Bogtreader Snail

Slow, steady, and absurdly loyal

 These massive, car-sized snails are often used in swampy or forested regions where wheeled carts get stuck and faster mounts falter. Though slow, they are nearly impossible to startle, capable of carrying heavy loads, and can climb nearly any surface. Their sticky trail even deters some predators.

  • Type: Beast
  • Size: Large
  • Movement: 8 (land), 6 (climbing), 3 (swimming)
  • Armor Rating: 5
  • Hit Points: 22

Attack Table (d6):

  1. Mucus Spray: The Bogtreader expels a glob of sticky mucus in a 5-meter cone. All creatures in the area must succeed on a AGI roll or be Slowed (half their movement) for 1D3 rounds. The area remains sticky for 3 rounds.
  2. Shell Slam: The snail retracts into its shell and slams into a target, dealing 1D10 damage and potentially knocking the target prone (opposed STR roll)
  3. Adhesive Trail: Leaves behind a sticky trail. Enemies who move through it must pass a DEX roll or fall prone
  4. Wall Climb: Demonstrates its ability to scale vertical surfaces, potentially surprising enemies.
  5. Unshakable: Remains steadfast, resisting fear effects and maintaining position.
  6. Beast of Burden: Carries heavy loads or riders without issue, showcasing its strength.

Traits:

  • Surefooted: Ignores difficult terrain caused by mud, vines, water, or uneven ground.
  • Wall Crawler: Can slowly scale vertical surfaces (up to 90 degrees) due to its adhesive foot.
  • Unshakable: Immune to fear effects unless magically compelled.

Taming & Use:

Training Time: 4 weeks

Diet: Vegetation and fungi; extremely easy to feed.

Temperament: Calm, slow, and obedient.

Adventure Hooks:

  • A fungal cult uses armored Bogtreader Snails as living siege engines.
  • A courier riding a snail was the last to see a now-missing noble; the trail of slime may lead to clues.  
  • A giant snail racing league in a murky bog draws strange crowds and stranger competitors.

Terranean Isopod

Massive land-dwelling isopod often used as a mount in subterranean or rocky regions. Tough, stubborn, and surprisingly affectionate once bonded.

Crumpleback Isopod

  • Abilities: Roll Up, Burrower, Sure-Footed, Pheromone Bond
  • Armor: 4 (natural chitin)
  • HP: 18
  • Speed: 10 (burrow 5)
  • Attacks:
    • Mandible Snap: Weapon Damage: 1D8, Damage Type: Slashing, Range: Close, Features: Can sever light armor straps or bindings (GM discretion)
  • Monster Attacks (d6):
    1. Mandible Snap – As above.
    2. Crushing Curl – The isopod curls into a ball and slams into enemies. All creatures within arm’s reach must make a MOVE roll or fall prone and take 1D6 damage. Armor reduces damage.
    3. Burrow Panic – The isopod burrows in a frenzy, creating unstable terrain (difficult ground) in a 10-meter radius.
    4. Thrashing Legs – Sweeps its many legs in all directions. All enemies within Close range must succeed on an AGILITY roll or take 1D4 damage and be pushed back.
    5. Territorial Click – Emits a high-frequency clicking. All mounts or animals within Near range must make a WIL roll or become spooked and flee.
    6. Protective Rage – If bonded rider is injured, the isopod charges the attacker. Automatically hits for 1D10 damage and knocks the target prone. Only usable once per combat.

Hellmaw Stalker

Infernal sabretooth predator, forged in fire and shadow

These massive feline beasts stalk the battlefields of forgotten realms, their bodies wreathed in shadowy flame. With burning eyes and elongated fangs dripping with smoldering ichor, Hellmaw Stalkers are said to be born of volcanoes and nightmares. They bond only with masters who command fear—and fire.

  • Type: Infernal Beast
  • Size: Large
  • Movement: 14 (land)
  • Armor Rating: 4
  • Hit Points: 26

Attack Table (d6)

  1. Infernal Pounce: Leaps up to 10 meters to strike a target. If the target fails a DEX roll, the Stalker deals 2D6 damage and knocks the target prone.
  2. Fang of Flame: Bites with flaming sabreteeth. Deals 2D8 damage, and the target must make a WILL roll or take 1D4 fire damage per round for 1D3 rounds.
  3. Hooves of Cinder (Only when summoned via infernal pact): Rears up and strikes with molten hooves. 1D10 damage and target must succeed a DEX roll or be set ablaze.
  4. Flamecloak: The Hellmaw is surrounded by magical fire for 1 round. Melee attackers take 1D4 fire damage on hit. Cannot be used again for 1D6 rounds.
  5. Shadowstep: Teleports up to 6 meters as a free action, reappearing in a puff of brimstone. Can be used once per round.
  6. Terror Howl: Emits an otherworldly roar. All enemies within 10 meters must pass a WILL roll or become Terrified (drop weapon or flee next turn).

Mount Traits

  • Hellbound Mount: Can be ridden only by those who’ve earned its trust (via pact, dark ritual, or heroic bond). Can carry one Medium or Large rider in full armor.
  • Demonic Loyalty: Will fight to the death for its bonded rider; +2 to all attack rolls when rider is below half HP.
  • Fearless: Immune to all fear effects.
  • Demonic in Nature: Can be damaged by any magic or item that would damage a demon.

Summoning/Bonding

  • Training Time: 10 weeks minimum with infernal aid or powerful magic.
  • Diet: Carnivorous—prefers charred meat.

Adventure Hooks

  • A Hellmaw Stalker is terrorizing villages, bonded to a rogue warlock.
  • A forgotten temple holds the fossilized skull of a Hellmaw—a cult seeks to resurrect it.
  • A knight returns from the Wastes astride a burning beast. Is he hero… or harbinger?
This game is not affiliated with, sponsored, or endorsed by Fria Ligan AB.
This Supplement was created under Fria Ligan AB’s Dragonbane Third Party Supplement License.