TEXT: MM01  
   
   
   
   
   
   
  JMG00751 
   
   
  MONSTROUS 
  MISCELLANY 
  #01: ABNOKH, GREETHAW, 
  NOTOROS, & STYRAM 
   
   
  By James Mishler 
   
  &  
  Jodi Moran-Mishler 
   
   
  Published by 
  James Mishler Games 
   
   
  
   
  2 
  MM #01: MONSTROUS MISCELLANY #01 
   
  PUBLISHER: James Mishler 
   
  AUTHORS: James Mishler and Jodi Moran-Mishler 
   
  DESIGN & LAYOUT: James Mishler  
   
  Find out more information about products from James Mishler Games at http://jamesmishlergames.blogspot.com or e-mail us at jamesmishler@gmail.com 
   
  MM #01: Monstrous Miscellany #01 © 2015 James Mishler. All Rights Reserved. 
   
  For more information on Labyrinth Lord™ and related products or to join the Labyrinth Lord Society, please contact Goblinoid Games on the web at 
  www.goblinoidgames.com 
   
  This book is published pursuant to a License from Goblinoid Games. Labyrinth Lord™ is Copyright © 2007-2015, Daniel Proctor. Labyrinth Lord™, Advanced 
  Labyrinth Lord™, and Realms of Crawling Chaos™ are trademarks of Daniel Proctor. All Rights Reserved. These trademarks are used under the Labyrinth Lord 
  Trademark License 1.2, available at www.goblinoidgames.com 
   
  The body text of this product is in Souvenir; titles, logos, and section headings are in Baldur. Thanks to Patrick “Mad Irishman” Murphy of Mad Irishman 
  Productions for the use of the Baldur font. For Baldur and other excellent fonts, plus a ton of great character sheets, go to www.mad-irishman.net 
   
  ### 
   
  
   
  3 
  ABNOKH 
  No. Enc.:  
  1d4 (4d4) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  150’ (50’) 
   
  Climb: 
  150’ (50’) 
  Armor Class: 
  4 
  Hit Dice:  
  3**** 
  Attacks:  
  2 Claws/1 Bite or Spit 
  Damage:  
  1d4/1d4/1d4 + Poison or Fiery Blast 
  Save: 
   
  F3 
  Morale:  
  11 
  Hoard Class: 
  VIII, IX, XXI + Special 
  XP: 
   
  110 (Leader: 140) 
   
  Abnokh are a Demon-Kin race, native to one of the many Demon 
  Worlds of the Plane of Chaos. They stand 7’ to 9’ tall and are thin, 
  almost emaciated; they appear skeletal, with many horn-like 
  protrusions of bone that extend out through their flesh, at knees, 
  elbows, shoulders, and upon their forehead (1 to 6 such horns, some 
  up to a foot long). Their rugose skin is a pasty pink to deep blood 
  red; the bony protrusions are iron black (as are their bones).  
   
  Their long arms and legs are double-jointed, and each hand has six 
  long fingers, each foot has six long toes; fingers and toes each have 
  three knuckles, double-jointed, and have razor-sharp bone 
  protrusions. Ears are large and pointed, the nose is slit-like, the eyes 
  merely blood-red orbs, and the lipless mouth is filled with sharp teeth, 
  with two prominent fang-like canines. They have 90’ Infravision. 
   
  Abnokh are hairless, and appear to be genderless, as well, at least to 
  outward physical examination. Abnokh are very warm to the touch, 
  and glow slightly (5’ radius of reddish shadowy light) in darkness. 
   
  ORGANIZATION: Abnokh live together in clutches. They prefer old 
  ruined stone buildings or natural cavern settings. Here they sleep 
  hanging upside-down from the roof, like bats, in a central home cave. 
  They keep guards at all times at strategic points at each entrance to 
  the main cave. 
   
  Abnokh are led by a sorcerer-priest with maximum hit points who 
  has the spell-casting abilities of a 3rd level magic-user and a 3rd-level 
  cleric (the leader can also use magic items useable only by those 
  classes). The leader has one guard with maximum hit points per four 
  members of the clutch. The leader and his guards sleep in their own 
  cavern off the main home cavern; other accesses to their cavern are 
  through secret tunnels, often trapped physically and magically. 
   
