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Threats and Terrors of Returned Blackmoor

by Brian Rubinfeld from Threshold Magazine issue 27

Beyond the political, social and religious groups; there are many genuine threats to the lands of Blackmoor. Brutish men and monsters still roam the landscape and the wastes beyond. Even in a "civilized" age of current Blackmoor, many issues have arisen thanks to these fearsome foes. These monsters prove that what survived of Blackmoor is a scarred and troubled land. It attempts to rebuild from an apocalypse, but will all of its plights and terrors let it?

As a follow-up, here is a list of various Blackmoorian monsters, as well as a supply of my own atrocities and abominations to plague Blackmoor. Admittedly, I wanted to do a lot of this long ago. Time, commitment and having to relearn BECMI played major roles in all of that. As you may notice, there are a lot of robots, mutants and other Gamma World-esque terrors found throughout. And while not included here, several creatures from the Mutant Future game are more than compatible with some adjustments. Given the science-fantasy theme of Returned Blackmoor, I figured this was more than appropriate. Also, some monsters might feel out of place with Mystara’s timeline. This is due to reconciling content from the original Blackmoor (and to an extent, the 3rd Edition version) into this version. Granted, all of these creatures should have been destroyed by the Great Rain anyway, so it’s not beyond the realm of possibility.

Abbreviations/Product:

Adventures in Blackmoor - DA1; City of the Gods - DA3; Creature Catalogue/Rules Cyclopedia Creatures - AC9/DMR2/RC; Earthshaker - CM4; Elves of Alfheim - GAZ5; Expert Rules - EX; Hollow World Boxed Set - HW;Night’s Dark Terror - B10; Orcs of Thar - GAZ10; Piazza Forums - PF (Found Here); Tall Tales of the Wee Folk - PC1; Temple of Death - X5; Temple of the Frog - DA2; The Comeback Inn Forums - CI (Found Here); The Duchy of Ten - DA4; The Immortal Storm - IM1; Quest for the Silver Sword - TRS; Vaults of Pandius - VoP (Found Here and Here); Where Chaos Reigns - CM6; Wrath of the Immortals - WotI; Yellowdingo's Creature Catalogue II - YC (Found Here)

Some Existing Creatures in Returned Blackmoor

Animals (RC/CC/etc) All sorts of animals once native to Blackmoor can still be found here. Birds, mammals, reptiles and more are still found in the wilderness that dots the region. The majority of animals can be found within the temperate zone of the original era Blackmoor, with some variation due to mountain and desert terrain.

Animal, Blighted Undead animals afflicted by the same scourge as the Blighted Dead. Unlike the zombified humanoids, many of the animals retain most of their motor functions.

Animaloid (Mutated Animalmen) - These sorrowful creatures are humanoids (predominantly humans) afflicted by either the Plague of the Arcane, the Afridhi Gnolls or Nyela’s cult. Their mindset is a Chaotic aligned mixture of their old race and the feral instinct of their new one. Stats otherwise match those of various races. Rumor has it that like Werebeasts, some variants might be infectious.

Ash Crawler (RC/CC) A terrifying mutant found near the southern wastelands. It somewhat resembles a big rat.

Ash Goblins (CI) Wicked goblinoids of Blackmoor, supposedly spawned by the Great Rain itself! Many escaped the hands of Morris, preferring to run amok in the plains and fields beyond the raiders' turf. In many ways, they resemble goblins, save for the little horns on their heads and their immunities to the dark magicks and radioactive pollutants that taint the lands beyond Blackmoor.

Baleborne Orcs (CI) The magically created mixture of goblinoid and orc, it is unknown how much intervention Immortals had in the creation of these beings. Their original purpose was to be bodyguards for great chieftains and other important orcs. In more recent ages, they have become major figures in armies.

Bandit (RC/CC) Standard Raiders, lawless scum who love to pick on the innocent and defenseless. Some are pirates interested in smuggling potentially dangerous technologies into the global black market.

Beholder (DMR2) The Tyrant Orbs. These wicked beings seek to oppress and horrify all those around them. Their deadly eye beams can take out armies. Like other evil ilk, they were pulled from the Dimension of Nightmares by wicked cosmic forces.

Berserker (RC/CC) Olden style warriors of the Northern Circle typically. Others belong to Raider tribes. Some practice ancient methods to unleash furious combat, while others turn to augmentations or narcotics.

Blackmoor Emergency Mech (Earthshaker) (CM4) A massive robot. These were built in limited numbers for emergency uses. When activated, the massive machine is deployed into action. In a rare instance, it was used to fight equally giant monsters in the past. They aren’t impacted by electrical attacks like lesser machines are. Usually, their lesser versions are deployed first.

Black Smoker (YC) Dangerous fungi that unleash spores that turn their victim psychotic. They’ve been captured from Detrituswood Exclusion Zones and have been bred by cults of the Egg.

Blackwheat (YC) A swampy spawn of the corruption that breeds in Detrituswood. Its spores act as a kind of neurotoxin. When inhaled or ingested, the victim is sent into a violent rage. Particularly gutsy narcotics producers venture into the swamp for their own rage drugs.

Camarilla (DA3) Six-legged massive lizards found within the desert regions. They’re an impossible survivor from darker times, but they remain wandering wild even today. They’ve been embraced by various settlements along the wastelands, what remains of the Hak and other southern territories.

Cheetah, Blackmoor (PF) These animals are not native to Blackmoor, they were somehow mysteriously imported. Signs point to Nyela’s cult as the source, but for what purpose?

Cryion (RC/CC) Shy bat-like humanoids, they can be found within mountainous regions and in old caves.

Cyborgs (DA3) Humans drastically altered through the powers of technology. Transhuman in many regards, they have the boons of both computing devices and enhanced minds. Capable of enduring more than a normal body, they are prepared for many challenges in civilization and wasteland alike.

Deadwood (YC) A zombie-equivalent of a plant, controlled by magical fungi. Another blight of the tainted swamp, it attacks outsiders to sap them of nutrients. The fungal parasites sustain themselves from this pseudo-vampirism.

Dragons (AC9/DMR2) In the innumerable years between Blackmoor resurfacing in the world, dragons too made their own comeback. Some took interest in Blackmoor when it returned, but not before it lifted off the Material Plane. To the chagrin of many, dragons have returned and roosted within the lands once more. And worse, many have adapted to the new technologies quickly.

