The Horrifying Orcs of Hubris and their Alchemically Created Abominations

When I began pondering enemies I wanted in Hubris I knew I wanted to keep some of the “classic” creatures that everyone is familiar with.  However I wanted to put a spin on them and make them fresh, new, and/or horrifying.  When I was writing the Land of Perpetual Stone and Mire I decided that I wanted orcs to reside there.  That they were sending incursions into the “civilized” lands and wreaking havoc.  Then I got to thinking about the state of the creature…  What did I want to change…? What brought the change…?  I decided to link them with the Klind and their sex prophets and flesh weavers.

So here is that end result…  enjoy!

A Hubris Orc

Orc: Init +1d4; Atk claws +3 melee (1d4+1), as weapon +3; AC 12 + armor; HD 2d8; MV 30’; Act 2d20; SP See abnormality; SV Fort +4, Ref +2, Will +0; AL C.


Orc Abnormalities
Roll Abnormality Effect
1 Bulbous hunchback Carries a mini-version of orc inside- explodes out on first point of damage.
2 Enlarged 10’ tall- increase attack and damage one step higher on die ladder.
3 Conjoined legs Walks on hands (MV 20’), has spiked tongue 15’ reach (1d6).
4 Tusks Additional attack at 1d16 (1d4 damage).
5 Jagged claws 1d6 damage, bleed 1 point per round until healed or staunched (3 rounds for bandaging).
6 Acidic vomit As Vile Gut Clan Goblin (pg XX).
7 Thick flesh Ignore 1d3 points of physical damage.
8 Elongated arms Reach increased to 15’.
9 Twins conjoined at waist Double HP, 3 or 4 attacks.
10 Magically infused Ability to cast spells (as level 1 wizard).
11 Contaminated blood Injury to orc creates toxic yellow gas.  All within 20’ radius must succeed a DC 14 Fort save or suffer 1d3 Stamina damage per round while in effected area.
12 Grotesque muscles Treat as 20 strength- increase attack and damage to +5
13 Regeneration Heals 1d3 damage per round.
14 Squishy flesh When physically struck deals additional 1d3 damage.
15 No eyes Blind, but gains tremorsense 30’.
16 Tongue secretion Targets licked must make DC 12 Fortitude Save or become paralyzed until successful save.
17 Head on stomach Can’t be beheaded.
18 Backwards bowed spine Runs on all fours (MV 40’).  Sees everything upside down.
19 Black eyes Infravision (120’), -2 to attack in bright light.
20 Damage resistance Immune to natural or physical attacks of creatures with 1d3 HD or less.

Hubris Orc 3

What these creatures may have been before the Klind flesh-weavers experimented and warped them beyond the point of return has been lost to history.  Orcs are vicious and hideous fiends with open sores, bits of metal shoved through their flesh, and horrific corruptions growing on their body.  These creatures roam the Land of Perpetual Stone and Mire, attacking anything they come across.  Orcs send war parties into the Blighted Sands and Great Plains of Unbidden Sorrow attacking trade lanes, razing villages, and taking prisoners.  While some of the prisoners are mercifully murdered and eaten, it is those that are subjected to the horrors of the alchemical baths that truly should be pitied.  Somehow the orc shamans have learned the secrets of Klind flesh-weaving and subject their prisoners to alchemical baths, transforming them into grotesque abominations that bolster orc ranks.



Orc shamans are level 4 clerics able to cast evil spells.  For every 30 orcs there is 1 shaman.  For every 15 orcs there is one shaman initiate (level 1 clerics).  For every 10 orcs there is a Fanged Raider as a level 1 warrior.  For every 50 orcs there is a Grand Warrior as a level 5 warrior.


Orc Created Abominations- These horrifying monstrosities are the result of prisoners and captured animals that have been subjected to the orc alchemical baths, contaminating them and transforming them into grotesque creatures.  Not even a sliver of their former self remains once they have been transformed into abominations.  These creatures are loyal to the orcs.  If there is a Shaman or Grand Warrior in the ranks, abominations gain +5 to their morale rolls.


