The swamps of Tallanon are where the world rots slowly.
Here:
The ground is never solid
The air is thick with decay
The water hides more than it reveals
And the creatures that thrive do so through poison, ambush, and hunger
The mire is a place of slow death — where the living sink, the dead rise, and the swamp itself seems to breathe.
Travelers say:
“The swamp does not kill you quickly.
It waits for you to stop struggling.”
Swamp encounters emphasize:
Difficult terrain (movement penalties)
Poison & disease (Endurance tests)
Ambush predators (from water or reeds)
Rot & decay (Magic Resistance tests)
Low visibility (fog, reeds, murk)
Use:
Awareness for spotting danger
Endurance for resisting disease
Agility for avoiding sinking
Magic for dealing with curses and swamp spirits
Swamps should feel claustrophobic, wet, and dangerous.
d12
Encounter
1
Bog Leech Cluster swarms around ankles
2
Rot‑Back Toad croaks a warning
3
Mire Lurker Croc bursts from the water
4
Reed‑Stalker Serpent coils silently
5
Dreadmire Hag muttering curses
6
Corpse‑Bloom Shambler rises from muck
7
Plague‑Mist Wraith drifts through fog
8
Blackwater Hydra emerges from a pool
9
Fetid Bog Titan shifts beneath the mire
10
Swamp gas ignites — Agility test
11
Whispering reeds — something watches
12
The Swamp That Walks awakens
Below are all 10 creatures, fully statted using your templates.
Dozens of blood‑drinking leeches.
Rank: Novice • Role: Swarm • Block: Mini
Speed: 5 (water), 3 (land)
HP: 1d6+1
Offense: Might+1
Defense: 0
Key Skills: Awareness 2, Agility 2, Dark Sight 2
Attack — Blood Drain: Offense = Might+1, damage 1d3.
Fail Endurance (2) → lose 1 HP/round for 1d3 rounds.
Traits:
• Swarm Body — immune to knockdown
• Blood Scent — +1 Offense vs wounded targets
Loot: 1–6 nothing
Large toad with rotting fungal growths.
Rank: Novice • Role: Lurker • Block: Mini
Speed: 5
HP: 2d6+2
Offense: Might+1
Defense: 1
Key Skills: Awareness 2, Agility 2, Magic Resistance 2
Attack — Tongue Lash: Offense = Might+1, damage 1d6.
Traits:
• Rot Spores — adjacent foes Endurance (2) or take 1d3 poison
• Swamp Camouflage — Awareness (3) to detect
Loot: 1–4 toad skin, 5–6 rot‑spore sac
Ambush predator lurking beneath the surface.
Rank: Skilled • Role: Brute • Block: Mini
Speed: Swim 8, Land 5
HP: 3d6+3
Offense: Might+2
Defense: 2
Key Skills: Awareness 3, Agility 3, Brawl 3
Attack — Crushing Bite: Offense = Might+2, damage 1d6+2.
Traits:
• Death Roll — if bite hits, target Agility (4) or knocked Prone
• Ambush Predator — +1 Offense when attacking from water
Loot: 1–3 hide, 4–5 tooth, 6 croc‑heart
Long serpent that moves silently through reeds.
Rank: Skilled • Role: Ambusher • Block: Mini
Speed: 7
HP: 3d6+3
Offense: Might+2
Defense: 2
Key Skills: Awareness 4, Agility 4, Dark Sight 3
Attack — Venom Bite: Offense = Might+2, damage 1d6.
Fail Endurance (3) → 1d3 poison.
Traits:
• Silent Glide — Awareness (4) to detect
• Constrict — Offense = Might+1; target Agility (4) or Restrained
Loot: 1–4 scales, 5 fang, 6 venom sac
Swamp witch steeped in rot magic.
Rank: Elite • Role: Controller • Block: Full
Speed: 6
HP: 6d6+6
Offense: Magic+3
Defense: 3
Size: Medium
Awareness 6, Agility 4, Might 3, Endurance 6, Charm 5, Roguery 3, Wilderness Lore 5, Folk Lore 6,
Brawl 2, Sword‑Play 0, Marksmanship 0, Craftsmanship 1, Dark Sight 4, Healing 3, Magic 8, Magic Resistance 5
• Rot Hex: Offense = Magic+3; target Endurance (5) or −1 to all tests
• Swamp Step: Move through water as normal terrain
• Witch’s Curse: Charm (5) or suffer 1d3 psychic
Primary — Rot Bolt: Offense = Magic+3, damage 2d6
Special — Mire Grasp: 3‑square radius; Agility (5) or Immobilised
1–3 herbs, 4 hag hair, 5 rot‑charm, 6 hag‑heart
Plant‑infested corpse animated by fungus.