  A secret tunnel from the home cavern leads to the spawning cavern; 
  here, amidst pots filled with the flaming spit of the abnokh, the floor 
  is covered with treasures taken from victims. At the center, a 
  seemingly bottomless pool of writhing, glowing blood, and along the 
  walls are hung the tattered skins of scores or hundreds of humans. 
  The pool of blood, gathered from enemies, mixed with the foul fluids 
  of the abnokh’s Demon World, is used for rituals, and for the 
  spawning of new abnokh.  
   
  Though terrible rituals once per month, a living victim is tortured, 
  injected with an abnokh egg, and drowned in the pool of blood. 1d6 
  days later a fully-grown abnokh springs forth from the pool, rips off 
  the skin of the sacrifice, and hangs it on the wall with those of its 
  brethren. If the victim was a cleric or magic-user, there is a 5% 
  chance per level that the new abnokh is a leader-class creature, and 
  the band splits into two, the new leader taking half the members to 
  find a new lair. 
  ECOLOGY: Abnokh are native to the Demon Worlds of the Plane of 
  Chaos. On the Material Plane they subsist on the flesh, bones, and 
  blood of intelligent beings; they can survive on other meat, but they 
  only truly thrive on the flesh of intelligent beings. They are of course 
  not natural to the Material Plane; they are usually brought hence 
  through a summoning spell in service to some sorcerer, or through a 
  permanent magical gate, and remain to bedevil locals until they are 
  exterminated. 
   
  TREASURE: Abnokh take treasure and keep it as a trophy of their 
  conquests. They place coins, gems, and jewelry in strategic places of 
  the spawning cavern, to make it glitter in the fires of their spit.  
   
  Because of the abnokh leader’s interest in magic, and their tendency 
  to live in areas of high-magic use, in addition to any magic items 
  indicated by hoard class, abnokh treasure troves always have at least 
  1d3 additional magic items of random sort (other than potions and 
  scrolls). Magic items are used intelligently by the leader or his guards 
  as needful. 
   
  Because of their dietary requirements and the needs of their 
  reproductive system, abnokh are always hunting for human captives 
  (demihumans and humanoids won’t work). Thus, there is a 45% 
  chance that there are 1d6 human captives held in the spawning 
  chamber, tied up with ropes or shackles. There is also a 5% chance 
  per abnokh encountered outside the lair that they have a human 
  captive. 
   
  RANGE: Abnokh are native to Abnokhab, one of the lesser-known 
  Demon Worlds of the Chaos Planes. There they are the dominant 
  Demon-Kin race; they are also found on other Demon Worlds in 
  service to Demon Lords of fire and flame. On the Material Plane, 
  they are usually found in the ruins of towers of vile wizards or in 
  caverns where natural gates to the Demon Worlds can be found. 
   
  COMBAT: Abnokh prefer to attack by ambush, dropping on targets 
  from the ceiling with surprise (+4 to hit with all attacks that round). 
  The leader uses spells to take out spell-casters, while his guards use 
  any magical weapons in preference to their claw and bite routine. 
   
   
  FIERY SPIT (*): Abnokh can spit a ball of fire with a range of 
  15/30/60. If the fire hits, the target suffers 1d6 points of damage 
  the first round, and 1d3 points of damage per round thereafter, until 
  a round is taken to put out the flames. 
   
  IMMUNE TO FIRE (*): Abnokh are immune to all forms of fire. 
   
  POISON BITE (*): A successful bite attack can inject fiery venom that 
  causes 3d6 points of damage (save versus Poison to avoid). The 
  poison deals 1 point of its damage per round; the victim is paralyzed 
  with pain until the poison runs its course and for 1d3 rounds 
  thereafter. 
   
  SKIN OF FATE (L): If an abnokh’s birthing skin is found in the 
  spawning cave and burned (taking one round), the abnokh dies 
  instantly in a flaming explosion, dealing its current hit points in 
  damage to all within a 5’ radius (save versus Breath Weapon for half 
  damage). The odds of randomly picking a skin of a currently-
  attacking abnokh are at the Labyrinth Lord’s discretion, but should 
  depend on the length of time the abnokh have been in residence in 
  their current lair. 
   
  SPIDER CLIMB (*): Abnokh can climb walls and walk on ceilings as 
  though they were spiders. 
  