Creating an Abomination

Almost any creature can be transformed into an abomination (ultimately it is the Judge’s call on what can or cannot be transformed).  Use the base creatures stat blocks but add the following: +1d4 to initiative score, attack, damage, and saves (roll each individually) and add +1-3d6 to HP.  The abomination also retains use of any special abilities so long as they do not require concentration.  Roll on 2d16 on the table below a number of times equal to the creatures base HD for Horrific Features.  Some results have an added effect.



Horrifying Orc Abomination

Horrifying Orc Abomination

Horrific Features of the Abominations
Roll Result Effect
2 Open weeping sores NA
3 Tentacle legs and arms +2 grapple
4 Body covered in mouths NA
5 Two heads +2 Will saves
6 Noxious breath (every 1 turn) 10’ radius- targets succeed DC 18 Fort save or all rolls are one step lower on die ladder for 1 hour
7 Barbed skin Attackers take 1 point of damage
8 Black blood in veins NA
9 Wings Fly 30’
10 Chameleon skin Adds +4 to hide rolls
11 Skin is constantly slimy NA
12 Over-large head and mouth Bite attack (2d3damage)
13 Several creatures conjoined together It’s just creepy looking!
14 Body covered in stingers DC 14 Fort save or paralyzed for 1d4 rounds
15 3d6 3’ long tongues hanging from mouth NA
16 Skin is raw and red NA
17 Head of animal 1) horse; 2) pig; 3) anteater; 4) wolf; 5) bear.
18 Covered in nipples Secrets glue- weapons stick to body- DC 20 Str to free
19 Breathes dust NA
20 Overly warm to touch NA
21 Covered in tiny pseudo-pods NA
22 Over-large limbs +2 attack, 2d5 damage.
23 No bones in body, except head MV 10’ uses tiny fibers on underside to move- DR 5
24 Large isopod-like shell MV 40’, +4 to AC, can roll up into ball for AC +8
25 Covered in thick coarse hair Skin contact causes irritation.  -1 to rolls (no save)
26 Vertical mouth filled with teeth 1d6 damage.
27 Primeval Smile (DCC, pg 423) Transforms into one when slain
28 Spiked tail Gains attack at 1d16, 2d3 damage
29 Necrotic patches of flesh NA
30 Large green pustules Immune to all poisons
31 Blood spout Vomits blood at target, which can infect them with Brain Fire Disease (pg XX).
32 Jaunt Can step through Void up to 300’ away per round as movement action.

Hubris Orc 2

Example Abominations

Abomination Peasant*: Peasant:Init +1; Atk club +3 melee (1d4+3); AC 9; HD 1d4+5 (1d6 Abomination HP); MV 30’; Act 1d20; SV Fort +3, Ref +2, Will +1; AL C


Horrific Feature: Blood Spout- Vomits blood at target, which can infect them with Brain Fire Disease (see below).


Disease Name:  Brain Fire

Delivery: Inhaled

Fortitude Save: DC 16

Onset: 2 weeks

Effect on Successful Save: Your face will develop a fevered complexion for 2d6 days.

Effect on Failed Save: You’re brain hurts and you scream and claw and scratch at your scalp and face (you suffer -4 to all actions).   After 2d3 days a second Fort save must be made.  Failure means that your brain explodes and sends fiery fragments everywhere in a 5 ft area doing 1d6 damage.

Recovery: 4 consecutive Fort saves.


*Peasant base stats can be found in DCC, pg 434).


