The caves of Tallanon are older than the kingdoms above them.
They are the bones of the world — hollowed by water, carved by ancient beasts, and haunted by things that never knew the sun.
Down here:
Light is a liability
Sound travels too far
The air tastes of stone, mold, and old blood
And every shadow hides something hungry
Caves are not merely terrain — they are ecosystems of fear, where predators evolve in darkness and magic festers in forgotten cracks.
Cave encounters should emphasize:
Ambushes (Agility & Awareness tests)
Claustrophobia (tight tunnels, squeezing rules)
Verticality (ledges, pits, shafts)
Environmental hazards (unstable stone, toxic spores, underground rivers)
Darkness (Dark Sight becomes crucial)
Use Awareness tests often.
Use echoes and vibrations as foreshadowing.
Make the players feel watched.
d12
Encounter
1
Gloomrat Swarm feasting on a corpse
2
Chitterstone Bats erupt from the ceiling
3
Pale Maw Tunneler bursts from the wall
4
Rockfang Lurker stalking from above
5
Echo Wraith mimicking a party member’s voice
6
Abyssal Slime Mass blocking a tunnel
7
Crystal Spine Burrower shedding razor crystals
8
Cave Troll of Broken Teeth hunting
9
Stalactite Devourer disguised overhead
10
Ancient glyph‑sealed chamber awakens
11
Tremor — something huge is moving nearby
12
The Hollow King Below whispers your name
Below are all 10 creatures for this chapter, fully statted.
Chittering mass of diseased cave rats.
Rank: Novice • Role: Swarm • Block: Mini
Speed: 6
HP: 2d6+2
Offense: Might+1
Defense: 1
Key Skills: Awareness 2, Agility 3, Endurance 2, Brawl 1, Dark Sight 3
Attack — Swarm Bites: Offense = Might+1, damage 1d6.
Fail Endurance (2) → Filth Fever.
Traits:
• Swarm Body — immune to knockdown; area attacks +1d6
• Vermin Resilience — advantage vs poison
Loot (d6): 1–3 filth, 4–5 1d6 coins, 6 odd trinket
Stone‑skinned cave bat with razor wings.
Rank: Novice • Role: Skirmisher • Block: Mini
Speed: Fly 8
HP: 1d6+1
Offense: Might+1
Defense: 1
Key Skills: Agility 4, Awareness 3, Dark Sight 4
Attack — Razor Wing Slash: Offense = Might+1, damage 1d3.
Traits:
• Echo‑Sense — ignores invisibility in caves
• Razor Wings — on crit, target bleeds 1d3
Loot: 1–5 nothing, 6 razor shard
Blind, pale‑skinned burrow predator.
Rank: Skilled • Role: Lurker • Block: Mini
Speed: 6, Burrow 6
HP: 3d6+3
Offense: Might+2
Defense: 2
Key Skills: Agility 3, Awareness 4 (vibrations), Brawl 3, Dark Sight 5
Attack — Maw Lunge: Offense = Might+2, damage 1d6+1.
Traits:
• Tremor Sense — detects movement within 6 squares
• Burrow Ambush — +1 Offense when emerging
Loot: 1–4 nothing, 5 bone shard, 6 tunneler tooth
Spider‑like predator clinging to ceilings.
Rank: Skilled • Role: Ambusher • Block: Mini
Speed: 6, Climb 8
HP: 3d6+3
Offense: Might+2
Defense: 2
Key Skills: Agility 4, Awareness 3, Roguery 2, Dark Sight 4
Attack — Drop Strike: Offense = Might+2, damage 1d6+2.
Traits:
• Ceiling Walker — ignores difficult surfaces
• Surprise Drop — first attack each combat has advantage
Loot: 1–3 nothing, 4–5 venom sac, 6 rare fang
A ghostly mimic of voices in the dark.
Rank: Elite • Role: Controller • Block: Full
Speed: 6, Fly 6
HP: 6d6+6
Offense: Might+1 (spectral touch)
Defense: 3
Size: Medium
Awareness 6, Agility 5, Might 1, Endurance 6, Charm 0, Roguery 4, Wilderness Lore 1, Folk Lore 5,
Brawl 1, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 6, Healing 0, Magic 6, Magic Resistance 5
• Voice Theft (Action): Target passes Charm (4) or loses their voice for 1d6 rounds.
• Echo Lure (Action): Mimics a party member’s voice; Awareness (4) or move 1d3 squares toward it.