   
  4 
  GREETHAW* 
  No. Enc.:  
  1 (1) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  120’ (40’) 
  Armor Class: 
  3 
  Hit Dice:  
  13********* 
  Attacks:  
  1 Chain or Spell 
  Damage:  
  7d6 or by Spell 
  Save: 
   
  F13 
  Morale:  
  10 
  Hoard Class: 
  XVIII + 1d3 magic items + 1d6 scrolls 
  XP: 
   
  9,600 
   
  Greethaw are accursed giants; long ages ago they made terrible pacts 
  with Demon Lords. Though they gained thereby great power and 
  immortality, they lost something essential that they have forgotten, 
  and continue to search for it many long ages hence. They look not 
  unlike cloud giants or storm giants, though with bulging forehead, 
  weak musculature, and a pot-belly. Their skin is a wormy gray; their 
  hair a stringy dull white; their eyes a maggoty glowing yellow, their 
  teeth are rotten and snaggled; and their hands and feet have claw-like 
  nails overgrown and cracked. Both male and female greethaw exist. 
   
  They wear fine clothes centuries out of date, rotting, tattered, dull, 
  stained, and rent. The sack they carry with them in their left hand is 
  sewn from the skins of humans, dwarves, and elves; it is never out of 
  their sight, and they are always fondling it and chuckling. A black iron 
  chain is shackled on their right wrist and wound around their right 
  arm; the chain is as wide as a man’s hips, 40’ long, with three man-
  sized spiked balls of black iron at the end, and the greethaw wield it 
  like a whip. 
   
  Greethaw have 90’ Infravision and can speak Giant, Common, and 
  Demonic. 
   
  ORGANIZATION: Greethaw are solitary; they neither seek nor 
  require companionship, of their own kind or otherwise. Should they 
  encounter another greethaw, they simply pass each other without 
  acknowledgement. Other giants are slain out of hand, as other giants 
  gladly provide them the same service.  
   
  Other beings are merely food or nuisances; the sole exception is 
  when they seek to trade for magical items or knowledge. In such 
  cases, they are bound by their ancient pacts to honor whatever deal 
  they make to gain the knowledge or item… though after the deal is 
  complete and services rendered is another matter altogether. 
   
  ECOLOGY: As part of their immortality, greethaw need never eat, 
  drink, breathe, or sleep (though they are not undead). They enjoy 
  eating lesser beings, such as humans, dwarves, and elves, preferring 
  them still alive and screaming as they nibble away at their arms and 
  legs, like a cat playing with its prey. Some prefer the taste of spell-
  casters, believing that eating them increases their own magical 
  power. 
   
  TREASURE: Greethaw continue to exist to gather magic items, 
  especially scrolls, believing that this will help them discover what it is 
  they have forgotten and regain that which they have lost. All magic 
  items they possess for at least 10 minutes can magically re-size to fit 
  them or otherwise re-size for their use. They happily trade away old 
  items for which they have no use for new items that they might find 
  useful. 
   
  The sack they hold in their left hand is a giant-sized bag of holding, 
  and holds all their treasure, as they are nomadic. There is a 45% 
  chance that it also holds 1d6 captives (human, dwarf, or elf), who 
  may or may not still be alive (plenty of air in a bag this size). The bag 
  bursts when the greethaw dies, scattering its treasure and captives in 
  a 20’ radius around wherever the bag fell. Similarly, the massive 
  chain crumbles to piles of rusty dust within 1d6 rounds of the death 
  of the giant. The body of the giant melts away like rotting flesh… 
   
  In addition to their normal treasures, there is a 45% chance the sack 
  of a greethaw contains 1d6 spell-books, prayer-books, and/or 
  grimoires from various spell-casting classes. 
   
  RANGE: Greethaw are rarely found outside the underworld. There 
  they travel the highways and byways of that strange, accursed realm, 
  seeking whatever it is they have forgotten and lost. 
   
  They found above-ground only when completing part of a deal they 
  made to trade for magic items or magical knowledge. In such cases, 
  the cost of their service is so great that they are found only 
  performing the most dastardly of deeds, such as smashing the walls 
  of a city, hunting down a hero, or slaying a king. 
   
  COMBAT: Against a powerful magical foe the greethaw does not 
  hesitate to use its spells. Against lesser foes, it prefers to attack in 
  melee, smashing them to flinders with its massive chain. 
   
   
  IMMUNITIES (*): Greethaw need not eat, drink, sleep, or breathe. 
  They are immune to paralysis and poison. 
   
  MIND BLOCK (*): Greethaw cannot be affected by any spell that 
  affects the mind (charm, ESP, etc.), and are immune to illusions of 1st 
  to 5th level. 
   