Elementals (DMR2/RC) Raw forces of nature, something standing the test of time against Blackmoor’s previous expansionist attitudes. The ensuing end of the old world created corrupted variants of Entropy and Radiance however.

Extraterrestrial (YC) - Something truly strange and alien landed in the Superstition Mountains at some point, making it the second space faring race to crash into Blackmoor. Little is known of them, except that they arrived before the Great Rain of Fire, were buried in the mountain, were somehow preserved and exist today. But, few can prove they exist. And those who can prove that? They have a habit of altering their memories and entire minds. The subject has become popular among conspiracy theorists, some saying that Allogost’s regime is actually made of these aliens.

Faceless Man (YC) Terrifying and uncanny humanoids that closely resemble humans, save for a genderless appearance and no face. They were the results of tampering at the hands of either the Oard or the Egg. It’s unknown which is responsible. Likewise, their purpose is unknown.

Faeries (AC9/DMR2/PC1) Long since enemies of Blackmoor's later agenda. This hasn't changed much under Allogost's regime. His forces distrust the fey, while only welcoming a few elves into his lands. As the fey are associated with trickery and mischief, they're watched or warded from afar. Likewise, they tend to hide just outside of Blackmoor's influence.

Faerie Ring (YC) Dangerous circles of mushrooms with planar properties, often used by the fey to escape Blackmoor or abduct victims.

Forest Guardian (YC) Vengeful creatures who are enraged by the state of the marshlands between Ten Duchy and Vestfold. Even though the damage was never intended, the creature attacks any who dare to step into its territory. They can also be found in the Locust Hills Victory Grounds and Malfera Forest. They share much in common with the Gakarak.

Frogmen (DA2) The descendents of the frog-spawn that didn't flee following the destruction of The Temple and City of the Frog. From the Great Dismal Swamps, many branched out to haunt the spaces around Blackmoor. Over time, the dark power of "The Frog" immortal seemed to dissipate though, making its creations less inclined to act as maliciously.

Fungal Fiend/“Dusanu from Space” (DMR2/X5) A cosmic abomination that operates in a hivemind. Whether or not they are related to Dusanu is debated. Unlike true Dusanu, they replace all matter on a victim’s body with disgusting pulsating and padded fungus. The victim’s head is replaced by antennae like extensions. Natural weapons protrude from the arms. If infected by spores, its effects take only 1d4 hours before the victim is turned into a fungaloid horror. Particularly damaged and aged infected begin to produce Infectors, potentially releasing a new wave of the infection. And those who aren’t necessarily useful are harvested for biomass that quickly coats and overwhelms surfaces. A central "Rot Mind" feeds instructions as the core of a hivemind. They otherwise use the same statistics as Dusanu. The only infected can be found beneath the Temple of the Frog… for now.

Grazer (DA3) Bison-like beasts that prove sacred to Peshwah life. Some more domesticated breeds have had better chances of survival than more wild breeds. They each have a single horn and a flat tail.

Gatormen (DA4) A magical creation from the Duchy of Ten. While this power fell long ago, its legacy continues to linger. The Gatormen allegedly follow corrupt patrons like Demogorgon, but this is widely speculated. They are mostly unwilling to contend with many other civilizations, preferring isolation. Some have forged a neutral relationship with an ancient Rakasta tribal advisor, Old-as-Dust.

Gakarak (DA3) Giant tree spirits whose burning hateful passion was revived during the attack on Red Woods. Their natural powers seem to have adapted to Blackmoorian technology, complete with a supernatural resistance. Thus, older style weaponry is now needed to face them. (Modify with extra defense)

Geonid (AC9/DMR2) Small creatures dwelling within rocks, some resembling boulders. They are sensitive and strange towards the rest of Blackmoor.

Ghosts (RC/CC) - Restless souls with unfinished business. Many are victims of the uprising when Blackmoor came to near-modern Mystara.

Ghostly Horde (RC/CC) These magical ghost-like enchantments plague abandoned towns, battlefields and cursed places. They could be the result of lingering fey or possibly something else entirely.

Giants (EX/DMR2) A far cry from their glory day, these magnificent titans still tread upon many old grounds. Deserts, mountains and other reaches less touched by Blackmoorians are typical spots. The Northern Reaches sport a few as well.

Giants, Blighted Walking engines of the apocalypse. These were among giants of Blackmoor that not only endured the horrors around them, but became similar creatures to the blighted corpses. They are thankfully rare within the bubble, but they continue to haunt desert wastes and high mountain peaks. Any elements that were channeled through the giant are replaced by torrents and bombarding blasts of radiation. They share radiation powers with the Blighted Dead (below).


Original drawing by Dario Odillo

Gnolls/Proto-Gnolls (DMR2) Alternate history creations of the Afridhi. Following countless failures, the gnolls took over their culture. However, their campaigns have become more opportunistic rather than bold in scope. Their full incarnation came about when legions migrated to Nithia, blending in with the true gnolls before returning to Blackmoor. Should one discover this branch, it would rewrite the history of the race. Among scholars knowledgeable about Mystara, they are “proto-Gnolls”.

Gobbler Snake (DMR2/HW) A massive creature that slithers beneath the earth, sensing its prey from above. It can unhinge its jaw to swallow its victims whole. It has multiple eyes and sensory organs to track prey. Giant Snakes, Giant Worms, Burrowers and other related monsters can fill the crunch needed for this creature.

Goblinoid (RC/CC) Bothersome brethren that arose from the beastmen. How they discovered Blackmoor is unknown, save that they are related to the Ash Goblins already found in the region.

Gray Philosopher (RC/CC) Dark spirits formed after Allogost’s revolution had them slain. Many were deliberating on ways to help bring the ailing nation back to order, only to be cut down in betrayal. Their Malices only seek to betray Blackmoor.

Hybrid Mutant A mixture of two different monsters, usually some traits related to the undead. Many of these were contained in the Cootsbane Dam, but have since broken free.

Kobolds (DMR2) A problem that all of Allogost's legions failed to ever stop. Before Blackmoor became shielded from the world, Kobolds found themselves infesting caves, hopping around valleys and grabbing hold of whatever they could find. They remain a mark of shame for the empire.