Unicorn**: Init +6; Atk horn +7 (2d4 + curse DC 20 Will or suffer one effect), Effect- roll 1d4: 1) -4 to all rolls; 2) -2d3 from one Attribute; 3) 50% chance each round that the target will be unable to act; 4) There is a 25% chance that each day something horribly unlucky will happen to you) or hoof +4 (1d4+2 dmg); AC 14; HD 4d10+(3d6 abomination HP); MV 60’; Act 1d20; SP Gaze (DC 14 Will or unable to act while looking at the unicorn, only broken upon successful save), Unlucky Aura (DC 20 Will or Luck stat becomes a 3 while within 30’ of a unicorn.  The unicorn cannot suppress this ability), Infravision 120’, Death Curse (20% of occurring upon death- use curse stated above but roll twice with two saves); SV Fort +7, Ref +6, Will +10; AL C.


Horrific Feature: Covered in thick coarse hair: Skin contact causes irritation.  -1 to rolls (no save)

Overwhelming warm to touch: NA

Covered in tiny pseudo-pods: NA

Breathes dust: NA


**The Lamentable Unicorn of Hubris can be found here.

The Steam-mechs of Black Queen and the Floating Island of Terror



As the demand for ore has grown throughout Hubris, and with the discovery of rich veins in the Whispering Mountains in the Land of Perpetual Stone and Mire, the Black Queen needed more than just the strength of her slaves to help move this valuable cargo; the strength of mortals is fleeting, weak, and can be easily broken.  Through strange and devious experiments the Black Queen, who sits on her throne of steam and bones in the Floating Island of Terror, and who brought forth the dreaded Murder Machines, has designed steam-mechs.  These massive metal monstrosities allow the driver to lift immensely heavy loads and dig into the mountain faster than any of the Black Queen’s weak and fleshy slaves.  While the suit bestows the user with incredible strength, it also demands a terrible price: consuming the life force of the driver.  Each time a person’s life force is drained, the queen smiles as she the Floating Island of Terror feast.

A Steam-mech’s hands are made of the following: claw hand (2d8), buzz saw (2d10), drill (2d10), hammer (2d10), humanoid-shaped hand (2d6).

Steam-mechs also have several attachments and abilities that can be used in combat.  A large cannon is attached to one shoulder of the mech while a large harpoon connected to a cable and winch is mounted on the other.  The harpoon can be used to drag heavy items or carts or to strike a target and pull them closer.  Once per hour a driver can cause the mech to belch soot from the exhaust port which creates a nebulous cloud in a 15’ radius that dims lights and makes it hard to see.  All melee attacks have 20% chance to miss while in the cloud, and ranged attacks have 50% chance of missing.  Additionally targets attempting to hide receive +1 to their roll.  This effect dissipates after 1d4+1 rounds.

A driver can also cause the mech to burn hot and consume all the coal in the boiler tank causing a large burst of steam to issue out in a 10’ radius.  All in that radius take 2d6 damage from the heat.  The steam-mech ceases to function after this until another 5lb of coal is put in the fuel chamber and the machine has cooled down (roughly 1 hour).


Sample Steam-mech: Init +0; Atk claw hand +6 melee (2d8), drill +6 melee (2d10), cannon +0 ranged (4d10-take higher two of the four) 80’, harpoon w/ winch (2d8) 35’; AC 18; HD 2d6+20; MV 15’; Act 2d20; SP soot belch; SV Fort +X, Ref +X, Will +X; AL ?.

Steam-mech’s and Player Characters- A player who wishes to operate a mech must understand that the machine is fueled by two things: 1) 5 lb of coal per day; and 2) the life force of the operator (1d3 temp Stamina drain).  Six metal tubes rest in the seat and penetrate the operator’s back, draining them of their life energy.

The steam-mech moves at a speed 15’ per round and has an attack is +6 (from Strength increase); the operator gains 20 HP- when machine is damaged it hurts operator, but temp HP is lost first.  If the steam-mech takes 100 points of damage, it is destroyed.  While in the steam-mech the driver’s Strength becomes 24 (+6) and all checks rolled at a d24.