  SPELLCASTING (*****): Greethaw cast spells as though they were 
  13th level clerics and 13th level magic-users. They can use any magic 
  item, regardless of class and race limitations. 
   
  WEAPON IMMUNITY (*): Greethaw can only be hit by silver or 
  magical weapons. 
   
  VULNEABLE TO HOLY WATER (*): Greethaw suffers 1d8 points 
  of damage from holy water on a clean hit or 1d4 points of damage 
  from a splash. 
   
  TUKLAR THE CANNY 
  Tuklar the Canny is an aberration among the greethaw; he seeks out 
  others, if only in order to force them into his service. Tuklar has 
  taken over a large, ruined subterranean dwarven citadel, where he 
  has gathered together a horde of goblins, orcs, and hill giants. 
   
  He has also started a cult dedicated to himself; it is led by a 7th level 
  dark elf cleric served by half-orc acolytes. The worship of the cult 
  seems to have helped Tuklar, as he has grown in power and 
  strength, and is now 16 HD, with commensurate increase in clerical 
  and spell-casting abilities. 
   
  Thanks to his hordes, he has gathered a double-sized trove of 
  treasure, complete with a library of spell-books, prayer-books, and 
  grimoires. He is now seeking to master the summoning of demons, 
  that perhaps through their service, he can discover that which the 
  greethaw have forgotten and lost.  
  
   
  5 
  NOTOROS 
  No. Enc.:  
  1d8 (10d4) 
  Alignment: 
  Chaotic (Evil) 
  Movement: 
  60’ (20’) 
   
  Fly: 
  120’ (40’) 
  Armor Class: 
  3 
  Hit Dice:  
  1+1*** 
  Attacks:  
  1 Military Fork 
  Damage:  
  1d4 plus Poison 
  Save: 
   
  E3 
  Morale:  
  10 
  Hoard Class: 
  I, II, IV; XIX 
  XP: 
   
  33 (Leader: 170) 
   
  Notoros are small, fey creatures of Unseelie sort. They stand 1’ to 3’ 
  tall, with goat-like head complete with horns, small spindly human-
  like torsos and arms, goat-like furry legs and hooves, and wings like 
  those of a dragonfly. For all that they are small and seemingly weak 
  they are actually quite tough and strong, as strong as a normal-sized 
  man.  
   
  Notoros are usually armed with a small military fork (a two-tined 
  spear), which they wield in melee and can throw like spears. They 
  brew a special poison used to coat the tines of the fork, the better to 
  take down their prey. 
   
  ORGANIZATION: Notoros live in tribes in dark, old-growth forests, 
  usually forest-covered hills with plenty of canyons, valleys, and hidden 
  switchbacks. The territory of a notoros tribe is marked by the bones 
  of their victims hung like wind chimes in the trees; they also play 
  eerie music with flutes and pipes made with the bones of their 
  victims. Rib bones are used to stake pit traps on the trails into their 
  territory; finger and toe bones are hung as jewelry from the neck and 
  ears. 
   
  They prefer to reside at a distance from humans, but near to other 
  fey peoples, especially sprites and pixies; they also have a fondness 
  for elves. This is not, unfortunately, a kind fondness; they are most 
  fond of feasting on the flesh of other fey, and elf-flesh is considered a 
  delicacy. They also keep fey and elf women as concubines; children 
  from such unions are invariably of notoros sort, and potent in 
  magical abilities. 
   
  A tribe consists 10d4 male warriors, 10d4 females (fight as per 
  kobolds), and 10d4 immature non-combatant kids. Every tribe is 
  ruled by a leader, or beegoh, of 3+3 HD; he deals 1d6+1 points of 
  damage with his larger, heavier military fork. The beegoh alone has 
  the ability to reverse the polymorph other effect cast by his 
  tribesmen. The beegoh stands 5’ tall, though he is usually seated on a 
  throne of skulls on a tall dais at the heart of the tribal settlement. 
  When encountered upon his throne is a 45% chance that 1d4 elven, 
  sprite, and pixie slave women languish in chains at his feet. 
   
  There is a 5% chance per member of the tribe that a notoros 
  sorcerer, born of notoros and fey or elf union is also found among 
  the tribe members. The sorcerer has the hit points and spell-casting 
  abilities of a 1st to 6th level elf (d6), and can use any magical item 
  useable by magic-users or elves. In addition to normal notoros 
  abilities, a sorcerer can also use the notoros polymorph other ability 
  alone, once per day per level as an elf. The sorcerer can also 
  polymorph self into the form of a (d6): 1+2 pixie, 3+4 sprite, 5+6 elf 
  once per day for a number of hours equal to his or her level as an elf. 
   
