TEXT: 71
  The Tome of Blighted Horrors
  
  Credits
  For use with The Blight: Richard Pett’s Crooked City
  Frog  
  God 
  Games
  CEO
  Bill Webb
  Creative Director:  
  Swords & Wizardry
  Matthew J. Finch
  Creative Director:  
  Pathfinder Roleplaying Game
  Greg A. Vaughan
  Art Director
  Charles A. Wright
  Lead Developer
  John Ling
  Marketing Manager
  Chris Haskins
  Customer Service Manager
  Krista Webb
  Zach of All Trades
  Zach Glazar
  Espieglerie
  Skeeter Green
  FROG GOD GAMES IS
  Authors
  John Ling, Richard Pett, Pete Pollard, 
  Alistair Rigg, Jeff Swank,  
  and Greg A. Vaughan
  Based on original material by  
  Richard Pett
  Developers
  Alistair Rigg and Greg A. Vaughan
  Producer
  Bill Webb
  Editor
  Jeff Harkness
  Swords & Wizardry Rules Conversion
  Jeff Harkness
  Layout and Graphic Design
  Charles A. Wright
  Cover Design
  Charles A. Wright
  Interior Art
  Terry Pavlet, Peter Fairfax, and Felipe Gaona
  Adventures 
  Worth  
  Winning
  ©2016 Frog God Games. All rights reserved. Reproduction without the written permission of the publisher 
  is expressly forbidden. Frog God Games and the Frog God Games logo is a trademark of Frog God Games. 
  All characters, names, places, items, art and text herein are copyrighted by Frog God Games, Inc. The mention 
  of or reference to any company or product in these pages is not a challenge to the trademark or copyright 
  concerned.
  Product Identity: The following items are hereby identified as Frog God Games LLC’s Product Identity, as 
  defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: product and 
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  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product Identity. Previously released 
  Open Game Content is excluded from the above list.
  
  2
  GENERAL RESOURCES 
  Swords & Wizardry Complete S&W 
  The Tome of Horrors Complete PF, S&W 
  Tome of Horrors 4 PF, S&W 
  Tome of Adventure Design
  Monstrosities S&W 
  Bill Webb’s Book of Dirty Tricks 
  Razor Coast: Fire as She Bears PF 
  Book of Lost Spells 5e 
  Fifth Edition Foes 5e 
  The Tome of Blighted Horrors* 5e, PF, S&W
  Book of Alchemy* 5e, PF, S&W 
  THE LOST LANDS 
  Rappan Athuk PF, S&W 
  Rappan Athuk Expansions Vol. I PF, S&W 
  The Slumbering Tsar Saga PF, S&W 
  The Black Monastery PF, S&W 
  Cyclopean Deeps Vol. I PF, S&W 
  Cyclopean Deeps Vol. II PF, S&W 
  Razor Coast PF, S&W 
  Razor Coast: Heart of the Razor PF, S&W 
  Razor Coast: Freebooter’s Guide to the Razor Coast PF, S&W 
  LL0: The Lost Lands Campaign Setting* 5e, PF, S&W
  LL1: Stoneheart Valley PF, S&W 
  LL2: The Lost City of Barakus PF, S&W 
  LL3: Sword of Air PF, S&W 
  LL4: Cults of the Sundered Kingdoms PF, S&W 
  LL5: Borderland Provinces 5e, PF, S&W
  LL6: The Northlands Saga Complete PF, S&W
  LL7: The Blight 5e, PF, S&W
  LL8: Bard’s Gate 5e, PF, S&W 
  LL9: Adventures in the Borderland Provinces 5e, PF, S&W
  QUESTS OF DOOM 
  Quests of Doom (Vol. 1) 5e 
  Quests of Doom (Vol. 2) 5e 
  Quests of Doom (includes the 5e Vol. 1 and 2, but for PF 
  and S&W only) PF, S&W 
  Quests of Doom 2 5e 
  Quests of Doom 3 5e, S&W
  Quests of Doom 4* 5e, PF, S&W
  PERILOUS VISTAS 
  Dead Man’s Chest (pdf only) PF 
  Dunes of Desolation PF 
  Fields of Blood PF 
  Mountains of Madness* PF 
  Marshes of Malice* PF
  Other Products from Frog God Games
  You can find these product lines and more at our website, froggodgames.com, and on the shelves of many retail game stores.  
  Superscripts indicate the available game systems: “PF” means the Pathfinder Roleplaying Game, “5e” means Fifth Edition,  
  and “S&W” means Swords & Wizardry. If there is no superscript it means that it is not specific to a single rule system.
  * (forthcoming from Frog God Games)
  
  3
  Introduction ................................................................................Pg. 4
  Foreword .....................................................................................Pg. 5
  Bileborn ........................................................................................Pg. 6
  Body Snatcher ..............................................................................Pg. 7
  Bog Lantern .................................................................................Pg. 8
  BookTown Panther .......................................................................Pg. 9
   
  Giant Wasp Animal Companion ..........................................Pg. 9
  Crathog .........................................................................................Pg. 10
  Elemental, Ragefire ......................................................................Pg. 11
  Fleshgine ......................................................................................Pg. 12
   
  Dungier’s Buggy..................................................................Pg. 12
   
  Hobbreth’s Mighty Pump No. 87 ........................................Pg. 13
   
  Macabre Lift ........................................................................Pg. 14
  Gable Hate-Owl ...........................................................................Pg. 15
  Gargoyle, Scrimshaw ...................................................................Pg. 16
  Ghoul, Gravid ..............................................................................Pg. 17
  Golem, Lesser Flesh .....................................................................Pg. 18
  Great Canal Python ......................................................................Pg. 19
  Hollow and Broken Hills Crocodile ............................................Pg. 20
  Hooded Raven ..............................................................................Pg. 22
  Horde, Larva ................................................................................Pg. 23
  Hydra-Hag ....................................................................................Pg. 24
  Living Disease, Bloody Flux .......................................................Pg. 25
  Lyme Walrus ................................................................................Pg. 26
  Moon Angel .................................................................................Pg. 27
  Naga, Blight .................................................................................Pg. 28
  Night-Slug ....................................................................................Pg. 29
  Primate, Blight .............................................................................Pg. 30
   
  Blight Ape ............................................................................Pg. 30
   
  Blight Monkey .....................................................................Pg. 30
  Protyugh  ......................................................................................Pg. 31
  Rat, Festering Lyme .....................................................................Pg. 32
  Rat, Giant Rat of Shabbis .............................................................Pg. 33
  Satyrmouther ................................................................................Pg. 34
  Skulking Manticore (Mulk) .........................................................Pg. 35
  Slithering Bulette .........................................................................Pg. 36
  Slithering Tangle ..........................................................................Pg. 37
  Spider, Chymic .............................................................................Pg. 38
  Spider, Gable ................................................................................Pg. 39
  Squarpy (Sessile’s Singing Terror) ..............................................Pg. 40
  Stegocentroper .............................................................................Pg. 41
  Stircatrice .....................................................................................Pg. 42
  Swarm, Blindingcrow ..................................................................Pg. 43
  Woerm ..........................................................................................Pg. 44
  Appendix A: Animals .................................................................Pg. 45
  Blight Albatross ...........................................................................Pg. 46
  Blight Cockerel ............................................................................Pg. 46
  Blindingcrow ................................................................................Pg. 47
  Canary ..........................................................................................Pg. 47
  Blight-Bull (Light Fighting Dog).................................................Pg. 47
  Pit-Mastiff (Heavy Fighting Dog)................................................Pg. 47
  Dog, Terrier ..................................................................................Pg. 48
  Lyme Angler (Slop-Shark) ...........................................................Pg. 48
  Sough-Eel .....................................................................................Pg. 49
  Appendix B: Between Creatures ..............................................Pg. 50
  Between Dream ............................................................................Pg. 51
  Between-Cat .................................................................................Pg. 52
  Caul Cuckoo .................................................................................Pg. 53
   
  Caul Cuckoo Syre ................................................................Pg. 53
  Gloam ...........................................................................................Pg. 54
  Herald at the Threshold ................................................................Pg. 55
  Hyme ............................................................................................Pg. 56
  Mantis-Thing from Between ........................................................Pg. 57
  Mockingbeast ...............................................................................Pg. 58
  Nightmare Choir (Between Peacock) ..........................................Pg. 59
  Nimb ............................................................................................Pg. 60
  Spiboleth  ......................................................................................Pg. 61
  Spite-Waif ....................................................................................Pg. 62
  Wallow-Whale .............................................................................Pg. 63
  Appendix C: Hazards ................................................................Pg. 64
  Blight............................................................................................Pg. 65
  Derange ........................................................................................Pg. 65
  Dislocating Larva .........................................................................Pg. 66
  Second-Head Fluke ......................................................................Pg. 66
  Appendix D: Monsters By Challenge Level.............................Pg. 67
  Monster by CL .............................................................................Pg. 68
  Legal Appendix...........................................................................Pg. 69
  Table of Contents
  
  4
  Introduction
  Let’s be honest with ourselves for a moment: I think we all kind of already knew that Richard Pett is a little 
  messed up, right? I mean, Frog God Games agreeing to publish The Blight didn’t bring about the book’s inception 
  — it was something Richard had already written … years before … for his players at home! (God rest their sanity-
  blasted souls.) So when we decided that he had created a sufficient number of new monsters for the book to justify 
  an entire Tome of Horrors — a Tome of Blighted Horrors, if you will — I don’t think anyone was surprised by the 
  disturbing segments of brain-matter-given-life that tumbled out of Richard’s skull. But when we asked a handful 
  of other writers, veteran and novice alike, to contribute to this compilation of congealed madness, the horrors that 
  tumbled from their own mental palettes, well … there’s where the surprise — the kind of surprise that begins as 
  a startle and then slowly transforms into numbing horror — really began.
  I have only myself to blame really. When Richard and I were first spit balling this project (originally intended to 
  be a release for Sinister Adventures) years ago, I sat down to write an additional adventure set in Rich’s diabolically 
  twisted playground. I read through Richard’s material, permitted myself a cruel chuckle at its depravity, read as 
  many forbidden, sanity-destroying tomes as I could get my hands on through Amazon (who knew they had 
  Ludwig Prinn’s De Vermis Mysteriis in paperback!!), and then sat down at my keyboard deciding to channel my 
  inner Pett. I thought I’d delve a little into the body horror for which Richard has such an affinity and … babies! 
  … nothing’s scarier than larval humans, right? So this little descent into madness brought about the introduction 
  of the insidious spite-waif. “Heh, heh,” I thought, “that’ll scare ’em.” Fast forward to 2016 when I began to get 
  turnovers in from the various other authors hired to contribute to the new Tome of Blighted Horrors.
  Some things I learned:
  1. Yes, babies are truly scary. Having spawned three of the little monsters myself, I should have already known 
  this, but the proof came in the form of how many of the authors dipped into the same well (without prompting). 
  And how much their creations frightened me. From Richard’s own totally-unnecessary-why-did-he-do-it-for-the-
  love-of-God-why? caul cuckoo and caul cuckoo syre, I soon realized I was in trouble. The true shock, however, 
  didn’t come until I laid eyes on the work from freshman designer Jeff Swank, when he sent in his totally original 
  monster design of the gravid ghoul. Jeff is a doctor, I must add. I think, perhaps, I should reflect a bit on my own 
  career choice after this …
  2. Artists aren’t always quite as on board with the insanity. Terry Pavlet (bless his heart) took on the task of 
  illustrating about 99% of this beast. I don’t know Terry well, but I don’t think his background is specifically in 
  dark fantasy art because of how many times he asked me for an example of what I was trying to describe in my 
  art orders. No, Terry, there is no example I can give you for which we can thank God, natural selection, and a 
  merciful universe. There are no examples because these things weren’t meant to exist in a universe governed 
  by scientific laws. I can’t blame him though. Trying to illustrate the interior of Richard’s brain is like trying to 
  illustrate a Lovecraft story. It’s tough to come up with a concept sketch off the description, “the terrible thing 
  is indescribable.” I did my best. I can’t tell you how many email replies I received from Terry that started with, 
  “Hahahahahahahaha!” Kudos to you, Terry. You’re a real trooper. We are deeply indebted to your patience and 
  creative skills. In reward for this, you shall be the last to be eaten.
  3. I believe Friedrich Nietzsche said, “[I]f you gaze long into an abyss, the abyss also gazes into you.” Yeah, 
  that sounds about right. 
  Now if you’ll excuse me, I can hear them thumping around in the basement again. Mustn’t let anyone get free 
  before the big ceremony.
  Iä! Iä! The Beautiful fhtagn!
  — 
  Greg A. Vaughan
  July 19th
  (1973 – 2016)
  
  5
  Foreword
  The first time I met Richard Pett, an exuberant Nicolas Logue—no doubt channeling a scene from the Grast 
  Farm in his infamous Hook Mountain Massacre—was holding him down on a leather couch while attempting to 
  wear him like a glove puppet. I was pretty drunk, granted, but I’m fairly certain that Nick failed in his anatomic 
  insertion attempt, and thus Rich’s identity as the true author of The Skinsaw Murders was defended…much to 
  Nick’s chagrin.
  The second time I met Richard Pett, I was far less drunk and Nick was nowhere in sight, so we talked about adventure 
  and setting design. Rich, as you’re surely aware, is a master of both. His work for Paizo may be among his best known, 
  having written—to date, because there are no signs of him stopping—twelve parts of Pathfinder adventure paths—from 
  the aforementioned chapter of Rise of the Runelords to The Whisper Out of Time in the imminent Strange Aeons—and 
  five Pathfinder modules, including Carrion Hill and the popular We Be Goblins series.
  However, I’d been a fan since his earliest publications in Dungeon Magazine where he, along with Nick, first 
  established his design credentials and rose to prominence. And so we talked a little about The Devil Box and of 
  his contributions to the ‘proto-paths,’ including The Prince of Redhand and the Midnight’s Muddle and Alhaster 
  backdrops for Age of Worms, along with The Sea-Wyvern’s Wake and Serpents of Scuttlecove for Savage Tide. 
  But we spent the most time discussing what are perhaps now regarded as his seminal works: The Styes and The 
  Weavers. These were the inventive, gritty, stylish scenarios that first distinguished him and I wanted to know all 
  about their evocative setting and any other adventures within it that I may have missed. 
  That’s when I learned of his long-running home campaign and its vast body of unpublished works based in those 
  shadowed and sleazy docklands. And not only that, but that he was organizing and updating it all in preparation 
  for future publication through Frog God Games. I immediately offered my help and, a few weeks later, the 
  manuscript of The Crucible arrived in my inbox, ready for conversion, development, and editing, and my descent 
  into what would become The Blight began. That was over three years ago.
  What you now hold in your hands—this nexus of nightmare—is a distillation of the spiritual abuse that Mr 
  Pett has inflicted upon Greg, Jeff, John, Dave, Pete, or I at some point over that time. For while Rich himself 
  has personally detailed only a handful of the monstrosities herein, you’ll notice that almost all are inspired by 
  something he’d already described in The Blight. Crones whose emetic, morbidly obese bodies can barely withstand 
  the intake of each of their five heads’ prodigious appetites for flesh. Insane reincarnations of the devolved bodies 
  of plague victims that morph through aberrant physicalities to further spread death and disease. Emaciated fey 
  who float up from the depths of the Lyme to flood the lungs of their hypnotized victims through a kiss. Small 
  slimy humanoids who compress their cartilaginous skeletons to live in the wall and floor spaces of other peoples’ 
  homes and watch their intimacies.
  “Based on material by Richard Pett.” 
  It’s not a credit, it’s a mental health warning. For herein, you’ll also find fiendish entities of flame that grow in 
  size and power as they incinerate people; ‘machines’ of reanimated muscle and tissue which sometimes manifest 
  an emergent consciousness that reflects the thoughts, fears, and desires of those who operate them; incarnations 
  of arachnophobia whose young eat their way out of their victims’ stomachs; and the freakish hybrids that result 
  from the amoral application of obscene fertility magic.
  So that’s nice. As he proved to Nick, Rich is no other designer’s meat puppet. But the truth is, some of us may 
  now be his.
  — 
  Alistair J. Rigg
  September 9th, 2016
  Sydney, Australia
  
  6
  The Blight: Richard Pett's Crooked City
  This revolting creature appears to be formed of a tangle of limbs 
  and pieces of rotting corpses that splay in all directions like some kind 
  of demented sea urchin. The many appendages flail about spastically 
  as it moves with a disturbing rolling motion. Barely discernible amid 
  this tangle are a number of severed, rotting heads, their eyes open and 
  watching, their lips wordlessly mouthing unheard imprecations.
  Bileborn
  Hit Dice: 8
  Armor Class: 3 [16]
  Attacks: 4 slams (1d6 plus grab)
  Saving Throw: 8
  Special: babbling scream, coordinated burst, incorporate 
  body
  Move: 12
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 11/1700
  Once ever 1d4 rounds, a bileborn can scream in incoherent babbles. 
  All creatures within 60ft must make a saving throw or be affected as the 
  confusion spell for 1d4 rounds. Once every 1d4 rounds, a bileborn can 
  synchronize its flailing motions into a coordinated movement. During this 
  time, it moves as if affected by a haste spell for 1 round. 
  If a bileborn hits a victim with 2 slam attacks, it grabs the creature. 
  On the next round, it attempts to plunge the creature into its body (save 
  resists) to absorb it. 
  A victim pulled inside the bileborn can attempt an Open Doors check 
  each round to escape. If the victim fails to get free, it must make a 
  saving throw each round (with a cumulative –1 penalty for each 
  round it is inside the bileborn) or suffer 1d4 points of damage per 
  round as the many mouths within feed on the victim in his helpless 
  state. Once the victim is dead, it is fully incorporated into the 
  whole and is forever lost. 
  Bileborn: HD 8; AC 3[16]; Atk 4 slams (1d6 plus 
  grab);  
  Move 12; Save 8; AL C; CL/XP 11/1700; 
  Special: babbling scream (60ft radius, 
  confusion for 1d4 rounds, save resists), 
  coordinated burst (every 1d4 rounds, haste, 
  1 round), incorporate body (pull into body 
  after grab, 1d4 damage/round, Open Doors to 
  escape, save with cumulative –1 penalty to resist 
  ongoing damage).
  Copyright Notice
  Author Jeffrey Swank, based on material 
  by Richard Pett.
  Bileborn
  
  7
  The Tome of Blighted Horrors
  A massive lump of shadow, like a gargantuan hillock, shifts in the 
  darkness and reveals itself to be a living creature. Its body is mostly 
  torso and is roughly barrel shaped, with four elephantine legs and two 
  long arms ending in three-fingered hands. A massive mouth-like opening 
  dominates the top of its frame, from which extends a long, prehensile 
  tongue studded with spiky outgrowths at its tip. The entire beast appears 
  to be covered in — or perhaps made of — a lumpy, lichen-like substance 
  with tiny, leafy growths.
  Body Snatcher
  Hit Dice: 20
  Armor Class: 0 [19]
  Attacks: 2 slams (2d8), bite (4d6)
  Saving Throw: 3
  Special: absorb cadaver, regenerate, spore burst, swallow 
  whole, vulnerabilities (fire, light)
  Move: 15/12/12 (climbing, swimming)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 25/5900
  Known only as the body snatcher by the dwarves of 
  the Underneath, this massive overgrowth of ambulatory 
  blight lichen lurks in the deepest caverns where 
  the boundaries between the mundane world and 
  Between are thinnest. The creature somehow 
  possesses sentience — likely from its long 
  exposure to the strange influence of that other-
  realm — and shares some traits of Between 
  creatures. The conglomeration of lichen 
  growths has taken on the form 
  of a massive quadruped, 
  but it shares no special 
  affinity with that form 
  and, 
  in 
  truth, 
  its 
  body possesses no 
  internal 
  organs 
  or 
  structures other than 
  the 
  undifferentiated 
  blight of which is it 
  composed.
  The body snatcher 
  stands 25ft tall. Even 
  though it is made only of 
  tiny lichen growths, these 
  conglomerate quite densely 
  so the creature weighs more than 30,000 lbs. It is well over a thousand 
  years old and is probably much older, and it may well be immortal. Its 
  body is mostly torso and is roughly barrel shaped, with four elephantine 
  legs and two long arms ending in three-fingered hands. A massive mouth-
  like opening dominates the top of its frame, from which extends a long, 
  prehensile tongue studded with spiky outgrowths at its tip. The entire 
  beast appears to be covered in — or perhaps made of — a lumpy, lichen-
  like substance with tiny, leafy growths. 
  A body snatcher attacks with 2 leafy slams, or with its horrible bite. If 
  it rolls a natural 20 with its bite attack, it swallows the creature whole. 
  Any creature swallowed whole does not take damage, but immediately 
  begins to suffocate. If a body snatcher kills a creature, it absorbs its body 
  in the next round. The body is irrevocably destroyed unless a wish or 
  resurrection spell is used.
  A body snatcher can also cause a pustule of spores to burst forth from 
  its body as a concussive blast at a target within 40ft. This attack deals 3d6 
  points of damage (save for half). The body snatcher can use this attack 
  every other round.
  A body snatcher is vulnerable 
  to fire (double damage). In bright 
  light, it is affected as if by a slow 
  spell. While in darkness, a body 
  snatcher regenerates 3hp.
  Body Snatcher: HD 20; AC 
  0[19]; Atk 2 slams (2d8), bite 
  (4d6); Move 15 (climbing 
  12, swimming 12); Save 
  3; AL C; CL/XP 25/5900; 
  Special: absorb 
  cadaver (irrevocably 
  destroyed in 1 round), 
  regenerate 
  (3hp/round in 
  darkness), spore 
  burst (40ft range, 
  3d6 damage, 
  save for half), 
  swallow whole 
  (natural 20 with 
  bite, target begins 
  to suffocate), 
  vulnerabilities (fire 
  [200%], light [slow]).
  Copyright Notice
  Author Greg A. Vaughan, based on material 
  by Richard Pett.
  Body Snatcher
  
  8
  The Blight: Richard Pett's Crooked City
  A ball of pale yellow light bobs and floats in the distance, its flickering 
  pattern beckoning.
  Bog Lantern
  Hit Dice: 8
  Armor Class: 2 [17]
  Attacks: energy tendril (1d6 plus 1 level)
  Saving Throw: 8
  Special: level drain, out of phase
  Move: 18 (flying)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 12/2000
  A typical bog lantern is about 3ft in diameter. Most of the time, they 
  opt to float 4ft–5ft off the ground, though it can move around in three-
  dimensional space adroitly. On closer inspection, a bog lantern resembles 
  a glowing skull etched with hundreds of mysterious runes that appear to 
  penetrate completely through the glowing bone into its 
  dark, inscrutable interior. A pair of glowing points 
  of light hover within its dark eye sockets. 
  A bog lantern is an “always on” ball of yellow light shedding light equal 
  to a torch. To simulate flickering patterns, bog lanterns move in and out 
  of brush and other foliage, or causes its eye socket lights to roam around 
  within its dark interior to cause light to shine intermittently through the 
  dark runes that cover its surface. In this way, it can appear to be several 
  flickering lights — perhaps a large colony of fireflies, for example.
  A bog lantern attacks by forming a tendril-like appendage and striking 
  its foe. Any creature hit by this tendril must make a saving throw or lose 
  a level. 
  Bog lanterns exist partially in the Ethereal Plane and partially in the 
  Material Plane. Anyone attacking a bog lantern has a 50% chance to miss 
  as it phases in and out of the planes.
  Bog Lantern: HD 8; AC 2[17]; Atk energy tendril (1d6 plus 
  level drain); Move 18 (flying); Save 8; AL C; CL/XP 12/2000; 
  Special: level drain (1 level with hit, save resists), out of 
  phase (50% miss chance).
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  Bog Lantern
  
