TEXT: ~Credits~
  WRITING, Design, and Art Direction:
  Mark Craddock
  Illustrations:
  Editing:
  mark@crossplanes.com
  www.crossplanes.com
  The Liber Monstrorum is a tome of
  rampaging and repugnant threats created
  over the last severeal years on my blog,
  crossplanes.com. I have created a new
  Bestiary
  monster for this bestiary. Hopefully, these
  additional monsters will provide a break for
  you, the weary Game Master, and some
  entertainment for the players at your table.
  Finally, there are adventure hooks for each
  monster in the back of the supplement.
  Shadow of the Demon Lord, Schwalb Entertainment, and their associated
  logos are trademarks of Schwalb Entertainment, LLC.
  Cross Planes Game Studio and it's associated logo are trademark of
  Mark Craddock. All art is used with permission by David Guyll and
  Melissa Fisher of Awfulf Good Games.
  David guyll, melissa fisher of
  Awful Good Games
  daegames.blogspot.com
  Tim Baker
  1
  CR
  SSPLANES
  g a m e
  s t u d i o
  
  Brotherhood of
  bones & teeth
  The Brotherhood has plagued countless
  worlds by enacting the plans of their
  beloved demoness matriarch, Anathema,
  the Mother of Hell. She thrives on
  plundering a world before it falls before
  the Demon Lord. The Brothers are the
  blasphemous, cloned spawn of a terrible
  pact the Queen of Dreams and Shadows
  made with Anathema for her aid in
  turning back the hordes of the Dream
  Reaver.
  Foolishly, the Queen traded her most
  beloved son, Deo, to Anathema in the
  pact. The demoness warped his soul to
  love only her, then cloned him endlessly,
  with each of them acting as her spies,
  saboteurs, assassins, and , most
  deliciously, as reminders to the Queen of
  her folly and her desperation.
  MAGIC
  Power 1
  Sense Magic
  Battle augment attack (2), close wounds
  (1), mighty attack (1)
  Teleportation dismiss (3)
  Brotherhood of Bones & Teeth
  DIFFICULTY 10
  Size 1/2 faerie
  Perception 13 (+3)
  Defense 12 (leather); Health 17
  Strength 11 (+1), Agility 12 (+2),
  Intellect 13 (+3), Will 9 (-1)
  Speed 12
  Immune damage from disease;
  gaining Insanity; charmed, diseased.
  Iron Vulnerability A brother is
  impaired while it is in contact with
  iron.
  ATTACK OPTIONS
  Bone Knife (melee or short range) +2
  with 1 boon (1d3)
  2
  
  DIFFICULTY 10
  Size 1/2 construct
  Perception 11 (+1); darksight
  Defense 14; Health 20
  Strength 13 (+3), Agility 10 (+0),
  Intellect 11 (+1), Will 9 (-1)
  Speed 12; Corruption -; Insanity 1d3
  Immune damage from disease;
  charmed, diseased.
  Spell Defense A DeRo takes half
  damage from spells and makes any
  challenge roll to resist a spell with 1
  boon. A creature attacking the
  DeRo with a spell makes the attack
  roll with 1 bane.
  ATTACK OPTIONS
  Fist (melee) +3 with 1 boon (1d6+1)
  3
  DeRo
  DIFFICULTY 10
  DERO (DERANGED
  ROBOT)
  The DeRo are ancient and insane
  constructs of the long dead and
  mysterious Lumerians. They were
  servitors and warriors for the Lumerians,
  and scholars believe that their creations
  rose up and destroyed their masters.
  Today, they exist in clusters of madness
  deep below the earth, following
  preprogrammed instructions that appear
  ludicrous and dangerous for those
  unlucky enough to encounter them.
  Stranger still are the seemingly random
  raids above ground to capture any person
  they run across, and who are abducted to
  literally act as servants and caregivers for
  the DeRo. Unfortunately, the DeRo, are
  insane and violent and few can survive
  long among them. Hence, the cycle
  repeats itself whenever the number of
  slaves gets too low.
  
  edimmu
  An edimmu is a type of vampire who was
  not buried properly. It rises from the
  dead, hideous, territorial, and hateful of
  the living it hunts.
  If the target is already fatigued
  this way it must make a Will
  challenge roll. On a failure, it
  instead becomes charmed until it
  completes a rest.
  END OF THE ROUND
  Burned by Sunlight The edimmu takes
  2d6 damage if it is in an area lit by
  sunlight.
  Edimmu
  DIFFICULTY 50
  Size 1 horrifying undead
  Perception 15 (+5); darksight
  Defense 15; Health 75
  Strength 15 (+5), Agility 14 (+4),
  Intellect 8 (-2), Will 14 (+4)
  Speed 14; Corruption -; Insanity -
  Immune damage from cold, disease,
  poison; gaining Insanity; asleep,
  diseased. fatigued, immobilized,
  poisoned, slowed
  Resilence An edimmu takes half
  damage from weapons.
  Celestial Vulnerability An edimmu
  takes double damage from celestial
  spells and makes challenge rolls to
  resist celestial spells with 1 bane.
  Fear of the Gods An edimmu makes
  attack rolls with 1 bane against a
  creature wielding or wearing a holy
  symbol.
  ATTACK OPTIONS
  Claws (melee) +5 with 2 boons (2d6
  plus the target is grabbed on attack
  roll 20+)
  Probosis (melee) +5 with 2 boons
  (2d6)
  SPECIAL ACTIONS
  Blood Drain The edimmu makes a
  Strength attack roll against the
  Strength of one target living
  creature of flesh and blood that it is
  grabbing. On a success, the target
  takes 3d6 damage and becomes
  fatigued until it completes a rest.
  The edimmu heals the same amount
  of damage.
  4
  