Mecha 1

What is on the Goblin’s Bloated Dead Body- A 2d30 G+ Community Table

Yesterday I posed the following on G+ for my Discussion of the Day: Create a DX chart of knick-knack found on the goblin’s bloated dead body (can be magical or not).  The community answered and I am not disappointed with the results.


Goblins are awesome and a staple of most D&D-style games… So when your players have crushed in their heads with their boot heel… Here are some random items to find on their personage.



Goblin 2




Roll 2d30
2) Paper airplane with firecracker (explodes for d4 damage and causes black cloud in 15′ radius).

3) Jar of boogers (crunchy, but a full meals worth).

4) Stick of poking (it hurts when poked)

5) Dagger of Sickness (adds +1d2 to attack/damage- DC 12 Fort save or become ill for 24 hours, suffering -2 to all rolls).

6) Mystery Jerky

7) A chipped lens

8) A bag of meal worms

9) Magic Beans

10) Damp navel lint, green.

11) Jar of flesh eating slugs (thrown- d2 damage each round until slugs are knocked off).

12) Dried lumps of flesh (testicles) fashioned into a talisman and decorated with colored bone beads.

13) A small tintype photo in a dirty leather case. The image on the tintype appears to be a goat wearing a wig that looks far too nice for a goat to own.

14) A large piece of coprolite (would fetch a decent price from the right collector)

15) Half a rot grub (egg sac intact)

16) Powerful aphrodisiac in glass jar labeled “POSHEN OF HEELING”

17) His ‘kit’: hallucinogenic puffball spores and a hollow finger bone

18) Satchel of troll toenail clippings.

19) An erotic netsuke carved from boar’s tusk

20) Finger puppets fashioned from badly preserved chicken heads

21) A small wooden box that shows the portends of the time of dance!  Little hands align and musical chiming begins as small carved figurines come out of the box and dance (a coo coo clock).

22) A child’s shoe

23) A potion of alchemist fire

24) A vial of unholy water

25) Some sort of goblin mutagen

26) The goblin’s still living parasitic twin.

27) A different goblin’s dead parasitic twin.

28) A wanted poster carved onto Pigs flesh, with a badly drawn picture of the PCs, written in Goblin.

29) A badly drawn map of the entrance to a underground goblin cave, its marked with all the traps locations in the entrance

30) A bag of slug jerky.

31) One does of black lotus powder (save vs death at -6, if passed take your level D10 damage, eg level 5 is 5D10)

32) A lady’s hat that would have been fashionable several years ago.

33) A bag of strangely shaped dice.

34) A bag of reanimated baby fingers..  Ooohh!  Look how they wiggle, how cute.

35) A copy of this book:

36) A small Pamphlet written in goblin titled “How to survive arrow attack.”

37) A dead chicken

38) A silver fork with bent tines

39) A jar filled with  hundreds of still living gnats

40) A rubber chicken

41) A bag containing d20 marbles and 1d4 desiccated eyes

42) A vial containing a pox

43) A bag of rotting rice.

44) Toe nail clippings

45) A half-eaten bar of soap

46) 1D1000 gold pieces

46) A cursed shield of arrow attraction

47) A knife of leech life

48) Exactly what the players expected

49) A pouch containing 1d20 human teeth.

50) Your mom

51) A green balloon that can be blown up and will let any holder up to 150lbs float up to 120’ in the sky.

52) A club with a golden spike

53) Vial of unholy water

54) The drama masks of tragedy and comedy

55) A tattered child’s stuffed animal

56) 2d3 stink bombs

57) A grey ooze that is trapped in a glass jar

58) The rod of wonder

59) A bag with a label in an untidy scrawl, “FAAAIIIIRRRRYYYY DOOST”.  Really it’s just cat litter.

60) A tinfoil hat.  The wearer is immune to mind-altering spells and effects.