  9
  The Tome of Blighted Horrors
  BookTown Panther
  This black-furred panther would not seem overly noteworthy were it 
  not for its exceptional size and six legs, one of which has a twisted and 
  mangled paw from some past hunter’s trap. The beast seems to bear a 
  perpetual snarl as one side of its face is badly scarred, pulling its mouth 
  up and its eye into a puckered squint.
  BookTown Panther
  Hit Dice: 8
  Armor Class: 4 [15]
  Attacks: 3 claws (1d4), bite (2d6)
  Saving Throw: 8
  Special: pounce, rear claw rake, spell-like abilities
  Move: 18/9 (climbing)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 11/1700
  This creature is a legend in BookTown. Allegedly, a panther of great 
  size originally imported from the distant swamps of southern Akados for 
  the private gardens of a dabbler in the arcane arts, it is said that this magic-
  user worked magic beyond his abilities, causing the panther to mutate, 
  grow additional limbs, and, ultimately, develop a malign intelligence of its 
  own. Each tale of the BookTown Panther describes tortures visited on the 
  creature at the hands of its demented master, each more horrible than the 
  previous. The truth of these tales remains in question, but what is not in 
  question is that a black panther of prodigious proportions does lurk among 
  the roofs and gables of BookTown, stalking the unwary. Eyewitnesses 
  report that it indeed has an extra set of limbs, though one has been badly 
  injured at some point in the past. Efforts to hunt the beast have failed, as it 
  proves to be incredibly elusive, and it seems to have a great knowledge 
  of where the many nests of wasps, centipedes, and other vermin can 
  be found among the gables. The few times hunters have even 
  gotten close to it, they have run afoul of swarms of such 
  insects while the beast itself made its escape.
  The truth of the matter is that a demented 
  urban druid of BookTown indeed tortured and 
  experimented upon the panther. The panther merely 
  awaited an opportunity when the druid’s guard was 
  down and its cage left unsecured before striking 
  and messily devouring the fool. The panther did not 
  escape unscathed, as traps left as contingencies by the 
  druid severely injured the beast and crippled one of its 
  legs as it disappeared into the night.
  Rather than try to flee the city where it knew 
  that it would be hunted down, the BookTown 
  Panther chose instead to lair among the dangers 
  of the city’s rooftops where few dared to venture. 
  Its great size and strength provided it with some 
  protection from the myriad dangers to be found 
  there, allowing it to turn its newfound sentience toward its 
  survival and revenge against all humanoids as it pursued the path 
  of the hunter. In doing so, it learned to harness the ubiquitous vermin that 
  continually swarmed among the spires and rooftops of the city, eventually 
  even gaining a giant wasp as a companion.
  The panther has shed the name given to it by its former master as a mark 
  of its past shame and captivity, and instead prefers to remain nameless. It 
  has heard the moniker of BookTown Panther given to it, and doesn’t care 
  one way of the other. It simply sees the soft, fleshy humanoids as further 
  prey to sate its hunger for revenge. It likewise doesn’t name its wasp 
  companion, seeing it as nothing more than an expendable resource 
  to be used for assistance and protection, and indeed is already on 
  its seventh giant wasp companion, the prior six all having fallen in 
  the panther’s wake as it abandoned them to effect its own escape. 
  The BookTown is a remorseless killer, but it is careful and cunning. It has 
  lived many years atop the tenements of BookTown and has no intention 
  of meeting its end any time soon. It is patient and cautious in its hunts, 
  willing to stalk a chosen victim for days, maybe even harassing him with 
  swarms of vermin before moving in to make its kill.
  The city of Castorhage has offered a 15,000gp reward if this creature is 
  captured or killed.
  BookTown Panther: HD 8; AC 4[15]; Atk 3 claws (1d4), bite 
  (2d6); Move 18 (climbing 9); Save 8; AL N; CL/XP 11/1700; 
  Special: pounce (30ft leap), rear claw rake (additional 2d4 
  damage after leap), spell-like abilities.
  Spell-like abilities: at will—create water, detect magic, 
  pyrotechnics; 5/day—dimension door, protection from 
  fire, protection from normal missiles; 1/day—insect 
  plague, protection from lightning.
  Giant Wasp: HD 4; AC 4[15]; Atk sting (1d4 plus poison), bite 
  (1d8); Move 1 (fly 20); Save 13; AL N; CL/XP 6/400; Special: 
  larvae (cure disease kills), paralyzing poison (1d4+1 days, 
  save resists). (Monstrosities 505)
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  10
  The Blight: Richard Pett's Crooked City
  Crathog
  This creature draws its leech-like body along by great barbed spindly 
  tentacles that glisten with fluid. Somewhere inside its cluster of spines 
  and sharp bones lurks a great maw that distends itself outward.
  Crathog
  Hit Dice: 10
  Armor Class: 5 [14]
  Attacks: bite (2d6 plus 1d6 acid)
  Saving Throw: 5
  Special: acid, camouflage, 
  distended bite, immune to acid
  Move: 12/12 (swimming)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 12/2000
  Crathogs are octopod horrors that had 
  their origins in the exits of large cities’ 
  sewers emptying into the sea. The 
  mixture of alchemical fluids, waste 
  products, and other toxins caused 
  mutations within the sea life that grew 
  in the area until a new species spawned 
  and bred true. The crathog began to gain 
  an incessant drive to reproduce, a deeper 
  understanding of their surroundings, and a 
  greater intelligence.
  A crathog seeps a corrosive acid from its 
  porous flesh. Its tentacles move with eerie 
  quickness to grasp its prey and pull it 
  toward its distended jaw. These jaws are 
  hinged on a flexible tendon that allows 
  the crathog to contract a coiled muscle 
  and launch this set of jaws outward up 
  to 25ft to attack prey. The creature is 
  able to blend into its surroundings like a 
  chameleon (10% chance to notice when 
  motionless). It moves silently, but leaves 
  a slimy trail which in itself is acidic and 
  dangerous. This acid deals 1d6 points of 
  damage to anyone it touches. A crathog 
  is incredibly strong and stealthy, known 
  to climb onto ships to feed on unsuspecting 
  sailors, dissolving their flesh with its acid. The 
  crathog is immune to acid. 
  Crathogs tend to hide in crooks of old harbors and lie in wait 
  until a fisherman ventures past. Crathog are not only cunning, they 
  are incredibly cruel; they delight in mutilating or tormenting prey, 
  and disfiguring their opponents with their acids. Why they do this 
  is open to conjecture, but many scholars believe that crathog are 
  somehow spawned by the influence of Between and that they 
  seethe with the inherent injustice of those who have died in the 
  river, particularly those who have suffered from its acidic toxins.
  Crathog: HD 10; AC 5[14]; Atk bite (2d6 plus 1d6 
  acid); Move 12 (swimming 12); Save 5; AL N; CL/
  XP 12/2000; Special: acid (touch, 1d6 damage), 
  camouflage (10% chance to notice while motionless), 
  distended bite (25ft radius), immune to acid. 
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  11
  The Tome of Blighted Horrors
  Elemental, Ragefire
  The rage and hatred that emanate with the white-hot heat from this 
  demonic fire are palpable.
  Elemental, Ragefire
  Hit Dice: 8, 12, or 16
  Armor Class: 2 [17]
  Attacks: strike (3d8)
  Saving Throw: 8, 3, or 3
  Special: feed, immune to fire, +1 or better magical weapons 
  to hit, vulnerable to cold and water
  Move: 12
  Alignment: Chaos
  Number Encountered: 1, 2 or 1d6+2 (inferno)
  Challenge Level: 8 HD (10/1400), 12 HD (14/2600), or 16 HD 
  (18/3800) 
  Ragefire elementals embody the chaos and evil of their Abyssal 
  heritage, manifesting in demonic forms of living flame, smoke, 
  ash, and cinders. They exist to incinerate life and, in so doing, 
  g r o w 
  stronger and more destructive.
  A ragefire elemental can incinerate any creature 
  it kills to increase its mass. Every time a ragefire 
  elemental incinerates a victim, it has a 5% cumulative 
  chance of growing into a more powerful elemental 
  (an 8HD elemental becomes a 12HD monster, while a 
  12HD turns into a 16HD monstrosity). A 16HD ragefire 
  elemental does not advance in this way, but instead 
  regenerates 1d8 hp per creature it incinerates. 
  A ragefire elemental cannot enter water or any other 
  nonflammable liquid. A body of water is an impassible barrier 
  unless the ragefire elemental can step or jump over it, or if the 
  water is covered with a flammable material (such as a layer of oil). 
  Water and cold attacks deal double damage to ragefire elementals. 
  They are immune to fire and can only be hit by +1 or better magical 
  weapons.
  Elemental, Ragefire (8HD): HD 8; AC 2[17]; Atk strike (3d8); 
  Move 12; Save 8; AL C; CL/XP 10/1400; Special: feed (5% 
  cumulative chance per victim incinerated of becoming 
  12HD elemental), immune to fire, +1 or better magic 
  weapons to hit, vulnerable to cold and water (200%).
  Elemental, Ragefire (12HD): HD 12; AC 2[17]; Atk strike 
  (3d8); Move 12; Save 3; AL C; CL/XP 14/2600; Special: 
  feed (5% cumulative chance per victim incinerated of 
  becoming 16HD elemental), immune to fire, +1 or better 
  magic weapons to hit, vulnerable to cold and water (200%).
  Elemental, Ragefire (16HD): HD 16; AC 2[17]; Atk strike 
  (3d8); Move 12; Save 3; AL C; CL/XP 18/3800; Special: feed 
  (regenerate 1d8hp per victim incinerated), immune to fire, 
  +1 or better magic weapons to hit, vulnerable to cold and 
  water (200%).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  12
  The Blight: Richard Pett's Crooked City
  Fleshgine
  Fleshgine
  Fleshgines are constructs of flesh combined with other materials 
  designed for a specific purpose. They might pump water from a city’s 
  reservoirs into rooftop cisterns to supply the inhabitants with running 
  water, or they may lift or pull — anything a humanoid body can do. 
  But fleshgines are built to improve upon a humanoid’s ability through 
  modification and vast strength. While they are not uncommon in 
  Castorhage, they often operate out of sight; their disturbing appearance 
  being something the civilized locals choose not to acknowledge. They can 
  be heard though — their steady stormy breathing, the asthmatic wheeze 
  behind a grate, the slithering of flaccid limbs between floors. They also 
  have a strong odor — a sort of organic sweatiness that can smell of many 
  other things as often they absorb and amplify the smells of the things they 
  work in and around. 
  Fleshgines come in all shapes and sizes, and while no two are ever 
  alike, they often fall into a set pattern. Each is very strong, and many — 
  an uncannily large amount — are sentient creatures in their own right. 
  Different fleshgines tend to have different abilities; some are simple 
  brutes that occasionally go mad, some are more cunning, lurking and 
  growing behind plaster and wainscoting and brooding their dark, strange 
  dreams and wants.
  While most fleshgines are simple, mindless servitors made of flesh 
  stitched and grown to inorganic parts and contraptions, some grow into 
  something altogether different. Sentient fleshgines take on aspects of 
  their humanoid neighbors that seep in from their close proximity on a 
  daily basis. These aspects include tics, habits, language, and even some 
  of their vices. These creatures are often bloated by the desires and 
  madness of Between and become enraptured by it, seeking new directions 
  and becoming fixated in disturbing ways. These constructs often form 
  complex alliances with those who dwell behind the veneer of the Blight, 
  particularly with the ghouls of the Fetch (who have enough inert humanity 
  to understand and fear the construct). Some say the thoughts of the 
  Crooked Promethean violate their dreams and awaken them; others say 
  that it is a simple accident of nature. These sentient constructs lurk in plain 
  sight and are driven by whatever twisted needs or goals that have grown 
  within their warped consciousness.
  As more complex fleshgines are grafted from darker sources of flesh 
  and bone, so too the risk of disaster becomes greater. Philosophers within 
  the city-state already worry what fleshgines might do if they rebelled en 
  masse. They point to the curious whale-song that occasionally haunts 
  certain nights, and which seems to come from the fleshgines calling to 
  each other across the city. What are they saying or planning, they wonder? 
  The golem-stitchers and homuncule wives laugh at such suggestions; 
  their creations are simple flesh-and-blood machines after all. What 
  maliciousness could possibly lurk within this humble framework?
  Sentient fleshgines that have gone berserk at least once in the past have 
  fundamentally broken some aspect of their creation and gain the take 
  ability. Occasionally the fleshgine’s habits and needs manifest themselves 
  in a destructive way, and the construct pulls a victim into itself. The 
  fleshgine is always cunning in this action and manipulates its manifold 
  parts and surroundings to camouflage its attack. A fleshgine rarely uses 
  this ability, as it is aware that discovery ultimately is likely to lead to 
  destruction. It therefore carefully watches its chosen victim, often for 
  weeks or months before striking, but if sufficiently roused can use this 
  ability immediately.
  Copyright Notice
  Author Richard Pett.
  Three sample types of fleshgines are included below.
  Dungier’s Buggy
  The rumble of a coach’s wheels upon the cobbles comes out of the 
  misty night, but it is not accompanied by the clip-clop of hooves. Rather, 
  there is a soft slapping of skin upon the hard stones. Emerging from the 
  fog is a hansom cab drawn not by a team of horses but rather by the 
  upper torso of some ogre melded to the front of the conveyance. It walks 
  upon its massive hands and its head looks forward, the eyes alert but 
  somehow vacant.
  Hit Dice: 8
  Armor Class: 5 [14]
  Attacks: slam (2d8), bite (1d4)
  Saving Throw: 8
  Special: berserk, +1 or better magical weapons to hit, resists 
  cold, trample
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 12/2000
  A Dungier’s buggy is a hansom cab drawn by the upper torso of some 
  ogre melded to the front of the conveyance. It walks upon its massive 
  hands, and its head looks forward, its eyes alert but somehow vacant. 
  Dungier’s buggy attacks with a meaty fist and a bite. The buggy can 
  also trample creatures by rolling over them. If the creature fails a save to 
  get out of the buggy’s way, it takes 4d6 points of damage. While the buggy 
  cannot attack creatures behind it with its bite or slam, it can trample them 
  by moving backward. When moving backward, the fleshgine moves at 
  half speed.
  If a fleshgine is injured in combat, there is a cumulative 1% chance 
  per point of damage that its elemental spirit breaks free and the fleshgine 
  goes berserk. The uncontrolled fleshgine goes on a rampage, attacking the 
  nearest living creature or smashing some object smaller than itself if no 
  creature is within reach, then moving on to spread more destruction. The 
  fleshgine’s creator or designated operator, if within 60ft, can try to regain 
  control each round by speaking firmly and authoritatively to the construct 
  (1-in-6 chance). It takes 1 minute of inactivity by the fleshgine to reset the 
  creature’s berserk chance to 0%.
  Perhaps the most successful of Castorhage’s many fleshgines are the 
  hired coaches of the golem-stitcher Dunaven Dungier. His method of 
  crafting a hansom cab with the animated upper torso of a giant (usually an 
  ogre or a hill giant) fused to its front in place of a team of horses proved 
  both practical and popular in a city as vast and populous as the Blight. 
  Soon Dungier’s buggies were traveling throughout the city providing 
  swift, reliable transportation for the noble and common alike and for only 
  a modest fare. Dungier’s popularity with the other cab drivers and owners 
  of hacks proved to be less than stellar, though, and only three years after 
  the introduction of his ingenious cab, portions of his body were found 
  floating in the Great Canal. It is assumed that sough-eels or some other 
  denizen devoured the rest. Fortunately for his legacy, Dungier’s methods 
  were fairly easy to reproduce, and now hundreds of these coaches — still 
  known colloquially as Dungier’s buggies — travel the streets of the city.
  Fleshgine, Dungier’s Buggy: HD 8; AC 5[14]; Atk slam (1d8), 
  bite (1d4); Move 15; Save 8; AL N; CL/XP 12/2000; Special: 
  berserk (1% cumulative chance per point of damage), +1 
  or better magical weapons to hit, resists cold (50%), trample 
  (4d6 damage, save for half).
  
  13
  The Tome of Blighted Horrors
  Hobbreth’s Mighty Pump No. 87
  The stench of sweat and the distant sounds of heavy breathing engulf 
  you — whatever it is, you are catching the merest glimpse of the whole. 
  In the oily dark you can see sickly appendages gulping, a horrible sense 
  of brooding vastness, and a glowering cluster of eyes filled with misery 
  just below a vast, idiot, crooked mouth.
  Hit Dice: 14
  Armor Class: 3 [16]
  Attacks: 9 tentacles (1d8), bite (4d6)
  Saving Throw: 3
  Special: berserk, constrict, +1 or better magical weapons to 
  hit, take
  Move: 9/9 (climbing)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 15/2900
  Hobbreth’s Mighty Pump No. 87 is a massive fleshgine anchored in 
  Castorhage’s dark spaces. It smells of sweat, and its heavy breathing can 
  be heard in the walls. It attacks with 9 massive tentacles that grab and 
  constrict prey. It has a glowering cluster of eyes filled with misery just 
  below a vast, idiot, crooked mouth.
  The fleshgine is quiet and stealthy, attacking straggling victims when 
  they are alone in the city’s dark alleys. It grabs prey with its massive 
  tentacles. If it hits a victim, it has a 50% chance to grab them and constrict. 
  The prey can break free with an Open Doors check to escape the grasp; 
  otherwise, they suffer 2d8 points of damage each round they remain in the 
  fleshgine’s embrace. Each round it holds a victim, the fleshgine has a 2-in-
  6 chance of moving the creature to its mouth to automatically bite (4d6 
  damage). Instead of biting, the fleshgine can also take the creature into its 
  body, absorbing it for 3d6 points of damage each round. 
  If a fleshgine is injured in combat, there is a cumulative 1% chance 
  per point of damage that its elemental spirit breaks free and the fleshgine 
  goes berserk. The uncontrolled fleshgine goes on a rampage, attacking the 
  nearest living creature or smashing some object smaller than itself if no 
  creature is within reach, then moving on to spread more destruction. The 
  fleshgine’s creator or designated operator, if within 60ft, can try to regain 
  control each round by speaking firmly and authoritatively to the construct 
  (1-in-6 chance). It takes 1 minute of inactivity by the fleshgine to reset the 
  creature’s berserk chance to 0%.  
  “You can’t see her all, of course, even I never did when I was stitching 
  her and moulding her, making her flesh and breathing life into my baby. 
  I recall her formation though, her crisp newness — the endless flesh, 
  and the stench of pigs — for it was pig-flesh I grew and nurtured, and 
  spread across her carcass like a great sail on a vast living sailing vessel.
  In her base she is all purpose — her many sucking mouths, which in 
  truth I suppose you’d call tentacles (if such a crude word could be used 
  for such grace), with so many eyes clustered together so she can see 
  from her sweaty groin below that pointless mouth — she must have a 
  mouth, of course. Her flesh engorges above, like some vast flaccid organ 
  that could fill a great hall, bloated, booming, pumping. Veins cross her 
  every inch — you can see the swelling blood pumping as she draws her 
  harvest upward through her cathedral mass far, far above.
  She rises then, reaching high into the city, her pumping limbs 
  extending endlessly upward with surprising — some have said alarming 
  — strength to the digits that grasp her farthest reach. Some have likened 
  the digits to fleshy spiders, but I think that’s simple scare-mongering 
  
  14
  The Blight: Richard Pett's Crooked City
  to frighten children; they simply grip the vessel they spend her harvest 
  into. And here her harvest is drawn, the life-giving water that sustains 
  those in the streets high above pumped from sphincter mouths between 
  each cluster of thin many-jointed hands.
   It may taste a little of her sweat — her feral porcine nature — but 
  it is water, saving the lower city from drowning and keeping the upper 
  city drinking.
   How many have I made? Oh, hundreds, no two quite alike. The 
  stories about them going berserk? Rubbish put about by those with a 
  grievance — anarchists would say anything to cause discontent amongst 
  the ignorant. 
  I do sometimes wonder if they have a soul, though, my fleshy babies 
  lurking between walls and dreaming. What do they dream of, I wonder?”
  — Emilia Hobbreth, Homuncule Wife
  Fleshgine, Hobbreth’s Might Pump No. 87: HD 14; AC 3[16]; 
  Atk 9 tentacles (1d8), bite (4d6); Move 9 (climbing 9); Save 
  3; AL N; CL/XP 15/2900; Special: berserk (1% cumulative 
  chance per point of damage), constrict (50% chance 
  after tentacle hit, Open Doors check to escape grip, 2d8 
  damage/round), +1 or better magical weapons to hit, 
  take (3d6 damage/round), take (absorb into body, 3d6 
  damage/round).
  Macabre Lift
  The dark shaft of the vertical tunnel appears to be empty until its 
  wooden floor suddenly lurches and rises from where it rested. Beneath the 
  planking of the floor, you can see that a great fleshy organism has grown 
  upon it like a distended bladder that covers the entirety of its underside. 
  From this sweaty, rugose sac extend four muscular limbs that grasp the 
  walls of the shaft with their multi-fingered appendages and begin to climb, 
  carrying the cargo of its wooden flooring smoothly up the shaft. 
  Hit Dice: 8
  Armor Class: 6 [13]
  Attacks: 4 slams (1d8)
  Saving Throw: 8
  Special: berserk, crush, +1 or better magical weapons to hit
  Move: 6/12 (climbing)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 10/1400
  One of the first fleshgines envisioned by the golem-stitchers of 
  Castorhage, the macabre lift has found widespread usage among 
  government buildings and other large, multilevel structures with the 
  budget to install such amenities. These constructs are rather simple in 
  design, with a fleshy, leathery hide grown on the underside of a 10ft-
  by-10ft deck of heavy wooden planks. Four stocky limbs extend from 
  the underside of the creature at its four corners and end with club-like 
  pseudopods surrounded by a fringe of grasping fingers with thick, coarse 
  nails. The entire fleshgine is no more than 2ft thick but weighs 1500 lbs. 
  or more (3500 lbs. if constructed with an iron deck).
  Macabre lifts are designed to be placed in vertical shafts whose 
  dimensions match those of the fleshgine. The fleshgine then lies flat at the 
  base of the shaft and allows passengers to step upon its decking. Upon a 
  signal —usually the ringing of a small bell set into the side of the shaft 
  — the macabre lift begins to climb the shaft while keeping its deck level 
  and stable. Handholds are often built into the walls of the shaft to make 
  the climb easier for the fleshgine, but its climbing pseudopods are so adept 
  that it rarely needs any sort of assistance. The number of times that the bell 
  is rung indicates to what floor the lift is supposed to carry its passengers. 
  Likewise, bells set into the shaft at floors above summon it from below 
  to pick up passengers. The rise and fall of the climbing fleshgine is so 
  smooth that most passengers easily forget that they are riding upon the 
  back of an animated construct.
  If a macabre lift goes berserk, its usual tactic is to tip itself over to try 
  to dump any passengers to the floor of the shaft below. Anyone riding 
  the lift when it does this must make a saving throw to try to remain on 
  the fleshgine’s deck without falling. If a macabre lift manages to clear its 
  deck, it then rushes down the shaft to crush those below for 2d8 points of 
  damage per round until the lift rises again (save for half). If unable to clear 
  its deck of passengers, the lift may instead try to rise against the top of the 
  shaft to crush the riders. 
  Anyone trying to attack the lift from above must first deal with the 
  platform that covers the fleshgine. Until the platform is removed (or 
  destroyed), the fleshgine takes no damage from those attacks.
  Fleshgine, Macabre Lift: HD 8; AC 6[13]; Atk 4 slams (1d8); 
  Move 6 (climbing 12); Save 8; AL N; CL/XP 10/1400; Special: 
  berserk (1% cumulative chance per point of damage), crush 
  (save or take 2d8 damage/round), +1 or better magical 
  weapons to hit.
  
  15
  The Tome of Blighted Horrors
  Gable Hate-Owl
  This sinister-looking owl has pitch-black plumage and a pallid face 
  with yellow eyes. The V-shaped pattern of feathers on its brow gives the 
  appearance of a perpetual scowl of utter scorn.
  Gable Hate-Owl
  Hit Dice: 4
  Armor Class: 6 [13]
  Attacks: 2 claws (1d8), bite (1d6 plus flense)
  Saving Throw: 13
  Special: flense, spiteful glare
  Move: 3/20 (flying)
  Alignment: Chaos
  Number Encountered: 1 or 2
  Challenge Level: 6/400
  The gable hate-owl is a shadow among the homes and buildings in the 
  Blight. Viewed as a thing of ill omen, the presence of the owl roosting 
  is feared by the common man. Spiteful, petty birds, the gable hate-owl 
  got its name from the hateful scowl its natural plumage creates. They 
  have been 
  known 
  to kill or torture for sport, attacking dogs and 
  other small animals as they flense 
  off flesh and fur and then leave 
  the poor victims to limp away.
  These great owls are large, 
  although most of their bulk 
  comes from fluffy feathers and 
  large heads, with plumage that 
  gives that appearance of wearing 
  a 
  high-collared 
  cloak. 
  Gable 
  hate-owls have wingspans of up 
  to 5ft and weigh up to 4 lbs. 
  Gable hate-owls primarily 
  hunt at night, locating prey 
  through 
  their 
  excellent 
  hearing and sight. Their 
  diet consists of rodents 
  supplemented 
  by 
  smaller 
  birds 
  and rabbits.
              
