Yule critters from the Land of Frost…parts II & III

First out is the Yule Wolf!

Pencil drawing. Inked in SketchbookX on a tablet. By dawnrazor

There are thirteen of these evil-minded beasts, and their assignment is to pull Sandy Claws bone chariot across the skies and the boundaries between the Lands of Men and the Lands of Dream. The ability to fly is only active when they’re attached to the chariot. On the loose, the are similar to Dire Wolves, and will behave more or less like normal wolves. They will obey the yule Demon’s every command instantly.


Medium Animal, Chaotic (CN), Animal Intelligence; Pack (Unique creatures, 13 are known to exist)

HD         4    

AC        14
ATK      Bite (1d8 + trip)
MV        50 (Fly 90)
SV         F 11, R 10, W 17
XP         400 (CL 5)

As the Yule Demon, the Yule Wolves comes from the Lands of Dream, pulling the demon’s chariot across the skies. They are larger and more muscular than normal wolves, and some sages say that they are a hybrid of wolf and hyaena. Their pelts are dark grey and the eyes emit a fiery yellow glow. As they are in constant telepathic contact with the Demon at all times, they will obey its commands instantly. If they hit, they get a free trip attack* (p. 56, B&T Complete).

Special Qualities: Immune to cold. Magic resistance 10%. Trip attack. Vulnerable to fire (takes double damage). Full move in the deepest of snow.

Stat conversions for Other Games:

Armor class (AC): S&W 5[14]; LL 5

Move (MV): S&W 20’; LL 180’ (60’)

Save (SV): S&W 13; LL As Fighter 4

*Special Qualities Conversion notes: The trip attack is an ordinary attack. If it hits, the defender rolls a save (LL: Breath Attack) to fully avoid the trip attempt. If the save is unsuccessful, the defender is tripped and is knocked prone on the ground. The next round all attacks are at +2 against him.

Next out is Sandy’s little Eaters

Pencil sketch. Inked in ArtRage. Arty mod in PhotoShop. By dawnrazor

These little humanoid beasties slightly resemble Redcaps, but are native to the Dreamlands and only come to the Land of Men with their master – the Yule Demon, who’s created them from evil children’s dreams. 

They obey their master without error and have an enormous appetite for human flesh (demi-humans will do too), and their greatest advantage is in large numbers.

 If you meet an Eater, you can be sure that he’s got at least 20-50 buddys nearby… When slain, they dissolve and leaves only a sticky, green residue with a distinct smell of butter fudge. Those slain by Eaters usually comes back as Sons of Yule the next Yule time. Elves are an exception though – they return as Harbingers.

The Eaters are rumored to be vulnerable to fire and light (thus the Yule Trees and Yule lights) and cinnamon and ginger (thus gingerbread cookies). It is also said that they can’t pass mistletoe. Of course, this hasn’t been proven…
A favorite tactic is to enter a house via the chimney, while invisible. When a group is inside, they go visible and attack.
Oh yeah…and they’re green. With a greyish tint. When they’re not all covered in red…


Small Humanoid, Chaotic (CN), High Intelligence; Tribe (2d10)

HD        1    

AC        12
ATK       1 weapon (1d3 + special) or bite (1d3 + special)
MV        30
SV         F 12, R 15, W 14
XP         100 (CL 2)

The Eaters are the Yule Demon’s little helpers, and they are the ones most often encountered when Sandy Claws comes to town. They are the ones kidnapping and molesting people in their homes, or leaving their disgusting ”gifts” at people’s doorsteps. Eaters attack with knife and fork and sometimes with spoons!
As they are in constant telepathic contact with the Demon at all times, they will obey its commands instantly.

Special Qualities: Immune to cold. Magic resistance 20%. Piranha attack**. Vulnerable to fire (takes double damage). Full move in the deepest of snow. Vulnerable to cinnamon, ginger and light (-2 to attacks). Cannot pass doorways with mistletoe.

Spells: 3/day – invisibility (broken if the Eater enters combat)

Stat conversions for Other Games:

Armor class (AC): S&W 7 [12]; LL 7

Move (MV): S&W 12’; LL 120’ (40’)

Save (SV): S&W 17; LL As Fighter 1

** Special Qualities Conversion notes: Piranha attack- The Eaters attack in large numbers, and like piranhas, they can devour a creature in no time. For every successful Eater attack, the victim must roll a Fortitude save (LL: use Death/Poison save). If successful, nothing happens (more than the loss of hp). If unsuccessful however, the defender also loses a point of constitution. This is to simulate that the Eaters are eating you alive! When CON reaches zero, you are utterly devoured…

Advanced Piranha Option:
This option is for…darker games! Basically, the more hp you lose in a combat round against the Eaters, the larger die you roll on the table below. If you use the advanced piranha attack, skip the basic one above.

  • 1-4 hp lost to Eaters in a combat round – roll 1d4 + number of hp lost
  • 5-9 hp lost to eaters in a combat round – roll 1d6 + number of hp lost
  • 10-15 hp lost to eaters in a combat round – roll 1d8 + number of hp lost
  • Eater critical hit (natural 20) – roll a d10+ 2x number of hp lost

This damage can only be healed by powerful magic or a skilled surgeon (if such individuals exist in your campaign world).

d4/d6/d8/d10 roll Eater special damage
1 Finger lost- difficult to hold stuff
2 Toe lost – movement impaired
3 Nose lost – smell lost
4 Ear lost – hearing worse
5 Rear body part lost – movement worse by 1 category
6 Hand lost – can’t hold stuff
7 Foot lost – movement impaired + can’t run
8 Eye lost – bad eyesight + -1 to hit
9 Lips lost – communication problems
10 Face chewed off! – see 3, 8, 9 + lose 1d4 CHA
11 Ouch! Crotch gone! – see 5 + lose 1d6 extra hp + talk in a high-pitched voice…
12 Shshshshsh… I ate his liver with some Favabeans and a nice Chianti… Serious internal damage! Lose 1d8 extra damage, and be overcome by shock and disgust (unable to act for next round)

Example: Slobbo the Halfling is attacked by 5 Eaters. He is hit several times, and takes 6 hp damage in total this round. The GM rolls 1d6+6 and reads the result on the chart. The GM rolls a 3 so the total is 9. Slobbo’s lips are gone, and he can’t communicate properly. The consequences of the damage described in the table is decided by the GM. Maybe you role-play the situations, or maybe there are penalties to abilities. In that case Slobbo could lose 1d2 CHA or something along that line.

Next post in this series will discuss the Sons of Yule and the Harbingers, and will include a Tome of Horrors style scenario idea for the Yule Critters.

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