Laughing Jack (YC) A curious insectoid found in the Redwood. It’s known for the strange laughter-like sound it can generate. They seem to cooperate with Detritus Elves.

Lightning Brush (YC) An ancient Afridhi creation, made as a security mechanism to keep intruders away, it’s a closely guarded secret of the gnolls. Some use it to power their own devices. A large tree-like variant exists in a palm-like shape.

Lupins (AC9/DMR2) The dogmen of Mystara. Through a turn of events, they were imported into Blackmoor. Ancient breeds survived thanks to the time jump, which resemble wolves and coyotes. Other breeds, including Blackmoorian exclusive ones, exist to some degree. They are based on the German Spitz, Pomeranian, Corgi and Shiba breeds. Mutant strains have infiltrated all breeds.

Magpie, Giant (RC/CC) A strange, large bird pest. They love stealing technology.

Malfera (X5/DMR2) A dimension shifting horror from the nightmare realm. This fiendish creature is known to feast upon the hearts of victims. Cultists of dark forces have sought them out.

Man, Deep Blackmoorian (Isolated) (RC/CC) Deep within the Superstition Mountains, a tribe of humans dwelled none the wiser of the world beyond. The Deep Blackmoorians are a mystery, unknown to the majority of the nation even. They have only surfaced after the revolt blew up a chunk of the mountains themselves. Oddly, they’re fully immune to radiation and poison, but cannot use magic… much like Rockhome Dwarves. They’re eccentric and uncanny to those who encounter them, like the Cynidiceans of The Lost City. Their technologies and aesthetics harken to an early age of Blackmoor, one the Northwestern Kingdom would appreciate. Only one of their scouting bands have found them so far.

Miasma Tree (YC) A result of nature fighting back against the blight. These trees create hard crystalline-like creations from the poisons and corruptions seeping into the area. It will attack anything attempting to disturb it. Worse, should the crystal break, countless poisons will scatter into the area.

Mind Flayer (VoP) A distant outsider from the Dimension of Nightmares, the dreadful forces of the Carcosan Court and the Egg of Coot's dreams have brought these creatures to the Prime Material. A scourge unseen in Blackmoor, let alone Mystara, they carry a variety of deadly powers. While similar to the Brain Collector, they carry their own fell deeds. They are rumored to have come from another plane or world, but that would be made impossible by the Council of Intrusion if that was true.

Muties”/Mutants These are humanoids, predominantly human, exposed to the powerful and dangerous toxic soup around Blackmoor. Rather than dying of poisoning or other excruciating causes, their entire being changed somehow. Many are often ugly, but almost all carry some strange powers. Modifying a humanoid with a spell-like ability or strange power is all that is needed for making a mutant.

Mutant, Coot Hound Lupins who fell under the sway of the Egg’s dreams, they are malformed, misshapen and grotesque. They share Lupin stats, but each display some anomaly or strange ability.

Nasileth (CI) A serpent of the seas, creations of the Egg of Coot if rumors were to be believed. Its most wicked power is its ability to create undead servants out of those it slays. They were accidentally brought over when as much of Blackmoor as possible was moved in time. Despite the sudden shift in water temperature, they adapted and bided their time while both land and sea in the domain were slowly restored to normal.

Neh-Thalggu (RC/AC9) The cosmic connections of the Carcosan Court and the slumbering dreams of the Egg of Coot have slowly pulled aberrant life towards Blackmoor. The Brain-Collector is no exception. These powerful magical psychic entities hail from a Dimension of Nightmare. They've been responsible for corpses devoid of any brains left behind, barring the occasional brain-hungry zombie.

Oozes and Slimes (RC/DMR2) While many oozes and slimes in the past were the work of strange sages and mad mages, many in current Blackmoor are the result of industrial refuse and the discarded waste of technomagic. Many crawl and slosh around factories, warehouses and other places of intensive machinery. They are disgusting sludges given life.

Orcs (AC9/DMR2/GAZ10) Long since humbled by the might of Blackmoor. Some say that true orcs didn't exist in the age of Blackmoor, that they were really Beastmen. It's hard to say, given contradictory reports. Nonetheless, they continue to make their appearance in Blackmoor proper. Many congregate in the Stormkiller Mountain areas still.

Quarg (DA3) Large wolf-like predators living in the mountains, the Wild Lupins have had some luck befriending them.

Radboar (YC) Irradiated hogs dwelling close to the Locust Hills Victory Grounds, the Superstition Mountains Exclusion Zone, or the Valley Wastelands. Others are found outside of Blackmoor's bubble. They're mostly immune to the deadly radiation, but are capable of spreading it. Many display various deformities and mutations.

Rakasta (AC9/DMR2) Distant tribesmen, the majority of them linger beyond main civilization. The vast majority of these catmen resemble cheetahs, various types of leopards and lynxes. “Mutant” strains inhabit other areas.

Ratling (PC4/TRS) Ratmen, but devoid of lycanthropy. They cannot shapeshift, nor gain any special benefits (like resistances against weapons) from the somewhat related wererat. Their origins are unknown, mutation from the Plague of the Arcane, Nyela’s cult or possibly genetically modified creations of A.M. in the junkyards. What is known is that these short rat-like humanoids are reluctant to show themselves to outsiders. They are often seen within caves or the refuse of civilization, such as the abandoned junkyard. Some adventurous types have interacted with the greater area, particularly in Blackmoor City.

Reflector (RC) The perfect work of Blackmoorian magitech. These glistening humanoid statues are devoid of clothing or weapons, but need neither. One of their preferred tasks is securing valuables and goods, protecting their acquisitions through any means necessary. A small group of them can congregate in an area before all of them vanish. They are truly curious beings and only become aggressive when they or their treasure become threatened.

Robots A thinking machine capable of multiple tasks, many are intelligent if artificially so. Electrical attacks usually cause malfunctions or shut down, especially from magic and a failed saving throw.

Robot, Automaton (CI)/(HW) Constructs with souls, these were old experiments based off of the robots from the City of the Gods. These sentient beings have begun looking less like standard robots and more human-like over the many years. In times of strife, these beings were nicknamed "warforged". Now, they just seek to find their place, arguing that they are very much like the organic citizens of the land. Other versions still exist, resembling the Blacklore Valley ones that vanished, with not many of either remaining in Returned Blackmoor today.