  Their gaze particularly unsettles the folk of the Blight, as the piercing 
  black eyes that seem dead peer out from under the sharp contrasting pale 
  facial feathers. This sinister-looking visage creates ill fate to any that the 
  owl wishes, typically casting its hateful look upon those that startle or 
  interrupt the bird. A gable hate-owl can unleash this gaze of misfortune 
  attack at a target. The target must succeed on a saving throw or suffer 
  misfortune until the start of his turn. Any time the creature makes a to-hit 
  roll or saving throw (or class skill check such as thieving skills), he must 
  roll twice and take the worst result. A gaze attack during a new round 
  triggers a new saving throw. In addition, the target has a 50% chance of 
  dropping a hand-held object, or if nothing is being held, a similar chance 
  to trip and fall prone. 
  A gable hate-owl’s wickedly sharp beak lets it easily rip open hard 
  shells or strip the flesh from its meals. 
  A creature that takes bite damage from a gable hate-owl must make 
  a saving throw or take an additional 1d4 points of damage as its skin is 
  ripped off. The pain of the injury is excruciating, causing the victim to be 
  sickened until healed (–1 to hit and saves).
  Gable Hate-Owl: HD 4; AC 6[13]; Atk 2 claws (1d8), bite (1d6 
  plus flense); Move 3 (flying 20); Save 13; AL C; CL/XP 6/400; 
  Special: flense (save or additional 1d4 damage, –1 to hit 
  and saves until healed), spiteful glare (save or roll twice for 
  attacks, saves, skills and take worst result; 50% chance to 
  drop held objects or trip and fall).
   
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  16
  The Blight: Richard Pett's Crooked City
  Gargoyle, Scrimshaw
  The eerie humanoid-shaped creature is perched precariously on the 
  edge of the building. The light from the full moon glints 
  off its 
  alabaster-colored body, revealing intricate etchings along 
  the 
  surface. As it surveys the land, the creature throws back its 
  head and emits a piercing howl into the night.
  Gargoyle, Scrimshaw
  Hit Dice: 7
  Armor Class: 5 [14]
  Attacks: 2 claws (1d4), bite (1d6)
  Saving Throw: 9
  Special: shrieking howl
  Move: 9/15 (flying)
  Alignment: Chaos
  Number Encountered: 1, 2 or 3d4 (wing)
  Challenge Level: 8/800
  A scrimshaw gargoyle is an 
  The origin of these strangely carven sculptures in 
  the city of Castorhage is shrouded in the mystery of the 
  past, but their existence is now well known through its 
  entirety. Originally created as mere constructs lacking 
  the status of truly living creatures, their exposure to 
  eddies and currents of malevolent energy among the 
  city’s high places over the years somehow granted the 
  missing spark of life.
  A scrimshaw gargoyle is meticulously crafted from 
  painstakingly carved whale bones joined together at 
  the joint articulations. However, these craftings were 
  all completed centuries ago, and no new ones have been 
  constructed in the long years since. The existing scrimshaw 
  gargoyles are, therefore, all old, their whale bones 
  weathered and discolored by time and climate. Though it is 
  thought that thousands of these creatures existed upon the city’s 
  rooftops in the distant past, it has been estimated that fewer than 
  50 of them are now in existence, each of them recognizably 
  distinct with their individual unique markings. However, the 
  thinking on this is beginning to change as in recent months 
  several new specimens have been spotted upon the rooftops. 
  These new gargoyles are clearly composed of parts cannibalized 
  from previously destroyed gargoyles. Most believe the scrimshaw 
  gargoyles, taken as a whole, are too dimwitted to produce new members 
  of the species. Some contemplate a secret cabal of magical practitioners 
  as responsible for this change; others theorize that certain scrimshaw 
  gargoyles have advanced much farther in their power and understanding 
  of magic and are somehow responsible. Whatever the cause, it appears 
  that the scrimshaw gargoyle population is on the rise for the first time in 
  living memory.
  It is thought that the scrimshaw gargoyles’ original progenitors built 
  the creatures to serve as guardians. To this end, the horrific shriek the 
  gargoyle emits probably originally served as an alarm. The gargoyle 
  generates the sound through careful fluting of the bones around its mouth, 
  and a supernatural means of passing air — even on still nights — through 
  the narrow structure. As the gargoyle evolved from a simple guardian to a 
  menace, however, its shriek also evolved. No longer a loud noise to alert 
  those nearby, now the shrieking howl is capable of striking fear into the 
  heart of the bravest man.
  By tilting its head up and allowing the wind to blow through its 
  weathered bones, a scrimshaw gargoyle has the ability to emit a high-
  pitched shriek. The scrimshaw gargoyle can use this ability even on 
  windless days. Those within 150ft who hear the shriek must make a saving 
  throw or be shaken (–1 to hit and saves) for 1d4+2 rounds. Creatures who 
  are already shaken instead become frightened, as per a fear spell. Any 
  creature within 30ft who can also see the scrimshaw gargoyle suffers a –2 
  penalty on its save. There is a 30% chance another scrimshaw gargoyle 
  hears a howl and decides to investigate. Any character who successfully 
  saves is immune to that specific gargoyle’s howl for 24 hours. 
  A scrimshaw gargoyle stands just over 5ft tall and weighs a mere 80 lbs.
  Gargoyle, Scrimshaw: HD 7; AC 5[14]; Atk 2 claws (1d4), bite 
  (1d6); Move 9 (flying 15); Save 9; AL C; CL/XP 8/800; Special: 
  shrieking howl (150ft radius, save or be shaken [–1 to hit and 
  saves] for 1d4+2 rounds; if shaken, become frightened as 
  fear spell. If within 30ft of gargoyle, victim suffers–2 penalty 
  on save).
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  17
  The Tome of Blighted Horrors
  Ghoul, Gravid
  This horrid creature walks upon the hands and legs of a female 
  humanoid body bent over backward, its spine painfully creased at an 
  acute angle. Protruding from its flaccid, torn abdomen sits an infant-
  sized creature with a two-foot-long, bright-red tongue that constantly 
  bathes its gaunt, pallid flesh in sanguine fluids scooped from the cavity in 
  which it sits.  
  Gravid Ghoul
  Hit Dice: 4
  Armor Class: 6 [13]
  Attacks: bite (1d4 plus disease and paralysis), bite (1d6 
  plus disease and paralysis), tongue (1d2 plus disease and 
  paralysis)
  Saving Throw: 13
  Special: desiccating flesh, disease, paralysis
  Move: 12/9 (climbing)
  Alignment: Chaos
  Number Encountered: 1, or 1d3+1 (gang)
  Challenge Level: 6/400
  A gravid ghoul is a horrid creature that walks 
  upon the hands and legs of a female humanoid body 
  bent over backward, its spine painfully creased at 
  an acute angle. Protruding from its flaccid, torn 
  abdomen sits an infant-sized creature with a 2ft-
  long, bright-red tongue that constantly bathes its 
  gaunt, pallid flesh in sanguine fluids scooped 
  from the cavity in which it sits.  
  The gravid ghoul is an undead creature of 
  the foulest nature. In the darkest alleys of inner 
  cities, there are humanoids who pay for the 
  touch and bed of an undead creature. Whether 
  out of fascination, fetish, or illness of the 
  mind, these couplings on occasion have 
  been known to develop into a gravid ghoul. 
  The ghoul harlot typically is unaware of its 
  pregnancy, until it is far too late. The fetal 
  ghoul that grows inside the undead mother 
  awakens with blood lust and the hunger of a 
  newborn. The only warning the ghoul mother 
  receives is an increase in its own feeding 
  instinct and a slight swelling of the midsection 
  before the small ghoul-thing bursts from the 
  mother’s abdomen. The newborn creature sits 
  within the gaping cavity of the mother’s broken 
  body, which is folded in half in a backbend to 
  serve as a perch and means of mobility for the 
  offspring. Despite its appearance as vehicle and 
  driver of a sort, the offspring and mother are a single 
  creature and cannot be separated without destroying 
  both.
  The new gravid ghoul awakens not only 
  with a terrible hunger, but with a terrible 
  intelligence as well. Through the umbilical 
  attachment, it can access its mother’s husk 
  and what’s left of her mind, devouring 
  her memories and controlling her body’s 
  movements. It perches atop the ruined 
  remains of the body and makes use of her 
  arms and legs in spider-like movements 
  to walk and climb. The rigors of its 
  indelicate control often fracture the 
  bones of the mother’s limbs, creating 
  joint articulations that were never meant to be, but the controlling 
  offspring cares little and finds its movements unimpeded by these injuries. 
  The controlling offspring and the lolling, idiot head of the mother sport 
  the same terrible grin of razor-sharp teeth. The gravid ghoul’s fetal skin 
  tissue is dry and cracked. It uses its tremendously long, bright-red tongue 
  to bathe itself in its mother’s bloody, rotting fluids.
  A gravid ghoul stalks the night looking for prey. They tend to venture 
  into sewer networks, better to keep out of sight and in the shadows. The 
  wet nature of sewer systems helps the gravid ghoul to keep its fetal-self 
  moist. 
  The flesh of the fetal portion of a gravid ghoul is fragile and requires 
  constant bathing in the moisture of its womb-perch to avoid drying out. 
  However, in a dry environment, this is insufficient to maintain the tissue’s 
  requirements, causing it to begin to desiccate and crack. If a gravid ghoul 
  does not have access to a moist environment for more than 1 hour (a place 
  that is foggy or has open puddles of water is 
  sufficient to meet its needs), it begins to dry 
  and takes 1d12 points of damage every 10 
  minutes thereafter. Once it gains access 
  to 
  sufficient moisture, it regains these hit 
  points at the rate of 1d12 per minute. 
  The touch, bite and tongue of a 
  gravid ghoul carries disease. Any 
  creature hit must make a saving 
  throw each day or take 1d6 points 
  of damage. Any humanoid that dies 
  of this ghoul fever rises as a ghoul 
  at the next midnight. A humanoid 
  with more than 4HD rises as a 
  ghast. Any attack against a gravid 
  ghoul likewise causes the disease-
  ridden fluids of its pores to spatter its 
  attacker, who must make the save to 
  avoid the disease.
  Gravid Ghoul: HD 4; AC 6[13]; 
  Atk bite (1d4 plus disease and 
  paralysis), bite (1d6 plus disease 
  and paralysis), tongue (1d2 
  plus disease and paralysis); 
  Move 12 (climbing 9); Save 13; 
  AL C; CL/XP 6/400; Special: 
  desiccating flesh (1d12 
  damage/10 minutes as 
  skin dries), disease (save 
  or 1d6 damage/day, 
  rise as ghoul upon 
  death [above 4HD as 
  ghast]), paralysis (save or 
  paralyzed 3d6 turns). 
  Copyright Notice
  Author Jeffrey Swank.
  
  18
  The Blight: Richard Pett's Crooked City
  Golem, Lesser Flesh
  A creature staggers into view, a construct that is pieces of flesh carved 
  and assembled into a vaguely humanoid whole.
  Golem, Lesser Flesh
  Hit Dice: 4
  Armor Class: 9 [10]
  Attacks: 2 slams (1d6+2)
  Saving Throw: 13
  Special: berserk, healed by lightning, immune to most spells, 
  +1 or better magical weapons to hit, slowed by fire and cold
  Move: 8
  Alignment: Neutrality
  Number Encountered: 1, or 1d3+1 (gang)
  Challenge Level: 8/800 
  A lesser flesh golem is constructed from a whole cadaver or a number 
  of humanoid body parts stitched together into a single composite form. It 
  moves with a stiff-jointed gait as if not in complete control of its body. A 
  lesser flesh golem typically stands 6ft tall and weighs 300 lbs.
  While most lesser flesh golems are mindless, many reanimate with a 
  sliver of sentience, and with that spark comes memories of a previous 
  life. The head and brain of such a lesser flesh golem must be just the 
  right combination of fresh enough and (in its previous life) strong-
  willed, and even then luck and chance during the lesser flesh golem’s 
  creation seem just as important in retaining the creature’s mind.
  Lesser flesh golems cannot normally speak, but sentient lesser 
  flesh golems retain the knowledge of one language they knew in life 
  (usually common). Their minimal intellects make it difficult to express 
  themselves in anything more than simple terms, but, in most cases, a 
  sense of horror at their newfound state is easy to discern.
  When a lesser flesh golem enters combat, there is a cumulative 1% 
  chance per point of damage it takes each round that it goes berserk. A 
  berserk lesser flesh golem attacks the nearest living creature or smashes 
  some object smaller than itself if no creature is within reach, then moves 
  on to spread more destruction. 
  The lesser flesh golem’s creator, if within 60ft, can try to regain control 
  each round by speaking firmly and authoritatively to the construct (1-in-
  6 chance). It takes 1 minute of inactivity by the lesser flesh golem to reset 
  the creature’s berserk chance to 0%.
  Golem, Lesser Flesh: HD 4; AC 9[10]; Atk 2 slams (1d6+2); 
  Move 8; Save 13; AL N; CL/XP 8/800; Special: berserk (1% 
  chance per point of damage each round), healed by 
  lightning, immune to most spells, +1 or better weapons to hit, 
  slowed by fire and cold.
  Copyright Notice
  Author Pete Pollard, based on material by Richard Pett.
  
  19
  The Tome of Blighted Horrors
  Great Canal Python
  A serpentine behemoth glides silently through the still waters.  
  Several large fishing hooks protrude from its hide where 
  they have snagged in past attempts to capture the 
  creature, and the jagged  
  blade of a broken harpoon is embedded in one side 
  of its jaw.
  Great Canal Python
  Hit Dice: 10
  Armor Class: 5 [14]
  Attacks: bite (2d6 plus grab)
  Saving Throw: 5
  Special: constrict, disease, gouge
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 12/2000
  This amazing specimen of serpentkind was 
  brought at considerable risk and expense all the 
  way from the Razor Coast for a Castorhage 
  menagerie, only to promptly break free from 
  its inadequate containment and 
  escape into the murky waters 
  of the Great Canal. Already 
  a 
  beast 
  of 
  incredible 
  strength and endurance, its 
  years spent among the deadly 
  denizens of the city’s waters has 
  honed it into a truly apex predator. 
  I t 
  spends most of its time sleeping 
  in the shallows of the canal during 
  the day, looking like nothing more 
  than the normal detritus that lines its 
  bottom. At night it swims silently 
  just beneath the surface in search of 
  prey — whether it be some creature 
  of the canal itself or some boatman 
  or dockworker unlucky enough 
  to have caught its attention. The 
  massive serpent feeds nightly, so 
  there are always disappearances 
  near 
  the 
  water that can likely be attributed it, and the occasional finding 
  of a massive molted skin beneath a dock or in a canal-side alley keeps 
  the presence of the creature fresh on everyone’s mind. Many fishermen, 
  hunters, and guardsmen have died in attempts to destroy the creature when 
  it has been spotted, and its thickly gnarled hide bears many scars and 
  marks of these hunts. So far, however, it has always proven to be the 
  superior hunter in these contests.
  The bite of the Great Canal Python carries a disease that slows 
  movement by half if the victim fails a saving throw. Each day, there is also 
  a cumulative 10% chance that the victim’s diaphragm becomes paralyzed 
  and he dies of suffocation.
  The Great Canal Python constricts prey after a successful bite, dealing 
  1d8 points of damage per round. A constricted creature can make an Open 
  Doors check to escape the python’s clutches. 
  The rusty tip of an old harpoon penetrates the bottom of the Great Canal 
  Python’s jaw where it stabbed the beast and broke off long ago, becoming 
  wedged in place. The python has long since become accustomed to its 
  presence, but any creature that it constricts is also subject to being gouged 
  against this shard of jagged metal. Each round that the python constricts 
  deals an additional 1d6 points of damage to the victim and exposes him to 
  disease from the edge of the filthy blade.  
  The city of Castorhage 
  has offered a 10,000gp reward if this beast is captured or killed.
  Great Canal Python: HD 10; AC 5[14]; Atk bite (2d6 plus 
  grab); Move 9; Save 5; AL N; CL/XP 12/2000; Special: 
  constrict (automatic 1d8 damage, Open Doors to escape), 
  disease (save or movement slowed by half; cumulative 10% 
  chance per day of suffocating;), gouge (additional 1d6 
  damage with constrict).
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  20
  The Blight: Richard Pett's Crooked City
  Hollow and Broken Hills Crocodile
  A large crocodile floats in a pool of swampy water, completely still.  
  Its eyes have been replaced by large multifaceted green jewels.
  Hollow and  
  Broken Hills Crocodile
  Hit Dice: 8
  Armor Class: 3 [16]
  Attacks: bite (3d6), tail slap (1d8)
  Saving Throw: 8
  Special: calming aura, cannot be surprised, death roll, 
  displacement, +1 or better magical weapons to hit, 
  suggestion 
  Move: 9/12 (swimming)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 13/2300
  The crocodile’s body shifts as it moves from its long time spent in 
  Between. 
  The aged clergyman Neberiah Scrum was renowned for the fine 
  herpetarium that he kept behind his modest church. If it made any of his 
  parishioners nervous with its proximity, he never bothered to notice. His 
  prized specimen was his saltwater crocodile “Nellie” that he had obtained 
  at considerable expense. Feeding it live gulls in its pen every Prayerday 
  after services was a hobby that he particularly relished. But apparently the 
  Good Reverend Scrum had other hobbies as well, and these occurred at 
  night behind the closed doors of the church and involved strange rituals. 
  On one occasion, he decided to combine his two favorite pastimes and 
  brought Nellie into the church on a chain leash for one of these late-night 
  ceremonies. The next day, the church was found locked. Upon forcing 
  the door, the constables found the Reverend Scrum lying dead upon the 
  floor, along with the corpses of four other, unidentifiable men. Their 
  bodies lay roughly in a circle with the fragments of a shattered mirror 
  lying between them next to a chain leash. Of Nellie, there was no sign. 
  The herpetarium was torn down, its occupants sold or released, and the 
  church was repurposed as a storage building for uncertified relics — the 
  bones, grave shrouds, and assorted organs and body parts dried or stored 
  in jars of brine and ascribed to belong to saints for whom the church has 
  been unable to confirm provenance.
  In that last fateful ritual performed in the church, somehow Reverend 
  Scrum’s beloved pet slipped into Between. She remained there for 8 hours 
  before finding her way back to the city, and, upon her return, 
  she was no longer the same. Nellie had become the Hollow 
  and Broken Hills Crocodile. The effects upon Nellie’s body 
  were remarkable: her eyes replaced by two large jewels of 
  unidentifiable stone, her body infused with the very essence 
  of that realm. But the effects upon her mind were far more 
  profound. The Hollow and Broken Hills Crocodile had 
  gained a new awareness, an awareness above and beyond that 
  of the mundane world and its hairless monkey masters. 
  The Hollow and Broken Hills Crocodile was given 
  the ability to “see” in a way that normal minds 
  cannot comprehend.
  The crocodile now haunts the waterways and 
  brackish pools that make up the lower reaches 
  of the Broken and Hollow Hills, occasionally 
  glimpsed by some passer-by. It is not a hunter like 
  other creatures that stalk the city, or at least not in 
  the same way. The crocodile lurks in the dark, wet 
  places of the district, remaining almost motionless 
  for days on end. When it feels hunger, it merely opens 
  its great maw and some river trout or gull inevitably 
  ventures inward of its own volition, disappearing into the maw as it slowly 
  closes — never a squawk or a splash to disturb the silence. At times, every 
  few weeks or months the crocodile springs into motion, suddenly needing 
  to be somewhere or do some task that only its mind comprehends. But 
  there are no warning signs of when it’s about to make these sudden violent 
  movements, so more than one fisherman has been crippled or killed when 
  what he thought was a log floating nearby suddenly became a flurry of 
  motion with its 2000-lb. frame bull rushing on its way, heedless of its 
  surroundings. Also, after reports of the crocodile’s sudden thrashing 
  appearances and subsequent disappearances, inevitably a citizen or two of 
  the district will go missing. No one knows for sure if these disappearances 
  are connected to the activities of the crocodile, but the missing are never 
  found and speculation tends to run in that vein.
  What the Hollow and Broken Hills Crocodile sees with its gemstone 
  eyes remains a mystery to all, but those who study things esoteric speculate 
  as to the nature of the secrets that they might reveal. That the creature has 
  been to Between and back, beginning as an ordinary animal and returning 
  as something else entirely further fuels interest among those who practice 
  strange, arcane arts. Because the Hollow and Broken Hills Crocodile does 
  not seem to actively prey upon the folk of Castorhage, the city has taken 
  a more ambivalent approach toward its existence. There is only a 1000gp 
  
  21
  The Tome of Blighted Horrors
  reward for its capture or death, but the Illuminati have discreetly offered 
  10,000gp to anyone who can bring it to them alive and intact.
  The Hollow and Broken Hills Crocodile attacks with a vicious bite and 
  tail slap. If it hits with its bite, it locks its jaws around the prey and rolls, 
  dealing 2d6 points of damage each round its maintains its hold. A creature 
  can pull himself out of the deadly jaws with an Open Doors check, but 
  suffers 1d8 points of damage from the effort whether it’s successful or not. 
  The green gemstone eyes of the Hollow and Broken Hills Crocodile 
  were somehow obtained while it resided in Between. The gemstones are 
  of no known mineral and are an organic part of the creature’s body, rather 
  than just being inset like jewelry. 
  The jewels allow the crocodile to 
  see in every direction around it, making it impossible to surprise the beast. 
  It can also see invisible creatures and illusions. The gemstones also give 
  off a calming area in a 60ft radius that functions as charm monster and 
  charm person. In addition, the gemstones let the crocodile use suggestion 
  twice per day. The gemstone eyes no longer function if removed from the 
  crocodile, though they may still be of value to some scholars.
  Hollow and Broken Hills Crocodile: HD 8; AC 3[16]; Atk bite 
  (3d6 plus death roll), tail slap (1d8); Move 9 (swimming 
  12); Save 8; AL N; CL/XP 13/2300; Special: calming aura 
  (charm person, charm animals within 60ft), cannot be 
  surprised, death roll (2d6 damage/round; Open Doors 
  check to escape, 1d8 damage whether successful or not), 
  displacement (+2 armor class bonus, +2 saves), +1 or better 
  magical weapons to hit, suggestion (2/day, as spell, save 
  resists). 
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  22
  The Blight: Richard Pett's Crooked City
  Hooded Raven
  This ash-gray raven is as large as an eagle, and has glossy black 
  plumage over its head as well on the backs of its wings and tail, which 
  give it an appearance of wearing an executioner’s hood and robes. Its 
  eyes are unusually large for a raven, and seem to be almost mesmerizing 
  in their depths.
  Hooded Raven
  Hit Dice: 2
  Armor Class: 5 [14] or –5 [24] (prognostication)
  Attacks: bite (1d4), 2 talons (1d3)
  Saving Throw: 16
  Special: prognostication 
  Move: 3/18 (flying)
  Alignment: Neutrality
  Number Encountered: 1, 2, 1d4+3 (flock), or 2d6+4 
  (unkindness) 
  Challenge Level: 3/60
  A hooded raven is an ash-gray raven as large as an eagle, with 
  a glossy black plumage over its head as well as on the backs 
  of its wings and tail that gives it an appearance of wearing an 
  executioner’s hood and robes. Its eyes are unusually large 
  for a raven, and seem to be almost mesmerizing in their 
  depths. lbs.
  The sight of the hooded raven flying 
  overhead is seen as an ill omen and that 
  someone soon will perish. These creatures, 
  like all carrion birds, have clawed talons 
  and sharp beaks perfect for tearing flesh. 
  Their enhanced eyesight allows them to 
  spot a meal from great distances, and 
  they typically swoop down the wide lanes 
  of city streets high above the ground in 
  search of a ripening carcass or a live 
  mouse.
  The 
  hooded 
  raven 
  is 
  omnivorous, with a diet 
  similar to that of the carrion 
  crow, and is a constant 
  scavenger. It drops mollusks 
  and crabs to break them after the 
  manner of the crow, and the common 
  name for empty sea urchin shells is 
  “crow’s cups.” It also feeds on small 
  mammals, scraps, smaller birds, and carrion. The raven has the habit 
  of hiding food, especially meat or nuts, in places such as rain gutters, 
  flowerpots, or in the earth under bushes to feed on later, and sometimes on 
  the insects that have meanwhile been attracted to it.
  Hooded Raven: HD 2; AC 5[14] or –5 [24] (prognostication); 
  Atk bite (1d4), 2 talons (1d3); Move 3 (flying 18); Save 16; AL 
  N; CL/XP 3/60; Special: prognostication (1/day, +10 bonus to 
  attack, damage, armor class or saving throw).
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  23
  The Tome of Blighted Horrors
  Horde, Larva
  This hideous mass is composed of bloated, human-size maggots  
  that curl and twist in a tangle of disgusting bodies. Worse is the fact 
  that each of these worm-things has a human face — that of a man or a 
  woman, mouth agape, and distorted into an expression of utmost horror 
  and suffering.
  Horde, Larva
  Hit Dice: 12
  Armor Class: 7 [12]
  Attacks: engulf (3d6)
  Saving Throw: 3
  Special: resistance (cold, electricity, fire), 
  suffocation
  Move: 12
  Alignment: Chaos
  Number Encountered: 1, or 1d3+1 
  (horde) 
  Challenge Level: 16/3200
  A larva horde is a hideous mass composed 
  of bloated, human-size maggots that curl and 
  twist in a tangle of disgusting bodies. Worse 
  is the fact that each of these worm-things has a 
  human face — that of a man or a woman, 
  mouth agape, and distorted into 
  an expression of utmost horror 
  and suffering. A larva horde 
  attacks by swarming over foes, 
  drowning them in the wriggling 
  mass of maggots. If a larva 
  horde rolls a natural 20 to hit, 
  it pulls a creature into its body 
  where it begins to suffocate inside the 
  dense mass. 
  Horde, Larva: HD 12; AC 
  7[12]; Atk engulf (3d6); Move 
  12; Save 3; AL C; CL/XP 
  16/3200; Special: resistance 
  (cold, electricity, fire) (50%), 
  suffocation (natural 20 to 
  hit, target engulfed and 
  suffocates).
  Copyright Notice
  Author Greg A. Vaughan, based 
  on the Petitioner from the 
  Pathfinder Roleplaying Game 
  Bestiary 2.
  
