On a long enough timeline, any adventurer will find a price on their head.

f3d3gl8pxfs01Basic Bounty Hunter
No. Appearing: Most bounty hunters work solo; a particularly difficult or profitable job might see several temporarily join forces
Hit Dice: 3 – 9, saves as a thief
Movement: Normal human
Armor: Medium (Chain mail hauberk)
Attack: Medium melee weapon
Morale: Average

Dead or Alive, You’re Coming With Me: A bounty hunter suffers no penalties to attack rolls for attempting to inflict non-lethal damage. When dealing non-lethal damage, a bounty hunter can score a critical hit on a natural roll of 19 or 20 and the attack stuns the target.

Not So Fast: Bounty hunters deploy a variety of tools (bolas, lassos, nets, etc.) to detain their quarry. As a standard action, the bounty hunter can attempt to apprehend a creature within 20 feet that they can see. The target must make a Dexterity saving throw; if they fail, they are immobilized until the device is removed. If the target succeeds the save, they move at half-speed instead.

Some bounty hunters known to work in the unclaimed territories (roll 1d10):

1. Ferda, the Falcon’s Daughter
Picks up the occasional contract to make ends meet between prize fights; an expert at unarmed combat and grappling.

2. The Iron Bastards
A trio of uncouth hard asses; their flamboyantly tusked helmets allow them to communicate telepathically.

3. The Chain Mage
Creepy as fuck; enchants lengths of chains to act like boa constrictors.

4. Rahmos Selodis
A fairly decent dude for a bounty hunter; his axe returns to his hand when thrown.

5. Citrinita Luchard
Ditched her scabby fiancé on her wedding day; there’s an outstanding contract to bring her back to her family.

6. The Rat Knight
Has a preternatural affinity for rodents – they understand him when he speaks and vice versa. There will always be 2d4 rats with him at all times.

7. Phydus Clave
An embittered former changeling (a fey raised by human parents); has a monocle that can visualize magical auras.

8. Astramis Barrowborn
A damned of the darkness aspect.

9. Mogoloss
Covered in apotropaic tattoos to ward him against bad luck and evil spells.

10. The Ghost-Faced Killer
Technically undead, so he can be turned by clerics. Returns to life at the stroke of the next midnight after being killed.




illustration from by Kentarō Miura

Once there was a civilization, now long gone, whose knowledge and craft surpassed all others. Its people wanted for nothing; their mechanical and medical prowess allowed them to live long and leisurely lives.

To better pursue their artistic and intellectual endeavors, they created living servitors to perform the menial and manual tasks – separate lines to work farms and factories, to maintain households and administer offices, to protect the borders, and to project force when necessary.

Despite its power, this empire fell, as all empires must. It’s unknown what precipitated the collapse – foreign invasion, natural catastrophe, or internal insurrection – very little of their historical accounts remain. Most of the servitors, bereft of the work they were literally born to do, went extinct. But some, shock trooper stock bred for maximum aggression and endurance, survived.

Now, they call themselves the shoggurim and they know no masters but themselves.

No. Appearing: Highly variable. A typical raiding party consists of 6 to 10 individuals.
Hit Dice:
 1d10 to 10d10; shoggurim with 5 to 9 hit dice are Large sized, a shoggurim with 10 hit dice is Huge. Since they never stop growing throughout their lifetimes, even larger shoggurim are possible.
Movement: Normal human
Armor: Medium (tough skin supplemented by additional pieces of armor)
Attack: By weapon or unarmed attack (1d4 damage for Medium-sized shoggurim, 1d6 for Large shoggurim, and 1d8 for Huge shoggurim)
Morale: Medium sized shoggurim have average morale, Large shoggurim have high morale, and Huge shoggurim have very high morale

  • Immutable Form: Due to their chimeric biology, shoggurim are immune to spells and effects that alter the body.
  • Godless: Having witnessed the decline and fall of the beings who had supposedly been their gods, shoggurim are unshakably atheistic. They gain Advantage on all saving throws versus spells and effects of a divine origin.