Goblin 1

The Bizarre and Terrible Gods of Hubris- Complete PDF Including New Spellburn Rules

As I have plugged along proofing and editing Hubris for publication I decided it would be cool to add a Spellburn option for clerics using my Invoke the Name mechanic (similar to Invoke Patron) as per the DCC rules. I have gone through and done my first edit of the gods (and added a new one that I posted yesterday).  I changed some of the Invoke the Name results, making them more agreeable or useful in a tight situation (or combat).


Here is the updated PDF of the gods. Updated Invoke the Name   Enjoy!  Feel free to give constructive criticism in the comments.

The Stillborn Unwanted Child

The Stillborn Unwanted Child

Slumbering Monolith pic

The Great Slumbering Monolith

The Great Behemoth, Zxyldon.

The Great Behemoth, Zxyldon.

Drallic the Flayer

Drallic the Flayer

The Heathen Below

The Heathen Below



The Corpulent One

The Corpulent One





God of the Terrible Whisper pic

God of the Terrible Whisper

Yelsa, Goddess of Sex and Violence

Yelsa, Goddess of Sex and Violence




The Bizarre and Horrible Gods of Hubris- The Great Behemoth, Zxyldon- God of the Sea That Runs Red

Originally when I started writing the Sea That Runs Red Territory I pictured Zxyldon as a Patron (per the awesome DCC rules), but I just couldn’t bring myself to write another patron after doing 4 already… and I thought it’d be better if Zxyldon was a god, rather than a patron.

Zxyldon is heavy inspired by Godzilla, because he’s a fucking badass.  Also other movies like Cloverfield, Super 8, etc.

The pages below also include the new spellburn option I am including in the Hubris rules.  Clerics will be able to spellburn as a wizard for Invoke the Name.

Invoke the Name- Simply roll a spell check (d20 + CL + Personality Mod).

The Great Behemoth, Zxyldon

Zxyldon bring the pain.

Zxyldon bring the pain.

The Great Behemoth, Zxyldon is the god of the Sea That Runs Red.  Zxyldon is a gargantuan monster who’s realms is in the depths of the ocean.  Many believe that Zxyldon has power over all lakes and steams, not just the Sea That Runs Red.  The Great Behemoth is a god that at one moment is calm and tranquil and the next violent and destructive.

Those that sail these waters offer prayers and sacrifice to the Zxyldon, believing that to incur His wrath is to set the whole sea against them. 

The Great Behemoth, Zxyldon- page 1

The Great Behemoth, Zxyldon- page 2

Cleric of Zxyldon fighting on the dangerous sea.

Cleric of Zxyldon fighting on the dangerous sea.

Side Note: I won’t deny that I’m excited about the new Godzilla movie and am HOPING they don’t fuck it up.

Hubris Recap 8 and 9- At the End of People of the Pit There’s a Monster That F@$ks PC’s Up

Sessions 8 and 9 see us FINALLY concluding the People of the Pit module for DCC.  This is where we left off last time.

Session 8


Fletch- Human Shadowdancer

Lisa- Human Thief

Liam- Carrion-eating Mutant

Stephen- Murder Machine

NateMurder Machine

After the craptastic fight at the end of last session the group licked their wounds and continued exploring and reached the third level of the cultist stronghold.  They began running across altars that have been clearly used for some dark rituals.   Oddly enough my players decided NOT to poke these (for once) and gave them a wide-berth.


Going deeper into the third level they came across raised dais, upon which rested a massive egg.  A grey-robed cultist came after them screaming something about defilers.  Stephen decided to say hi with his boot heel.  After the quick fight Stephen poked the big egg and was covered yolk as a deluge of the thick substance burst from the egg.

EggIn the next room he poked another one and a horrible creature burst forth and immediately started kicking their ass.

Gimme a kiss

Gimme a kiss

After the fight the group found a massive altar of tentacles and an intricately carved statue resembling a meaner looking many-eyed version of the beast they just fought.  The group vowed to stay far the fuck away from that thing.  Looking around the group found a secret passage behind the altar and descended down to level 4.

We left off here because it was getting late and I knew that the BBG fight was coming up and I wanted the group to have plenty of time to do that.