  24
  The Blight: Richard Pett's Crooked City
  Hydra-Hag
  She could be one of the many destitute poor found in the many alleys 
  and doorways of the city except for the five snakelike necks protruding 
  from her shoulders, each of which ends in the head of a ghastly crone.
  Hydra-Hag
  Hit Dice: 8
  Armor Class: 3 [16]
  Attacks: 2 claws (1d6), bite (1d6), bite (1d6 plus 1d6 fire)
  Saving Throw: 8
  Special: hag heads, horrific appearance, searing bite
  Move: 9/12 (swimming)
  Alignment: Chaos
  Number Encountered: 1 
  Challenge Level: 13/2300
  A hydra-hag could be one of the many destitute poor found in the many 
  alleys and doorways of the city except for the five snakelike 
  necks protruding from her shoulders, each of 
  which ends in the head of a ghastly crone. 
  Hydra-hags stand about 6ft high at the shoulder 
  with another 3ft of neck and head. They 
  typically weigh close to 350 lbs.
  Hydra-hags are universally corpulently 
  obese, which has much to do with having 
  five different mouths that all crave to be fed 
  but only one body between them to process 
  what is eaten. And without the massive 
  body or metabolism of a true hydra, they are 
  simply not able to handle their intake. The 
  sight of the hydra-hag is so revolting 
  that anyone within 60ft who sets eyes 
  upon one must make a saving throw or 
  instantly be weakened (–2 to hit and 
  damage).
  The hydra-hag has five heads, one 
  of which is dominant at any given 
  moment. The creature can use 
  only one head’s special attack 
  each round. Two hydra-hags can 
  bite during an attack, however, 
  with one mouth delivering 
  a searing fire in addition 
  to sharpened teeth. Each 
  head’s ability is detailed 
  below:• Breath Weapon: 
  This hag’s head 
  can emit a 30ft 
  cone of frost as 
  a breath weapon 
  that deals 3d6 
  points of cold 
  damage. The 
  target is blinded 
  for 1d6 rounds 
  (save for half, resist 
  blindness). This 
  head’s breath weapon 
  is usable once every 1d4 
  rounds.
  • Burst of Soot: Twice per 
  day, the hag’s head can 
  belch forth a gout of 
  blinding and choking soot. Any creature within a 20ft radius must 
  make a saving throw or be blinded for 2 rounds.  
  • Evil Eye: Three times per day, the hag head can cast her dire gaze 
  upon any single creature within 30ft. The target must make a saving 
  throw or feel a strange nebulous distress and a gnawing sense of 
  impending doom (–1 to hit and saves). If the hag head uses her evil 
  eye on someone already afflicted by this curse, the victim must make 
  another save or be overwhelmed with fright and collapse into a 
  comatose state for 3 days. Each day that passes, the comatose victim 
  must make a save or perish.Mimicry: At will, this hag’s head can 
  imitate almost any sound it has heard whether it is caused by a living 
  creature or some other source (such as wind blowing, footfalls, etc.). 
  The hag head can also throw the mimicked sound to make it seem as 
  if it is originating from somewhere else. Shaping Touch: The head 
  can use the hydra-hag’s touch to twist flesh like clay to change the 
  appearance 
  of a held or helpless victim. The effect is 
  permanent unless the victim makes a 
  successful saving throw. 
  A hydra-hag can be killed by severing all 
  of its heads or by slaying its body. Each head 
  has 1 HD. 
  Hydra-Hag: HD 8; AC 3[16]; Atk 
  2 claws (1d6), bite (1d6), searing 
  bite (1d6 plus 1d6 fire); Move 9 
  (swimming 12); Save 8; AL C; CL/XP 
  13/2300; Special: hag heads (1 ability 
  at a time; head 1: frost breath weapon, 
  30ft, 3d6 damage plus blinded 
  for 1d6 rounds, save for half and 
  resist blindness; head 2: 
  burst of soot, 20ft, save or 
  blinded for 2 rounds; head 
  3: evil eye, save or shaken, 
  –1 to hit and saves, second 
  curse causes coma if save 
  failed, and must save each 
  day for 3 days or perish; 
  head 4: mimic any sound; 
  head 5: twist flesh, save 
  or permanent), horrific 
  appearance (60ft, save 
  or weakened, –2 to hit 
  and damage), searing 
  bite (1d6 fire).
  Copyright Notice
  Author Greg A. 
  Vaughan, based  
  on material by 
  Richard Pett.
  
  25
  The Tome of Blighted Horrors
  Living Disease, Bloody Flux
  A dark mist roils and retracts, probing its 
  environment with ephemeral tendrils.
  Living Disease,  
  Bloody Flux
  Hit Dice: 5
  Armor Class: 4 [15]
  Attacks: swarm (save vs. disease)
  Saving Throw: 12
  Special: disease, immune to weapon 
  damage, regenerate, vulnerable to cure 
  disease
  Move: 0/6 (flying)
  Alignment: Neutrality
  Number Encountered: 1 
  Challenge Level: 9/1100
  Living diseases are swarms of microscopic 
  organisms, harmful bacteria or viruses that have 
  supernaturally gained limited sentience as a cohesive 
  swarm under certain exceedingly foul or magical 
  conditions. They seek out hosts through which to 
  propagate their contagion. Though they are considered 
  swarms, their individual components are so small as 
  to be invisible to unaided sight. They are only visible 
  at all due to the sheer number of individual organisms 
  that make up the swarm; literally billions of them make 
  up a single living disease. 
  Living diseases offer no resistance to items or 
  creatures entering their midst and cannot be physically 
  felt. They make no sound whatsoever. A living disease 
  in the dark is terrible indeed, as there is no indication it 
  is present until its effects are first felt. 
  Though extremely rare, there are many different kinds 
  of living diseases — potentially as many kinds as there 
  are diseases. Only one is described here: bloody flux. 
  Any creature caught in the bloody flux swarm must 
  make a saving throw each round or take 2d6 points of 
  damage per round as he suffers from inflammation in 
  his intestinal tract, high fever, painful cramping and 
  bloody diarrhea. 
  Bloody flux is endemic to the Sinks district of 
  Castorhage, with a major outbreak occurring every few 
  years though largely remaining contained to that portion 
  of the city. On occasion, it spreads to other poor, overcrowded areas of the 
  city where clean water is in short supply. Bloody flux is generally contracted 
  through exposure to contaminated water either through the presence of fecal 
  matter from someone who is already suffering from the disease or, as is the 
  case in the Sinks, the presence of one or more bloody flux living diseases 
  that travel through various water sources there.  
  A bloody flux swarm is vulnerable to cure disease. If the spell is cast upon 
  the disease swarm, it must make a saving throw or suffer 5d6 points of damage. 
  Living Disease, Bloody Flux: HD 5; AC 4[15]; Atk swarm (save 
  vs. disease); Move 0 (flying 6); Save 12; AL N; CL/XP 9/1100; 
  Special: disease (bloody flux, save or take 2d6 damage per 
  round), immune to weapon damage, regenerate (1d8hp 
  per round while alive), vulnerable to cure disease (save or 
  5d6 damage).
  Copyright Notice
  Author Alistair Rigg, based on material by Greg A. Vaughan.
  
  26
  The Blight: Richard Pett's Crooked City
  Lyme Walrus
  Thick folds of fleshy blubber encase this massive sea creature. Yet 
  despite its bestial appearance, its eyes reveal calculating intelligence, 
  and it holds itself upright with unusual dignity. The illusion of a man 
  would almost be complete were it not for the long tusks that protrude 
  from its whiskered mouth.
  Lyme Walrus
  Hit Dice: 7
  Armor Class: 3 [16]
  Attacks: bite (2d6)
  Saving Throw: 9
  Special: fascinating story, polymorph self (human and 
  walrus), spell-like abilities
  Move: 9/15 (swimming)
  Alignment: Neutrality
  Number Encountered: 1 or team (1 
  Lyme walrus with 1d3 Thf4–8)
  Challenge Level: 10/1400
  A Lyme walrus has thick folds of fleshy blubber that encase this massive 
  sea creature. Yet despite its bestial appearance, its eyes reveal calculating 
  intelligence, and it holds itself upright with unusual dignity. The illusion 
  of a man would almost be complete were it not for the long tusks that 
  protrude from its whiskered mouth. A typical Lyme walrus weighs 1 to 2 
  tons and measures 10ft in length with tusks up to 3ft long. A Lyme walrus 
  can polymorph at will between its human and walrus forms.
  Named for Sister Lyme where these creatures were first encountered 
  by the humanoid races of the mundane world, Lyme walruses can be 
  found in other locales though they prefer to remain near a body of water 
  to which they can retreat and move with the most freedom if necessary. 
  The Lyme walrus often seeks out the company of people to learn tales and 
  stories from them and to indulge in their appetites — particularly those 
  of feasting. 
  A Lyme walrus can manipulate its guttural voice to weave an oral story 
  that can charm one or more creatures within 60ft. The listener does not, 
  however, have to be able to understand the language that the Lyme walrus 
  speaks, as the magic lies in the creature’s voice modulation rather than 
  the actual substance of the story. The Lyme walrus must have at least 
  1 minute in which to tell its story uninterrupted. Distraction caused by 
  nearby combat or other dangers prevents the ability from working. The 
  listener must make a saving throw or sit quietly and
   listen to the tale for as long as the Lyme walrus continues to speak. 
  Any obvious threat, such as someone drawing a weapon, casting a spell, 
  or aiming a weapon at the target, automatically breaks the effect.
  Once per day, a Lyme walrus can cast phantasmal force and 
  hallucinatory terrain.  
  Lyme Walrus: HD 7; AC 3[16]; Atk bite (2d6); Move 9 
  (swimming 15); Save 9; AL N; CL/XP 10/1400; Special: 
  fascinating story (60ft radius, save or sit quietly and 
  listen), polymorph self (at will, human and walrus), 
  spell-like abilities.
  Spell-like abilities: at will—hallucinatory terrain, 
  phantasmal force.
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  27
  The Tome of Blighted Horrors
  This thin, stretched creature has gangly, long limbs that bend in 
  unusual ways. Its skin is pale and sickly with its face shrunken in its 
  drooping, hairless head. Pointed ears rise high above the crown of its 
  head, and its eyes are sunk deep beneath its brow like two bottomless 
  pits. Its toothless mouth hangs open, jaw slack, as it incessantly licks its 
  withered lips.
  Moon Angel
  Hit Dice: 8
  Armor Class: 5 [14]
  Attacks: 2 slams (1d6 plus 1d4 cold and paralysis)
  Saving Throw: 8
  Special: drowning kiss, hypnotic song, immunities (cold, 
  disease, poison), paralysis, vulnerabilities (fire, sunlight)
  Move: 12/12 (swimming)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 12/2000
  A moon angel is a thin, stretched creature with gangly, long limbs that 
  bend in unusual ways. Its skin is pale and sickly with its face shrunken in 
  its drooping, hairless head. Pointed ears rise high above the crown of its 
  head, and its eyes are sunk deep beneath its brow like two bottomless 
  pits. Its toothless mouth hangs open, jaw slack, as it incessantly 
  licks its withered lips. Extremely tall and awkwardly gangly, 
  the moon angel stands 8ft in height but weighs barely 250 lbs.
  The moon angel is a rare creature that 
  lurks in the deepest, coldest waters 
  of the Lyme, fond of rising to the 
  surface and quietly watching the 
  goings-on ashore, waiting for 
  the unfortunate soul who loses 
  his footing or is more drunk than 
  careful and falls into the dark waters of 
  the river. When it locates such a victim, it quickly moves 
  to hypnotize him with its song and draw him deeper into the 
  waters where it can feed at its leisure. All creatures within 300ft who 
  hear a moon angel’s song must make a saving throw or become 
  hypnotized and unable to move. This effect continues for as long as 
  the moon angel sings and for 1 round thereafter. Also, the 
  touch of the moon angel paralyzes it victims for 1d4+1 
  rounds unless the creature makes a saving throw. 
  A creature of the coldest fathoms of the river where 
  depth and pollution block the sun, a moon angel cannot 
  stay long near the warm surface while it waits for prey. It 
  becomes uncomfortable from the heat and light, and can even develop 
  severe sunburns on its pale skin when remaining too close to the surface 
  for long. They take double damage from fire, and 2d6 points of damage 
  per round while in sunlight.
  Occasionally on moonless nights, a moon angel may leave the river 
  under the cover of darkness to hunt additional victims on land. At these 
  times, such a creature tends to clamber along the rooftops to find open 
  windows to take meat from within, with any household survivors the 
  next morning describing only dreams of a strange crooning song echoing 
  through their sleep. As with those who disappear into the river when 
  a moon angel pays a visit, the unfortunate soul that has garnered its 
  attention is never seen again. It for these incidences that the twisted fey 
  known as moon angels gain their name, though few if any folk have 
  made a connection between these nighttime disappearances and 
  those that occur more frequently in the river.
  A moon angel can flood the lungs of a willing, sleeping, 
  helpless, or hypnotized creature by touching it (traditionally 
  by kissing the creature on the lips). If the target cannot breathe 
  water, it immediately begins to drown. On its turn, the target must make 
  a saving throw to cough up this water, which snaps the victim out of a 
  hypnotic trance; otherwise, it falls unconscious. On the next round, the 
  target dies. 
  Moon Angel: HD 8; AC 5[14]; Atk 2 slams (1d6 plus 1d4 cold 
  and paralysis); Move 12 (swimming 12); Save 8; AL C;  
  CL/XP 12/2000; Special: drowning kiss (save to cough up 
  water or die), hypnotic song (save or stand immobile), 
  immunities (cold, disease, poison) (50%), paralysis (1d4+1 
  rounds, save resists), vulnerabilities (fire, 200%; sunlight, 2d6 
  damage/round).
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Moon Angel
  
  28
  The Blight: Richard Pett's Crooked City
  Naga, Blight
  An exotically featured woman’s head tops this snake-like creature. 
  Its scales range in color from deep purple to black, with the creature’s 
  underside colored a lighter shade of violet. Ten arms protrude from 
  the snake body’s flanks, though they are spindly and frail in their 
  musculature.
  Naga, Blight
  Hit Dice: 10
  Armor Class: 5 [14]
  Attacks: bite (1d8 plus poison)
  Saving Throw: 5
  Special: disease, polymorph self, spell-like abilities
  Move: 12
  Alignment: Chaos
  Number Encountered: 1, 2 or family (1d3+1 adults and 1d3 
  young)
  Challenge Level: 14/2600
  A blight naga’s bite delivers a wasting poison that deals 1d6 points 
  of damage per hour until healed (save avoids). A blight naga also has a 
  number of spell-like abilities it can draw upon. At will, it can cast detect 
  magic and read magic. Three times per day, it can cast dispel magic. Once 
  per day, it can cast fear. The polymorph self spell lasts only for 10 minutes 
  each day. 
  Naga, Blight: HD 8; AC 5[14]; Atk bite (1d8 plus disease); 
  Move 12; Save 5; AL C; CL/XP 14/2600; Special: poison, 
  polymorph self (10 minutes/day), spell-like abilities.
  Spell-like abilities: at will—detect magic, read magic; 
  3/day—dispel magic; 1/day—fear.
  Copyright Notice
  Author John Ling, based on material by Richard Pett.
  
  29
  The Tome of Blighted Horrors
  The creature is roughly the size of a halfling. Its skin is a blotchy gray 
  color with a few sporadic tufts of muddy-brown hair. The scraps of ragged 
  clothes it wears are covered in filth, clearly not having been washed in 
  weeks — if ever. Its arms are thin and elongated, hanging almost limp.
  Night-Slug
  Hit Dice: 1
  Armor Class: 7 [12]
  Attacks: dagger (1d4) or thrown dagger (1d4)
  Saving Throw: 17
  Special: slime coat, thieving skills
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1, 2 or 1d4+2 (gang)
  Challenge Level: 2/30
  A typical night-slug stands around 3-1/2ft tall and 
  weighs 40 lbs.
   A night-slug also secretes a thin fluid 
  resembling a slimy version of perspiration that 
  leaves an off-color stain on most fabrics and has 
  a musty odor. This slime allows the creature to 
  squeeze through seemingly impossible spaces. 
  Night-slugs 
  often 
  reside 
  in 
  small 
  crawlspaces or even the hollows 
  between the outer masonry and 
  inner plaster and lathe of a 
  house. Those who are not 
  lucky enough to acquire 
  such grand accommodations 
  typically live in places that 
  allow them to avoid notice — the 
  city dump, a gable hanging over a small alleyway, 
  and so forth.
  Night-Slug: HD 1; AC 7[12]; Atk 
  dagger (1d4) or thrown dagger 
  (1d4); Move 9; Save 17; AL N; CL/
  XP 2/30; Special: slime coating, 
  thieving skills.
  Thieving Skills: Climb 85%, 
  Tasks/Traps 15%, Hear 3 in 6, 
  Hide 10%, Silent 20%, Locks 
  10%;
  Equipment: leather armor, 2 
  daggers, thieves’ tools
  Copyright Notice
  Author John Ling, based on material 
  by Richard Pett.
  Night-Slug
  
  30
  The Blight: Richard Pett's Crooked City
  Two different species of primate call the streets and rooftops of the city 
  of Castrohage home. Whether they were once truly wild animals or not 
  is unknown, but what is known is that, whether through the corruption 
  or the sophistication of the city, each has developed very differently into 
  something else.
  Blight Ape
  Hit Dice: 2
  Armor Class: 7 [12]
  Attacks: 2 slams (1d3) 
  Saving Throw: 16
  Special: vulnerability (blight monkey mange)
  Move: 9/9 (climbing)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 3/60
  Blight apes are especially susceptible to the mange carried by Blight 
  monkeys. 
  If a Blight ape becomes infected with Blight monkey mange, it loses 
  great patches of its fur as the disease’s characteristic rash spreads across 
  its body, even infiltrating the ape’s respiratory system. 
  Blight Ape: HD 2; AC 7[12]; Atk 2 slams (1d3); Move 
  9 (climbing 9); Save 16; AL N; CL/XP 3/60; Special: 
  vulnerable to Blight  monkey mange.
  Blight Monkey
  Hit Dice: 1
  Armor Class: 6 [13]
  Attacks: bite (1d3 plus disease) 
  or excrement (disease)
  Saving Throw: 17
  Special: disease, 
  enraged screech
  Move: 12/12 (climbing)
  Alignment: Chaos
  Number Encountered: 
  1, 2, 2d4+1 (band), 
  1d4x10 (troop)
  Challenge Level: 2/30
  The monkey’s bite and 
  excrement 
  carries 
  Blight 
  monkey mange. The mange 
  causes a red, scaly rash in the 
  crooks of elbows and knees 
  and in the armpits. The rash 
  is itchy and raw, causing 
  pain and limiting movement 
  until it clears up. A creature 
  failing a saving throw after 
  coming in contact with the monkey 
  begins itching all over (–2 to hit and 
  saves) and has its Movement 
  halved until healed. The monkey 
  is known to fling its excrement up 
  to 30ft at foes.
  When angry or frightened, a Blight 
  monkey emits a harsh, grating 
  screech. Any creature within 30ft 
  must make a saving throw or be 
  shaken for 1d3 rounds (–1 to hit, damage and saves). An individual who 
  makes a successful save against the Blight monkey’s screech is immune 
  to the effects of any screech for 1 day
  Like the Blight apes, these little beasts are believed to have originated 
  in distant Libynos and were originally brought to Casterhage as part of 
  menageries, but unlike the apes no one wanted to continue importing 
  the creatures after their nasty disposition was discovered. Somehow, it 
  seems, they just kept creeping unseen onto ships in Libynosi ports and 
  disembarking upon reaching the city. There was a time when seeing 
  dozens of the things scampering across yardarms and hawser lines to reach 
  the docks from ships newly arrived from the East was a common sight. 
  When the true extent of their colonization of Castorhage was realized and 
  their disease-ridden nature fully grasped, the city took steps to curtail this 
  mass immigration. However, despite its best efforts the city’s efforts were 
  far too late, and now thousands, if not tens of thousands, of the creatures 
  clamber unseen — though certainly not unheard — across the city’s maze 
  of rooftops.
  Something about the city’s influence appears to have corrupted the 
  creatures and changed them from previously mischievous and unruly 
  animals to actual beasts with just enough intelligence to have a taste for 
  cruelty and a strong penchant for chaos. Despite their nimbleness and 
  glimmerings of intelligence, all attempts by folk to domesticate them have 
  failed as they invariably turn against their would-be masters at the first 
  chance. They routinely destroy books and valuables, and attack family 
  pets. Their habit of biting off the fingers and toes of humanoid 
  infants sleeping in their cribs has earned them the eternal ire 
  of Blight apes everywhere who always attack them on sight. 
  Blight monkeys share this animosity, going out of their way 
  to ambush or abuse Blight apes at every opportunity 
  even flinging themselves into suicidal attacks in 
  their attempts to bring harm to the apes.
  Blight Monkey: HD 1; AC 
  6[13]; Atk bite (1d3 plus 
  disease), or excrement 
  (disease); Move 12 
  (climbing 12); Save 
  17; AL C; CL/XP 2/30; 
  Special: disease 
  (itching, red skin, –2 
  to hit and saves, save 
  avoids), enraged 
  screech (30ft radius, 
  –1 to hit, damage 
  and saves for 1d3 
  rounds, save avoids).
  Copyright Notice
  Author Greg A. Vaughan, 
  based on material by 
  Richard Pett.
  Primate, Blight
  
  31
  The Tome of Blighted Horrors
  Protyugh
  The creature is a horrible mix of otyugh and … something. It has the 
  basic tripod shape of an otyugh with its fanged maw on the side of its 
  central body, but instead of a tentacle and an eyestalk, it has an arcing 
  tail with thick spikes down its entire length. In addition, two arms ending 
  in wicked claws emerge from the mouth of the beast to grope at whatever 
  it can make its next meal.
  Protyugh
  Hit Dice: 8
  Armor Class: 3 [16]
  Attacks: bite (1d8), 2 claws (1d6), tail slap (1d8 plus 
  confusion)
  Saving Throw: 8
  Special: confusion, regenerate, resist electricity, swallow 
  whole
  Move: 9/9 (swimming)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 11/1700
  A protyugh  A creature hit by a protyugh’s tail slap is infused with raw 
  chaos, and must make a saving throw or 
  become confused (as a confusion 
  spell). 
  If a protyugh rolls a natural 
  20 to hit with its bite attack, 
  it instead swallows the target 
  whole. This deals 4d6 points 
  of damage each round to the 
  swallowed creature. 
  A protyugh regenerates 3hp of 
  damage each round. 
  Protyugh: HD 8; AC 3[16]; 
  Atk bite (1d8), 2 claws 
  (1d6), tail slap (1d8 
  plus confusion); Move 9 
  (swimming 9); Save 8; AL 
  N; CL/XP 11/1700; Special: 
  confusion (as spell after tail slap, 
  save avoids), regenerate (3hp/
  round), resist electricity (50%), 
  swallow whole (natural 20 to hit).
  Copyright Notice
  Author Greg A. Vaughan, based on material by  
  Richard Pett.
  
