Tsidatsidi (Tunnels and Trolls)

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

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Str: .9, Con: .9, Dex: .9, Lk: 1, IQ: 1.5, Wiz: 1.5, SP: 1 Chr: .1.25

Height: .75, Weight: .75.

Language(s): Tsidatsidi speak Sylvan (or elven).

Special Qualities:

1) Tsidatsidi can speak with plants.

2) Tsidatsidi get a bonus of +2 to all rolls for creating visual artwork.

3) Tsidatsidi suffer 1 point of Con damage for every 24 hours without at least 4 hours outdoors when the sun is out. Note that fog, rain, and other natural phenomena that might block the sun are not a problem. Staying indoors or underground is.

4) The blood (in other words, sap) of a Tsidatsidi can serve as a natural salve. A Tsidatsidi can naturally generate 1 point of healing per level per game session by releasing a small amount of her blood and smearing it on a wound. It takes a full round to do 1 point. If anyone forces her, she takes a point of damage when this is done. If a Tsidatsidi is killed an her blood is harvested, it can be used to generate up to her Wiz in healing. Note that the healing power must be used immediately (within 1 minute per level of the Tsidatsidi) upon being separated from her body.

Standard Monster Rating: 20.

Inuli for (Tunnels and Trolls)

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

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Str: .75, Con: .75, Dex: .9, Lk: 1.5, IQ: 1.25, Wiz: 1.5, SP: 1 Chr: 2.

Height: 1.25, Weight: 1

Language(s): Inuli speak The Plain Tongue (or its closest equivalent), and they automatically learn 1 regional human language per level. This happens independent of any means of learning extra languages.

Special Qualities:

1) Whenever a character rolls a saving throw, an Inuli can elect to help them. The decision must be made before their saving throw, and it costs 1 point of Wiz. In doing so, the Inuli rolls a die 6 at the same time the other character does. If the result of that roll matches one of the other dice rolled by the player, the player may elect to use that result and discard their own dice, thus giving them doubles on the first roll. The rest of the roll is completed normally. Only one Inuli can do this on any given saving throw, and an Inuli can only do this once per round. If an Inuli is doing this for a character for the first time in that particular game game session, she may spend another point of Wiz to grant a +1 bonus to the roll in addition to the die 6. This decision must also be made before the roll.

2) If an Inuli stays in any given location for a season, all vegetation within that season will be 10% healthier (more lush, taller, etc.) This cannot be compounded with other dice.

3) Inuli never attack others and never roll for combat, but they can assist others in actions she knows will harm others.

4) Inuli do not believe in material wealth, and rarely carry coins. Special: The blue lock of hair of an Inuli may be worn as a Talisman of Health, granting the one carrying it a +3 on all saves against poison and disease.  This Talisman only functions if it is freely gifted by an Inuli, or by someone else to whom it was freely given. Once a lock of Inuli hair is taken by force, by purchase, or by chance, it becomes a worthless lock of blue hair.  Since the lock of hair never grows back once it is given in this manner, Inuli only give it away in exchange for acts of great selflessness or kindness.

Standard Monster Rating: 10.

Phiyé (Tunnels and Trolls)

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

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

Height: .75, Weight : .75.

Language(s): Phiyé speak Netherspawn (or its closest equivalent).

Phiyé have the following special qualities.

1) A Phiyé can walk on vertical surfaces just as easily as they can the ground.

2) A Phiyé can take damage from other characters. To do so they must touch the injured party and spend 1 point of Wiz. They can then transfer up to 1 point of points of damage to any attribute per level to themselves.

3) A Phiyé gains a +2 bonus on any roll that is clearly made for the purpose of helping another sentient creature.

Standard Monster Rating: 25.

Inuli

© Daniel S. Wall, April 18, 2026.

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(Original Contribution – Tim Murray)

“Brightened up the whole town they did. Even pa’ came out to help with McGillon’s new barn, said his arthritis wasn’t botherin’ him a lick, no more.”

Reginald Tiller – Farmer

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Illustration by David Michael Wright

Inuli are tall slender fair skinned creatures with necks just a little longer than one would normally expect from a humanoid body. Most consider their abnormally large hands to be the most astonishing feature of this kindred. All Inuli have a streak of light blue hair that may be given as a gift (see Treasure).

Nomadic by nature they tend to gather what food they can as they roam from village to village helping those in need. Inuli are not afraid of physical labor, and fortune seems to follow them. Things don’t seem to go wrong in villages when Inuli are present. Working in exchange for room and board, Inuli find they are welcome most anywhere they go, even in rough places and evil quarters.

Inuli maintain a simple peaceful lifestyle. Inuli do not believe in violence of any kind, and they are strict vegetarians. They will not harm another sentient creature even to save their own lives. Despite being devout pacifists Inuli do not believe in forcing their views on others, so they have been known to help even the most violent of kindreds, though not usually in violent matters.

It is not uncommon to see an Inuli traveling with a band of adventurers or a military unit since it safely allows them to reach more in need. Inuli will not help anyone engaging in torture, slavery, or other malicious evil acts, but otherwise they typically keep out of politics and help indiscriminately.