Session 9- Some PC’s Done Got Killed, Son


Fletch- Human Shadowdancer

Liam- Carrion-eating Mutant

John- Ekrask

Omar- Alchemist

NateMurder Machine

Now on level four the group decides to head to an alcove to their left and find a large room with large columns of minerals as well as chunks of minerals on the floor.  Fletch decided to be a smart ass and toss Liam into the pile to see what happens- Fletch lost the strength check and instead Liam tossed his ass in there.  Crashing into minerals disturbed the little creatures that were hiding in there, minding their own business… They did not take kindly to the disruption and all clambered onto Fletch.

Mineral Muncher FTW

Mineral Muncher FTW

This fight was actually very brutal.  The creatures have an insanely high AC (18) for a level 1 fight.  Second they do a 30′ cone blast with a +3 to attack (pretty high)…  These little guys were bad ass, and with a name like Mineral Muncher, who can blame em!?  In the first round of combat ALL the red shirts were dead, the players were ALL badly injured.  Fletch was killed by a wiff by John and then was shot in the chest by Omar (wheeee).   The second round Liam went down.  The group decided to retreat so Omar could throw a bomb.  John grabbed Liam’s unconcious, possibly dead body, and they hoofed it out of there.  Omar said a quick, “Fuck you Fletch, this is all your fault” before tossing the bomb on him, killing all the poor little mineral munchers.  Oddly enough after being hit by the creatures, scythed by John, and shot and blown up by Omar Fletch managed to survive his Luck roll to see if he was alive after all that.  I did take away a permanent 1 from 2 different stats rather than just 1 since he was so badly mangled… 

The group decided to go back up to level 3 to the altar room and make camp for the night.  The night passed by pretty well except that a wandering people of the pit person came up the altar and was scared off by John- alerting all the other ones in the 4th level of trouble.  The People of the Pit surged forward a few hours later and were promptly killed by the group (which eased their burden when they went back down).

The Final Battle- Ouch

The final battle was ouch time…  Fighting the big bad blue-robed priest, 3 crimson-robed priests, 1 yellow-robed and 2 tentacles really took it’s toll on the group.  John was grappled by a tentacle and thrown down into the abyss.  Omar was killed (oh so sad) and then failed his Luck roll (I feel bad for him because he rolled like crap the whole fight).  The NPC cleric Cybil (a worshiper of Yelsa) was brought down as well.  Liam sacrificed his last (and valuable) healing potion to her and revived her.  I did a roll to see if anything would happen- and as it so happened, something did.  His sacrifice got the attention of the goddess herself.  He heard her sultry voice in his head, “You may make a good acolyte yet…”

When the blue-robed was finally dropped all hell broke loose.  The 2 remaining crimson’s disintegrated and the tentacles began thrashing around everywhere (however even during the chaos the players managed to loot Omar’s body).  Liam also managed to grabbed the wicked looking dagger off of the dead blue-robe.

Liam has yet to figure out what this does...

Liam has yet to figure out what this does…


As the area was being destroyed by the tentacles tantrum, time stopped.  A throne of barbed chains formed in front of them and sitting upon it was Yelsa.  Hooks were in her flesh, tugging and pulling (total Hellraiser inspiration here).  She offered them rescue should they undertake a dangerous mission.  Some insidious being was killing whores in Fairweather and using their innards for a dark purpose.  Find them and kill them.  All quickly agreed.

She then tore them apart with her chains and they woke up in the burnt out remains of the Exiled Noble (the headquarters for the Hammer and Sword Resistance group).  As the players were getting their barrings the door burst open and a bunch of the city guard appeared, “Murderers!  The magistrate said you would be here!”

And that is where we left off.

Up and Coming

This module was a bunch of fun, I just wish it didn’t take 5 session to do.  Oh well.  I’m looking forward to not running a module for a bit and letting the players stretch out and explore Hubris (and use all the nifty stuff I’ve created for the book).  I’m curious to see how the destruction of the tentacle monster will affect the southern region of the Great Plains of Unbidden Sorrow since it was not only an earth elemental, but was infused with chaos.