• Spectral Form (Passive): Half damage from physical attacks.
• Cold Touch (Action): Offense = Might+1, damage 2d6 cold.
Primary — Spectral Claw: Offense = Might+1, damage 2d6.
Special — Wail of the Lost: All within 4 squares Charm (4) or Frightened 1d3 rounds.
Feeds on fear and confusion; avoids direct combat unless cornered.
1–3 nothing, 4 ghost‑touched shard, 5 echo crystal, 6 wraith essence
Ooze that dissolves flesh and metal alike.
Rank: Elite • Role: Brute • Block: Full
Speed: 4
HP: 7d6+7
Offense: Might+2
Defense: 2
Size: Large
Awareness 1, Agility 1, Might 7, Endurance 7, Charm 0, Roguery 0, Wilderness Lore 1, Folk Lore 0,
Brawl 6, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 3, Healing 0, Magic 0, Magic Resistance 3
• Corrosive Body: Melee attackers take 1d3 acid.
• Split (Reaction): When hit by slashing, splits into two half‑HP slimes.
• Ooze Flow: Move through cracks 1 square wide.
Primary — Acid Lash: Offense = Might+2, damage 2d6 acid.
Special — Engulf: Agility (4) or engulfed, taking 1d6 acid/round.
1–4 nothing, 5 acid gland, 6 rare ooze core
Burrowing beast covered in razor crystals.
Rank: Veteran • Role: Skirmisher • Block: Full
Speed: 6, Burrow 6
HP: 8d6+8
Offense: Might+3
Defense: 4
Size: Large
Awareness 5, Agility 5, Might 8, Endurance 8, Charm 0, Roguery 1, Wilderness Lore 4, Folk Lore 1,
Brawl 7, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 4, Healing 1, Magic 0, Magic Resistance 4
• Crystal Spines: Melee attackers take 1d3 piercing.
• Burrow Charge: First attack after burrowing deals +1d6.
• Shatter Burst (Action): 3‑square radius, 2d6 piercing; Agility (5) halves.
Primary — Spine Ram: Offense = Might+3, damage 2d6+2.
1–2 crystal dust, 3–4 razor shard, 5 crystal plate, 6 rare prism core
(Already generated earlier — included here as part of the chapter.)
Rank: Elite • Role: Brute • Block: Full
(Full stat block preserved exactly as previously generated.)
Predator disguised as a stone spike.
Rank: Legendary • Role: Ambusher • Block: Full
Speed: 4, Climb 4
HP: 10d6+10
Offense: Might+4
Defense: 5
Size: Large
Awareness 7, Agility 4, Might 10, Endurance 10, Charm 0, Roguery 2, Wilderness Lore 3, Folk Lore 2,
Brawl 9, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 5, Healing 1, Magic 0, Magic Resistance 5
• False Stone: Perfectly mimics stalactite; Awareness (6) to detect.
• Drop Kill: First attack from above deals +2d6.
• Stone Hide: Half damage from non‑magical weapons.
Primary — Impaling Drop: Offense = Might+4, damage 3d6+2.
Special — Stone Shatter Roar: Charm (5) or Frightened 1d3 rounds.
1–3 stone fragments, 4 rare mineral, 5 devourer fang, 6 stone‑heart core
Ancient ruler of the deep dark.
Rank: Mythic • Role: Controller / Titan • Block: Full
Speed: 6
HP: 14d6+14
Offense: Might+6
Defense: 7
Size: Huge
Awareness 10, Agility 6, Might 13, Endurance 14, Charm 8, Roguery 4, Wilderness Lore 5, Folk Lore 9,
Brawl 12, Sword‑Play 6, Marksmanship 0, Craftsmanship 3, Dark Sight 8, Healing 4, Magic 12, Magic Resistance 10
• Crown of Echoes: Commands all Echo Wraiths within 12 squares.
• Earthshatter Step: 4‑square tremor; Agility (6) or fall Prone and take 2d6.
• Hollow Voice: Charm (6) or obey a single command for 1 round.
• Mythic Regeneration: Regains 2d6 HP/round unless radiant damage dealt.
Primary — Scepter of the Deep: Offense = Might+6, damage 4d6.
Mythic — Collapse the Ceiling: 6‑square line collapses; 3d6 damage; Agility (6) halves.
1–2 shattered crown pieces
3–4 deep‑iron ingot
5 hollow king’s sigil
6 mythic echo‑core
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