  The sorcerer has an additional ability: should the tribe lost half or 
  more of its warriors or any of its women or kids through an attack, 
  he or she can summon a ram of vengeance. The ritual may only be 
  performed at night, under the light of the moon and/or stars, and 
  requires a full hour of concentration. A ram of vengeance is as large 
  as a draft horse, can track the attackers without error, and has the 
  statistics and abilities of a nightmare; though instead of a 
  bite/hoof/hoof attack it attacks with its horns, dealing 2d8 points of 
  damage, double damage on a charge attack. The sorcerer can ride 
  the ram of vengeance into battle, using spells to destroy those who 
  attacked his or her tribe. 
   
  ECOLOGY: Notoros are Unseelie fey; they are the personification of 
  dreadful and evil tendencies native to dark, old-growth forests. They 
  protect their forest not out of a love for it, but out of a jealous hatred 
  of all other beings. 
   
  Notoros subsist upon grasses, greens, and wild vegetables of their 
  forest, but they feast upon the flesh of other fey and elves. Humans 
  and demihumans they can take or leave, finding their flesh 
  unpleasant; they usually simply torture them to death for fun, then 
  use their skulls to build their beegoh’s throne and the other bones for 
  their weapons, tools, and as warning signs to outsiders. 
   
  TREASURE: Notoros value treasure for its own beauty; the beegoh 
  rewards his warriors with coins for their loyalty and bravery, and 
  gives gems and jewelry to his preferred females for their favors. 
  Magical weapons are saved for his own use; any other magical items 
  are handled by the tribal sorcerer, if one exists, or carefully hidden in 
  the beegoh’s hut if not. 
   
  RANGE: Notoros are found in warm to sub-tropical forests, 
  preferably in regions distant and isolated from civilization. They are 
  often found in hidden mountain valleys. They also like to lair in 
  forest-covered ruins of ancient human and elven civilizations, 
  frolicking among the cast-down stones and ruined dreams of civilized 
  peoples. 
   
  COMBAT: Notoros, being naturally able to turn invisible, always 
  attack from ambush if possible, surprising on a roll of 1-4 in a d6; the 
  number rolled is the number of free attack rounds they get before the 
  targets can attack back. A beegoh never attacks in offense; he always 
  remains in the lair to defend the lair. A sorcerer may or may not be 
  with a wandering group of notoros; there is a flat 1 in 6 chance that 
  a sorcerer accompanies a wandering group, if a sorcerer is with the 
  tribe. There is a 5% chance per member of a wandering group that 
  they have 1d3 female pixie, sprite, or elf prisoners with them. 
   
   
  INVISIBILITY (*): Notoros are able to naturally turn invisible at will. 
  Whenever they attack, they become visible again; they must then 
  concentrate for one round to once again become invisible. Attacks 
  made against an invisible notoros are made with a -2 penalty to hit. 
   
  POISON (*): The notoros use an herbal poison on their military 
  forks. A target is struck by a fork must make a saving throw versus 
  Poison; failure indicates that he falls asleep for one Turn (10 minutes) 
  per point by which the saving throw failed. Success means the poison 
  had no effect. 
   
  POLYMORPH OTHER (*): Five notoros working in concert can 
  polymorph a target into a goat, as per the polymorph other spell. If 
  the save is failed the target is permanently polymorphed into a goat.
   
  
   
  6 
  STYRAM* 
  No. Enc.:  
  1 (1) 
  Alignment: 
  Lawful (Good) 
  Movement: 
  180’ (60’) 
   
  Fly: 
  360’ (120’) 
  Armor Class: 
  2 
  Hit Dice:  
  5+8******* 
  Attacks:  
  2 Swords or 2 Arrows or Spell 
  Damage:  
  1d8+3/1d8+3 or Spell 
  Save: 
   
  C8 
  Morale:  
  12 
  Hoard Class: 
  Special 
  XP: 
   
  1,660 
   
  A styram is a being from the Angelic Spheres of the Plane of Order. 
  They may be summoned to the Material Plane by a Lawful cleric 
  through the casting of the 4th level summon styram spell (see below). 
  Styram are a type of angel of retribution; they may only be 
  summoned when a Lawful temple, shrine, or other holy site has been 
  desecrated. They can hunt down the offenders without fail, barring 
  use of magic that obscures location (such as an amulet of proof 
  against detection and location). 
   