  32
  The Blight: Richard Pett's Crooked City
  This revolting, diseased-looking rat is the size of a small dog. It is 
  covered in lice that visibly swarm in its filthy, matted fur.
  Rat, Festering Lyme
  Hit Dice: 1
  Armor Class: 7 [12]
  Attacks: bite (1d4 plus disease)
  Saving Throw: 17
  Special: delusional infestation
  Move: 12/9/9 (climbing/swimming)
  Alignment: Neutrality
  Number Encountered: 1 or 2d10 (pack)
  Challenge Level: 2/30
  A festering Lyme rat is arodent. 
  Festering Lyme rats inhabit the sewers, canals, and subterranean 
  waterways of the blighted city of Castorhage. The Lyme rat, possibly 
  through the Blight’s proximity to Between, can affect those who see it 
  with a short-lived delusion of parasitic infestation.
  Living creatures who see a festering Lyme rat must make a saving 
  throw or be nauseated (–1 to hit and saves) for 1d4 rounds as they suffer 
  the hallucination of bugs crawling over and under their skin. The bite of 
  a Lyme rat carries a wasting disease that does 1d4 points of damage per 
  hour unless the target makes a saving throw. 
  Rat, Festering Lyme: HD 1; AC 7[12]; Atk bite (1d4 plus 
  disease); Move 12 (climbing 9, swimming 9); Save 17; AL 
  N; CL/XP 2/30; Special: delusional infestation (5ft, anyone 
  seeing rat must make save or suffer hallucinations of bugs 
  crawling on skin for 1d4 rounds), disease (1d4 damage per 
  hour, save avoids).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Rat, Festering Lyme
  
  33
  The Tome of Blighted Horrors
  This black-furred rat is the size of a bear. It has a long, hairless tail, 
  and its oversized jaws are crammed with yellow fangs pitted with decay, 
  and tangled with strands of hair and filth caught between them.
  Rat, Giant Rat of Shabbis
  Hit Dice: 4
  Armor Class: 6 [13] or 8 [11] (during wererage)
  Attacks: bite (2d6 plus disease)
  Saving Throw: 13
  Special: disease, lycanthropy, wererage
  Move: 15/12/12 (climbing/swimming)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 6/400
   
  Despite its size, a Giant Rat of Shabbis is able to squeeze into tiny 
  spaces and is therefore found in the same sorts of places as other rats: 
  sewers, disused subterranean structures and caverns, and in the holds and 
  bilges of ships from where it swims to enter new ports. They are greatly 
  feared as they are known to spread plague and the curse of lycanthropy, 
  even though they are not lycanthropes themselves. This strange fact has 
  led some scholars to speculate that the Giant Rat of Shabbis may be the 
  original source of wererat lycanthropy. Whatever the case, those who 
  succumb seem to become only hybrids of giant rats or festering Lyme 
  rats, and not of a Giant Rat of Shabbis itself. 
  The bite of a giant rat of Shabbis delivers a form of plague to 
  anyone who fails a saving throw. Victims of the bite experience 
  high fevers and suffer teeth-rattling chills while at the same 
  time their muscles spasm painfully and tendons tighten, 
  causing limbs to draw up into an almost fetal position. In 
  addition, the victim suffers a purplish rash upon his cheeks, 
  forehead, neck, armpits, and groin that eventually blisters 
  and breaks open, causing oozing wounds that leave scars 
  and can lead to further serious infections. Those that 
  recover from the plague usually bear discolored scars 
  from this rash as a memento, and frequently move with 
  an uneven gait or have a slightly twisted arm 
  due to permanent tendon damage. The 
  target suffers 1d8 points of damage per 
  hour until cured. 
  Whenever a Giant Rat of Shabbis is 
  reduced to half or fewer hit points, it flies 
  into a wererage. It gains a +2 bonus to 
  hit and damage, but takes a –2 penalty to 
  armor class. In addition, the bite of a Giant 
  Rat of Shabbis in wererage infects a humanoid 
  target with wererat lycanthropy (save resists). 
  Rat, Giant Rat of Shabbis: HD 
  4; AC 6[13] or 8[11] (during 
  wererage); Atk bite (2d6 
  plus disease); Move 15 
  (climbing 12, swimming 
  12); Save 13; AL N; CL/XP 
  6/400; Special: disease 
  (1d8 damage per hour, 
  save avoids), lycanthropy 
  (wererat), wererage (+2 to hit 
  and damage, –2 armor class penalty, bite 
  inflicts lycanthropy).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Rat, Giant Rat of Shabbis
  
  34
  The Blight: Richard Pett's Crooked City
  Satyrmouther
  This hairless, gray-skinned man with goat-like legs and horns like a 
  rams is covered in a mass of staring eyes and countless, fanged maws 
  that yammer ceaselessly.
  Satyrmouther
  Hit Dice: 9
  Armor Class: 3 [16]
  Attacks: 2 claws (1d4), gore (1d6), shortbow x2 (1d6)
  Saving Throw: 6
  Special: magic resistance (30%), persuasive song, 
  ravenous embrace, spittle
  Move: 15
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 13/2300
  This hairless, gray-skinned man with goat-like legs and horns like a 
  rams is covered in a mass of staring eyes and countless, fanged maws that 
  yammer ceaselessly. The satyrmouther is a strange and rare mix that sings 
  songs that madden, sadden, lull, and terrify. Unlike a satyr, the creature 
  is interested only in fostering negative emotions, lying and bullying; 
  it disdains charm and diplomatic persuasion. And unlike a gibbering 
  mouther, it is a being of insidious intellect whose mouths sing and 
  manipulate rather than simply induce temporary insanity.
  If a satyrmouther hits a single creature with both claws, the 
  target must make a saving throw or be grabbed. The target takes 
  2d6 points of damage each round as the many mouths on the 
  satyrmouther’s body begin to bite and drink the victim’s blood.
  A satyrmouther can emit a cacophony of maddening sound. 
  All creatures within 60ft must make a saving throw or be 
  affected by confusion, sleep or fear (roll 1d3 to determine the 
  effect for each creature that fails its save).
  Each round, a satyrmouther can emit a stream of acidic 
  spittle at a target within 30ft. If the spittle hits, the target 
  must make a saving throw or be blinded for 1d4 rounds. 
  Satyrmouther: HD 9; AC 3[16]; Atk 2 claws (1d4), 
  gore (1d6), shortbow x2 (1d6); Move 15; Save 6; 
  AL C; CL/XP 13/2300; Special: magic resistance 
  (30%), persuasive song (60ft radius, save or 
  affected by confusion, sleep or fear [1d3 to 
  determine for each creature]), ravenous embrace 
  (2 claw hits, held for 2d6 bite damage per round), 
  spittle (30ft range, once per round, save or blinded 
  1d4 rounds).
  Equipment: shortbow with 20 arrows.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  35
  The Tome of Blighted Horrors
  No larger than a mountain lion, these dusky gray, leonine creature 
  slinks through the shadows, its human-like head set in a scowl of 
  concentration, its bat-like folded neatly against its flank. It holds its tail 
  aloft, and the tip of it gleams with the dull glint of unpolished iron.
  Skulking Manticore (Mulk)
  Hit Dice: 6
  Armor Class: 4 [15]
  Attacks: 2 claws (1d3), bite (1d8), 6 tail spikes (1d6) 
  Saving Throw: 11
  Special: surprise on 1–4 on 1d6 
  Move: 12/18 (flying)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 9/1100
  A skulking manticore has a featureless gray hide 
  that is able to adopt the color of its surroundings 
  like a chameleon. A typical skulking manticore is 
  4ft long and weighs 120 lbs.
  Skulking manticores have the ability 
  to match their skin coloration to the 
  surrounding environment, not unlike a 
  chameleon. This allows them to surprise 
  prey on a roll of 1–4 on 1d6. 
   
  Skulking Manticore (Mulk): 
  HD 6; AC 4[15]; Atk 2 claws 
  (1d3), bite (1d8), 6 tail 
  spikes (1d6); Move 12 (flying 
  18); Save 11; AL C; CL/XP 
  9/1100; Special: surprise 
  (1–4 on 1d6).
  Copyright Notice
  Author Greg A. Vaughan, based on 
  material by Richard Pett.
  Skulking Manticore (Mulk)
  
  36
  The Blight: Richard Pett's Crooked City
  The massive creature has four legs thick as a tree trunk and the vague 
  suggestion of armored plates over its head and back. A great, toothless 
  maw opens at the front of its head. Its back plate rises up between its 
  shoulders into a fin-like dorsal hump. Even stranger, however, the entire 
  creature appears to be composed entirely of some transparent gelatinous 
  substance that has difficulty holding its form.
  Slithering Bulette
  Hit Dice: 9
  Armor Class: 6 [13]
  Attacks: 2 slams (1d8 plus paralysis)
  Saving Throw: 6
  Special: engulf, paralysis, transparent
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 12/2000
  A slithering bulette secretes an anesthetizing slime. A target hit 
  by a slam attack or engulf attack must a saving throw or be 
  paralyzed for 3d6 rounds. The creature can automatically 
  engulf a paralyzed opponent.
  A slithering bulette can charge opponents and 
  make a slam attack. If it hits, the target must make 
  a saving throw or be engulfed by the creature. 
  Engulfed creatures take 1d6 points of damage 
  per round as the slithering bulette drains 
  their bodily fluids. After an opponent 
  is completely drained of fluids, the 
  slithering 
  bulette 
  ejects 
  to 
  the 
  withered husk from its body.
  Its lack of coloration makes 
  a slithering bulette extremely 
  hard to spot when it stands 
  motionless (10% chance for all 
  creatures to spot). 
  Slithering Bulette: 
  HD 9; AC 6[13]; Atk 
  2 slams (1d8 plus 
  paralysis); Move 
  15; Save 6; AL N; 
  CL/XP 12/2000; 
  Special: engulf 
  (after successful 
  slam, save or 
  be pulled into 
  bulette; 1d6 
  damage per 
  round), paralysis 
  (3d6 
  rounds, save resists), transparent 
  (10% chance to spot while 
  motionless).
  Copyright Notice
  Author Greg A. Vaughan, based on 
  material by Richard Pett.
  Slithering Bulette
  
  37
  The Tome of Blighted Horrors
  Slithering Tangle
  A sinister serpentine tangle of rotting vines ends in an approximation 
  of a humanoid head, its maw lined with slime-dripping thorns.
  Slithering Tangle
  Hit Dice: 10
  Armor Class: 5 [14]
  Attacks: bite (1d8 plus poison)
  Saving Throw: 5
  Special: constrict, fascinating cloud, 
  immune to electricity, poison, spells
  Move: 15/9 (swimming)
  Alignment: Neutrality
  Number Encountered: 1 or 1d2+2 (nest)
  Challenge Level: 15/2900
  Slithering tangles appear to be snake-like 
  tangles of rotting vegetation, but like shambling 
  mounds, they are actually intelligent, carnivorous 
  plants akin to animate tangles of creeping parasitic 
  vines. Each serpentine vine ends in an approximation 
  of a humanoid head, its maw lined with slime-
  dripping thorns.These repulsive creatures lair in 
  despoiled forests and fetid swamps where they 
  blend in with the surrounding terrain while they 
  wait to ambush their prey. They also can be found 
  underground living among damp fungal thickets. 
  They are able to draw sustenance by parasitizing 
  other plants and by sending rootlets into the soil to 
  absorb raw nutrients, but they prefer to consume 
  flesh and bone from animals crushed in their 
  coils. A slithering tangle has a 25% chance after 
  biting of wrapping its vines around the target. 
  The target can make an Open Doors check to 
  escape the vines. Any creature wrapped up 
  by the slithering tangle is constricted for 2d6 
  points of damage each round.
  The bite of a slithering tangle forces a 
  creature to make a saving throw or fall asleep for 
  1d3 hours.
  Once per day, a slithering tangle can emit a transparent cloud of pollen 
  in a 20ft spread that has the power to lull the minds of those that smell 
  it. Once activated, the cloud persists for 5 rounds unless dispersed. All 
  creatures in the cloud must make a saving throw or stand in awe of the 
  swaying vines for 1d6 rounds. 
  Slithering Tangle: HD 10; AC 5[14]; Atk bite (1d8 plus poison); 
  Move 15 (swimming 9); Save 5; AL N; CL/XP 15/2900; Special: 
  constrict (25% chance after bite, 2d6 damage per round, 
  Open Doors to escape), fascinating cloud (20ft radius, 
  save or stand in awe for 1d6 rounds), immune to electricity, 
  poison (sleep for 1d3 hours, save resists), spells (4/3/2/1).
  Spells: 1st—cause light wounds, charm person, light, 
  magic missile; 2nd—hold person, detect invisibility, 
  phantasmal force; 3rd—lightning bolt, slow; 4th—
  confusion.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  38
  The Blight: Richard Pett's Crooked City
  Spider, Chymic
  The body of this spider-like creature is a mass of humanoid faces 
  caught in drawn-out hideous screams. Ten spindly legs rise unevenly 
  from the bulbous mass. Between tufts of bristly hair hang needle-sharp 
  fangs that drip with a bitter-smelling, thick red liquid.
  Spider, Chymic
  Hit Dice: 6
  Armor Class: 3 [16]
  Attacks: bite (1d6 plus poison)
  Saving Throw: 11
  Special: chyme spray, egg implantation, nightmare 
  projection, poison
  Move: 12/12 (climbing)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 9/1100
  The body of a chymic spider is a mass of humanoid faces caught in 
  drawn-out hideous screams. Ten spindly legs rise unevenly from the 
  bulbous mass. Between tufts of bristly hair hang needle-sharp fangs that 
  drip with a bitter-smelling, thick red liquid. Chymic spiders are not true 
  spiders, but rather are born from the fear that spiders instill within many 
  intelligent humanoids. These spiders sneak through the city rooftops and 
  await their prey for days on end. 
  These rare creatures lurk along the edges of Sister Lyme, hiding in 
  gables, chimneys, and under eaves and seemingly found nowhere else 
  in the world. Composed from the latent fears of arachnids somehow 
  given life, the creature is able to project these primal fears into any living 
  creature. It simply prefers to stalk and prey on those who fear it most. It 
  is able to project these nightmares and can cause victims to be paralyzed 
  while it enters their lairs, and lays its eggs within them. The baby spiders 
  within whisper to their new host, wanting to be fed, obsessing about food, 
  and within 24 hours they erupt to feed on their host before separating to 
  make their own lairs. 
  The bite of a chymic spider delivers a neurotoxin that paralyzes the 
  target for 1d6 rounds unless the target makes a saving throw to throw off 
  the effects. 
  also 4 (save for half)1
  A chymic spider does not simply devour a paralyzed victim, but instead 
  implants a clutch of eggs within its abdominal cavity. Implantation delivers 
  1d4 eggs that can be removed from the host body only by cutting them 
  from the victim (dealing 1d2 points of damage each) or by spells such 
  as cure disease. After 24 hours, the eggs hatch inside and begin feeding. 
  Each round these newborns remain inside the victim they deliver a dose of 
  chymic spider poison, attempting to paralyze the host as they feed for 1d8 
  points of damage per round. When the host dies, 1d4 new chymic spiders 
  emerge from the corpse.
  Anyone who wanders into the chymic spider’s 1-mile radius that might 
  be the least bit fearful of spiders is quickly identified. The chymic spider 
  begins methodically stalking the victim, waiting for its chance to make 
  dream contact. A chymic spider can project a nightmare into any sleeper. 
  This nightmare is so powerful that it can paralyze its victim for 1d4 rounds 
  unless he succeeds on a saving throw. The victim is allowed a new save 
  each round.
  Spider, Chymic: HD 6; AC 3[16]; Atk bite (1d6 plus poison); 
  Move 12 (climbing 12); Save 11; AL C; CL/XP 9/1100; 
  Special: chyme spray (once every 1d4+1 rounds, 15ft cone, 
  4d6 damage, save for half), egg implantation (1d4 eggs, 
  1d2 damage to cut out or cure disease, 1d8 damage 
  per round), nightmare projection (1-mile radius, save or 
  paralyzed for 1d4 rounds), poison (paralysis 1d6 rounds, save 
  resists).
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  39
  The Tome of Blighted Horrors
  Spider, Gable
  A spider the size of an alley cat scampers up the side of a tenement 
  building. In its mandibles, it drags what appears to be a clothesline, with 
  many of the garments still dangling limply behind.
  Spider, Gable
  Hit Dice: 1, 3, 5
  Armor Class: 8 [11] (1HD); 6 [13] (3HD); or 4 [15] (5HD)
  Attacks: 1HD: bite (1d4 plus lethal poison); 3HD: bite (1d6+1 
  plus lethal poison); 5HD: bite (1d6+2 plus lethal poison) 
  Saving Throw: 17, 14, or 12
  Special: poison, sticky globule
  Move: 9/6 (climbing)
  Alignment: Neutrality
  Number Encountered: 1, 2 or 1d8+2 (colony)
  Challenge Level: 1HD: 2/30; 3HD: 4/120; or 5HD: 6/400 
  Gable spiders are different from other varieties of giant spiders, and 
  it is for this reason that the whole of the city isn’t shrouded in endless 
  sheets of webbing. Gable spiders are not web spinners. The size of an 
  alley cat, they are still agile climbers like normal spiders and still live in 
  web-like structures, but they lack spinnerets of their own. Rather, they 
  are instinctively master builders when it comes to stringing together the 
  detritus found in the city’s dumps and alleys: frayed ropes, sail cordage, 
  clotheslines, lengths of twisted rags, curtains, sailcloth, and more. Even 
  lengths of chain and bits of lumber construction can be found in the web-
  like contrivances that the gable spiders build. They combine these myriad 
  materials in twisting, knotted mazes of suspended lines that can shame 
  the largest of spider webs for complexity. They knot and anchor these 
  mismatched lines among the rooftops and with each other to 
  create these swaying-but-stable webs of junk.
  However, just because they are not web spinners does not mean the 
  gable spiders are not masters of their domain. Rather than spinnerets, 
  gable spiders have large swollen glands that secrete a sticky fluid they use 
  to coat their rope and cloth constructions to provide the same benefits of 
  a natural web. Creatures stuck within their depths become easy prey for 
  the gable spiders who are able to move in and among these artificial webs 
  with great agility and speed. Any creature falling into a gable spider’s 
  web must make an Open Doors check to escape before the agile spider 
  descends to feed.
  The bite of the gable spider delivers a lethal venom.
  The spider can project this globule up to 30ft to hit targets. Any creature 
  struck must make a saving throw or find itself covered in the sticky web 
  fluid and slowed to half speed.
  Spider, Gable (Small): HD 1; AC 8[11]; Atk bite (1d4 plus 
  lethal poison); Move 9 (climbing 6); Save 17; AL N; CL/XP 
  2/30; Special: poison (save or die), sticky globule (30ft range, 
  save or movement halved).
  Spider, Gable (Medium): HD 3; AC 6[13]; Atk bite (1d6+1 
  plus lethal poison); Move 9 (climbing 6); Save 14; AL N; CL/
  XP 4/120; Special: poison (save or die, +1 to save), sticky 
  globule (30ft range, save or movement halved).
  Spider, Gable (Large): HD 5; AC 4[15]; Atk bite (1d6+2 plus 
  lethal poison); Move 9 (climbing 6); Save 12; AL N; CL/
  XP 6/400; Special: poison (save or die, +2 to save), sticky 
  globule (30ft range, save or movement halved).
  Copyright Notice
  Author John Ling, based on material by Richard 
  Pett.
  
  40
  The Blight: Richard Pett's Crooked City
  Squarpy (Sessile’s Singing Terror)
  At first glance, this creature looks like an ordinary giant squid of 
  prodigious size. However, a closer look shows a small, beaked mouth 
  near the tip of each of its tentacles, and its two longer arms each end in 
  great, bird-like talons.
  Squarpy (Sessile’s Singing Terror)
  Hit Dice: 10
  Armor Class: 3 [16]
  Attacks: tentacles (3d6), talons (1d6), bite (2d4)
  Saving Throw: 5
  Special: captivating song, constrict, ink cloud, jet
  Move: 18/27 (jet)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 12/2000
  Perhaps the most infamous creation of the Physician Simon Sessile, 
  this great beast is kept in the great aquarium at the Capitol, where its 
  huge water tank enclosure is encased in thick, iron-reinforced, soundproof 
  glass. The only access is through a second room on the floor above, which 
  is simply a small metal cage with tightly spaced bars in which food-
  carcasses can be loaded and then dropped into the tank 
  by pulling a lever to release the bottom of the cage. 
  Nevertheless, despite all of these precautions, it seems 
  that an aquarium keeper or night watchman disappears 
  in the vicinity of the aquarium at least once a year. Sometimes 
  some remnant of the missing person’s clothing is spotted resting 
  at the bottom of the great tank, but usually there is no evidence of 
  their fate other than, perhaps, a faint red haziness in the water the 
  next morning. How the squarpy is able to lure these individuals 
  into its sealed tank is unknown, but few doubt that it is doing 
  just that.
  A target hit by the squarpy’s tentacle attacks must make a 
  saving throw or be grabbed and constricted for 3d6 points of 
  damage each round. The squarpy can also move the creature 
  toward its mouth to instead deal automatic bite damage.
  A squarpy can release a cloud of ink in a 20ft radius 
  around itself once per round. This cloud remains for 1d4 
  rounds and acts as a darkness spell. It often releases this 
  cloud if threatened, then jets away from the danger.
  Squarpy (Sessile’s Singing Terror): HD 10; AC 
  3[16]; Atk tentacles (3d6), talons (1d6), bite 
  (2d4); Move 18 (jet 27); Save 5; AL C; CL/
  XP 12/2000; Special: captivating song 
  (300ft radius, save or approach), constrict 
  (grab after tentacle hit, save or automatic 
  3d6 damage), ink cloud (1/round, 20ft 
  radius, as darkness for 1d4 rounds), jet 
  (Movement 27 in one direction).
  Copyright Notice
  Author Greg A. Vaughan, based on material by 
  Richard Pett.
  
  41
  The Tome of Blighted Horrors
  Stegocentroper
  A massive lump-like creature bursts from the cavern floor. It is has a 
  great fanged maw flanked by large mandibles above which is a single 
  insect-like eye. Four chitinous tentacles emerge 
  from its body behind its head, and the body itself 
  is covered in bony plates with a double row 
  of sharpened crests running down its back. 
  Numerous centipede legs propel it forward 
  as it continues to emerge from its burrow.
  Stegocentroper
  Hit Dice: 16
  Armor Class: 2 [17]
  Attacks: bite (3d6), sting (2d4 plus 
  lethal poison), 4 tentacles (1d6)
  Saving Throw: 3
  Special: immune to electricity, 
  poison, spines, swallow whole
  Move: 30/20/20 (burrowing, climbing)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 19/4100
  This abominable cross between a roper and a 
  giant centipede is a true nightmare of the deep 
  places of the earth. It inherited the fierceness 
  and strength of both species, magnified in its 
  combination. Fortunately, it did not inherit 
  the roper’s intelligence, having only the 
  dim awareness of the lower forms of life. It 
  lives to eat and believes virtually anything 
  it meets to be potentially edible. It can 
  deliver a lethal poison with its tail sting 
  (save or die).
  If a stegocentroper rolls a natural 20 
  to hit, it swallows a creature whole. The 
  swallowed creature takes 3d6 points of 
  damage each round.
  Stegocentroper: HD 16; AC 2[17]; 
  Atk bite (3d6), sting (2d4 plus lethal 
  poison), 4 tentacles (1d6); Move 30 
  (burrowing 20, climbing 20); Save 3; 
  AL N; CL/XP 19/4100; Special: immune 
  to electricity, poison (save or die), 
  spines (attacker must save or take 2d4 
  damage), swallow whole (natural 20 to 
  hit, 3d6 damage/round).
  Copyright Notice
  Author Greg A. Vaughan, based on 
  material by Richard Pett.
  