Robot, Berserker Droid (YC) These killer robots patrol Blackmoor, eliminating anything not immediately familiar. This often means travelers who dare to stray far from safe paths. They prove useful against the many scourges that threaten the balance of the land.

Robot, City of the Gods (DA3) These machines are modeled after the robots from the City of the Gods, a relic of ancient times.

Robot, Hunter-Killer (YC) A tracking and elimination robot, it's usually sent on missions to remove criminals. They’re a far weaker Death Machine.

Robot, M.O.N.S.T.E.R. Series (YC) Smaller security and data robots made to somewhat resemble creatures. The G.O.B.L.I.N. and K.O.B.O.L.D. models are especially popular. Their activities range from street monitoring to more aggressive functions.

Robot, Overseer (YC) An energy sucking robot, they're often used to monitor and suppress prisoners.

Robot, Punisher Drone (YC) A small robot meant to punish prisoners and help ward off intruders.

Robot, Servitor (YC) A delivery and maintenance robot. Their combat abilities are near useless.

Ruins Ape/ Radium Ape (YC) Mutated Ape Men who wander the wastes of Old Blackmoor and Old Thonia, just outside of the protected zone. They utilize salvaged and scrapped technology and are extremely hostile towards anyone else. Nyela has lured plenty to her side though. Meanwhile, World Scouts exploring the outside wastes have encountered them to a small degree.

Sand Folk (DA3) A silicon and crystalline people. Originally from the Valley desert, they found themselves compelled forth as Blackmoor proved to be safer. However, in the many wastelands that exist within the territory, they are the most comfortable.

Spider, Giant (RC/CC) A horror of the Westwood swamps, a relative of the Angler Spider.

Strangle Weed/Vine (RC/CC) Predatory plants, found in woodlands and especially the tainted swamps.

Thoul (RC/CC) Crafted abominations made to serve hobgoblins. While largely unknown, they found themselves drawn to Blackmoor’s wastes before the lands returned.

Wychglow/Wychlamp (RC/CC) Strange magical orbs of great power. They dwell within the caverns below wooded lands, as well as the dungeons below Castle Blackmoor as traps/guards. They’re often kept in areas away from metal.

Wyrd (GAZ5/B10) Beyond the rage of the elves, several spirits seek the suffering of Blackmoor. While the phenomenon of the Wyrd was only heard in the nation of Alfheim, the happenings of Redwood caused a new form to emerge in Blackmoor. They are aggressive, vindictive and overcome with an unstoppable hatred. These skull-faced undead seek to kill all things Blackmoorian in their path.

Zombie, Electrical (Lightning Zombies) (WotI) This variant is only semi-intelligent. Most are driven by rage, while almost maintaining an obsession with technological devices. They can be made docile with entertainment, such as through crystal screens. Otherwise, they can shoot currents of electricity through their bodies.

Zombie, Plague (Walker) (VoP) A product of the Detritus Elves, they are mostly confined to the Wastelands and the Detrituswood Swamps. If not controlled quickly, an undead pandemic could overwhelm a region.

Zombie, Zomborg (AC9/DMR2) A mixture of high technology and the arcane gone terribly wrong. Origins vary from nanomachines and cybernetics, to necromancy-infused grafts and plain old magic. No matter the cause, these are the upgraded dead. When in combat, their physical capabilities become boosted until the subject of their ire is beaten into submission. These are modified Zombies with added bonuses from various devices (such as something like Oard devices).

New Monsters & NPCs

























Original drawing by Robin.


Angler Spider

Armor Class:6 , Hit Dice: 6** (M) , Move 60’ (20’) , Attacks: 1 , Damage: 3d4, No. Appearing: 1 - 2 (1 - 4) , Save As: El6 , Morale: 5 , Treasure Type: U , Intelligence: 5 , Alignment: Neutral , XP Value: 725

A Westwood abomination. It resembles a cross between an angler fish and a spider, with scorpion-like qualities as well. Its head is strongly fish-like, with a glowing protrusion on top. Legs with retractable fin-like flaps allow for both travel on land and water, with small hair-like barbs that make climbing easy. Despite being called a spider, they do not carry venom in their fangs, but its sharp jaws can grapple and subdue a target. Likewise, they cannot produce webs. However, they have the stinger tail of the somewhat related scorpion. Creatures stung by the stinger must Save vs. Poison or take an extra 1d6 damage every turn. These hit points cannot be recovered by any means, until the toxin is treated or removed. They nest within the mutated trees and swamp covering much of the quarantine zone, luring and jumping upon anything that encroaches on their territory.

Blackmoorian Military

Battle brothers, Knights of the Order! The enemy is upon our door, but fear not, for our God-King is at our side! If we fall, we die as heroes. Onward, Chapter Corvidus Bane, let us crusade for King Allogost!” - Commander Indrick Bulidor

The elite fighting force of Blackmoor. Through arcane technology, their incredible skills are only heightened. They range from the standard rank-and-file soldier to deadly super assassins. Beyond these ranks, many belong to different chapters devoted to different tactics and skill sets. Many are augmented through a mixture of performance enhancing drugs, implants, enchantments and genetic engineering. Some closely resemble normal people, while high ranking knights are titanic men in incredible powered armor.

Guardsmen

Armor Class: 7 , Hit Dice: 3 , Move 90’ (30’) , Attacks: 1 weapon , Damage: weapon , No. Appearing: 1 - 8 (2 - 20) , Save As: F3 , Morale: 8 , Treasure Type: A , Intelligence: 9 , Alignment: Lawful , XP Value: 35

Foot soldiers and fighting men. But these are no mere guards of days yore. They are trained in the contemporary styles and equipment of an advanced Blackmoor.

Ranger/Scout/Soldier

Armor Class: 5 , Hit Dice: 6 , Move 90’ (30’) , Attacks: 2 weapons , Damage: By weapon , No. Appearing: 1 - 4 (3 - 12) , Save As: F6 , Morale: 9 , Treasure Type: (U) A , Intelligence: 10 , Alignment: Lawful , XP Value: 275

Greater than the Guardsmen in power and skill, their focus relies on studying environments, surviving the lands and skulking in potentially dangerous territory. Departments differ in skills, but are otherwise similar to each other.