Rules for playing Inuli in Tunnels & Trolls can be found here.

Vek (D&D, First Edition)

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

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FREQUENCY: Rare.

NUMBER APPEARING: 10-60.

ARMOR CLASS: 6

MOVE: 12”.

HIT DICE: 1d8.

PERCENT IN LAIR: 25%.

TREASURE TYPE: D.

NUMBER OF ATTACKS: 2 or 1.

SPECIAL ATTACKS: Tail spikes.

DAMAGE OF ATTACKS: (2) claws for 1d4 each, or (1) tail spike for 1d4, or by weapon type.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: Standard.

INTELLIGENCE: Average.

ALIGNMENT: Neutral.

SIZE: Medium (6’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

Vek may attack (twice per round) using their claws or (at normal rates of attack) with manufactured weapons or once per round with tail spikes. They possess 1 tail spike per point of their Constitution plus their level. They generate new spikes at a rate of 1 per week, dropping old ones at about the same rate.

Character Stats: Vek would have the following adjustments to attributes in first edition D&D: Strength is +1, Dexterity is +1, Constitution is +1, Intelligence is normal, Wisdom is normal, Charisma is normal.

Creeping Gaze (Tunnels & Trolls)

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

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Str: .25, Con: .5, Dex: 1.25, Lk: 1.25, IQ: 1.25, Wiz: .1.25, SP: 1 Chr: 1.25

Height: 1, Weight: .1

Language(s): A Creeping Gaze can understand but not speak the local human tongue (or Common).

A Creeping Gaze has the following special qualities:

1) A Creeping Gaze has no actual means of attack, but it can roll 2d6 plus adds against an opponent. In the event of victory, the roll of the Creeping Gaze is subtracted from the damage done to the enemy, and if the Creeping Gaze has no allies, then it scores no damage, not even on a Spite roll. In effect, its combat dice are merely a measure of its active defense (which is mostly dodging).

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) At a cost of 2 points of Wiz and 1 round of concentration, a Creeping Gaze may trigger an ability to see anything invisible within a 30 degree arc out to a range of 10’ for every 2 points of IQ rounded down.

4) At a cost of 3 points of Wiz and 1 round of concentration, a Creeping Gaze may learn each of the following things about a creature within a range of 10’ for every 2 points of IQ rounded down.

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

Standard Monster Rating: 10.

 

 

Creeping Gaze (First Edition D&D)

© Daniel S. Wall, May 21, 2026.

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A general narrative about the Creeping Gaze can be found here. What follows are rules for running a Creeping Gaze in first edition, D&D.

FREQUENCY: Rare.

NUMBER APPEARING: 1

ARMOR CLASS: 7

MOVE: 5”.

HIT DICE: 1d6.

PERCENT IN LAIR: 25%.

TREASURE TYPE: E.

NUMBER OF ATTACKS: None.

DAMAGE OF ATTACKS: N/A.

SPECIAL ATTACKS: None.

SPECIAL DEFENSES: None.

MAGIC RESISTANCE: 10%.

INTELLIGENCE: High.

ALIGNMENT: Neutral.

SIZE: Small (2’ tall).

PSIONIC ABILITY: Nil.

Attack/Defense Modes: Nil.

1) A Creeping Gaze has no actual means of attack.

2) Although a Creeping Gaze may understand languages as would a normal character, it has no means of speaking.

3) 3 times per day, a Creeping Gaze may 1 segment to study a given area. It thus sees anything invisible within a 30 degree arc out to a range of 6”.

4) 3 times per day, a Creeping Gaze may 1 segment to study a creature within 6”. It thus learns the following about the creature:

a: Whether or not they have killed any sentient creatures within the last day or within the last week.

b: whether or not they have broken any applicable laws within the last day or within the last week.

c: Whether or not they are a virgin.

d: Whether or not they have done anything for which they might feel guilty.

5) A Creeping Gaze enjoys a +3 bonus on any rolls to search or spot anything by means of sight.

6) A Creeping Gaze can walk on a vertical surface just as easily as any other character can walk on the ground.

Character Stats: A creeping Gaze would have the following adjustments to attributes in first edition D&D: A creeping Gaze would have the following adjustments to attributes in first edition D&D: Strength: is half (rounded high), Dexterity is +1, Constitution is half (rounded high), Intelligence is +1, Wisdom is +2, Charisma is +1.

 

Vek (Tunnels & Trolls)

© Daniel S. Wall, May 21, 2026.

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

Str: 1.1, Con: 1.1, Dex: 1.1, Lk: .9, IQ: .9, Wiz: .75, SP: 1 Chr: .75

Height: 1, Weight: 1

Language(s): Vek speak The Wild Tongue (or its closest equivalent).

Special Qualities: 1) All Vek have natural weapons useful in melee (their claws and a spiky tail) and missile (tail spikes). 2) The tail spikes have a range of 15 yards. Any given Vek will have a number of tail spikes equal to their strength or their Constitution (whichever is higher). They will grow back in between game sessions.

Standard Monster Rating: 30.