  42
  The Blight: Richard Pett's Crooked City
  Stircatrice
  The creature flaps its bat-like wings awkwardly through a series of 
  bounding leaps, its red-rimmed eyes fixated in rage upon its target. 
  Beneath these eyes in its insectoid head, a long beak-like proboscis 
  extends forward seemingly testing the air, with a pitch-black wattle 
  dangling below. The body of the creature is lean like that of a cockerel 
  with feathers as black as its wattle and six insect-like legs with jagged 
  grasping claws. A long serpentine tail extends behind the creature, also 
  feathered in the same inky plumes.
  Stircatrice
  Hit Dice: 3
  Armor Class: 5 [14]
  Attacks: sting (1d4 plus poison and blood drain), tail slap 
  (1d6)
  Saving Throw: 14
  Special: blood drain
  Move: 9/18 (flying)
  Alignment: Neutrality
  Number Encountered: 1, 2, 1d2+2 (flight) or 
  2d4+4 (flock)
  Challenge Level: 5/240
  A stircatrice has bat-like that propels it. 
  A stircatrice attacks with its proboscis and tail 
  slap. If the creature hits with its bite, it remains 
  attached and drains blood automatically at a rate 
  of 1d4hp per round. Further, the bite delivers a 
  paralytic poison that slows a creature’s movement 
  by half if it fails a saving throw.
  Kept in menageries throughout the city, 
  stircatrices are usually kept in double-walled 
  cages since even a peck of their long, slender 
  beak can spread a fatal infection. Some yogis 
  and entertainers of a more dramatic nature 
  enter a stircatrice’s cage to meditate or prove 
  their mastery over the fearsome creature. An 
  equal number of these have ended up as bloodless 
  corpses as have emerged alive — to the raucous 
  approval of their audience.
  Stircatrice: HD 3; AC 5[14]; Atk sting 
  (1d4 plus poison and blood drain); 
  Move 9 (flying 18); Save 14; AL N; CL/
  XP 5/240; Special: blood drain (1d4 
  damage/round after bite, slow movement 
  by half if save fails).
  Copyright Notice
  Author Greg A. Vaughan, based on material by 
  Richard Pett.
  
  43
  The Tome of Blighted Horrors
  Swarm, Blindingcrow
  This screeching whirlwind is a tumultuous mass of black feathers, 
  talons, and pecking beaks.
  Swarm, Blindingcrow
  Hit Dice: 5
  Armor Class: 4 [15]
  Attacks: swarm (3d6 plus disease)
  Saving Throw: 12
  Special: disease
  Move: 3/15 (flying)
  Alignment: Neutrality
  Number Encountered: 1, 1d2+2 swarms (flock), 1d6+4 
  swarms (murder) 
  Challenge Level: 6/400
  A blindingcrow swarm is a mass 
  of such birds mobbing together to 
  defend against a predator or some 
  other individual that has sufficiently 
  antagonized them, usually through 
  approaching too near a roosting 
  murder of the birds or with loud 
  noises. The swarm’s many pecks 
  and slashes carry diseases that cause 
  blindness in any creature that fails a 
  saving throw.
  Swarm, Blindingcrow: HD 5; 
  AC 4[15]; Atk swarm (3d6 plus 
  disease); Move 3 (flying 15); 
  Save 12; AL N; CL/XP 6/400; 
  Special: disease (save or 
  blinded).
  Copyright Notice
  Author Jeffrey Swank, based on 
  material by Richard Pett.
  
  44
  The Blight: Richard Pett's Crooked City
  Woerm
  This worm-like monster’s eyeless head has a hooked jaw 
  and large, pointed ears. Its scaly hide is dull gray with a 
  crest on its head and along its back to its tail, along which its 
  shrunken, vestigial legs hang limply. Its long, multi-jointed 
  arms are like slimy spider-legs tipped with elongated, clawed 
  hands.
  Woerm
  Hit Dice: 5
  Armor Class: 6 [13]
  Attacks: bite (1d6 plus disease), 2 claws (1d4)
  Saving Throw: 12
  Special: disease, disorienting scream, regenerate, 
  stench, vulnerable to sunlight
  Move: 15/6/12/12 (burrowing, climbing, swimming) 
  Alignment: Chaos
  Number Encountered: 1, 2, 1d10+2 (gang) 
  Challenge Level: 8/800
  Woerms are an aggressive, insular race who constantly 
  hunger for flesh and who have become adept at survival in the 
  crippling and stifling confines of the Underneath. Originally 
  spawned of cursed unions between morlocks and troglodytes, 
  they are rarely encountered and never above ground, as 
  sunlight repels them. Woerms caught in sunlight are unable to 
  regenerate and take 1d8 points of damage per round. Woerms 
  are blind and immune to gaze attacks. In darkness, woerms 
  regenerate 2 hp per round.
  Woerms communicate with their own kind via a high-
  pitched scream. Creatures within 15ft of a screaming woerm 
  must make a saving throw or be affected by a confusion spell. 
  A stench also surrounds the woerm, so that creatures within 
  30ft must make a saving throw or be nauseated (–1 to hit, 
  damage and saves) until they leave the woerm’s presence.
  A woerm can deliver a filth-filled bite that forces the target 
  to make a saving throw or contract a wasting disease that does 
  1d6 points of damage per hour until cured.
  Woerms are surprisingly sophisticated and intelligent, and 
  have complex and powerful clans and groups; two opposing 
  groups of woerm never work together, but occasionally a great 
  leader forges a larger kingdom of the creatures. These clans can 
  last for decades — centuries even — and the feasting halls that rarely have 
  been discovered have shown their appetites and successes. Occasionally, 
  the insular woerms form an alliance with, or more often enslave, a race 
  of subterranean dwellers, typically their morlock or troglodyte forebears.
  Woerm: HD 5; AC 6[13]; Atk bite (1d6 plus disease);  
  Move 15 (burrowing 6, climbing 12, swimming 12);  
  Save 12; AL C; CL/XP 8/800; Special: disease (save or 
  1d6 damage per hour), disorienting scream (15ft radius, 
  save or confusion), regenerate (2hp/round), stench (30ft 
  radius, save or nauseated, –1 to hit, damage and saves), 
  vulnerable to sunlight (1d8 damage/round).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  
  45
  The Tome of Blighted Horrors
  Appendix A:
  Animals
  
  46
  The Blight: Richard Pett's Crooked City
  Blight Albatross
  Hit Dice: 1
  Armor Class: 5 [14]
  Attacks: bite (1d3 plus disease)
  Saving Throw: 17
  Special: cursed fate, disease
  Move: 6 (flying 15)
  Alignment: Neutrality
  Number Encountered: 1, 2 or 3d4 (flock) 
  Challenge Level: 2/30 
  Sometimes known as a gooey bird or a muckmawk, the Blight albatross 
  is common along the shores of the sea around the city of Castorhage. They 
  gained these nicknames for the feeding technique of the bird, where they 
  dive into the muck-laden waters and emerge with fish and feathers cov-
  ered in the filmy sludge that covers the Lyme River on many days.
  The Blight albatross’s diet is predominantly fish, crustaceans, and offal, 
  although they also scavenge carrion when necessary. Due to the nature of 
  the pollution found in the river and its inhabitants, the Blight albatross has 
  developed considerable resistance to diseases and poisons. Any creature 
  bitten by one of these birds must make a saving throw or contract a wast-
  ing disease (1d6 points of damage per day, cure disease heals). The folk 
  of Castorhage are reluctant to kill one of these birds, for it is considered 
  bad luck. Those that have slain one of these creatures soon finds the leg-
  ends are very true, and for a period of time find their luck changed for the 
  worse. Any creature that kills a Blight albatross must make a saving throw 
  or receive a curse (–2 to hit and saves). Remove curse ends the bad luck. 
  The adult plumage of most of the Blight albatrosses is usually some 
  variation of dark upper-wing and back, with white undersides. A Blight 
  albatross stands 3ft tall with a wingspan of up to 12ft, and weighs 20 lbs.
  Blight Albatross: HD 1; AC 5[14]; Atk bite (1d3 plus disease); 
  Move 6 (fly 15); Save 17; AL N; CL/XP 2/30; Special: cursed 
  fate (curse on bird’s killer, –2 to hit and saves), disease (1d6 
  damage/day, save resists).
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Blight Cockerel 
  Hit Dice: 1d6
  Armor Class: 7 [12]
  Attacks: 2 fighting spurs (1d4), bite (1d2)
  Saving Throw: 18
  Special: none
  Move: 12 
  Alignment: Neutrality
  Number Encountered: 1 
  Challenge Level: B/10
  Lanky and bedraggled, with thin feathers other than a wide tuft around the 
  neck, this rooster is particularly ugly for its kind. Its wattle and comb are both 
  shredded and torn from past battles, and razor-sharp spurs have been tied to 
  the backs of its legs. A Blight cockerel stands 2ft tall and weighs 10–15 lbs.
    Cockfighting is a common pastime among the coarser citizens of the 
  Blight (and secretly many of the upper crust as well) and the gamecocks 
  have been bred for centuries in the city just for these contests. The result-
  ing breed of Blight cockerel is a distempered gamecock known for its 
  viciousness in fights. Many runners of cockfights no longer allow Blight 
  cockerels in their venues because of the likelihood that neither bird will 
  survive and their investment in training a prized gamecock will be lost 
  even in victory. Blight cockerels often are fitted with razor-sharp blades 
  tied to their legs to slash apart their foes.
  Blight Cockerel: HD 1d6; AC 7[12]; Atk 2 fighting spurs (1d4), 
  bite (1d2); Move 12; Save 18; AL N; CL/XP B/10; Special: 
  none.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  47
  The Tome of Blighted Horrors
  Blindingcrow
  Hit Dice: 1d4
  Armor Class: 6 [13]
  Attacks: bite (1d2 plus disease)
  Saving Throw: 18
  Special: disease
  Move: 3/15 (flying) 
  Alignment: Neutrality
  Number Encountered: 1, 2, 3d4 (flock), or 10d10 (murder) 
  Challenge Level: B/10
  A blindingcrow is a glossy black crow with fleshy pustules and sores 
  growing out from under its plumage. This bird has a thick, heavy bill 
  and even more surprisingly has a central third leg that ends in an array of 
  sharpened talons. The bite of a blindingcrow causes blindness if the victim 
  fails a saving throw. 
  Blindingcrows are fairly intelligent carrion birds known for their prob-
  lem-solving skills and ability to adapt within the city environment. De-
  spite past attempts to exterminate them, blindingcrows are more common 
  than ever in the city’s trash dumps and are known for their distinctive 
  screeching caw. Sociable, especially when not nesting, blindingcrows 
  may gather in communal roosts on winter nights, sometimes with thou-
  sands or even tens of thousands roosting at one location.
  When large groups of these bird gather, they sometimes form a huge 
  swarming flock and chase predators in a behavior called mobbing. Loud 
  noises are the most common cause for a murder of blindingcrows to attack 
  an individual. 
  Blindingcrow: HD 1d4; AC 6[13]; Atk bite (1d2 plus disease); 
  Move 3 (flying 15); Save 18; AL N; CL/XP B/10; Special: 
  disease (save or blindness).
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  Canary
  Hit Dice: 1d2 
  Armor Class: 8 [11]
  Attacks: none
  Saving Throw: 18
  Special: vulnerable to gas
  Move: 3 (flying 12) 
  Alignment: Neutrality
  Number Encountered: 1, 2, or 3d4 (flock) 
  Challenge Level: A/5
  This tiny songbird has feathers of pale yellow with a slight 
  greenish tinge, and is streaked with gray and brown on its back 
  and wings. When exposed to bad air (gases or spells), ca-
  naries are sickened 1d4 rounds before breathing creatures 
  would ordinarily begin to feel the effects. After exposure to 
  such a hazard, there is a 50% chance that a canary dies re-
  gardless of whether it was removed from the hazardous con-
  ditions in time or not. While a single canary poses no danger 
  to anyone, too many scoffing adventurers have not come out 
  of deep mines after encountering pockets of deadly gases 
  that the tiny birds could have warned them of in advance.
  Canary: HD 1d2; AC 8[11]; Atk none; Move 3 (flying 12); 
  Save 18; AL N; CL/XP A/5; Special: vulnerable to gas 
  (notice bad air 1d4 rounds before others, 50% chance 
  of death).
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett and Tom 
  Knauss.
  Dog, Blight-Bull  
  (Light Fighting Dog) 
  Hit Dice: 2
  Armor Class: 6 [13]
  Attacks: bite (1d6 plus jawlock)
  Saving Throw: 16
  Special: jawlock
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1, 2 or 1d10+2 (pack)
  Challenge Level: 3/60
  This vicious-looking dog is heavily muscled and scarred from many 
  battles. They are often outfitted with leather barding. A blight-bull locks 
  its jaws when it bites its prey, doing automatic bite damage each round 
  until it lets loose or is killed. 
  Blight-Bull (Light Fighting Dog): HD 2; AC 6[13]; Atk bite (1d6 
  plus jawlock); Move 15; Save 16; AL N; CL/XP 3/60; Special: 
  jawlock (automatic bite damage after hit).
  Dog, Pit-Mastiff  
  (Heavy Fighting Dog)
  Hit Dice: 4
  Armor Class: 6 [13]
  Attacks: bite (1d6+2 plus jawlock)
  Saving Throw: 13
  Special: jawlock
  Move: 15
  Alignment: Neutrality
  Number Encountered: 1, 2 or 1d10+2 (pack)
  Challenge Level: 4/120
  Dogs bred and trained specifically to fight are much tougher 
  than normal breeds. They are typically garbed in light 
  barding and have been taught to lock their jaws to bring 
  opponents down (dealing automatic bite damage). 
  
  48
  The Blight: Richard Pett's Crooked City
  Their training has suppressed some of their natural instincts and rendered 
  them quite specialized; consequently, they aren’t of much use for other 
  activities such as tracking, but continue to fight well past the point when 
  other dogs would no longer be able to continue.
  Pit-Mastiff (Heavy Fighting Dog): HD 4; AC 6[13]; Atk bite 
  (1d6+2 plus jawlock); Move 15; Save 13; AL N; CL/XP 4/120; 
  Special: jawlock (automatic bite damage after hit).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Dog, Terrier
  Hit Dice: 1 
  Armor Class: 7 [12]
  Attacks: bite (1d3 plus death shake)
  Saving Throw: 17
  Special: none
  Move: 15 
  Alignment: Neutrality
  Number Encountered: 1, 2, or 3d4 (pack) 
  Challenge Level: 1/15
  This small dog’s legs are long for its size, and its coat is shaggy and 
  rough. It has a short muzzle and small ears that flop forward. If a terrier 
  makes a successful bite attack against an opponent of its 
  size or smaller, it can make a grapple check against 
  the opponent. If it succeeds, the terrier immediate-
  ly shakes its head violently in an attempt to break 
  the neck or back of its opponent. This attack 
  deals 2d3 points of damage. 
  Frequently kept as pets by both the 
  impoverished and well-to-do of 
  Castorhage, these small dogs were 
  originally bred to hunt the rats and 
  other vermin so commonly found 
  in the Blight. They are intelligent 
  and extremely loyal, working well 
  as both trained hunters and family 
  pets. They stand up to 16in tall and 
  usually weigh around 14 lbs.
  Copyright Notice
  Author Greg A. Vaughan, based on ma-
  terial by Richard Pett.
  Lyme Angler  
  (Slop-Shark)
  Hit Dice: 6
  Armor Class: 6 [13]
  Attacks: bite (2d6 plus disease)
  Saving Throw: 11
  Special: disease, lantern lure
  Move: 12 (swimming)
  Alignment: Neutrality
  Number Encountered: 1, 2 or 1d4+2 (school)
  Challenge Level: 8/800
  A lyme angler is a bloated fish with a glowing, 
  fleshy protrusion that extends from the top of its 
  skull and dangles in front of a wide mouth filled 
  with needlelike fangs. The bite of a lyme angler 
  carries the risk of contracting brine misery (save 
  resists), which causes an extremely irritating itching 
  at the point of the wound (–1 to hit, saves and damage 
  until healed). 
  Also known as slop-sharks along the River Lyme, the lyme angler can 
  also illuminate the dangling lure on its forehead with a phosphorescent 
  glow equal to a candle. Any creature seeing the lighted lure must make a 
  saving throw or become mesmerized by the bobbing glow. Mesmerized 
  creatures automatically lose initiative when the lyme angler strikes. One 
  of the most notorious man-eaters of the river, the immense Lyme angler 
  can reach lengths of more than 20ft and weigh up to 5000 lbs. 
  Lyme Angler (Slop-Shark): HD 6; AC 6[13]; Atk bite (2d6 plus 
  disease); Move 12 (swimming); Save 11; AL N; CL/XP 8/800; 
  Special: disease (brine misery, save or extreme itching, –1 to 
  hit, saves and damage until healed), lantern lure (save or 
  mesmerized, automatically lose initiative).
  Copyright Notice
  Author Jeffrey Swank, based on material by Richard Pett.
  
  49
  The Tome of Blighted Horrors
  Sough-Eel
  Hit Dice: 8
  Armor Class: 5 [14]
  Attack: bite (2d6 plus disease)
  Saving Throw: 8
  Special: disease, grab, swallow whole
  Move: 6 (swimming 15)
  Alignment: Neutrality
  Number Encountered: 1, 2 or 1d6+2 
  (school)
  Challenge Level/XP: 10/1400
  A sough-eel is nearly 20ft long with 
  a pale hide almost translucent like a 
  fish’s belly but marred by great areas 
  of sloughing flesh that hang loose in 
  rotten folds. It is eyeless, with a row of 
  small black nodules extending back from 
  its snout. Several small vestigial fins grow 
  sporadically along the length of its body. Its mouth, 
  however, is the most noticeable feature, occupying nearly 
  a quarter of its length, and splayed wide with a crowd of 
  jagged fangs.
  These vile predators are found exclusively in the dark, filthy 
  waters of the Great Lyme River and Fetid Sea in the vicinity of 
  the City-State of Castorhage. Some have speculated that they were 
  once a temperate water variety of moray eel that was indigenous 
  to the area until the Lyme was tainted by the noxious effluvia from 
  the metropolis known colloquially as The 
  Blight. Unlike most aquatic species that 
  were unable to survive the poisoning 
  of the waters, the sough-eel population 
  managed to endure the deadly waters 
  but were changed in the process. Their 
  hide is in a constant state of dying and 
  sloughing off in large swaths and layers. 
  If a sough-eel bites a victim, it grabs hold and 
  automatically inflicts 1d8 points of damage from a 
  second set of jaws in its throat that aid in swallow-
  ing. After a sough-eel bites with its second jaws, it has 
  a 2-in-6 chance of swallowing the victim on the next 
  round. Any victim swallowed takes 4d6 points of damage 
  from the acids in the eel’s stomach.
  The creature’s bite also causes a victim’s flesh to rot, deal-
  ing 1d4 points of damage and a loss of 1d2 charisma each round 
  until the victim makes a saving throw.
  Sough-Eel: HD 8; AC 5[14]; Melee bite (2d6 plus disease); 
  Move 6 (swim 15); Save 8; AL N; CL/XP 10/1400; Special: 
  disease (1d4 damage plus 1d2 charisma until successful 
  save), grab (automatic 1d8 damage after bite), swallow 
  whole (2-in-6 chance after grab and bite, 4d6 damage).
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  50
  The Blight: Richard Pett's Crooked City
  Appendix B:
  Between
  Creatures
  
  51
  The Tome of Blighted Horrors
  This ghost-like figure is composed of nightmarish imagery and 
  screaming faces.
  Between Dream
  Hit Dice: 6
  Armor Class: 2 [17]
  Attacks: incorporeal touch (1d8 plus nightmare curse)
  Saving Throw: 11
  Special: nightmare curse, spell-like abilities
  Move: 15 (flying)
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 8/800
  Between dreams are ghost-like figures composed of nightmarish 
  imagery and screaming faces. Between dreams are weaker versions 
  of animate dreams that form in Between rather than on the Ethereal 
  Plane. Like animate dreams, their true appearances are vague 
  and nebulous, but they react to the fears and emotions of those 
  around them, taking on increasingly nightmarish appearances 
  that differ for each viewer. 
  A creature that fails its save has a 50% chance 
  of fleeing (as a fear spell). Three times per day, a 
  Between dream can cast confusion and fear. Once 
  per day, it can cast dimension door and sleep.
  Between Dream: HD 6; AC 2[17]; Atk 
  incorporeal touch (1d8 plus nightmare 
  curse); Move 15 (flying); Save 11; AL C; CL/
  XP 8/800; Special: nightmare curse (horrible 
  visions, save resists, 50% chance to flee as fear 
  spell), spell-like abilities.
  Spell-like abilities: 3/day—confusion, fear;  
  1/day—dimension door, sleep.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Between Dream
  
  52
  The Blight: Richard Pett's Crooked City
  Vaguely feline, this hairless, pale creature has wrinkled, flaccid skin, 
  a pair of stunted vestigial limbs extending from its flanks, and a ring 
  of small tentacles around its neck. Its clawed forepaws each bear one 
  wickedly hooked claw much larger than the others. Its eyes are dark 
  voids, and a long, prehensile tongue extends from its mouth.
  Between-Cat
  Hit Dice: 2
  Armor Class: 5 [14]
  Attacks: 2 claws (1d3) 
  Saving Throw: 16
  Special: immunities (disease, poison), nulltropic scratch, resist 
  cold, spell-like abilities
  Move: 12/9 (climbing)
  Alignment: Neutrality
  Number Encountered: 1, 2, 1d4+2 (pack), 1d4+6 (hunt), 
  council (30+)
  Challenge Level: 4/120
  Vaguely feline, a Between-cat is a hairless, pale creature with wrinkled, 
  flaccid skin, a pair of stunted vestigial limbs extending from its flanks, and 
  a ring of small tentacles around its neck. Its clawed forepaws each bear 
  one wickedly hooked claw much larger than the others. Its eyes are dark 
  voids, and a long, prehensile tongue extends from its mouth. 
  A Between-cat exists simultaneously in Between and in the mundane 
  world, and is capable of traveling back and forth between them. Each 
  round before making its attack, a Between-cat can designate one of its 
  claw attacks to cause nulltropic damage rather than normal damage. This 
  unique damage induces a loss of order and energy in the target, producing 
  an overall breakdown of its substance toward nothingness. More than 
  mere entropy, which simply describes the loss of order and cohesion, the 
  nulltropy of the Between-cat brings about a complete loss of existence in 
  any form, albeit on a minuscule scale. 
  A single Between-cat’s nulltropic scratch deals only 1 point of nulltropic 
  damage. However, this damage scales upward in the presence of multiple 
  Between-cats. If more than one Between-cat is present, any others within 
  100ft of the attacking Between-cat can bolster the nulltropic damage of 
  the designated attacker. Every Between-cat that opts to do so provides a 
  cumulative +1 bonus to the attack roll of the nulltropic scratch and increases 
  the damage dealt as indicated in the table below. More than one Between-
  cat in a battle can have its nulltropic attack bolstered in this way, but each 
  Between-cat present can bolster only one nulltropic attack per round.
  # Between-Cats
  Nulltropic Damage 
  1
  1
  2
  1d3
  3
  1d4
  4
  2d3
  5–6
  2d4
  7–9
  2d6
  10
  3d6
  11–14
  3d8
  15
  3d12
  16
  5d10
  17–30
  6d12
  31–55
  10d12
  56+
  20d10
  A creature slain by the nulltropic scratch of a Between-cat (or cats) can 
  return to life only with a wish spell.
  While their full agenda is not known, two facts about Between-cats are 
  recognized among the most learned of scholars. First, they ceaselessly 
  search through venerable tomes, petroglyphs, and other ancient writings 
  in search of some unknown secret or secrets that they have revealed to 
  no one. Second — whether related to the first item or not — Between-
  cats seek to completely unmake reality for their own hidden reasons. 
  Because Between-cats possess their strange nulltropic attack, they 
  are literally able to accomplish this latter goal one tiny piece at a time. 
  Fortunately for the sake of reality and all who live in it, the nulltropic 
  damage caused by a single Between-cat is minuscule, and they are loath 
  to use it indiscriminately. They instead save it for enemies in battle or for 
  certain artifacts and writings they have found over the years, as well as for 
  aboleths, whom they consider bitter enemies. 
  Between-Cat: HD 2; AC 5[14]; Atk 2 claws (1d3); Move 12 
  (climbing 9); Save 16; AL N; CL/XP 4/120; Special: immunities 
  (disease, poison), nulltropic scratch (damage scales with 
  multiple cats), resist cold (50%), spell-like abilities.
  Spell-like abilities: at will—read magic; 1/day—read 
  languages.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Between-Cat
  
