes of saving throw difficulty)

  • Range: 60 feet

  • Duration: Concentration, up to 1 minute

  • Casting Time: 1 action

  • Casting Ability: Charisma (PC 15 / NPC 15)

Spell Description

The Gloom Stalker singles out one visible, living creature within range and attempts to smother them with a thick, suffocating wave of localized shadow and despair.

Effects

  1. Initial Challenge: The targeted creature must immediately make a Charisma Challenge (PC 15 / NPC 15) to resist the initial wave of psychic dread.

    • Failure: The target takes 2d8 points of psychic damage as their worst fears manifest, and they are Restrained by the clinging shadows until the start of their next turn.

    • Success: The target takes half damage and is not Restrained.

  2. Concentration: For up to one minute, the Gloom Stalker can use its action on subsequent rounds to maintain concentration and repeat the psychic assault.

    • On each subsequent round the Gloom Stalker concentrates, the restrained target must repeat the Charisma Challenge (PC 15 / NPC 15) or take another 2d8 points of psychic damage.

  3. Vulnerability: While concentrating on Shadow's Embrace, the Gloom Stalker cannot use its Aura of Despair special ability, as its focus is entirely on the target. This gives the rest of the party a moment of respite from the stacking penalty.

Wednesday, April 7, 2021

OSR Commentary - Weird Tales Judges Guild Wilderlands of High Fantasy- Monsters & Treasure, Ready Reference Sheets, & The Random Esoteric Creature Generator

 "This MONSTER AND TREASURE ASSORTMENT (Levels One to Three) is one of a set and is designed as a playing aid for DUNGEONS & DRAGONS. By using the assortment lists, game judges can generate any number of appropriate monsters or treasure simply by dice rolling - thus saving time in play and preparation."


































Monster & Treasure assortment is one of those odd little early TSR products that fullfils a very specific need for the Dungeon master for original Dungeons & Dragons and according to the Monsters & Treasures assortment wiki entry; "
The Monster & Treasure Assortment supplements lists of pre-generated monsters and treasures for dungeon levels with 100 sets for each level. Book One is for dungeon levels 1-3; Book Two is for dungeon levels 4-6; and Book Three is for dungeon levels 7-9." The reviews on the various incarnations of Monsters & Treasure have been very mixed shall we say over the years;

"Elisabeth Barrington reviewed the 1980 compilation of 
Monster and Treasure Assortment in The Space Gamer #36 in 1981.[2] While she felt that the lists would be of great use to the Dungeon Master for impromptu or random encounters, she went on to say, "Thirty-four pages of lists? And a lot of details are obscure - the DM has to create spells to go with magic items, and describe some monsters that aren't in the manual."[2] Barrington could only recommend this product "to DMs who suffer from occasional or temporary mental blocks."
Well who gives a crap no one cares about that old Monsters & Treasures book for original Dungeons & Dragons?! Interestingly a number of people seem to with a whole cloth history of the book & its incarnations or publications available on 
acaeum.com.  Well interestingly there are two things that immediately come to mind. Thing one is the fact that the Advanced Dungeons & Dragons Dungeon Master's Guide has the Random Dungeon Generator which has many of the same qualities of the Monsters & Treasures Assortment booklet. 



































Now ages ago we covered the Ready Reference Sheets on this blog but we've been talking about both Astonishing Swordsmen & Sorcerers of Hyperborea rpg. And we've been talking about running Judges Guilds Wilderlands of High Fantasy with the AS&SH system. But if we back track to 
 the Advanced Dungeons & Dragons Dungeon Master's Guide which has 'the Random Dungeon Generator'. We can use this tool to knock together all kinds of randomly created Sword & Sorcery ruins or dungeons easily. If we use these tools with the Ready Reference Sheets by Judge's Guild we get a whole cloth randomly created campaign setting material at cost. This means that the players will have absolutely no frame of reference to rules lawyer or ruin the randomly created dungeon that 'isn't supposed to be there'. 





































This basically means that while a pain in the behind the DM has total freedom to lay down their own take on the dungeons & ruins encountered among the Wilderlands of High Fantasy. But what about adding in something really different?! Well I keep mentioning the Random Esoteric Creature Generator for Lamentations of the Flame Princess. What if there was a way to create random NPC abilities that are more akin to chaos mutations then they are to spells randomly generated. I ran across this thread on the LoFP forums from '09 that suggests exactly this by Geoffrey from 2010. 





Add any of these adventure elements to our discussion on B1 In Search of the Unknown by Mike Carr & you end up with a very random & dangerous Swords & Sorcery Wilderlands of High Fantasy setting with a highly Chaos driven twist!