Anyways- to be continued on the 30th!

The Avarian- A Hubris Race for DCC

When I first began writing the Hubris campaign setting using the DCC rules, the first things I posted for people to read was my races and classes (all can be viewed on the links page).  One of the races was the Kenku.  I’ve dug many aspects of the Kenku (or Tengu- Pathfinder) since I started playin 3.x when it first came out.  When I envisioned the Hubris Kenku, I saw tricksters, schemers, etc- much like the Skeksis of the Dark Crystal (amazing movie, btw).  When I originally designed the Kenku I gave them a limited pick of DCC Thief class skills and a very limited scope in illusion magic.  However thanks to feedback from a few comments and the amazing Harley Stroh (his blog) and Chuck Thorin (his blog) for their invaluable feedback.   Especially since Chuck playtested one for me and died horribly.  Also thanks to Chuck for coming up with the Magpie idea!

I changed the name of the Kenku to Avarian because of copyright reasons.  And it doesn’t hurt to separate oneself from Dungeons and Dragons by one degree.

Well here you be:

The Avarian

Here it is as a PDF: The Avarian



You are an Avarian; an enigmatic and elusive humanoid that closely resembles a crow or raven, ranging 4’5” to 5’5” in height.  Your culture is bizarre to outsiders, as your race tends to be secretive and exhibit a magpie mentality for hording items and mementos- even if they may seem like junk to others.  Many of the other races tend to distrust you since they are consummate tricksters.  Some avarians have a natural ability to cast illusion spells, while others have a bizarre ability to cause others to become unlucky, and they delve into crime and use their various skills as spies, thieves, or assassins.

Hit Points: An avarian gains 1d6 HP per level.


Weapon Training: An avarian is trained in the use of blackjack, bolas*, crossbow, dagger, dart, hand crossbow*, shortbow, short sword, and sickle*.  Avarian tend to wear light or no armor as it impedes their ability to cast spells and fly.


Alignment: The avarian race is split with a strange duality.  Those that seek to preserve the traditions of their culture and bring the reputation of the avarian race to a better light are lawful, while those who seek constant gain, trinkets, or are shisters tend to be chaotic.  It is extremely rare to find an avarian who is neutral.


Flight: The arms of an avarian are also his wings.  An avarian can flight at a rate of 30ft per round. While flying an avarian cannot attack or cast spells.  An avarian cannot fly if they are wearing any armor other than padded, or having an abundance of items and weapons, or large weapons.  Use common sense- ultimately it is the Judge’s call.

Low-Light Vision: An avarian can see in near dark conditions normally up to 30’.

Magpie- Avarians collect things that others find useless or mundane; it’s a compulsion.  An avarian can make a Luck roll to see if they have some “useful” mundane item hiding in their pockets.  The item could be a hairpin, a few coins, a shiny button, an ancient skeleton key, etc.  The idea should be fun and clever to the situation.  The Judge has final arbitration.

Transformation: Once a day an avarian is able to transform into a human form (this human form shows all scars, corruption, and deformities that the avarian has obtained through their rough and tumble journey).  This transformation is truly horrible to witness as bones jut out and pus, strange clear liquids and blood spew forth from the body.  Any target that witnesses this transformation must make a DC 12 Fort save or become nauseated, suffering -2 to all rolls for 1d6 rounds.  The transformation lasts as long as the avarian desires, and takes 1 turn to transform or revert back to normal.


Paths of the Avarian: Choose one at Level 1.

Path of the Trickster:

Illusionist- Avarians have the ability to manipulate arcane magic and cast a limited number of spells that deal with illusions or compulsions (see available list below).  An avarian uses the normal rules for casting arcane spells (including spellburn), and can suffer any and all of the negative effects associated with dabbling in magic.  When an avarian gains the ability to cast another spell they roll randomly from their available spell list (see Table X-X for spells known and max spell level.  Spells available to Avarian below).