  53
  The Tome of Blighted Horrors
  This is no ordinary human child, but an infection, something that 
  leeched upon a living babe whilst in the womb and smothered it, 
  becoming something partly human and partly from Between. 
  Its form is fluid, oily almost, and the disturbing mixture of 
  human and slug is revolting to behold.
  Caul Cuckoo
  Hit Dice: 4
  Armor Class: 6 [13]
  Attacks: 3 tongues (1d4 plus 1d6 acid)
  Saving Throw: 13
  Special: change shape, lullaby, spell-like 
  ability, vulnerable to salt
  Move: 9/6/9/9 (burrow, 
  climb, swim)
  Alignment: Neutrality
  Number Encountered: 1, 2, 
  1d6+2 (gang) 
  Challenge Level: 6/400
   
  Creatures 
  within 
  30ft who see a caul 
  cuckoo in its natural 
  form are sickened 
  for 1d6 rounds (–1 
  to hit and saves, save 
  avoids).
  Caul 
  cuckoos 
  are 
  the 
  tragic result of an unborn 
  child corrupted by a caul 
  cuckoo syre while still in 
  its mother’s womb. A caul 
  cuckoo has a 50% chance 
  of being in either of its 
  two forms at birth. If in 
  its human form, it usually 
  waits until after nightfall to 
  either escape into the night, 
  or murder its sleeping parents 
  and then escape into the night. 
  If born in its slug-like form, 
  it immediately attacks its mother 
  and any others present in an attempt to 
  escape. Though the birth of these creatures 
  is a rare occurrence, there is a reason that many old midwives carry a 
  bag of salt with them whenever they attend a new delivery. A handful of 
  salt burns a caul cuckoo, dealing 1d6 points of damage on the first and 
  following rounds.
  A caul cuckoo can take the form of a humanoid. A caul cuckoo’s 
  humanoid form is fixed by its humanoid mother — it cannot assume 
  different humanoid forms. A caul cuckoo retains its tongue attacks while 
  in its humanoid form. Equipment worn or carried in its humanoid form 
  melds with its body when assuming its natural form.
  Caul Cuckoo: HD 4; AC 6[13]; Atk 3 tongues (1d4 plus 1d6 
  acid); Move 6 ; Save 13; AL N; CL/XP 6/400; Special: change 
  shape (polymorph self into humanoid), lullaby (300ft radius, 
  save or confusion), spell-like ability, vulnerable to salt (1d6 
  damage for 2 rounds).
  Spell-like ability: constant—ESP.
  This creature is a pallid pupa, no larger than a finger, with a tiny, 
  twisted humanoid face.
  Caul Cuckoo Syre
  Hit Dice: 1
  Armor Class: 5 [14]
  Attacks: none
  Saving Throw: 17
  Special: implant, lullaby, spell-like 
  ability, vulnerable to salt
  Move: 6/6/6/6 (burrow, climb, swim)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 1/15
  A caul cuckoo syre is a pallid 
  pupa no larger than a finger, with a 
  tiny, twisted humanoid face. 
  Caul 
  cuckoo 
  syres 
  are 
  the 
  progenitors of caul cuckoos. They 
  spend the majority of their lives 
  stealthily 
  searching 
  out 
  pregnant 
  humanoid females to infest, corrupting 
  their unborn children into caul cuckoos.
  A caul cuckoo syre can crawl into the birth canal of 
  a helpless (including sleeping) humanoid female and 
  implant itself into her womb. Once implanted, 
  each time the host sleeps for a full night, the syre 
  bathes the host’s developing embryos or fetuses 
  in unnatural hormones and other chemicals 
  leeched from its own body. As a 
  result of this process, every 
  following morning, the host 
  is 
  automatically 
  sickened 
  for 1 hour. After 5 nights 
  of this process, the host’s 
  developing 
  embryos 
  or 
  fetuses are transformed into 
  caul cuckoo fetuses (which 
  take the subtype of the host 
  as their alternate form), and 
  the syre fully dissolves and is 
  destroyed.
  A cure disease spell cast on the host 
  creature automatically renders the syre unconscious for 1 minute. If the 
  syre dies or becomes unconscious, it is immediately ejected into the birth 
  canal, where it is automatically detected by the host and from where it can 
  be removed safely. While implanted, a syre is considered helpless. 
  When a caul cuckoo syre sings, it may target one creature within 30ft 
  that must make a saving throw or fall asleep for 1 minute, as per the sleep 
  spell. Creatures with more than 4 HD are immune. 
  A handful of salt burns a caul cuckoo syre, dealing 1d6 points of 
  damage on the first and following rounds.
  Caul Cuckoo Syre: HD 1; AC 5[14]; Atk none; Move 6 
  (burrow 6, climb 6, swim 6); Save 17; AL N; CL/XP 1/15; 
  Special: implant (sleeping victims), lullaby (30ft radius, save 
  or fall asleep for 1 round), spell-like ability, vulnerable to salt 
  (1d6 damage for 2 rounds).
  Spell-like ability: constant—ESP.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Caul-Cuckoo
  
  54
  The Blight: Richard Pett's Crooked City
  This black humanoid doesn’t appear to have eyes, a nose, or ears, 
  but its mouth, set in a permanently too-wide rictus smile, is filled with 
  awful, jagged teeth which, just like its claws, appear to be composed of 
  fragments of mirror.
  Gloam
  Hit Dice: 9
  Armor Class: 2 [17]
  Attacks: bite (2d6), 2 claws (1d8)
  Saving Throw: 6
  Special: fear gaze, magic resistance (20%), mirror shards, 
  regenerate, resistances (cold, electricity), spell-like abilities
  Move: 24
  Alignment: Chaos
  Number Encountered: 1
  Challenge Level: 14/2600
  A gloam is a black humanoid that doesn’t appear to have eyes, a 
  nose, or ears, but its mouth, set in a permanently too-wide rictus smile, 
  is filled with awful, jagged teeth which, just like its claws, appear to be 
  composed of fragments of mirror. A creature that sees the gloam’s face 
  must make a saving throw or cower in fear for 1d6 rounds (as a fear 
  spell). Gloams regenerate 2 hit points per round.
  A gloam’s teeth and claws are razor-sharp shards of mirrors. It can 
  conjure additional mirror shards at will to use as ranged weapons to 
  inflict 1d4 points of damage on a successful attack.
  A gloam embodies the paralyzing terror of the unknown “thing in 
  the darkness” combined with a stalking murderer. It is an emotionless 
  entity composed of alien flesh and shadow that steps from Between 
  to terrorize communities with serial killings. Its imaginative 
  dismemberment and placing of it victims’ bodies conveys the horror 
  they experienced when they encountered it and the fear that ripples 
  outward from a gloam’s presence in the mundane world.
  Gloam: HD 9; AC 2[17]; Atk bite (2d6), 2 claws (1d8); 
  Move 24; Save 6; AL C; CL/XP 14/2600; Special: fear 
  gaze (save or fear), magic resistance (20%), mirror 
  shards (at will, ranged to-hit roll, 1d4 damage), 
  regenerate (2hp/round), resistances (cold, 
  electricity) (50%), spell-like ability.
  Spell-like ability: 3/day—dimension door.
  Copyright Notice
  Author Alistair Rigg.
  Gloam
  
  55
  The Tome of Blighted Horrors
  A thing of sublime chaos, this creature seems to have no set form yet 
  is composed of flaccid skin and a trio of grasping, tentacle-like limbs. 
  Its form is partially made of boiling emotions that clothe the thing in 
  waxy flesh. Its great limbs grip at its surroundings, lacerating stone in its 
  grasp, while some sort of fetid opening surrounded by moist bones rises 
  to a set of horns like demented curved instruments through which an 
  agonizing, grating scream tears. 
  Herald at the Threshold
  Hit Dice: 10
  Armor Class: 1 [18]
  Attacks: 3 claws (1d8)
  Saving Throw: 5
  Special: absorb, overwhelming mind, screaming pipes, spell-
  like ability
  Move: 12/12 (climbing)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 14/2600
  Three times per day, a herald can emit a deafening scream through its 
  horn-like appendages. All creatures within 30ft of the herald must make 
  a saving throw or be permanently deafened and stunned for 1d4 rounds. 
  Those who succeed on the saving throw are still deafened for 1d4 rounds. 
  A herald at the threshold that rolls a natural 20 to hit tries to absorb the 
  target. The creature must  make a saving throw or end up absorbed into the 
  herald and take 1d8 points of damage per round.
  The biology, sounds, and very existence of a herald causes those who 
  see it to make a saving throw or be struck with a malady (see The Blight: 
  Richard Pett’s Crooked City by Frog God Games). 
  A herald at the threshold’s mind is overwhelming in its 
  power and alien structure. Three times per day, a herald 
  can project its mind in a telepathic assault on all 
  creatures within a 30ft cone. Creatures caught 
  in the blast must make a saving throw or be 
  confused (as per the confusion spell) for 2d4 
  rounds. In addition, creatures that attempt to 
  make mental contact with a herald, including 
  via spells such as ESP, are immediately 
  subject to this attack. 
  Born by the Beautiful to serve her needs 
  as keepers of her thresholds from Between, 
  the heralds are creatures that defy mortal and 
  mundane reference.
  Herald at the Threshold: HD 10; AC 1[18]; Atk 
  3 claws (1d8); Move 12 (climbing 12); Save 5; AL 
  N; CL/XP 14/2600; Special: absorb (natural 20 to 
  hit, 1d8 damage/round), overwhelming mind 
  (psychic assault, 30ft cone, save or confusion 
  for 2d4 rounds), screaming pipes (30ft radius, 
  save or deafened and stunned for 1d4 rounds; 
  successful save, deafened 1d4 rounds), spell-like 
  ability.
  Spell-like ability: at will—dimension door.
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Herald at the Threshold
  
  56
  The Blight: Richard Pett's Crooked City
  Superficially it could be a horse — certainly there is some horse in 
  it — but the resemblance is unnatural. It is a dark thing, a thing the eye 
  finds difficult to rest upon, with the anger and musk of a horse, but the 
  shape is wrong. Its head is dark and long, and slaver drools from it onto 
  the ground. And though it tosses its head like a horse, it has barbed teeth 
  within its jaw.
  Hyme
  Hit Dice: 6
  Armor Class: 5 [14]
  Attacks: bite (1d8), 2 hooves (1d6)
  Saving Throw: 11
  Special: bray of terror, musk of fear
  Move: 18
  Alignment: Neutrality
  Number Encountered: 1, 2, or 3d4 (herd) 
  Challenge Level: 7/600
  The first hyme came about one terrible night when 
  a creature from Between was captured and held in 
  a stable. Whilst the greedy captors sought to sell 
  their prize to those who collect such creatures in 
  peculiar menageries, something terrible happened, 
  and when the greedy hunters returned they 
  simply found the creature gone and the 
  horses within mad with terror. Cursing 
  their bad luck, the hunters looked for 
  new prey. A few months later, each 
  mare in the stable birthed a horrible 
  dark thing that resembled a foal but was 
  certainly not of this world. The hunters 
  went back to their original purchaser 
  with their new creatures and sold 
  them. These were the first hymes.
  A bastard union of the 
  Between and the horse, 
  the hyme combines the 
  qualities of a horse 
  with the aggression 
  of a Between creature. They are hard to tame, but not impossible, and 
  broken ones now regularly pull coarse cabs around the city. Initially, such 
  terrible dray were the exclusive property of those aristocrats who could 
  afford them, but their prodigious appetites created more hymes from unions 
  with mares (hymes are born to both hyme-hyme and hyme-horse parents). 
  They are now seen regularly, but most often on dark nights.
  Hymes command very high prices, and are extremely rare to find for 
  sale. Occasionally, one becomes available, but generally only particular 
  dealers — such as Groppit, Swift & Humb: Hyme Dealers by Royal 
  Appointment — sell them. A hyme sells for 6500gp.
  Amake a ing throw(–1 to hit and saves) for 1d4 minutesThey can also 
  emit a bray of terror that causes any creature within 60ft to make a save or 
  be affected as if by a fear spell.
  Hyme: HD 6; AC 5[14]; Atk bite (1d8), 2 hooves (1d6); Move 
  18; Save 11; AL N; CL/XP 7/600; Special: bray of terror (60ft 
  radius, save or affected by fear spell), musk of fear (60ft 
  radius).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard 
  Pett.
  Hyme
  
  57
  The Tome of Blighted Horrors
  It is fleshy, but in a revoltingly waxy, insectoid way. It staggers on 
  several insect legs and drags itself along on two long limbs, making 
  the thing look like it is obsequiously praying to some demented god 
  as it moves. It has a vast bloated head riddled with teeth, but moves 
  with appalling speed despite its large size. As it moves, sinews, faces 
  and limbs of people bloat its flesh, and horribly distorted hands grope 
  outward from this vile host. Wreathed about its sickening flesh are 
  palpable manifestations of misery, regret, and bitter, dashed hope.
  Mantis-Thing from Between
  Hit Dice: 8
  Armor Class: 3 [16]
  Attacks: 2 claws (1d8 plus grab)
  Saving Throw: 8
  Special: aura of despair, cocoon, implant, proboscis, venom
  Move: 9/9 (climbing)
  Alignment: Chaos
  Number Encountered: 1, 2, or 1d6+2 (nest)
  Challenge Level: 10/1400
  Mantis-things are exaggerated versions of insects, distorted by the 
  horror of parasitic infestation and the misery of hopelessness. They are 
  semi-intelligent, and communicate via a language composed of clicks 
  from their mouthparts, and the position and trembling of their patterned 
  forelimbs. 
  If a mantis-thing hits a single target with 2 claws, it grabs the creature 
  and bites them with its proboscis for an additional 1d4 points of damage 
  and subjects the victim to a paralytic venom. The creature must make a 
  saving throw or be paralyzed for 1d4 rounds. Once per day, a mantis-thing 
  can encase a creature in a dense cocoon composed of fibrous material 
  excreted from its mouth. The process, throughout which the victim must 
  be helpless, takes 1d3 minutes.
  A mantis-thing grows its eggs inside of a living host. The host must be 
  helpless but alive to implant an egg. Once an egg is implanted, it exudes 
  paralytic enzymes that keep the victim in a state of perpetual paralysis, but 
  also keep it nourished and alive. This condition lasts until the egg hatches 
  in 1d4 days, at which point the young mantis-thing consumes most of its 
  host, killing it. An egg can be surgically removed (saving throw or the host 
  takes 2d6 points of damage regardless of success), at which point the host 
  recovers from the paralysis in 1d6 rounds. Cure disease destroys the egg.
  All creatures within 30ft of a mantis-thing must make a saving throw or 
  take a –2 penalty on attacks and saving throws for as long as they remain 
  within the aura. 
  Mantis-Thing from Between: HD 8; AC 3[16]; Atk 2 claws (1d8 
  plus grab); Move 9 (climbing 9); Save 8; AL C; CL/XP 10/1400; 
  Special: aura of despair (30ft range, –2 penalty on attacks 
  and saving throws), cocoon (1d3 minutes with helpless 
  victim), implant (eggs hatch in 1d4 days and kill host, 
  remove eggs with saving throw, 2d6 damage regardless 
  of success), proboscis (if 2 claws hit, victim grabbed and 
  bitten, 1d4 damage and venom), venom (paralysis, 1d4 
  rounds, save resists).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Mantis-Thing from Between
  
  58
  The Blight: Richard Pett's Crooked City
  This creature’s former body is now a collapsed tangle of rubbery  
  limbs and gnashing teeth that thrashes and gurgles as it drags itself about 
  with claws and tentacles that have sprouted from random locations.
  Mockingbeast
  Hit Dice: 11
  Armor Class: 4 [15]
  Attacks: bite (1d8 plus disease), 2 claws (1d6 plus disease), 3 
  tentacles (grab plus disease)
  Saving Throw: 4
  Special: disease, flux
  Move: 9/6 (climbing)
  Alignment: Chaos
  Number Encountered: 1, 2, or 1d6+2 (haunting)
  Challenge Level: 15/2900
  A mockingbeast former body is now a collapsed tangle of rubbery 
  limbs and gnashing teeth that thrashes and gurgles as it drags itself about 
  with claws and tentacles that have sprouted from random locations. 
  A mockingbeast grabs foes up to 20ft away with its tentacles and 
  draws them to it. If a tentacle hits, it does no damage, but exposes the 
  creature to mocking plague if they fail a saving throw. Onset of mocking 
  plague begins 1d6 hours after infection. The infected creature loses 1d6 
  points of damage every 10 minutes thereafter. Cure disease removes the 
  disease. A creature that would die from mocking plague must make a final 
  saving throw. If this save succeeds, the victim instead transforms into a 
  mockingbeast.
  A mockingbeast’s body constantly shifts and changes in response to the 
  Between plague that infuses it, reshaping and rebuilding it in minor but 
  hideous ways. Once a mockingbeast enters combat, these mutations begin 
  to alter it in small ways. Each round, at the start of a mockingbeast’s turn, 
  roll on the following table to see what additional effect the Between flux 
  has on it — all of the following mutations last until the end of the combat, 
  and for 1d4 minutes thereafter. 
  1d6
  Result
  1
  If the mockingbeast has been damaged by a 
  melee attack within the last minute, it gains +2 to-
  hit and damage. If not, it instead regenerates 1 hp 
  per round (3hp/round maximum).
  2
  If the mockingbeast has been injured by a spell 
  within the last minute, it gains magic resistance 
  5% (maximum 20%). If not, all creatures within 10ft 
  of the mockingbeast whenever it is damaged by 
  a piercing or slashing weapon are sprayed with 
  digestive fluid and take an additional 1d6 points of 
  acid damage (max 3d6).
  3
  If the mockingbeast has been struck by a weapon 
  within the last minute, its natural armor bonus 
  increases by +2 (max +6). If not, it gains an extra 
  melee attack. Roll 1d6: 1—bite (1d4 damage); 
  2–3—claw (1d6 damage); 4–6—tentacle (1d6 
  damage).
  4
  If the mockingbeast has been damaged by a 
  ranged attack within the last minute, it gains a 
  breath weapon usable once every 1d4 rounds 
  (3d8 acid damage). Otherwise, the mockingbeast 
  grows agile appendages that increase its 
  Movement by 6. If the mockingbeast already has a 
  breath weapon, its breath weapon is immediately 
  reusable whenever this result is rerolled.
  1d6
  Result
  5
  If the mockingbeast has taken at least 25 points of 
  damage, it immediately heals 3d6 hit points. If not, 
  its melee attacks deal an additional 1d4 points of 
  damage.
  6
  If the mockingbeast has taken at least 40 points 
  of damage, it gains a spell-like ability. Roll 1d6: 
  1—mirror image; 2—invisibility; 3—strength; 4—
  darkness 15ft radius; 5—fly; 6—fear. Reroll if the 
  mockingbeast has already acquired the indicated 
  spell-like ability.
  Mockingbeast: HD 11; AC 4[15]; Atk bite (1d8 plus disease), 
  2 claws (1d6 plus disease), 3 tentacles (grab plus disease); 
  Move 9 (climbing 6); Save 4; AL C; CL/XP 15/2900; Special: 
  disease (1d6 damage/10 minutes, save avoids; if death 
  occurs, save or turn into mockingbeast), flux (body changes 
  each round during melee; see description).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Mockingbeast
  
  59
  The Tome of Blighted Horrors
  A fleshy sack, discolored with veins, sits amid and beneath a trio of 
  gangling legs that bend in all the wrong places. A head is thrust back 
  that looks part bird, part cockroach; its beak more akin to a stinger. 
  Its peacock-like plume is littered with wretched-looking scraps of flesh 
  topped by a grisly collection of severed harpy heads, the eyes of which 
  watch you with tortured expressions.
  Nightmare Choir (Between 
  Peacock)
  Hit Dice: 8
  Armor Class: 3 [16]
  Attacks: sting (2d6), 3 talons (1d8), 2 wings (1d6) or bite 
  (3d6) or tongue (grab)
  Saving Throw: 8
  Special: captivating hymn, death throes, 
  horrific inversion, swallow whole.
  Move: 6/12 (flying)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 12/2000
  In its usual form, a nightmare choir 
  appears as a veiny sack of rubbery, 
  feather-flecked 
  skin, 
  with 
  bony, 
  feathered wings, a swan’s neck tipped 
  with a beak-like stinger, three skinny, 
  multi-jointed legs tipped with talons, 
  and long, peacock-like plumes tipped 
  with the severed heads of harpies. 
  A nightmare choir is an animalistic 
  predator that uses the mesmerizing 
  songs of harpies to lure prey 
  to its side. When prey is near, 
  the monster suddenly inverts 
  its body to make a surprising 
  attack. When the monster 
  inverts, it suddenly bloats 
  into a balloon of flesh that rips 
  apart to allow a great maw of 
  hooked teeth to burst forward, 
  and a long, sticky tongue to 
  shoot out to draw its prey 
  in. The collapsed flesh sack 
  envelops its stinger, wings, and 
  plume, which become unusable 
  in this alternate form.
  Amake a saving throw per  While 
  inverted, a nightmare choir’s tongue 
  grabs opponents with a successful hit 
  and pulls them into the creature’s mouth 
  on the following round. A creature must 
  make an Open Doors check to pull free of 
  the tongue or take automatic bite damage. If 
  a nightmare choir rolls a natural 20 to hit with 
  its bite, it swallows the creature whole, dealing 2d6 
  points of damage each round. 
  The thirteen eye-feathers of the nightmare choir’s plume are worth 
  100gp each. 
  Nightmare Choir (Between Peacock): HD 8; AC 3[16]; Atk 
  sting (2d6), 3 talons (1d8), 2 wings (1d6), or bite (3d6) or 
  tongue (grab); Move 6 (flying 12); Save 8; AL N; CL/XP 
  12/2000; Special: captivating hymn (300ft radius, save or 
  charmed), death throes (20ft-radius explosion, 4d6 damage, 
  trapped as web spell; save for half and to avoid being 
  trapped), horrific inversion (anyone within 30ft must save or 
  be confused, gain malady), swallow whole (natural 20 to hit, 
  2d6 damage/round).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Nightmare Choir (Between Peacock)
  
  60
  The Blight: Richard Pett's Crooked City
  A shimmering in the air, like a heat haze, describes the silhouette of a 
  humanoid form.
  Nimb
  Hit Dice: 2
  Armor Class: 1 [18]
  Attacks: incorporeal touch (1d6 plus identity absorption)
  Saving Throw: 16
  Special: identity absorption, +1 or better magical weapons 
  to hit 
  Move: 12 (flying)
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level: 4/120
  The nimbi are incorporeal creatures from Between that appear 
  as shimmering silhouettes of humanoid forms. They are strongly 
  drawn to other intelligent beings, and step through mirrors and other 
  reflective portals between the dimensions to follow those they feel 
  connected to. Sometimes, a nimb telepathically communicates with 
  its target, attempting to negotiate a bonding. Often, however, their 
  alien mindsets and troubling requirements prove an insurmountable 
  barrier to such discussions, and they resort to force, hoping that an 
  agreement can be made after the bond has formed.
  A nimb can bond itself with a willing or helpless humanoid 
  through its touch (save resists). This functions as magic jar, except 
  the host is still in full control of its body. The nimb and the host can 
  communicate telepathically as if they shared a common language. 
  Protection from evil and similar effects do not expel the nimb 
  from its host nor limit its abilities. The nimb can sever the 
  bond, whereupon it appears outside the host body. If the host 
  dies, the bonded nimb is ejected. 
  A creature bonded to a nimb gains a hazy outline that can 
  separate from the main creature as an incorporeal double (as 
  a mirror image spell). The double has one-quarter of the 
  host creature’s hit points. This double comes with a price, 
  however, as the nimb feeds on the bonded creature each day, 
  draining 1d4 hit points. 
  Creatures hit by a nimb’s incorporeal touch attack must 
  make a saving throw or take 1d6 points of damage. 
  Nimb: HD 2; AC 1[18]; Atk incorporeal touch 
  (1d6 plus identity absorption); Move 12 (flying); 
  Save 16; AL N; CL/XP 4/120; Special: identity 
  absorption (magic jar, save resists), +1 or 
  better magical weapons to hit.
  Copyright Notice
  Author Alistair Rigg.
  Nimb
  
