Vox Hound (Tunnels & Trolls)

A General narrative about Vox Hounds can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: 1.1, Con: 1.1, Dex: 1, Lk: 1, IQ: 1.1, Wiz: 1.1, SP: 1, Chr: 1.1.

Height: .6, Weight : .1.25.

Language(s): Vox Hounds speak Canis.

Vox Hounds have the following special qualities.

  • A Vox Hound rolls an extra die 6 when fighting any character that casts a spell on that same round, 2d6 if the spell was cast on the Vox Hound.
  • A Vox Hound has 2 points of natural armor.
  • If a Vox Hound wishes to focus their attacks on a spell caster, she scores all spite damage against that character, adding 1 extra point for each 6 rolled on that round.

Standard Monster Rating: 35.

 

Volozule (Tunnels & Trolls)

A General narrative about Volozule can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: .75, Con: .75, Dex: .75, Lk: 1, IQ: 1.5, Wiz: 1.5, SP: 1 Chr: 1

Height: 1, Weight: 1

Language(s): Volozule speak The Ur Tongue (or its closest equivalent).

Special Qualities: All Volozule possess the following special abilities:

1) Terrain Morale (Built Environments): Once per game session, a Volozule may choose to add 2 points to a die roll for an action taken within a city, and once more per game session, they can add 2 points to a die roll made in a built environment (e.g. building, a ship, or a dungeon carved and shaped by sentient creatures). Yes, these bonuses can be taken on the same roll.
2) A Volozule counts as if their Dexterity was 3 points higher for purposes of spell casting.
3) Volozule automatically begin with the talents, Architect and Engineer.
4) A Volozule can use a magic effect to temporarily alter the architecture of a building. They must spend an entire turn doing so and spend a variable number of points of Wiz.
– They can alter the size of any non-magical window or door, shrinking it to as little as half its normal size or expanding it to twice its normal size, provided this still fits the building in question. This does not open, close, lock, or unlock the door or window in question. It remains as it was before except for the size. The effect lasts 1 turn per level of the Volozule. This costs 1 point of Wiz +1 per inch of range necessary to include the full effect.
– They can move a non-magical window or door up to 1” per level, providing this does not change the room on either side of the porthole in question. If they attempt to move a porthole too far, it moves only as far as it can without leaving the room in question. This does not open, close, lock, or unlock the door or window in question. It remains as it was before, except for its size. The effect lasts 1 turn per level of the Volozule. This costs 2 points of Wiz +1 per inch of range necessary to include the full effect +1 per inch of movement.
– They can build a staircase or an fixed ladder to any window, doorway, or rooftop on a built structure. The maximum height, width, and length of this new feature is equal to 1” per level of the Volozule. It will be made of the same material as the building itself, or at least one that would fit within the overall structure. The effect lasts 1 turn per level of the Volozule. This costs 3 points of Wiz +1 per inch of range necessary to include the full effect +1 inch of width +1 per inch of height +1 more per inch of length on the ground.
Note that all of these changes happen slowly and harmlessly. Living creatures may easily escape any hazards cause by the changes themselves. How they effect tactical combat is another matter.

Standard Monster Rating: 35.

Mucky Loon (Tunnels & Trolls)

A General narrative about Mucky Loons can be found here. What follows are stats for the game of Tunnels and Trolls.

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Mucky Loon: Str: .25, Con: .5, Dex: 2, Lk: 1.5, IQ: .75, Wiz: .75, SP: 2, Chr: 1.5.

Height: .2, Weight : .2.

Language(s): Mucky Loons speak Avian. They can understand but not speak, Sylvan.

Mucky Loons have the following special qualities.

  • A Mucky Loon has a natural missile attack in the form of an acidic spit. Each time a Mucky Loon does this, a Mucky Loon spends 1 point of her Wizardry, just as if it had cast a spell. It’s range is equal to 1” per point of the creature’s Constitution. The spit does 1d6 in initial damage +1 per level of the Mucky Loon (subject to the normal effects of armor). Note that Mucky Loons of 2nd level or higher can choose to spend extra Wiz points up to their level to increase the number of 6 sided dice they roll for this damage). So, a 4th level Mucky Loon could theoretically spend 5 Wiz points to generate 4d6+4 in initial damage. As this is acidic damage, it continues to burn for 1 round afterwards per point of the Mucky Loon’s Strength, doing 1 point of damage on each of these rounds. Any one trying to stamp out the acid must make a Luck Save at a target equal to the initial attack roll. Doing so without a rag or water, or something else to help remove the acid inflicts a penalty of -3 on the roll.
  • A Mucky Loon can travel at three times the normal rate of speed.
  • A Mucky Loon can make a special Luck Save to avoid damage versus 1 missile or the damage from general combat. To do so it makes a Luck Save against the total damage it would take from the source of damage. Success reduces the damage taken by the Mucky Loon by 1 point + 1 more for every time its total roll can be divided by the damage in question.

Standard Monster Rating: 20.

Bjornwyrd (Tunnels & Trolls)

A General narrative about Bjornwyrd can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: 3, Con: 3, Dex: .75, Lk: 1, IQ: 1.25, Wiz: 1.5, SP: 1 Chr: 2.

Height: .75 (on all fours), Weight: 3

Language(s): A Bjornwyrd can speak Ursine and the Ice Tongue.

A Bjornwyrd has the following special qualities:

  • Bjornwyrd have 10 points of natural armor.
  • When standing on or near snow or ice, a Bjornwyrd standing effectively count their dexterity as double for the purpose of spell prerequisites.

Standard Monster Rating: 75.