Exe-Corps

Armor Class: 2 , Hit Dice: 6 (M)* , Move 120’ (40’) , Attacks: 2 weapon attacks , Damage: By weapon (plus special) , No. Appearing: 1 (1 - 6) , Save As: F12 , Morale: 11 , Treasure Type: (U+V) , Intelligence: 15 , Alignment: Lawful (with evil potential) , XP Value: 500

Fearless slayers and Spec Ops teams. They are sent in for particularly deadly foes and dangerous threats to Blackmoor, not just enemies of the state. Many have been used to assassinate smugglers and recover stolen technological goods in recent years, including pieces already traded away. When an Exe-Corp soldier attacks a target that has been compromised in some way; such as being caught off-guard, being restrained, actively distracted or being the subject of continued/prolonged focus (such as from studying or maintaining scope on target) then the Exe-Corp can deal an extra 4d6 damage to the target. It should be no surprise that Exe-Corp soldiers are primarily snipers, assassins and other dangerous killers.

Commissioner

Armor Class: 8 , Hit Dice: 5 (M)* , Move 90’ (30’) , Attacks: 2 weapon attack , Damage: By weapon , No. Appearing: 1 (1-3) , Save As: F6 , Morale: 9 , Treasure Type: Vx3 , Intelligence: 14 , Alignment: Lawful , XP Value: 300

Communications and coordinations experts, soldiers showing exemplary leadership. They plot courses and oversee operations, ensuring that all goes to plan. If a Commissioner is actively in communication with forces that can hear them for at least 1 hour, they gain a cumulative -1 bonus to their AC, as well as a +1 bonus to their attacks. This does not stack with the aid of other Commissioners.

Knight

Armor Class: 2 , Hit Dice: 10 (M)* , Move 90’ (30’) , Attacks: 3 weapons , Damage: weapon damage + additional 1 - 8 damage per successful hit , No. Appearing: 1 - 3 (1 - 10) , Save As: F12 , Morale: 10 , Treasure Type: (U+V) or F , Intelligence: 13 , Alignment: Lawful , XP Value: 1750

The mightiest champions to serve under the empire of Blackmoor, they utilize the most powerful armors and weapons for direct confrontation against enemies. Many are assigned standard issue equipment that remains nonetheless very powerful. Often a Knight will push the capabilities of their weapon to new heights. Often, their attacks will be quick and merciless, even firing ranged weaponry with ruthless proficiency.

Supreme Knight

Armor Class: -2 , Hit Dice: 16 (L)* , Move 120’ (40’) , Attacks: 4 Attacks , Damage: doubled weapon damage + 1 - 8 extra damage , No. Appearing: 1 (1 - 6) , Save As: F16 , Morale: 12 , Treasure Type: (U+V) or F , Intelligence: 13 , Alignment: Lawful , XP Value: 3150

Knights who prove themselves undergo a process of elaborate augmentation, enchantment and genetic modification. These hulking super soldiers are fitted with incredible suits of powered armor, able to wield mighty weapons as if they were the standard. They have been called in for major threats, and are able to deal with whole raider hordes, mutant infestations and worse.

Blighted Dead

Blighted Corpse

Armor Class: 9 , Hit Dice: 2** , Move 60’ (20’) , Attacks: 1 slam or 1 weapon attack , Damage: 1d8 or weapon damage, No. Appearing: 1 - 8 (1 - 6 x 5), Save As: F2 , Morale: 11 , Treasure Type: B , Intelligence: 5 , Alignment: Neutral (evil leaning), XP Value: 30 (Modify for size, as well as racial abilities of undead’s base stock)

Zombie-like creatures, creations of powerful energies or super-weapons. Backburner and Woodenbridge currently host the largest number of these ghoulish creatures. Slow and plodding, they savor doing whatever they can to attack the living. They are noticeable due to the dim light they shed, visible up to 20’ away. A sizable army is formed by Cootsbane Dam, following some calamity. Recently, bands of Rakasta, Lupins and Blackmoorian Hin have joined the ranks of these undead legions. They also share the ability to drain, like a shadow. But, instead of targeting one's strength, they target their fortitude (a point of Constitution) as their corrosive radiation seeps into the victim. When around particularly foul and polluted areas, they emit a faint glow. These undead, predominantly intelligent, seek to spread the dread gift of radiation upon the land. Save for more powerful weaponry, most try to employ their own unnatural gifts. They aren’t harmed by poisons, radiation or diseases.

Blighted Wraith

Sss-spread the lll-light. Embra-ccccc-ce Radiance!” - A Blighted Wraith on the attack

Armor Class: 5 , Hit Dice: 5*** , Move 120’ (40’)/240’ (80’) in flight, Attacks: 1 touch , Damage: 1d6 plus energy drain , No. Appearing: 1 - 4 , Save As: F5 , Morale: 11 , Treasure Type: E , Intelligence: 8 , Alignment: Chaotic (evil leaning) , XP Value: 375

Glowing radiant phantasms, spawned from deadly blasts of energy. They shed dim light up to 60’ away. These tortured souls glide and emit awful screams as they descend upon a living target. The shrouded void creature digs its glowing claws into the victim, draining them much like the Blighted Corpse, but worse. When in contact with devices and constructs, it often sends the objects into confusion. Like other incorporeal undead, they can phase through solid objects but cannot end their movement within them. Doing so risks damage to the object and the wraith. When being attacked, weapons that aren’t magical (such as an enchanted axe) or energy-based (such as a laser pistol) only do the lowest amount per weapon die. As such, a short sword that rolls 1 - 6 always counts as 1. But a plasma rifle may deal from 2 - 12. Sleep charm and hold spells cannot affect it. Its attacks energy drain for 1 level, plus 1d6 points of damage. In addition, any creature within its touch range must make a save vs Death Ray or Poison to avoid losing 1 point of Constitution. Saving in this aura occurs every round. Creatures killed by either effect risk returning as a blighted wraith.

