Viglili (Tunnels & Trolls)

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

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

Height: .5, Weight: .5.

Language(s): Simian.

A Viglili has the following special qualities:

  • Viglili can climb any surface with hand-holds, branches, etc. at normal speed.
  • A Viglili can turn the light of its face on to create torchlight lasting 1 minute per level. Doing so costs 1 point of Wiz.
  • Viglili automatically get a +3 bonus on save against surprise or to find something. Thy get this same bonus on any save for sleight of hand.
  • Viglili do not use weapons, wear armor, or cast spells, but they get 1d6 per level in melee combat.
  • A Viglili 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 Viglili by 1 for every time its total roll can be divided by the damage in question.

Standard Monster Rating: 20.

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.

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.

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 another 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.

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

***

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.

Bjornwyrd

© Daniel S. Wall, April 29, 2026.

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“Yes, you must poke the bear with a stick. Strange as it may seem, your only hope is to enrage him. His claws are not as dangerous as his magic.”

– Kregestir, the Short Lived.

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Bjornwyrd or regular polar bear? Hard to know!

Imagine a polar bear with all the usual might and strength of its kindred. Now add great magical abilities to its list of skills. This is a Bjornwyrd.

Nobody knows why polar bears sometimes develop these powers, but it happens. Not only do they develop great spell-casting powers, they also become especially adept at cold-based spells. The end result is a creature that is dangerous from a distance or up close.

Needless to say, these creatures are greatly feared by any with the sense to know what they are.

Specific rules for playing a Bjornwyrd in Tunnels and Trolls can be found here.

Tierzen

© Daniel S. Wall, April 29, 2026.

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“Just a moment before, she had had possessed no weapons at all. Now a shadow in the shape a great sword shimmered in her hands, wisps of black ether drift up from its edge. There was nothing normal about this, but in the hands of that thing, the ghost blade seemed somehow quite fitting.”

– G’shen Fmierelei, Herald of the Elven Wood.

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Illustration by Michael Syrigos

Tierzen appear as black skinned humanoids, with no body hair of any kind. They are usually wrapped in dark clothing. Their eyes are bright green, though it is said they turn black when using the powers of a Spiritual Combatant.

An amulet exists for every Tierzen; it prevents them from attacking the one who carries it. Any Tierzen who carries his own amulet will find it weakens her, so Tierzen lives are spent seeking a suitable host for their own amulets. Few Tierzen could be trusted with this power, a fact which makes it all the more difficult for Tierzen to find stable and safe trustees for their amulets.

Tierzen are natural Spiritual Combatants, taking to their natural gift with a dedication rarely found among other Kindred. Most Tierzen will always possess the ability ‘Spiritual Weaponry’ thus enabling them to inflict great mental damage on opponents in melee combat. To ensure that such opponents do not escape physical injury, Tierzen work closely with other creatures generating more physical damage. Tierzen are always careful to ensure that they dominate any other creatures they choose to work with.

Illustration by Michael Syrigos

Tierzen possess one other distinctive behavioral characteristic, a profound interest in all things having to do with death. All Tierzen exhibit a marked fascination with death and dying from an early age, and those that take up spell casting invariably dabble in some forms of necromancy.

This mysterious kindred is widely thought to be evil in nature, yet even their greatest detractors will add that random violence is almost unheard of among their kind. Tierzen always seem to act with a purpose and limit their violence to those who genuinely stand in the way of that purpose.

In some cases, Tierzen campaigns appear to have been shaped by the desire to capture important resources. Tierzen have fought to obtain Magical Items and gold, but far more often they have sought information of one sort or another. Few understand the reasons for Tierzen involvement in anything, and individuals of this Kindred do little to enlighten them, a fact which leaves plenty of room for rumors and theories.

Wise men say  it is best to step aside when Tierzen make an appearance and let them go about their business. If for whatever reason, one feels compelled to stop them, then it is best to pray before doing so.

Rules for playing Tierzen in Tunnels and Trolls, Delux Edition can be found here.