Death Maven (Tunnels and Trolls)

A General narrative about Death Mavens can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: 1.25, Con: 1.25, Dex: .75, Lk: 1, IQ: 1.1, Wiz: 1.5, SP: .75, Chr: 1.5

Height: 1.75, Weight : 1.25.

Language(s): Death Mavens speak Necrotic in addition to the local human tongue (or Common).

Death Mavens have the following special qualities.

1) Death Maven are averse to bright light.

2) They are considered undead.

3) Any Undead other than a Death Maven does 2 points of damage on any spite roll in the presence of a Death Maven (i.e. whenever they are close enough to be part of the same encounter). This benefit does not stack up in the presence of two or more Death Mavens. It applies only once.

4) If a Death Maven chooses to mentor an ally during the course of a game session, she doubles the benefits gained by that ally at no extra cost of her own.

Standard Monster Rating: 50.

Arachnid Centaur (Tunnels & Trolls)

A General narrative about Arachnid Centaurs can be found here. What follows are stats for the game of Tunnels and Trolls.

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Str: 1.1, Con: 1.1, Dex: 1.1, Lk: 1, IQ: 1.1, Wiz: .1.5, SP: 1 Chr: 1.5.

Height: 1.3, Weight: .2.3

Language(s): Arachnid Centaurs speak Sylvan (or elven) in addition to the local human tongue (or Common).

An Arachnid Centaur has the following special qualities:

1) They can climb vertical surfaces at about half speed, providing there is significant texture on that surface.

2) They can create webs, although it is a slow process. The effort to escape this web (or to see it in the dark) would require a save at the level of the Arachnid Centaur. To destroy it would require a save at 1 level higher than that of the Centaur. It costs 1 point of Wiz and takes 1 minute to create fill a single 1”x1”x1” stretch of space with webbing. One more such block can be added for each additional point of Wiz and each additional minute spent on the activity.

3) If she has the means to cast spells, an Arachnid Centaur can infuse a single web with a spell effect, thus causing anyone trapped in the web to incur the effect of that spell. If there is a duration, it will last until they have been released from the web. This ability costs 2 points of Wiz in addition to twice the total cost of the spell after any adjustments for level. Only one spell effect can be placed in a web at any one time.

An Arachnid Centaur can infuse spells cast by others into her webs, but doing so will cost her the same as casting one of her own in addition to the normal cost of the spell for the caster.

4) Arachnid Centaurs can speak with spiders.

Note: For the riparian version on an Arachnid Centaur, just add 5) Riparian Centaurs have the ability to walk across the surface of water.

Standard Monster Rating: 45.

Tierzen (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

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These are rules for playing Tierzen in Tunnels and Trolls, the Delux Edition. The general description of Tierzen can be found here.

Str: 1, Con: 1, Dex: 1, Lk: 1, IQ: .1.25, Wiz: .75, SP: 1 Chr: 1.75

Height: 1, Weight: 1

Language(s): Tierzen speak Necrotic (or its closest equivalent).

Special Qualities: Although physical combat works normally for Tierzen, they will typically use spiritual weapons when doing so. They can use regular weapons, but they normally manifest spiritual weapons for combat. When fighting with a spiritual weapon, any spite damage done to an opponent is matched by a point of damage to either IQ, WIZ, or Chr. It is up to the victim to decide which of these stats they will apply the damage to, but they will take damage to one of those attributes along with the usual damage to Con for a spite roll.

Standard Monster Rating: 40.

Ghost

© Daniel S. Wall, May 2, 2026.

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“You can’t kill a ghost, boy, but you can listen. He might have something to tell you.”

– Old Mack

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       A Ghost is a powerful Undead creature. Its existence is always due to some unfinished business in this life, a fact which normally provides the key to its destruction, or even its path the peace. Ghosts retain much of the personality of their former selves, but they take on a sort of pathos which may run counter to their essential character. While retaining the values of their former life, the purpose for which the ghost continues may override other concerns, even to the extent of contradicting its normal behavior in life.

The GM must determine for every ghost a specific means by which it may be find peace and a specific means by which it may be destroyed. These are both determined by the plot line which the ghost serves. Should a party appear to slay a ghost without meeting either condition, it will materialize again at its own convenience in another game session

Ghosts are often tied to a particular location, or to a particular person, materializing only in the place in question or in the vicinity of the person to be haunted. A Ghost may otherwise come and go at will, but it takes a full round of activity to materialize or disappear. A Ghost may not cast spells or launch any sort of attack on the round in which it first materializes. As the ghost disappears only at the end of the turn after which initiates the process to do so, others may get a chance to act on it, even when the ghost seeks to leave.

Whether or not any given death results in the creation of a Ghost is entirely at the discretion of the GM, but it is an exceedingly rare event in any case. Only the most intense and dramatic stories become Ghosts.

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Example 1: A Ghost may represent the last individual of a royal lineage destroyed by a particular character from the remote past. The ghost will not rest until the character or its direct heir is slain, but it may itself be slain by the character in question, or its direct heir. The Ghost may not leave its family home (or perhaps it may not leave the general vicinity of its nemesis). The Ghost will not risk exposing itself to the one creature with the means of destroying it, so it spends its time trying to convince other living creatures that its enemy must be destroyed.

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Example 2: A Ghost swore to deliver a message to some king in a faraway land, but she was slain somewhere along the way. She materializes in the vicinity of the scroll on which the message was written. If she can talk someone into taking the scroll to its original destination, she may find peace. On the other hand, if the scroll itself is destroyed, she will herself be destroyed.