Less common than the Blighted Corpse, these creatures are often found at the ground zero of an explosive tragedy. The dead center of the Woodenbridge incident, the Exclusion Zones of Backburner and Superstition Mountains as well as the ruins of Westwood Pharma are particularly common sites for the spectral dead. Unlike their zombified associates, many Blighted Wraiths are still somewhat intelligent. However, their focus is drawn towards rage against the living. Like the Blighted Dead, they aren’t harmed by poisons, radiation or diseases.

The Amalgam Beast

Armor Class: 7 , Hit Dice: 12 (H)** , Move 90’ (30’) , Attacks: 4 , Damage: 2d6 , No. Appearing: 1 (1 - 4 is very rare) , Save As: Dw10 , Morale: 12 , Treasure Type: Nil , Intelligence: 3 , Alignment: Neutral (evil leaning) , XP Value: 3000

Undead masses of torsos, heads and limbs; gibbering, crawling, hungering. These disgusting things were often the result of mass burials around particularly toxic or cursed grounds. The biggest source of these abominations are areas particularly blighted by arcane toxins, radiation and other hazards. The Quarantine Zone in Woodenbridge, the blasted remains of Backburner and the Detrituswood are particularly dangerous treading grounds of the horrors. The outer areas within the Skothar wastelands can also sport these monsters. The result is massive compilations of corpses fused into a single creature. Completely mindless, they exist to feed. Those incapable of tricking them often meet a gruesome end, should they find themselves unable to outrun them. Even worse, knowledge of these monsters have inspired necromancers to assemble their own variants. Should one suffer an attack by these creatures and survive, there is a 15% chance that the corrosive saliva and ichor like slime that coats the monstrosity can induce a radioactive infection. Should this occur, the target must make a Save vs. Poison or suffer a point of Constitution loss once every 1d4 hours. This is similar to the Blight Corpse, but far deadlier over time. Like the Blighted Dead, they aren’t harmed by poisons, radiation or diseases.




Original drawing by Dario Odillo.

Detritus Elves

Entropy is the truest form of nature, spreading decay and removing those who reject it!” - Fell Carcassbark, Detritus Elf

Armor Class: 6 , Hit Dice: 2*** (M) , Move 90’ (30’) , Attacks: 2 claws or 1 beam, Damage: 1d4, 1d4 or 1d10 , No. Appearing: 1 (1-6 rarely) , Save As: W3 , Morale: 8 , Treasure Type: (T) E , Intelligence: 13 , Alignment: Chaotic (evil tendencies) , XP Value: 35

The former Elves of Westwood. Help didn't approach them fast enough, after the time jump. Plants died, soil eroded, marshy waters flooded and froze, and the lands smelled of death. In desperation, the elves jumped at an offer made by Nyx, who turned them into evil monsters. Much of the Detrituswood Swamps have become a cursed place. Fools who travel on land or water often disappear at their hand. Even air travel risks their wrath. They function the same as elves, except they can enact a deadly touch attack and are treated like undead. For the most part, they still look like elves. However, their eyes now bulge with an inky black malignance. Claws jut from their fingers, and their tongues stretch to unnatural length. Likewise, their skin is almost a pallid tone. Their hide is tough, fortified by their awful curse. They cannot be hurt by non-magical weapons. Even non-enchanted high technology is useless against them. Being slashed by their claws is one of the easiest ways to risk an infection from the evils of Westwood, often turning the slain into the infectious dead if the bodies aren’t consecrated within 1-6 hours. When in darkness, they seemingly merge within shadows and become invisible. Even Infravision cannot detect them. Only natural light can reveal them from their invisible state. They can also lob a dark burst of black necrotic energy at a target within 60ft. of them, prompting a save vs. magic. Upon damaging the target, it cannot recover those hit points lost until cured by divine magic. Creatures that die from this attack dissolve into black soot. It’s possible for some to become Priests of Entropy, even gaining levels like a Cleric.

Fungal Fiend Infector

Get it off, get it off! Ahh, aaaaaahhhhhh!” - An infector victim

Armor Class: 9 , Hit Dice: 0 + 1** (S) , Move 90’ (30’) , Attacks: 1 , Damage: 1d6 , No. Appearing: 1 - 10 , Save As: T1 , Morale: 11 , Treasure Type: Nil , Intelligence: See Below , Alignment: Neutral , XP Value: 7

A byproduct of this strange variant, seemingly small and insignificant, these tendril coated balls of fungal flesh meander until sensing an organic creature. Upon doing so, they dart and dive towards the new host, and upon contact, they burrow to begin their process of converting them. The target must make a Save vs. Paralysis after being hit twice. Upon failure, they fall to the ground unconscious. Unless the target is cured by a spell to remove disease or cure other ailments within 1 minute, they are morphed into a Space Dusanu moments later. The Infector promptly fuses with the host, achieving a more powerful form. The gaseous spores do carry one weakness, they cannot sustain much damage. In fact, the act of popping one causes a chain reaction that causes several nearby to die. Fortunately, all specimens within Blackmoor are contained underneath the Temple of the Frog... for now. Unleashing these creatures could prove to be a grave mistake. Not only do they operate on hive intelligence, but as they consume more bodies, their intelligence grows.

Junkyard Golem

Armor Class: 2 , Hit Dice: 7 + 1 (L) , Move 90’ (30’) , Attacks: 1 , Damage: 4d8 , No. Appearing: 1 , Save As: F5 , Morale: 10 , Treasure Type: TxHD (Functional salvage instead of gems) , Intelligence: 10 , Alignment: Chaotic , XP Value: 550

Heaps of trash and broken machinery, knit together through both technical and magical means. They are given new life as a new creature, built from the discarded and broken refuse of civilization. They are often vindictive, angry and craving an affection that they will never receive. Their powerful slam deals a mighty 1d8 x 4 damage.

Plague Angel

Armor Class: , Hit Dice: 8** , Move 120’ (40’) , Attacks: 1 energy bolt , Damage: 6d6 , No. Appearing: 1 , Save As: M8 , Morale: 8 , Treasure Type: Nil , Intelligence: 15 , Alignment: Neutral (good tendencies), XP Value: 1750

Glowing humanoids with beak-like faces. While not actual angels, their true form gives off that general feeling. They often disguise themselves as plague physicians and priests, clad in dark garb and a beak-like mask. In either form, they are capable of extracting almost any sickness from a subject, sometimes accompanied by a variety of devices. Likewise, their touch is capable of removing the Blight from a victim. If given 1 month, they seem capable of cleansing a 10 ft. plot of land of all corruption. However, this assumes that outward forces can’t easily undo that. Their motivations and origins are mysterious, save for that they’re found in heavily blighted areas. They are otherwise poor combatants, save for their ability to fling light as if it were like the Lightning Bolt spell.

