Burrow-mawt (DCC)

Final-Burrower Maug-C
Burrow-mawt by Gary Dupuis

Burrow-mawt: Init +4; Atk bite +0 melee (1d4) or claws +0 melee (1d5); AC 14; HD 2 hp; MV 20’ or burrow 5’; Act 1d20; SP infravision 60’, keen senses, blood-rage, light blindness; SV Fort +2, Ref +6, Will +0; AL N.

Burrow-mawts, also known as land piranhas, are the size of a cat, with iridescent yellow eyes and extremely long, sharp claws. They live in areas where there is enough soil to dig beneath, usually emerging to hunt at night. Their claws are not strong enough to burrow through solid stone, although they can work their way into old brickwork and burial mounds. Unless disturbed, they sleep during daylight hours. Indeed, burrow-mawts are effectively blind in daylight or similar bright light, but their keen sense of smell reduces the penalty for blindness to a mere -2 on attack rolls.

These creatures can smell the blood of living prey within 30’. They can smell spilled blood from up to 300’ away. As soon as a burrow-mawt smells prey, it flies into a blood-rage, biting madly until either it or its opponent is dead. The creature gains a +2 bonus to attack rolls and damage, but suffers a -2 penalty to AC while enraged.

Though possessed of a bite belying its size, the danger of these beasts lies in their numbers. A typical pack of burrow-mawts is comprised of 1d10+20 individuals, and packs of 2d10+20 individuals have been encountered. In their hungry madness, they attack en masse until their prey is brought down and dragged into their burrows to be consumed. If half their pack is killed the remaining members can make a DC 15 Will save to break the frenzy of their blood-rage and flee. Any burrow-mawt that fails this save continues to fight until either they or their prey is dead.


On Porphyra

Bred for some grim purpose, burrow-mawts have spread to many environments and adapted for them. They may be found in any environment that has surface material loose enough to burrow in, and avoid any terrain dominated by deep-rooted plants, such as most trees. There are variants in the snows of the Northlands and the Eternal Ice, and sandburrowing mawts in the desert lands of Siwath, Simoon, and the Ghadab.

Most burrow-mawts, however, are found in the plains of Pardeshi, where they have displaced other plains-dwellers to areas of forest or close bedrock. Newcomers to the plains of the Pardeshi sometimes make the mistake of assuming that some race engages in plowing odd patches of the treeless earth.  They are incorrect, and if that earth is closely (and foolishly) inspected, bits of flesh and blood are found, the leavings of the burrow-mawts. Very lucky is he that is so foolish and lives to tell the tale.

Porphyra Monsters (DCC)

Hymele art by Gary Dupuis

Hymele:  Init +4, Atk claw +1 melee (1d3 plus kiss) or kiss  -2 melee (poison) or short bow +5 ranged (1d6); AC 13; HD 3d6+3; MV 30’; Act 3d20; SP charm person 3/day, poison kiss, entangle, symbiosis; SV Fort +2, Ref +6, Will +5; AL C.

Appearing like svelte elven girls with ruddy complexions and white flowers knitted throughout their long red hair, hymeles are wild, beautiful spirits of the poisonous hemlock plant. They are found deep in secluded woodlands, where they are a source of aggravation and death to travelers and woodsmen alike. The sound of their laughter ringing through the forest signifies that something ill has befallen someone at their hands.

Hymele are aggressive and traitorous. They are more than willing to take a shot at a woodsman from distant cover, and the traveller who faces but a single arrow counts himself luck. Hymeles use their charm abilities to lure victims away from their friends; sometimes for the simple joy mischief gives them, but just as often to their victim’s death with a poisoned kiss.

These fey creatures avoid melee combat when they can. In melee, they use a raking claw attack with stick-hard fingers. If this attack succeeds, they may attempt to kiss their victim as a free attack. The kiss of a hymele is poisonous, causing 1d3 points of temporary Stamina damage. The victim must also make a Fort save or take an additional 1d3 points of temporary Stamina damage each round until either a save is successful or the character is dead.

A hymele can cast charm person three times each day, with a +5 bonus to the spell check and no chance of spell loss or corruption. This ability can be used on both humanoids and animals, and hymele will often try to kill a group’s animals before engaging the travelers themselves, simply to prevent their escape. Hymeles can control plants within a 30 yard radius, entangling creature so as to slow movement by ½ and cause a -1d shift on Action Dice (creatures with a Strength of 17+ are only affected if they fail a DC 15 Strength check). These creatures can pass through foliage and vegetation of all types without hindrance or trace.