  Styram appear as male or female humans, but in an idealized, 
  beautiful muscular physical form 7’ tall, with shining golden skin, 
  flashing silver eyes, and writhing flames for hair. They wear a nimbus 
  of flame and wield a long sword and a long bow; their quiver is ever 
  full of arrows. They fly through the air upon two pairs of eagle wings, 
  leaving a streak of holy flame and fire behind them for 30’. 
   
  Styram know and understand all languages through a limited form of 
  telepathy, though they only ever speak using the Tongue of Law. 
   
  ORGANIZATION: Styram may only ever be summoned singly; no 
  more than one styram may ever be summoned to track down the 
  same individual or group of beings. 
   
  ECOLOGY: Styram are not native to the Material Plane; they do not 
  need to eat, breathe, or sleep. 
   
  TREASURE: Styram do not have treasure; their sword, bow, and 
  quiver disappear when they leave the Material Plane (willingly or 
  upon death). However, if, during their mission, they encounter a 
  Lawful being who provides assistance in gaining vengeance upon 
  their prey, they may reward them with the gift of an item.  
   
  If the styram gives them their sword, it is a magical longsword +1/+2 
  versus Chaotic beings. If they give them their bow, the bow is a 
  magical +1 bow/+2 versus Chaotic beings. If they give them their 
  quiver, it is an ever-full quiver, providing the user with normal arrows 
  (the arrow must immediately be shot by the bow, and then 
  disappears after hitting its target or missing).  
   
  Finally, a styram may give the gift of a feather from its wings; the 
  feather enables the bearer to cast summon styram, regardless of level 
  or class, once whenever facing a Chaotic creature that is threatening 
  a Lawful temple, shrine, or other holy site. The styram who answers 
  the summons is the one who presented the bearer the feather.  
   
  RANGE: Styram are only found wherever desecrators of Lawful 
  temples, shrines, and other holy places are found. 
   
  COMBAT: Styram hunt down their prey unerringly and unceasingly, 
  then attack with their bow and spells once they get within range. 
  They close to melee as soon as is practical. 
  IMMOLATION (*): Any non-Lawful beings within 5’ of a styram 
  suffers 1d6 points of damage from holy fire each round. Any non-
  Lawful being who strikes a styram with a melee weapon suffers an 
  additional 1d6 points of damage from holy fire. 
   
   
  IMMUNITIES (*): Styram are immune to all forms of charm, fire, 
  hold, paralyzation, poison, magical sleep, and turn to stone. Note 
  that there are poisons from the Plane of Chaos that can affect a 
  styram, though they get a +4 bonus to their saving throw against 
  such poisons. 
   
  MAGIC WEAPONS (*): The long sword and long bow a styram 
  wields are magical; they are +1/+2 versus Chaotic beings. In the 
  hands of a styram, they are even more powerful, being +3 magical 
  items, with bonuses to hit and to damage. 
   
  MULTI-ATTACK (*): A styram may attack twice per round with its 
  sword or with its bow, but not once each per round with both the 
  sword and bow. 
   
  RESISTANCES (*): Styram suffer only half damage from cold, 
  electrical, and gas attacks. 
   
  SPELLS (*): A styram has the spell-casting abilities of an 8th level 
  cleric. 
   
  WEAPON IMMUNITY (*): Styram are immune to weapons of less 
  than +1 magical enchantment. 
   
  SUMMON STYRAM 
  Level: Cleric 4 (Lawful only) 
  Duration: Special 
  Range: 10’ 
   
  This spell can only be used when a temple, shrine, or other holy site 
  of the faith of the cleric has been desecrated. The spell must be cast 
  in the holy site. The spell summons a styram, a lesser angel of 
  retribution, to hunt down the perpetrators of the desecration. 
   
  The styram unerringly hunts down the perpetrators, and remains on 
  the Material Plane until either the perpetrators have been slain or it is 
  slain. It performs no other actions, save those that further its goal of 
  finding and destroying the defilers. 
   
  If the perpetrators of the desecration are protected from being found 
  through some sort of magic, the styram seeks to find them through 
  other means. It has the tracking abilities of a ranger, and can 
  continue to hunt the perpetrators in this manner for up to one day 
  per level of the caster; if the perpetrators have not been found in this 
  time, the styram must return to the Plane of Order without having 
  fulfilled its mission. 
   