Psyker Orc

Oi! Bruvas listen! Da Bad King ish Immortal! He has da powers of da Times! None of ye orcy lads can kill da King Gahd! But, we cans stahp him gud like! We jahst needs a trap! Da Orcy Immortals will show us da path!” - Prophecy of Make’Em’Ded, a Psyker Orc Sorcerer-Priest (Shaman); possibly responsible for Allogost’s path towards ascension

Armor Class: 6, Hit Dice: 2** (M), Move 120’ (40’) , Attacks: 1 weapon , Damage: By weapon or psychic power , No. Appearing: 2 - 8 (1 - 6 x 10) , Save As: F2 , Morale: 8 , Treasure Type: P (B) , Intelligence: 8 , Alignment: Chaotic , XP Value: 65

Mutated and empowered by the slumbering Egg of Coot, this is no ordinary Orc! While lacking much in wit and charm, these Orcs are capable of wielding incredible psychic powers. When in larger groups, these powers are magnified. Their ability to warp reality around them is spawned by belief. Luckily, they have no proper idea on how to use their powers. But, common powers function a lot like spells. If given 2 rounds, they can perform a ritual of sorts in a group that allows them to receive a number of potential benefits. They must wait 2 hours to choose another ritual. Rituals last 1 round for ongoing effects. In order to redo the same ritual, the last one must expire. At least 4 orcs are needed for rituals.

Raider Warriors

Blood Showers for the Bloodshed Lord!” - A violence-crazed raider

Armor Class: 5 , Hit Dice: 2 (M) , Move 90’ (30’) , Attacks: 1 weapon , Damage: weapon damage, No. Appearing: 2 - 8 , Save As: F2 , Morale: 8 , Treasure Type: (P) B, Intelligence: 11 , Alignment: Chaotic (often with evil intent) , XP Value: 20

Brutal, savage, murderous, these barbarians of a future past exist to plummet and plunder. They seek others as nothing but opportunities, weaklings to slay and loot. In a sense, they're a dark side of the adventurers from the mythic past. They are a slightly stronger bandit.

Robot, Death Machine

Stay where you are! Face termination!” - A Death Machine on a mission

Armor Class: 0 , Hit Dice: 8* (M) , Move 90’ (30’) , Attacks: 4 slam or 2 gunfire , Damage: 2d6 (slam) or 3d10 (gunfire) , No. Appearing: 1 (2 - 4 is possible, if rare) , Save As: F8 , Morale: 11 , Treasure Type: Nil , Intelligence: 16 , Alignment: Lawful (with evil tendencies) , XP Value: 1200

Originally conceived to serve and protect governmental interests. These humanoid skeletal-shaped robots proved to be adept in combat, especially with eliminating targets. Over time, they have become used as special operations units ranging from covert assassination to full-on warfare. They are relentless, agile and possess superstrength. Many Knights fear replacement by them, and fear them in general. They remain strictly in line with Blackmoorian law, solely devout to the ruling powers of the land. Unlike other robots, electrical attacks do not risk malfunction. Furthermore, incredible strength allows the Death Machine to rip through surfaces, even steel. They excel at physical combat as well, capable of smashing and shredding foes in their way for 2d6 per hit, with a built in gun capable of 3d10.

Variant Death Machine: Nemesis

This variation is larger, faster and more directly aggressive. Besides being brutal combatants, this model is made to strike absolute terror into their prey. In many regards, the Nemesis is just as skilled in the art of combat as it is in psychological warfare. It shares its stats with the standard version, with the following changes:

Armor Class -2, Hit Dice 12 (L)*, Move 120’ (40’), Damage: 3d6 (slam), 4d10 (gunfire), Save As: F20, Morale 12, Treasure Type: Any, Intelligence: Unknown (13), Alignment: Lawful (with heavy evil tendencies) XP Value: 2125

Robot, Groundsmasher

Armor Class:-4 , Hit Dice: 16*** (H) , Move 180’ (60’) , Attacks: 2 slam or 1 eye beam , Damage: 10d4, 10d4 or 20d6, No. Appearing: 1 , Save As: F28 , Morale: 12 , Treasure Type: Any, Intelligence: Unknown (15) , Alignment: Lawful , XP Value: 5150

An earlier prototype for the Earthshaker, but still over 50 ft. tall. Ultimately, these proved to be far easier to create. These giant robots are usually held for defensive purposes. They closely resemble the mech-like constructs seen in the original City of the Gods. Unlike other robots, electrical attacks do not risk malfunction. They likewise take ½ of total damage dealt by spells and can only be hit by a +3 magic weapon or greater. Several non-magical technological weapons are perfectly capable of damaging them as normal though. Their usage is saved for dire situations.

Ultra Mutants

Armor Class: 4 , Hit Dice: 7* , Move 120’ (40’) , Attacks: 2 slams or 2 weapons , Damage: 3d4, 3d4 or weapon damage, No. Appearing: 1 - 3 , Save As: Dw 7 , Morale: 9 , Treasure Type: (P) B , Intelligence: 7 , Alignment: Chaotic , XP Value: 850

Angry, directionless, extremely destructive. Many true mutants were created by mistake. From the Great Rain of Fire, to the consequences of state retaliation, the majority of sentient mutants were simply victims who became other races, while some were lucky abominations who kept their minds intact. These creatures are massive, many resemble humans only in their bipedal frame and warped facial features. They are hulking masses built on rage and violence, few are non-chaotic. They often congregate near fonts of corruption or places still afflicted by old hexes and poisons. Ruined and plagued cities, places still touched by the Arcane Plague and areas containing the outside radiance are particular hot spots. They are totally immune to the tainted toxins, radiation and blighting effects that haunt parts of Skothar. Likewise, most diseases don't affect or hurt them.





























