Deep in a corrupt forest to the north lurks and vile lumberjack and his demon ox.
For Shadowdark RPG, usable with any comparable D20 Fantasy TTRPG.
No one is sure when or how the madness set in or if Saul Ranyun was just overcome by demonic forces, but now he stands almost 10 feet tall covered in pure darkness. As if a giant ax wielding maniac weren’t enough, his favorite ox went insane with mange and was likewise possessed by demons. It now stands over 15 feet at the shoulder, has dark red skin, and breathes massive gouts of fire.
Saul Runyan, Hell’s Lumberjack
AC 17, HP 61, ATK 3 Mighty Ax +10 (2d12 + Shadowfire.) Or 1 of 3 Special Abilities), MV double near (Leaping), S +6, D +2, C +5, I +4, W +3, Ch +4, AL C, LV 13
Impervious. Fire immune. Only damaged by magical sources*. (See Weaknesses.)
Special Abilities:
- Great Cleave. With a massive swing of his mighty ax, Saul deals 4d12 damage to all creatures within Near range. DEX DC 16 for Half, Crit Success for None. Crit Fail for Double.
Additionally, any creature hit by this attack who fails their save is knocked prone unable to move or attack for one round. - Summon Dead Treants: Saul reaches down and pulls two undead Treants from the ground (See below.)
- Summon Rabe the Demon Ox: Calls Rabe from a shadowy portal. Rabe automatically performs its Roar attack, and 1 other action (Charge, Gore, or Fiery Breath) Saul may automatically mount Rabe for free when summoned if desired.
Shadowfire: In addition to the regular attack damage the creature takes 1d6 CON DC 15 to avoid and may not be healed naturally or magically until a long (8 hours) rest can be completed. The creature’s dreams will be nightmares of darkness, evil, and torment. Other side effects include plants withering on contact and animals tend to avoid the affected creature. Demons and Undead can see those affected by shadowfire quite clearly within 100 feet until the effect wears off.
Weaknesses: Takes regular damage from any all natural wooden weapons (Arrow, Club, Spear, Staff) Takes regular damage from non-magical weapon consecrated by a nature priest, druid, shaman, etc.
Dead Treant
AC 14, HP 38, ATK 3 Claw +8 (1d10 + Shadowfire) MV near, S +4, D -1, C +2, I +2, W +3, Ch +1, AL N, LV 8
Shadowfire: In addition to the regular attack damage the creature takes 1d6 CON DC 15 to avoid and may not be healed naturally or magically until a long (8 hours) rest can be completed. The creature’s dreams will be nightmares of darkness, evil, and torment. Other side effects include plants withering on contact and animals tend to avoid the affected creature. Demons and Undead can see those affected by shadowfire quite clearly within 100 feet until the effect wears off.
Weakness: Subject to Priest Turning.
Rabe, the Demon Ox
This enormous Ox with dark red flesh stands over 15 feet tall at the shoulder. It has a mouth full of fangs and sharp teeth like a shark and a serpent’s tongue. Its horns are black as coal and wicked sharp. Rabe is the perfect companion for Hell’s Lumberjack.
AC 17, HP 77, ATK 2 Horn +7 (1d10) and 1 Bite +6 (1d12 b+ shadowfire OR 1 Special MV near (Leaping), S +6, D +2, C +5, I +4, W +3, Ch +4, AL C, LV 10
Impervious: Fire immune. Only damaged by magical sources. (*See Weaknesses.)
Special Abilities:
- Roar: Rabe bellows out a fearsome roar unlike any other ox that ever existed. All non-demons within Near Range capable of hearing it must save CON DC 16 or be deafened. On a critical failure, the creature is also paralyzed by fear and unable to move or attack for 1 turn.
- Charge: Rabe moves up to Far distance and attacks 1 target at +10 (2d8) + DEX DC 18 or be knocked prone for 1d4 rounds.
- Gore: In an angry frenzy, Rabe makes 4 Horn attacks to one target in Near range. +10, 4d10 Dex DC 18 for half.
- Fiery Breath: Rabe unleashes a mighty cone of fire: Fills a double near sized cube extending from Rabe. DC 15 DEX or 4d10 damage + Shadowfire.
Shadowfire: In addition to the regular attack damage the creature takes 1d6 CON DC 15 to avoid and may not be healed naturally or magically until a long (8 hours) rest can be completed. The creature’s dreams will be nightmares of darkness, evil, and torment. Other side effects include plants withering on contact and animals tend to avoid the affected creature. Demons and Undead can see those affected by shadowfire quite clearly within 100 feet until the effect wears off.
Weaknesses: Takes regular damage from any all natural wooden weapons (Arrow, Club, Spear, Staff) Takes regular damage from non-magical weapon consecrated by a nature priest, druid, shaman, etc.
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