  DIFFICULTY 10
  hellbringer
  A hellbringer was a magician in life whose
  mind and body were consumed by hellfire
  while dabbling in forbidden magics. They
  are denied Hell and wreak havoc.
  Medusazor
  Madmen mutter and titter in rhyme about
  the cyclopean things that roam the Void.
  The things that wait for ignorant and self-
  important beings to open a portal into our
  world.These lunatics fear the Shadow
  falling upon them, crazed to the point
  that they seek out a different destruction,
  a more personal one. The kind of
  destruction brought about by an immortal
  predator, for he medusazor. Predators
  that know that in the end they will have
  their prey.
  Hellbringer
  Hellbringer
  DIFFICULTY 500
  Size 1 terrifying undead
  Perception 17 (+7); darksight
  Defense 15; Health 120
  Strength 13 (+3), Agility 13 (+3),
  Intellect 17 (+7), Will 14 (+4)
  Speed 12; Corruption 6; Insanity -
  Immune damage from cold, disease,
  fire, poison; gaining Insanity; asleep,
  diseased. fatigued, immobilized,
  poisoned, slowed
  Spell Defense A hellbringer takes half
  damage from spells and makes any
  challenge roll to resist a spell with 2
  boons. A creature attacking the
  hellbringer with a spell makes the
  attack roll with 2 banes.
  ATTACK OPTIONS
  Hellfire (long range) +7 with 2 boons
  (5d6)
  SPECIAL ACTIONS
  Double Attack The hellbringer attacks
  twice with its hellfire.
  Hellblazer The hellbringer uses an
  action or a triggered action on its
  turn to teleport to a space it can see
  within medium range. Roll a d6. On
  a 1, it cannot use Hellblazer again for
  1 minute.
  MAGIC
  Power 5
  Sense Magic
  Fire control flame (6), fireblast (3),
  meteor (3), fiery volley (2),
  flaming shroud (2), fireball (2),
  wall of flames (1)
  5
  
  Mersazor
  DIFFICULTY 500
  DIFFICULTY 500
  Size 2 horrifying monster
  Perception 14 (+4); truesight
  Defense 18; Health 200
  Strength 19 (+9), Agility 16 (+6),
  Intellect 12 (+2), Will 15 (+5)
  Speed 25; Corruption 1d6; Insanity -
  Immune damage from disease, or
  poison; gaining Insanity; dazed,
  frightened, poisoned
  ATTACK OPTIONS
  Tentacle (melee or short range) +9
  with 3 boons (6d6 plus the target
  is grabbed on attack roll 20+)
  SPECIAL ACTIONS
  Tentacle Flurry The mersazor flails
  at everything in a 9-yard-long cone
  originating at a point it can reach.
  Each creature in the area must
  make an Agility challenge roll with 3
  banes. On a failure the creature
  takes 4d6 damage.
  watcher in
  the woods
  The watchers are dark sentinels who grow
  amongst the tainted forests that witches
  call home. Like a cancer, the evil magics
  of a witch works its way into the soil and
  roots of the forest, twisting them into
  something to protect the witch in her
  territory.
  Watcher in the Woods
  DIFFICULTY 10
  Size 1/2 to 2 frightening plant
  Perception 11 (+1); shadowsight
  Defense 12; Health 18
  Strength 13 (+3), Agility 8 (-2),
  Intellect 7 (-3), Will 10 (+0)
  Speed 8; Corruption 1d3; Insanity -
  ATTACK OPTIONS
  Claws (melee) +3 with 1 boon (1d6)
  SPECIAL ACTIONS
  Thorns Any creature that hits a
  watcher in melee takes 1 point of
  damage.
  6
  