  61
  The Tome of Blighted Horrors
  A hideous, three-eyed fish creature with a lobster-like tail, eight 
  long spider legs extending from its flanks ending in sharp claws, and a 
  strange globular gland just beneath its head drips a thick slime.
  Spiboleth
  Hit Dice: 7
  Armor Class: 3 [16]
  Attacks: 2 claws (1d6 plus poison), tail slap (2d6)
  Saving Throw: 9
  Special: mucus web, poison, spell-like abilities
  Move: 9/9/12 (climbing/swimming)
  Alignment: Chaos
  Number Encountered: 1, 2, or 1d6+2 (colony)
  Challenge Level: 10/1400
  A spiboleth is a hideous, three-eyed fish creature with a lobster-like tail, 
  eight long spider legs extending from its flanks ending in sharp claws, 
  and a strange globular gland just beneath its head that drips a thick slime.
  Spiboleths superficially resemble a smaller version of the aboleths, 
  but with chitin-covered, spider-like legs instead of tentacles. In addition, 
  though they have the same vertical arrangement of eyes, those of the 
  spiboleth are actually multifaceted and provide the spiboleth with a 
  greater field of vision. Though powerful in their own right, the spiboleths 
  are still less powerful than their aboleth cousins, and they do not possess 
  the same form-altering slime and mucus cloud as the aboleths. Instead, 
  the spiboleths have the ability to live indefinitely out of the water, though 
  they are more comfortable in damp places where they can keep their 
  bodies moist, and they possess the ability to secrete a thick mucus from 
  which they can construct great webs made from thick strands of the nearly 
  translucent substance. The webs are somewhat sticky, but the mucus also 
  has a paralytic poison that makes them much more dangerous.
  Though spiboleths hail from Between, many of them find their way 
  into the mundane world and set up hidden lairs in the waters and along the 
  coasts. There is no telling how many of the great docks or blind riverside 
  alleys that seem empty at a glance actually hold the web-strung lairs of 
  these spider-like aberrations hidden behind the camouflage of phantasmal 
  force as they watch their oblivious prey wandering by mere yards away 
  and contemplate their murky thoughts of conquest.
  A spiboleth constantly coats its front claws in the 
  slimy mucus secreted by its spinneret glands. Any 
  creature hit by its claws (or that stumbles into its web) 
  must make a saving throw or be paralyzed for 2d6 
  rounds. 
  The spiboleth’s spinneret-like organs are located 
  beneath their heads. These specialized glands 
  secrete the thick, paralytic mucus. This mucus 
  is thicker than typical aboleth mucus and does 
  not form a cloud when underwater or cause 
  creatures to lose the ability to breathe air. 
  Rather, this mucus can be drawn forth from 
  the gland that produces it by the spinnerets and 
  formed into web-like strands. Once woven by 
  the spinnerets, the mucus becomes locked 
  in its shape and is extremely tough though 
  still extremely flexible. With these 
  mucus strands, a spiboleth can create a 
  mucus web. Like any web, these must 
  be anchored on at least two solid 
  surfaces, but unlike a normal 
  web, these can be created both 
  in the air or underwater. They 
  tend to dry out and deteriorate 
  faster in air (requiring replacement 
  every 1d4+1 days), but underwater they can last for weeks. Because of the 
  nature of the web’s construction, a spiboleth can cause a large air bubble 
  to be attached to all or a part of a mucus web that is underwater. Air-
  breathing creatures can be captured and held without drowning in these 
  air bubbles. By capturing air from the surface in the slime coating of its 
  underbelly, a spiboleth can replenish the air for a single air bubble with 
  each trip to the surface.
  In addition to the creation of this webbing, a spiboleth can throw a 
  strand of mucus web up to eight times per day. This is similar to an attack 
  with a net but has a maximum range (in the air or underwater) of 50ft. 
  Targeted creatures hit by the web are ensnared and immobile. If a creature 
  stumbles into a mucus web or is struck by a successful web attack, it is 
  also exposed to the spiboleth’s poison.
  Spiboleth’s have limited spell use. At will, they can cast phantasmal 
  force. Three times per day, they can cast charm monster and hold person.
  Spiboleth: HD 7; AC 3[16]; Atk 2 claws (1d6 plus poison), tail 
  slap (2d6); Move 9 (climbing 9, swimming 12); Save 9; AL C; 
  CL/XP 10/1400; Special: mucus web (paralytic properties), 
  poison (paralyzed 2d6 rounds, save avoids), spell-like 
  abilities.
  Spell-like abilities: at will—phantasmal force; 3/day—
  charm monster, hold person.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Spiboleth
  
  62
  The Blight: Richard Pett's Crooked City
  The figure is child-like, but any sense of 
  innocence is immediately overshadowed by the 
  aura of malevolence that seems to almost 
  palpably exude from it. Its flesh is gray and 
  pasty, seemingly too loose for its body. Its 
  head is hairless with a wide mouth and 
  distended jaw full of needle-sharp teeth, 
  and, though humanoid in shape, when it 
  moves it scuttles about on all fours like 
  some kind of insect with too many joints.
  Spite-Waif
  Hit Dice: 3
  Armor Class: 5 [14]
  Attack: bite (1d6), 2 slams (1d4+2)
  Saving Throw: 14
  Special: create mirror-portal, immunities (charm, 
  sleep), shape change, spell-like ability
  Move: 9
  Alignment: Chaos
  Number Encountered: 1 or 1d4+2 (gang) Challenge 
  Level/XP: 5/240
  Spite-waifs are gray and pasty, its skin seemingly too 
  loose for its body. Its head is hairless with a wide mouth and 
  distended jaw full of needle sharp teeth, and, though humanoid 
  in shape, when it moves it scuttles about on all fours like some 
  kind of an insect with too many joints in its limbs. Spite waifs 
  are immune to sleep and charm spells. Once per day, they can 
  cast sleep. 
  Spite-waifs are insidious changelings and infiltrators 
  from Between. They are an immature stage in 
  the development of a doppelganger that are 
  native to that bizarre realm. While they 
  have the doppelganger’s ability to change 
  shape, they lack its physical power. As a 
  result, they are used primarily as changelings 
  to replace children of the Material Plane and then 
  grow up within that child’s household and live its life. The spite-waif 
  usually devours the child at the time of the switch. If a spite-waif is killed, 
  it remains in the shape of its assumed body. A dispel magic cast on its 
  corpse reveals its true nature.
  When a spite-waif reaches physical maturity (usually within 10–12 
  years), it completes its transformation into a full doppelganger, losing 
  its bite and swallow whole abilities as well as its innate ability to create 
  mirror-portals. 
  Once per day, a spite-waif can turn a normal mirror in the Between 
  into a portal to a mirror in the Material Plane. The portal can be opened 
  from either end by sliding the chosen mirror aside and revealing an 
  extradimensional portal. Anyone can pass through the mirror-portal if he 
  can fit through the mirror’s pane. Once created, a mirror-portal remains 
  open until closed. If either mirror is destroyed, the mirror-portal is closed 
  permanently.
  Spite-waif: HD 3; AC 5[14]; Melee bite (1d6), 2 slams (1d4+2); 
  Move 9; Save 14; AL C; CL/XP 5/240; Special: create mirror-
  portal (portal to Between), immunities (charm, sleep), shape 
  change, spell-like ability.
  Spell-like ability: 1/day—sleep.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Spite-Waif
  
  63
  The Tome of Blighted Horrors
  Something stirs in the sludge beneath, swimming through the arsenic 
  poison that passes for water. It is vast, a seething globe of flesh, a 
  mountain of rotting skin that hangs like a bridal train behind its back. It 
  has at least a dozen eyes oddly spaced on its foul body, and a vast maw 
  capable of swallowing a ship.
  Wallow-Whale
  Hit Dice: 15
  Armor Class: 3 [16]
  Attacks: bite (2d8 plus disease)
  Saving Throw: 3
  Special: capsize, disease, swallow 
  whole
  Move: 15 (swimming)
  Alignment: Neutrality
  Number Encountered: 1 or 2
  Challenge Level: 16/3200
  Originally found only in the Unsea of Between 
  before some of these great cetaceans somehow 
  escaped and began reproducing in the mundane 
  world’s oceans, wallow-whales are now the 
  terror of the Fetid Sea and one of the primary threats for which 
  the Castorhage Navy diligently patrols those waters. Wallow-
  whales are offal, carrion, husks, leavings, and scum given life. 
  Stirges are frequently seen circling them when they surface to 
  launch a spume of oily brine, purulence, and clotted fluids from 
  their blowholes, and oozes capable of surviving in the acidic 
  environment can sometimes be found infesting their cathedral-
  like stomachs. Wallow-whales aren’t afraid to venture close 
  to the city to feed upon the excrement, rot, and flotsam 
  that seethes like a gyre around its foundations. 
  Yet despite their foul body habitus, the 
  ambergris of a wallow-whale is a thing 
  both rare and highly valuable, selling 
  for as much as 100gp/pound. Daring 
  or foolhardy whalers armed with 
  cold-iron harpoons hunt these beasts 
  upon the oceans, and in some cases 
  upon the Unsea, with specimens 
  typically yielding 1d6x10 lbs. of the 
  substance, while some have reported 
  whales yielding 3d6x10 lbs.
  If a wallow-whale rolls a 15 or above on 
  its bite attack, it grasps a victim in its maw 
  and swallows the creature whole during the 
  next round. A creature swallowed whole automatically 
  takes 3d6 points of damage each round. Anyone bitten 
  or swallowed by a wallow-whale must also make a saving 
  throw or contract a wasting disease from the myriad infections loosed 
  on its body. This disease breaks down the victim’s body, doing 2d6 points 
  of damage every hour until cured.
  A wallow-whale can rise its massive body below ships to capsize them.
  Wallow-Whale: HD 15; AC 3[16]; Atk bite (2d8 plus disease); 
  Move 15 (swimming); Save 3; AL C; CL/XP 16/3200; Special: 
  capsize, disease (2d6 damage/hour), swallow whole (15 or 
  above to hit, automatic bite damage and 3d6 damage 
  each round).
  Copyright Notice
  Author Alistair Rigg, based on material by Richard Pett.
  Wallow-Whale
  
  64
  The Blight: Richard Pett's Crooked City
  Appendix C:
  Hazards
  
  65
  The Tome of Blighted Horrors
  This appendix lists hazards that can be encountered in The Blight. 
  Blight (Hazard)
  This peculiar lichen is ubiquitous to the city of Castorhage, and 
  reports of large infestations of it occur in the earliest city records, and 
  it is from this constant presence that the city has obtained its nickname. 
  It is a leafy foliose lichen with a dull gray coloring that is darker on the 
  underside. Its drab coloration makes it difficult to see (1-in-6 chance) 
  from distances greater than 10ft in any conditions other than bright light. 
  Like most foliose lichens, blight grows only slowly — except in total 
  darkness. In total darkness, it grows extremely rapidly and can cover 
  hundreds of feet in only a few hours. Infestations of the lichen tend to 
  pop up in the darkest of alleys or on heavily overcast or moonless nights. 
  The dwarves of the Underneath warn of caverns where the stuff grows 
  unchecked, forming drifts dozens of feet deep. Furthermore, some 
  scholars speculate that the lichen possesses some form of intelligence. 
  They base this on the fact that when options for growth exist toward and 
  away from some living victim that the blight can grow upon, it always 
  grows toward the living victim.
  Blight is generally considered to be harmless when encountered, but it 
  grows very densely over whatever surface it encounters. That, combined 
  with its extremely rapid growth in total darkness, makes it very hazardous 
  to a helpless creature. If a helpless creature (asleep, drunk, paralyzed, 
  unconscious, etc.) is in an area of total darkness that blight has access to, 
  it quickly grows over the creature with a thick, impervious layer of lichen. 
  This does no direct harm, but breathing creatures are immediately subject 
  to the effects of suffocation. Likewise, if a creature regains consciousness 
  or mobility after being overgrown with blight, it is considered entangled 
  and must make an Open Doors check to break free. As long as 
  a victim remains entangled, he continues to suffocate. Blight is 
  extremely vulnerable to fire, which deals double damage to it.
  If a victim is slain by blight or if it grows over 
  the corpse of a living creature, a truly remarkable 
  quality of the growth is revealed. The corpse of a 
  living creature is absorbed in short order and is 
  completely gone within hours, leaving nothing 
  behind but inorganic remnants such as belt 
  buckles, swords and armor, gold fillings, 
  etc. A creature absorbed by blight cannot 
  be returned from the dead by anything 
  less powerful than a resurrection or wish.
  Copyright Notice
  Author Greg A. Vaughan, based on material by 
  Richard Pett.
  Derange (Hazard)
  Derange is blamed for much of the unsavory behaviors to be found 
  in The Blight, or at least folk find it convenient to believe it to be the 
  source. Derange is a condition brought on when the tiny earwig spider 
  lays its egg in the ear of a sleeping victim. The warmth of the victim’s 
  body causes the egg to hatch and the tiny earwig larva to burrow through 
  the eardrum and inner ear into motor control centers in the victim’s brain. 
  Once the larva has nested in this area, it creates a small cyst and begins 
  to draw nourishment from the hormones and chemical interactions within 
  while bathing these centers with chemicals of its own. The result is that 
  the victim’s personality changes, his alignment randomly shifting each 
  morning when he awakes (see table). The victim is still in control of his 
  actions, but these actions reflect the priorities and methods subscribed to 
  by this new alignment. At night, the victim often awakes in the midst 
  of sleep with a return to his original alignment and a full and sickening 
  awareness of the things he has been doing.
  This condition can be removed with a cure disease spell. Likewise, 
  each morning upon awakening the victim is able to make a saving throw to 
  resist the alignment-altering effects of the manifestation and function with 
  his normal alignment. After 1d3 weeks, the derange larva matures into an 
  earwig spider and exits the victim to begin the next stage of its lifecycle. 
  When this occurs, the victim must make saving throw. If successful, he 
  fully recovers from the effects of the derange, though often with serious 
  repercussions from the alignment shifts. Many victims of derange find 
  themselves dead, badly injured, or imprisoned as a result of their previous 
  actions, and derange is not recognized as a legal defense before the Courts 
  of Castorhage. If the victim fails the save, then the departing earwig spider 
  ruptures a major blood vessel as it clambers out through the ear, and the 
  Hazards
  
  66
  The Blight: Richard Pett's Crooked City
  victim dies in his sleep unless immediate magical interventions occur that 
  are capable of saving his life.
  1d8
  Alignment Shifts To
  1-2
  Lawful
  3-4
  Neutrality
  5-6
  Chaos
  7-8
  Same as previous day
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Dislocating Larvae (Hazard)
  These tiny green larvae resemble tadpoles no larger than a pinhead but 
  can spawn in sufficient numbers in small pools of stagnant water to give 
  it a greenish tint. When ingested, the larvae colonize the stomach of the 
  victim and begin to feed and reproduce in his digestive tract. A full-grown 
  dislocating larva resembles a green hair no more than 2in or 3in long. 
  As they reach maturity, they feed on the colonized tissues and migrate to 
  other tissues as they lay thousands of eggs. These hatch into even more of 
  the larvae. The pain caused by this process causes terrible convulsions in 
  the victim that can even be forceful enough to dislocate joints.
  Each day that the larvae infest their victim, they deal 1d4 points of 
  damage, and have a 5% cumulative chance per day of causing sudden 
  spasmodic fits for which the ailment is named. These deal an additional 
  1d6 points of damage per day as the victim’s joints twist and snap. In the 
  final stages of the infestation, the victim begins to feel an uncontrollable 
  urge to seek out a body of water (preferably stagnant) and does anything in 
  his power to seek one out in order to die in it and allow the larvae colony 
  within his body to continue to survive rather than dying with their host. 
  A cure disease spell cast on the victim kills all larvae and eggs infesting 
  the victim.
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  Second-Head Fluke (Hazard)
  This dreaded microscopic parasite is relatively common in the Lyme 
  River, and many fishermen have caught the sickness after accidentally 
  swallowing Lyme water. It is also able to spread by physical contact with 
  those already afflicted. This foul sickness manifests as a large swollen 
  tumor that appears on the victim’s shoulder that over a period of a few 
  days grows into a second, cankerous head. This head is a most horrible 
  thing to look upon, consisting of disfigured and distorted features, random 
  tufts of hair, misplaced teeth, and dark patches of melanoma. Despite its 
  obvious disease origin, this head-like growth often uncannily resembles 
  the victim, even in its distorted and horrifying state.
  Once a case of second-hand fluke is contracted, madness and a physical 
  decline are sure to follow. Once the second head fully manifests after 
  the first week, each day thereafter requires a saving throw or the victim 
  becomes delusional and dangerous from the mental and emotional stress 
  caused by its manifestation (as per a confusion spell).  
  A
  f
  t
  e
  r 
  1d6+2 days, the effects of the second-head fluke begin to have a more 
  pronounced manifestation. The pseudo-head growing on the victim’s 
  shoulder begins to utter nonsensical vocal sounds as if attempting to talk, 
  and the head spasmodically flops about at random times. Anytime anyone 
  is adjacent to the victim once the infestation has reached this stage, there 
  is a 1-in-6 chance that the pseudo-head flops toward them to bite (using 
  the creature’s attack roll) for 1d4 points of damage. If the pseudo-head’s 
  attack is successful, the bitten individual must make a saving throw or 
  contract a second-head fluke infestation as well.
  Once second-head fluke is contracted, it becomes increasingly difficult 
  to remove. During the initial days before the pseudo-head grows, a cure 
  disease cures the victim and reverses its progress. Once the pseudo-head 
  fully forms, the pseudo-head itself must also be physically removed. 
  This deals 1d6 points of damage to the victim. Once the pseudo-head is 
  removed, a cure disease spell is still necessary to complete the cure or 
  another pseudo-head regrows after 1 week. 
  Copyright Notice
  Author Greg A. Vaughan, based on material by Richard Pett.
  
  67
  The Tome of Blighted Horrors
  Appendix D:
  Monsters by 
  Challenge Level
  
  68
  The Blight: Richard Pett's Crooked City
  Monsters by Challenge Level
  Challenge Level (CL) A to 1
  Blight Cockerel
  Blindingcrow
  Canary
  Caul Cuckoo Syre
  Dog, Terrier
  Challenge Level (CL) 2
  Blight Albatross
  Blight Monkey (Primate, Blight)
  Night-Slug
  Rat, Festering Lyme
  Spider, Gable (1HD)
  Challenge Level (CL) 3
  Blight Ape (Primate, Blight)
  Dog, Blight-Bull (Light Fighting Dog)
  Hooded Raven
  Challenge Level (CL) 4
  Between-Cat
  Dog, Pit-Mastiff (Heavy Fighting Dog)
  Nimb
  Spider, Gable (3HD)
  Challenge Level (CL) 5
  Spite-Waif
  Stircatrice
  Challenge Level (CL) 6
  Caul Cuckoo
  Gable Hate-Owl
  Gravid Ghoul
  Rat, Giant Rat of Shabbis
  Spider, Gable (5HD)
  Swarm, Blindingcrow
  Challenge Level (CL) 7
  Hyme
  Challenge Level (CL) 8
  Between Dream
  Gargoyle, Scrimshaw
  Golem, Lesser Flesh
  Lyme Angler (Slop-Shark)
  Woerm
  Challenge Level (CL) 9
  Living Disease, Bloody Flux
  Skulking Manticore (Mulk)
  Spider, Chymic
  Challenge Level (CL) 10
  Elemental, Ragefire (8HD)
  Fleshgine, Macabre Lift 
  Lyme Walrus
  Mantis-Thing from Between
  Sough-Eel
  Spiboleth
  Challenge Level (CL) 11
  Bileborn
  BookTown Panther
  Protyugh
  Challenge Level (CL) 12
  Bog Lantern
  Crathog
  Fleshgine, Dungier’s Buggy
  Great Canal Python
  Moon Angel
  Nightmare Choir (Between Peacock)
  Slithering Bulette
  Squarpy (Sessile’s Singing Terror)
  Challenge Level (CL) 13
  Hollow and Broken Hills Crocodile
  Hydra-Hag
  Satyrmouther
  Challenge Level (CL) 14
  Elemental, Ragefire (12HD)
  Gloam
  Herald at the Threshold
  Naga, Blight
  Challenge Level (CL) 15
  Hobbreth’s Mighty Pump No. 87
  Mockingbeast
  Slithering Tangle
  Challenge Level (CL) 16
  Horde, Larva
  Wallow-Whale
  Challenge Level (CL) 18
  Elemental, Ragefire (16HD)
  Challenge Level (CL) 19
  Stegocentroper
  Challenge Level (CL) 24
  Body Snatcher
  
  69
  The Tome of Blighted Horrors
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  Notice of Open Game Content: This product contains Open Game Content, as 
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  Designation of Open Game Content: Subject to the Product Identity Desig-
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  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
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  Monstrosities Copyright 2013, Matthew J. Finch, Frog God Games
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  MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, 
  Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
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  McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and 
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  Wesley Schneider, Tork Shaw, and Russ Taylor.
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  Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, 
  David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James 
  L. Sutter, and Linda Zayas-Palmer.
  
  70
  The Blight: Richard Pett's Crooked City
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  Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, 
  Tork Shaw, Owen KC Stephens, and Russ Taylor.
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  Publishing, LLC; Author: Jason Bulmahn.
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  Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nel-
  son, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide. Copyright 2014, Paizo 
  Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, 
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  Compton, Robert N. Emerson, Jonathan H. Keith, Dale C McCoy, Jr., Mark Mo-
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  Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
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  ney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
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  K.C. Stephens, and Christine Stiles.
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  LLC; Author: JD Wiker.
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  LLC; Authors: Tim Akers, Neal Litherland, David N. Ross, and Tork Shaw.
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  Authors: Alexander Augunas, David N. Ross, and Owen K.C. Stephens.
  Pathfinder Adventure Path #58: Island of Empty Eyes. © 2012, Paizo Publish-
  ing, LLC; Author: Neil Spicer.
  Pathfinder Adventure Path #99: Dance of the Damned. © 2015, Paizo, Inc; 
  Authors: Richard Pett, with Stephanie Loree, Michael McCarthy, Alistair Rigg, F. 
  Wesley Schneider, and Todd Stewart.
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  Crystal Frasier.
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  Robert Cameron, Ryan Costello, Jr., Sarah Counts, Guy Fox, Mark Garringer, 
  Christoph Gimmler, Wojciech Gruchala, Jesper Haglund, Sam Harris, Kiel How-
  ell, Chris Jarvis, Joseph Kellogg, Joe Kondrak, Thomas LeBlanc, John Leising, 
  Anthony C. Li, Nathanael C. Love, Ron Lundeen, Damien McGurrell, Jacob W. 
  Michaels, Yanick Moreau, Ed Ortiz, Jr., Matt Roth, Matt Rupprecht, *Russell 
  Schneider, Mark Seifter, Margherita Tramontano, James Tyner, Christopher Was-
  ko, Neil Spicer, Todd Stewart, Tanith Tyrr, Linda Zayas-Palmer.
  The Blight: Richard Pett’s Crooked City, © 2016, Frog God Games, LLC; Authors 
  Richard Pett, Pete Pollard, Alistair Rigg, and Greg A. Vaughan.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawver-
  male, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  The Tome of Horrors Complete, © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author Scott Green.
  Tome of Horrors 4, © 2013, Frog God Games, LLC; Authors: Erica Balsley, Casey 
  Christofferson, Jim Collura, Lance Hawvermale, Patrick Lawinger, Phillip Lar-
  wood, Greg A. Vaughan, and Bill Webb, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Tome of Blighted Horrors, © 2016, Frog God Games, LLC; Authors John 
  Ling, Authors Richard Pett, Pete Pollard, Alistair Rigg, Jeffrey Swank, and Greg 
  A. Vaughan.
  
  72
  The Blight: Richard Pett's Crooked City
  
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