Every cluster of hymeles is mystically bound to a single, lush hemlock shrub and must never stray more than 300 yards from it, dying within 4d6 hours if the shrub is damaged or they are forced away.  Should a cluster of hymeles’ hemlock shrubs be discovered, they fly into a frenzied defense of the plants, whether the bushes are attacked or not.

On Porphyra

Clusters of hymele are known to dwell in the Snakewood Forest. Their aggressive attacks on the loggers of Sanity Lost makes snakewood one of the rarest of all woods harvested in the Tuthon Barony. Tuthon snakewood is prized for its beauty and is often used in the construction of exquisite music instruments.


Glerps of Porphyra

A glerp is a class of sentient oozes that is easily affected by elemental energies. They seem to have sprung naturally from the elemental chaos of the NewGods War.

Languages one elemental tongue
Environment any
Organization solitary or pool (2-5)
Treasure 1d3 glerp fragments
Special Abilities
Acid (Ex) A glerp’s acid does not harm metal or stone.
Coalescence (Ex) Glerps rest in an inactive form, and undetectable, of miniscule droplets expressed over a large area. When a creature approaches into its blindsight, the glerp coalescences into an active form as an immediate action.
Death Throes (Su) When killed, a glerp pops in a 10-foot-radius burst that deals 1d6 points of glerp damage per 4 HD (DC 10 +1/2 Hit Dice + Con modifier; Reflex half).
Glerp Damage (Ex) Glerps deal acid damage but can become attuned to any other type of energy damage (cold, electricity, fire, force, radiation, or sonic). Glerps gain the damage type of any energy damage they receive. This attunement lasts 1d6+2 rounds.
Leaping Charge (Su) Glerps can leap 30 ft. as a charge action that draws no attacks of opportunity.

Medium Glerp (CR 3; XP 800)
N Medium ooze
Senses blindsight 60 ft.; Perception +9
AC 7, touch 7, flat-footed 7
(-3 Dex)
hp 50 (4d8+32)
Fort +10, Ref -2, Will +3
Defensive Abilities blind, coalescence; Immune ooze traits
Speed 20 ft.
Melee slam +5 (1d8+3 plus 1d4 glerp)
Special Attacks death throes (W-DC 19), leaping charge
Str 14, Dex 4, Con 24, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 12 (can’t be tripped)
Feats Great Fortitude, Toughness
Skills Perception +9, Survival +9

Large Glerp (CR 5; XP 1,600)
N Large ooze
Senses blindsight 60 ft.; Perception +13
AC 8, touch 6, flat-footed 8
(-3 Dex, +2 natural, -1 size)
hp 116 (8d8+80)
Fort +13, Ref -1, Will +6
Defensive Abilities blind, coalescence; Immune ooze traits
Speed 30 ft.
Melee slam +11 (2d6+9 plus 1d6 glerp)
Space 10 ft.; Reach 5 ft.
Special Attacks death throes (W-DC 23), leaping charge
Str 22, Dex 4, Con 28, Int 10, Wis 14, Cha 10
Base Atk +6; CMB +13; CMD 20 (can’t be tripped)
Feats Great Fortitude, Iron Will, Power Attack, Toughness
Skills Perception +13, Survival +13

Huge Glerp (CR 7; XP 3,200)
N Huge ooze
Senses blindsight 60 ft.; Perception +17
AC 10, touch 5, flat-footed 10
(-3 Dex, +5 natural, -2 size)
hp 198 (12d8+144)
Fort +13, Ref -1, Will +6
Defensive Abilities blind, coalescence; Immune ooze traits
Speed 30 ft.
Melee slam +18 (2d8+15 plus 2d4 glerp)
Space 15 ft.; Reach 10 ft.
Special Attacks death throes (W-DC 27), leaping charge
Str 30, Dex 4, Con 32, Int 10, Wis 14, Cha 10
Base Atk +9; CMB +21; CMD 28 (can’t be tripped)
Feats Bloody Assault, Great Fortitude, Iron Will, Power Attack, Toughness, Weapon Focus (slam)
Skills Perception +17, Survival +17

On Porphyra
Within the Trade Consortium of Blix there is an active market for glerp fragments that can be used as supplemental spell components for spells that deal energy damage. A glerp fragment is worth roughly 25 gp.