Original drawing by Robin.


Void Bat

Armor Class: 6 , Hit Dice: 4* , Move 120’ (40’) , Attacks: 2 Sonar Blasts or 1 Bite , Damage: 1d6, 1d6 or 2d6 , No. Appearing: 1 - 6 , Save As: F4 , Morale: 6 , Treasure Type: C , Intelligence: 8 , Alignment: Chaotic (Some Evil Tendency) , XP Value: 125

A Westwood abomination, mutated by the forces of Nightmare. Its body resembles a hairless bat, with raptor-like talon feet. While limited, the talons can engage in some manner of close combat. Its head is far more eel-like than bat-like. While it lacks eyes, it has air sacs that inflate in its tube-like head. When flat, the head hovers as its many rows of teeth from within lie against each other. It uses this to deliver destructive sonar attacks. These attacks are potentially deadly, warranting a Save vs. Death Ray, with failure causing the target to go deaf for 1d4 hours on top of any damage they might receive from sonic shock.

































Angler spider and Void bat Original drawing by Robin.

New Hazards

Blight Storm

A blowing surge of deadly radiation. These “storms” kick up toxic fallout, as well as conduct blasts of equally deadly lightning-like energy. It also carries the worst aspects of a dust storm. Blight storms work like the Blighted Dead. However, saving throws are given for every hour (minimum under 1) a character is exposed to a Blight Storm. Should a saving throw fail by 5 or more, the target will have to continue to save, even when out of the Blight Storm. They are treated as remaining within a Blight Storm or other afflicted area. At this point, they risk slowly dying from Blight Poisoning.

Rot Hive

The fungal growths found on the variant dusanu can also begin to terraform the ground around it as well. These wretched hives prove extremely hazardous to organic life, risking them with infection as well. The laboratories below the Temple of the Frog have slowly been overwhelmed by the biomass. For every turn exposed to the Rot Hive zone, roll a Save vs. Poison or Death. Upon failure, they are affected as if attacked by an Infector. For the time being, rot hives have been contained within a single underground space and take a while to produce. Consult Fungal Fiend or Infector for more information about fungal infection.

Treasure in Returned Blackmoor

Treasure within Blackmoor is a bit different from adventure in most of Mystara. While it’s possible to find an enchanted weapon of classical style or a magical artifact, Blackmoor will often take a technological twist. Thus, DMs are encouraged to reward treasures that convey a distinct magitech flavor whenever relevant. This can range from the dropping of an important pass card to doors (as in Barrier Peaks) to players getting their hands on a techno-magical sword of light. As stated in a prior article, technological items exist in a similar way to magic items. However, unlike wands, it’s possible to use other devices to charge them. Loading your games with overly strong technology risks many of the above monsters being far more deadly, while granting your players equally deadly power. As such, it’s recommended that many of these monsters deal damage that’s more in line with more traditional D&D games, with the caveat of some slight bonuses or boons related to the artifact. Previous issues, such as #20, #22 and #26, have explored recreating arcane technology in Returned Blackmoor.

Monstrous Encounter Ideas

Well Enough Alone

A race to unleash a weapon from ancient Blackmoor has awakened one of the few things to scare Allogost. Not long before backup can arrive, the Fungal Fiend infestation begins to spread around the area rapidly, the horrors seeking to break free. Can enemies work together to prevent a biological disaster or will an all consuming parasite wash into Mystara?

Do Ya Wanna Party?

The Detritus Elves have begun to break down the eastern barriers inside the Detrituswood Quarantine Zones. Ranger outposts are falling to vicious undead and mutants. The Blackmoorian Military has considered further civilian conscription to help fend off the rising tide.

This means war!

Allogost has finally deployed countless troops into battle. Even beyond the fields of combat, many soldiers patrol the perimeter with an open willingness to obliterate all against them. War crimes come later, an all out battle for survival begins now. All Blackmoorian soldiers are now your enemy. The rebellion achieves victory or dies!

Now You’re Playing with Power

A.M. has managed to access several hyper-encrypted and secured Blackmoorian networks. The result? Top grade military robots have been reprogrammed under his control. Stop the onslaught of robots suddenly gone mad to prevent mass damage. And just wait till A.M. gains control over power grids….

If it bleeds, we can kill it

A militia has been deployed into the Detrituswood to launch a direct attack against the abominations that claim the land. Should all go well, the corruption will be cleansed from the land and restoration can continue. This is a fool’s suicide mission, but the pay is fantastic. But, how long until the hunter is now the hunted?

Bash der heads in, ya orky gitz!

Psyker Orcs have been a terrifying curiosity, but now they’ve grown more organized. Their psionic terror has proved growingly problematic, as fears are quickly realized. Can these orcs be reasoned with, or is their self-assured idiotic confidence too powerful?

Doctor Gorble’s Dungeons

The dungeons below Castle Blackmoor have once again become a place of nightmares. But, rather than outside invaders, it’s from within. Garvin Gorble was always a sinister character, but his overseeing of bioweapons creation is something of pride for him. And should intruders show up, he’s first to unleash the experiments on the unsuspecting.

I was a man once

An unhinged and ill frogman drifts just beyond Loch Gloomen region of the Black Swamp. Prior to being what he was, his life was that of a simple fisherman who found himself upon Nyela’s cultists. He has amnesia of the incident, but claims trauma of those moments that reshaped his life. He is likely a clue into the rakasta priestess’ dark cult.

Deep Blackmoor’s Wrath

It wasn’t just the overworld that survived, a chunk of the world below made the jump too. This led to confused populations of tunnel dwellers wondering why tides of frigid cold and sickness affected them. To them, it was the twisted and decadent overworlders who brought this misfortune. Now, they plot their revenge against all of the overworld of Blackmoor.

Grim Philosophy

Grey Philosophers inhabit an abandoned meeting hall, brought to ruin during the revolution. They ponder without success on ways to bring Blackmoor back together. They create malices that seek the fall of the state, as it will never be fixed by the Grey Philosophers’ lofty goals.

Thar she blows

Several ships have been subject to terrible damage at sea. And given the powerful steel of the hull, it isn’t just bad weather. Stories of sea monsters always circulate around coastal towns, but there is very much proof behind them here. They speak of the Nasileth.