  A styram may only be summoned once per incident; if the styram 
  fails, the clergy are on their own for gaining retribution against the 
  perpetrators of the desecration. 
   
  If a cleric attempts to cast this spell without just cause, the spell 
  automatically fails, and the cleric loses all spell-casting abilities until he 
  or she properly atones for their presumption, 
   
   
   
  
   
  7 
  OGL  
   
   
   
             
   
   
   
   
   
   
   
   
  This book is published under the Open Game License (OGL) version 1.0a by permission of Wizards of the Coast, 
  Inc. The Open Game Content appearing in this book is derived from the 3.0 System Reference Document, 
  copyright 2000 Wizards of the Coast, Inc. All contents, excluding the OGL, is property of and copyright 2013 
  James Mishler. All Rights Reserved. 
  Designation of Open Game Content: All material that is open content by virtue of previously having been 
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  Designation of Product Identity: All material not specifically designated as open content is hereby declared 
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  otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, 
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  over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and derivative works under copyright law, but 
  specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and 
  identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
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  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” 
  or “Your” means the licensee in terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this 
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  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this 
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  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a 
  perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content. 
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, 
  You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the 
  rights conveyed by this License. 
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include 
  the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
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  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of 
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  Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product 
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  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that 
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may 
  use any authorized version of this License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content 
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  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
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  not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to 
  cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of 
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  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed 
  only to the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte 
  Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, 
  Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney 
  Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Castles & Crusades: Players Handbook, Copyright 2004, Troll Lord Games; Authors Davis Chenault and Mac 
  Golden. 
  Cave Cricket from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Crab, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax. 
  Fly, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax. 
  Golem, Wood from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Patrick Lawinger. 
  Kamadan from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Nick Louth. 
  Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax 
  Labyrinth LordTM Copyright 2007-2009, Daniel Proctor. Author Daniel Proctor. 
  Darwin’s World Copyright 2002, RPGObjects; Authors Dominic Covey and Chris Davis. 
  Mutant FutureTM Copyright 2008, Daniel Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison. 
  Aerial Servant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Axe Beak from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Beetle, Giant Boring from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Beetle, Giant Rhinoceros from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Brownie from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Crayfish, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Demon: Juiblex „The Faceless Lord‰ (Demon Lord) from the Tome of Horrors, copyright 2002, Necromancer 
  Games, Inc.; author Scott Greene, based on original material by Gary Gygax. 
  Demon: Orcus (Demon Prince of Undead) from the Tome of Horrors, copyright 2002, Necromancer Games, 
  Inc.; authors Scott Greene and Clark Peterson, based on original material by Gary Gygax. 
  Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Greene, based on original material by Gary Gygax. 
  Ear Seeker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsley, based on original material by Gary Gygax. 
  Eel, Electric from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene. 
  Eye of the Deep from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Floating Eye from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Frog, Monstrous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Killer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Frog, Monstrous Poisonous from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Gas Spore from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Clark Peterson, based on original material by Gary Gygax. 
  Gorbel from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Andrew Key. 
  Groaning Spirit from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax. 
  Hippocampus from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and 
  Erica Balsey, based on original material by Gary Gygax. 
  Jackalwere from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based, 
  on original material by Gary Gygax. 
  Leprechaun from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene based 
  on original material by Gary Gygax. 
  Lurker Above from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Piercer from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; authors Scott Greene and Clark 
  Peterson, based on original material by Gary Gygax. 
  Slithering Tracker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax, 
  Slug, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Strangle Weed from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, 
  based on original material by Gary Gygax. 
  Tick, Giant from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax. 
  Trapper from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based on 
  original material by Gary Gygax. 
  Turtle, Giant Snapping from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott 
  Green, based on original material by Gary Gygax. 
  Wind Walker from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Greene, based 
  on original material by Gary Gygax, 
  Yeti from the Tome of Horrors, copyright 2002, Necromancer Games, Inc.; author Scott Green, based on 
  original material by Gary Gygax. 
  Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor. 
  Monstrous Miscellany #01, Copyright 2015, James Mishler; Authors James Mishler and Jodi Moran-Mishler. 
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Labyrinth Lord (osr)/Monster Manuals/LL - Monstrous Miscellany #01.pdf