Rank: Elite • Role: Brute • Block: Full
Speed: 5
HP: 7d6+7
Offense: Might+3
Defense: 3
Size: Medium
Awareness 3, Agility 2, Might 7, Endurance 7, Charm 0, Roguery 0, Wilderness Lore 3, Folk Lore 2,
Brawl 6, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 3, Healing 0, Magic 2, Magic Resistance 4
• Fungal Burst: When hit, adjacent foes Endurance (4) or take 1d3 poison
• Rotting Slam: Offense = Might+3; damage 2d6; target Endurance (4) or Diseased
• Undead Resilience: Immune to poison
Primary — Slam: Offense = Might+3, damage 2d6
Special — Spore Cloud: 3‑square radius; 2d6 poison; Endurance (4) halves
1–3 fungus, 4 corpse‑bloom, 5 rot‑core, 6 fungal heart
Spirit of disease drifting through the fog.
Rank: Veteran • Role: Controller • Block: Full
Speed: 7, Fly 7
HP: 8d6+8
Offense: Magic+3
Defense: 4
Size: Medium
Awareness 6, Agility 5, Might 2, Endurance 8, Charm 0, Roguery 3, Wilderness Lore 3, Folk Lore 5,
Brawl 2, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 6, Healing 0, Magic 9, Magic Resistance 6
• Plague Breath: 3‑square cone; 3d6 poison; Endurance (6) halves
• Mist Form: Half damage from physical attacks
• Disease Aura: Adjacent foes Endurance (5) or Diseased
Primary — Rot Touch: Offense = Magic+3, damage 2d6
Special — Plague Burst: 4‑square radius; 3d6 poison
1–3 mist residue, 4 wraith shard, 5 plague rune, 6 wraith‑heart
Hydra mutated by swamp rot.
Rank: Veteran • Role: Brute • Block: Full
Speed: 6
HP: 9d6+9
Offense: Might+4
Defense: 4
Size: Huge
Awareness 6, Agility 4, Might 10, Endurance 9, Charm 0, Roguery 1, Wilderness Lore 5, Folk Lore 3,
Brawl 9, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 4, Healing 3, Magic 0, Magic Resistance 4
• Multiple Heads: Two attacks per round
• Blackwater Breath: 3‑square cone; 3d6 poison; Endurance (5) halves
• Regeneration: 1d6 HP/round unless fire used
Primary — Hydra Bite: Offense = Might+4, damage 2d6+2
Secondary — Tail Smash: Offense = Might+3, damage 2d6
1–3 rot‑flesh, 4 hydra scale, 5 hydra tooth, 6 hydra‑heart
Massive swamp giant dripping with rot.
Rank: Legendary • Role: Brute • Block: Full
Speed: 6
HP: 12d6+12
Offense: Might+5
Defense: 6
Size: Huge
Awareness 6, Agility 4, Might 12, Endurance 12, Charm 1, Roguery 0, Wilderness Lore 6, Folk Lore 4,
Brawl 11, Sword‑Play 0, Marksmanship 0, Craftsmanship 1, Dark Sight 4, Healing 2, Magic 3, Magic Resistance 6
• Rot Slam: Offense = Might+5; damage 3d6; Endurance (6) or Diseased
• Bog Stomp: 3‑square radius; 3d6; Agility (5) halves
• Swamp Regeneration: 1d6 HP/round in water
Primary — Titan Fist: Offense = Might+5, damage 3d6
Special — Rot Hurl: Ranged 8; Offense = Might+3; damage 2d6+2
1–3 bog mud, 4 titan hair, 5 rot‑shard, 6 titan‑heart
A living mass of mud, roots, and ancient hunger.
Rank: Mythic • Role: Titan / Controller • Block: Full
Speed: 5
HP: 16d6+16
Offense: Might+6
Defense: 8
Size: Titanic
Awareness 10, Agility 4, Might 14, Endurance 16, Charm 4, Roguery 0, Wilderness Lore 10, Folk Lore 7,
Brawl 12, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 5, Healing 4, Magic 12, Magic Resistance 10
• Swamp Maw: Offense = Might+6; damage 4d6; Agility (6) or swallowed
• Root Snare: 4‑square radius; Agility (6) or Restrained
• Mythic Regeneration: Regains 2d6 HP/round
• Living Mire: Terrain within 6 squares becomes difficult
Primary — Titanic Limb: Offense = Might+6, damage 4d6
Mythic — Mire Cataclysm: 6‑square radius; 5d6; Endurance (6) halves
1–2 mud
3–4 roots
5 swamp‑heart shard
6 mythic mire‑core
Any suggestions, spelling errors or ideas - email doombladerpg@gmail.com