  adventure
  hooks
  Brothers in Arms
  The Brotherhood of Bones and Teeth are
  in the area to assassinate a prominent
  merchant, Sheena Mallone. Three Brothers
  have been dispatched. The characters
  encounter the first Brother as he attacks
  Mallone at a beer garden in the early
  evening. After the attack, the agent flees
  into the crowd, but the charcters
  unknowingly follow the second Brother
  who leads them into an alley where
  they're ambushed.
  Mallone made a pact with the
  Hellmother and has employed a Priest of
  the Old Gods named Gerric Albright and a
  strange talsiman to renege on the deal.
  The Brothers want the talisman even
  more than they want Mallone's soul.
  DeRo Dreams
  A DeRo named Canker has begun spying
  on a village woman named Carun Spring,
  a widower, whose husband and two
  children died from the Yellow Plague.
  However, Carun has been dreaming of
  Canker and is aware of its interest. In her
  sorrow, she has grabbed onto him as an
  anchor to survie her deep depression and
  has begun to believe they are star-
  crossed lovers.
  Her brother and sister-in-law, Jerome
  and Kandace Bromley, are worried about
  her and have asked for help in keeping an
  eye on her. The players are in the area
  hunting the DeRo, as it has been seen by
  mutltiple witnesses.
  In truth, Canker is merely a scout for a
  raid set to arrive in two days. Can the
  players save Carun and keep the
  oncoming DeRo at bay?
  The Road to Night
  Several weeks ago, August Worth, a
  simple peddler, was ambushed by local
  bandit, Browne Thomas, and his gang.
  August pleaded for mercy, but his nasally
  voice caused Thomas' cousin, Trace, to
  murder him. The gang stole his wagon
  and horse and simply left Worth's body in
  a shallow grave about forty feet from the
  Merchant's Road.
  They forgot about the whispers of the
  Yarwood — how its dark depths conceal
  darker things — evil things.
  Five nights later, August Worth rose
  from the dead as an edimmu vampire. The
  two extra days were for his skin to
  harden, his hair to fall out, his skull to
  change its shape, and for his form to
  change into something truly hideous. A
  week later, Worth met Thomas and two
  other gang members, and he vaguely
  remembered them. It didn't make their
  blood any sweeter, though.
  Its been close to four months, and while
  travel at night has never been popular,
  the stretch of road that Worth haunts is
  pushing merchants to find a new route.
  The nearby town of Helmsly and it's
  Mayor, Alicia Crosby, won't have that. So
  they have hired the characters to find the
  edimmu and kill it. There are free drinks,
  free prostitutes, and five gold per
  character in it for them.
  Hellraiser
  Blanka de Karlo was a potent and
  unforgiving magician in life. Her desire for
  power led her down dark and dangerous
  paths. Her pursuit of forbidden magic
  ushered her to the brink of Hell. But when
  one of her foul researches brought her
  own doom upon her, Hell was closed to
  her.
  7
  
  The voice of something dark and silky,
  like a new lover, caused the magician to
  open her eyes, however. The baleful sky
  and its mocking sun brought rage to the
  husk that was left of Blanka. The only part
  of the undead woman truly left was her
  magic and an unquenchable need to burn
  down the living things that surrounded
  her — the things that would find Hell,
  which she never would.
  So now de Karlo wanders, looking for
  lone travelers or entire villages to rain
  hellfire upon. In fact, the magican's
  heading towards the characters — and
  there is smoke rising just over the next hill
  to catch their attention.
  That Soothing Tentacle
  Aldus Mandlebrot had done terrible
  things for great men for many, many
  years. He had fought monsters, rescued
  princesses, and plundered ancient tombs
  since he was fifteen. Mandelbrot had been
  an adventurer, and he had thought
  himself happy. But then Aldus was until
  the journal at Rivangilt, simply lying
  discarded in a corner. Soon, plumbing the
  journal's secrets was all the magician
  cared about, and so he broke from his
  adventuring companions to dedicate
  himself to its study. Mandelbrot was
  elated when he decoded the importance
  of the Tower and its magics and that it
  was located in Holt. Soon, his entire being
  was dedicated to the central mystery in
  the journal, communion with an ancient
  and mysterious being. Soon, the journal
  opened a portal, allowing a tentacle that
  to work its way through to Aldus,
  caressing his cheek like a loving mother,
  even as it drew his blood.
  Can the characters, whose dreams
  reveal the monster their old companion is
  about to release, make it to the Tower to
  stop and stop him before the mersazor
  consumes him and gods know how many
  others?
  8
  
  Witch's Knight
  Mad Patty had been a legend near
  Amityville for decades. Anything that bad
  that had happened to the townfolk, and
  times were hard, so bad was plenty, was
  blamed Mad Patty. For Llewellyn Swift,
  the last straw was his prized heifer giving
  birth to a two-headed calf, the farmer had
  no idea what he had done to Mad Patty,
  but he had an idea what he'd like done to
  her. Llewellyn had come into some money
  from a dead uncle, and decided to hire a
  solution.
  That solution is the party of characters.
  Swift is promising ten gold for anyone
  able to bring Mad Patty's head to him.
  However, Mad Patty, whether still alive
  or not, has a hut that is guarded by 1d6+1
  Watchers in the Wood. They are loyal and
  standing guard waiting and watching.
  9
  
SOURCE: textdata/thevault/Shadow of the Demon Lord/3rd Party/Liber Monstrorum for Shadow of the Demon Lord.pdf