Path of the Scoundrel:

Kenku 2

Roguish- An avarian selects six Thief skills at first level and levels them up as a thief of same alignment.

Luck: Avarian’s are able to use their luck in ways normal mortals cannot.  They are able to use Luck in the following ways:

  • An avarian can burn their luck as per normal and gain a modifier on their rolls equal to the amount burned.
  • An avarian can burn a point of luck to make another target unlucky.  The target must be within 30’ of the avarian and gets a Will save (DC 10 + avarian’s level) if successful the target cannot be affected by this again for 24 hours.  If the Will save fails the target has been jinxed and must roll their next 1d3 attack, save, or skill checks twice and take the lower of the two.  If they critically fail their Will save, they permanently lose 1 Luck as well as suffer the effects stated above.

An avarian recovers Luck quicker than the other races.  With a full night of rest an avarian recovers 1d3 Luck points back.  They cannot go above their maximum score.

Mocking Bird- An avarian is able to sound like any creature that they have heard in the past (Judge has final say).  Sneaky avarians use this ability to lure a mark into a dark alley, or to distract a guard.  The avarian makes an ability check (d20+ Luck modifier + level), which serves as the DC for the Will save the target(s) hearing the noise must roll to know that the sound is not genuine.

Table X-X Avarian

Level Attack Crit Die/Table Action Die Known Spells Max Spell Level Ref Fort Will
1 +0 1d10/II 1d20 2 1 +1 +0 +1
2 +1 1d12/II 1d20 3 1 +1 +0 +1
3 +2 1d14/II 1d20 4 1 +1 +1 +2
4 +2 1d16/II 1d20 5 2 +2 +1 +2
5 +3 1d20/II 1d20 6 2 +2 +1 +3
6 +4 1d24/II 1d20+1d14 7 2 +3 +2 +3
7 +4 1d30/II 1d20+1d16 8 2 +3 +2 +4
8 +5 1d30+2/II 1d20+1d20 9 3 +3 +2 +5
9 +5 1d30+4/II 1d20+1d20 10 3 +3 +3 +5
10 +6 1d30+6/II 1d20+1d20 11 4 +4 +3 +6

Table X-X Avarian Titles


Title by Alignment

  Lawful Chaotic
1 Hatchling Vagabond
2 Recorder Entertainer
3 Sage Magpie
4 Historian Gypsy
5 Raven Clutch Shister
A corrupted Avarian spellcaster

A corrupted Avarian spellcaster

Illusion type Spells

Level 1-

1)    Cantrip (DCC, pg 130)

2)    Charm Person (DCC, pg 131)

3)    Color Spray (DCC, pg 134)

4)    Darkness* (DCC, pg 258)

5)    Magic Shield (DCC, pg 146)

6)    Ropework (DCC, pg 153)

7)    Sleep (DCC, pg 155)

8)    Ventriloquism (DCC, pg 158)

Level 2-

1)    Arcane Affinity (Illusionist only) (DCC, pg 162)

2)    ESP (DCC, pg 166)

3)    Invisibility (DCC, pg 172)

4)    Invisible Companion (DCC, pg 173)

5)    Knock (DCC, pg 175)

6)    Lotus Stare* (DCC, pg 276)

7)    Magic  Mouth (DCC, pg 180)

8)    Mirror Image (DCC, pg 182)

9)    Phantasm (DCC, pg 187)

10) Scare (DCC, pg 191)

Level 3-

1)    Consult Spirit (DCC, pg 204)

2)    Dispel Magic (DCC, pg 208)

Level 4-

1)    Polymorph (DCC, pg 243)

2)    Wizard Sense (DCC, pg 245)

* Even though this is a cleric spell, this innate ability to cast magic means that the avarian does not suffer any modifiers for casting this spell.


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