Shoggurim with 4 or more hit dice also gain one of the following abilities (choose or roll 1d12):

1 – Facestealer: By means of a grisly ritual, the shoggurim can adopt the appearance of another creature. The process decreases the target’s Charisma score by 2d6 points; a successful Constitution saving throw halves the points lost. Every time the disguised shoggurim takes damage, they must roll 1d20; on a result of 10 or less, they revert to their true appearance.
2 – Walking Hive: A symbiotic swarm of insects crawls upon the shoggurim’s body. Once per day as a standard action, they can rouse the swarm to attack.
3 – Four-armed: The shoggurim has a second pair of arms of equal muscle-mass and coordination to the first. As well as being able to wield double the amount of weapons and equipment, the shoggurim has Advantage on grappling checks.
4 – Burning Blood: Whenever the shoggurim is wounded, it releases a spray of corrosive blood; creatures adjacent them must succeed a Dexterity saving throw or take 1d6 damage.
5 – Threatening Display: As a standard action, the shoggurim can momentarily become terrifying; all creatures that can see them must succeed a Wisdom saving throw or become immobilized with fear until the end of the shoggurim’s next turn. A creature can only be affected by this ability once every 24 hours.
6 – Four-legged: The shoggurim has a second pair of legs of equal muscle-mass and coordination to the first. They have double the normal movement speed and have Advantage on Strength checks to resist knockdowns and forced movement.
7 – Pachydermic: Due to their naturally thick hide, the shoggurim takes half damage from non-magical weapons.
8 – Sweeping Tail: As an additional attack, the shoggurim can use their thick, muscular tail to attempt to trip an opponent within melee reach. Unless the target succeeds a Strength or Dexterity saving throw, they are knocked prone.
9 – Transfer Harm: As a reaction to suffering damage, the shoggurim can attempt to transmit the wound to another living creature it can see. If the target fails a Constitution saving throw, it suffers damage as if it had been struck instead of the shoggurim.
10 – Entangling Pelt: A creature that strikes the shoggurim in melee must succeed a Strength saving throw or become grappled.
11 – Parasitic Spy: The shoggurim can infect a living creature with a parasitic fluke that psychically links the shoggurim and the host. As long as the infected creature is within a number of miles equal to the shoggurim’s hit dice, the shoggurim can see and hear what it does.
12 – Mephitic Exhalation: As a standard action, the shoggurim can belch forth a cloud of noxious vapors. All living creatures within a conical area 15 feet long and 15 feet wide at it’s widest end must make a Constitution saving throw. Creatures that fail the save are incapacitated for a number of rounds equal to the shoggurim’s hit dice; those that succeed suffer Disadvantage on attack rolls, saving throws, and ability and skill checks instead. The shoggurim can use this ability once for every three hit dice it possesses.

Shoggurim appearance varies wildly from individual to individual, a mix of multiple humanoid and animal characteristics. They are hermaphroditic, mature quickly and never stop growing as they age. They can eat just about anything – plant or animal, living or carrion.

Esoteric Arsenal

Exotic, but not necessarily enchanted, weapons:

Black Talon
A short sword with a blade of alloy so dark it appears to absorb light. So long as it is held unsheathed, the wielder can see through smoke, fog, and other forms of cover or concealment.

Rib Scraper

A dagger with a handled of polished, blackened bone. Depending on the damage roll, this dagger inflicts additional effect against living creatures with discernible anatomies:

  1. Mortal Wound – the target will die in 1d4-1 rounds.
  2. Deep Gash – the target loses 1 hit point per round from heavy bleeding until the wound is healed.
  3. Severed Tendon – the target suffers Disadvantage on Strength or Dexterity based rolls (wielder’s choice) until wound is healed.
  4. Hit the Bone – the target is incapacitated with pain for one round.

Fist of Fury
A punch from the hand wearing this gauntlet hits with the force of a morningstar, and deals double damage to objects. The wearer suffers Disadvantage on skill and ability checks requiring manual dexterity.

The wielder of this battle axe can use their turn to flourish the weapon in such a way that wind whistles through blade, emitting an unnerving wail. All creatures that hear the sound must make a Morale check.

Celestial Hawk Wings
A matched set of longswords forged from meteoric iron that glows in dim light. With one of the blades in each hand, a wielder can leap, from standing, 30 feet straight up or 60 feet across. The wielder has Disadvantage on Stealth checks to hide in shadows or at night.

Ogre’s Tusk
A heavy, fuck-off-big two-handed sword with a grip made of woven human hair. Blows from the weapon can’t be parried and the blade can’t be sundered, but it takes a full action to unsheathe.

Wyrmfang Chain
A bracelet of intricately carved and cunningly articulated dragon-ivory links. It can be uncoiled and wielded as a whip. A wielder with a Dexterity less than 13 has Disadvantage on attack rolls with it.