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Project Update: Here is an example of a monster that will be in the zine...
Hollow Knight on a Mawhound (Art by Dan Smith)
A feared wasteland rider spoken of only in whispers around dying campfires.
Hollow Knights are silent warlords encased in rune-scarred armor. No face has ever been seen beneath the helm.
Hollow Knights are silent warlords encased in rune-scarred armor. No face has ever been seen beneath the helm.
Init: +2
Attack: Rune-forged cleaver +5 melee (1d10+2) or hooked chain-lance +4 ranged (1d8 and pull target 10’)
AC: 18 HD: 5d10 MV: 25’ or mounted 50’ Act: 1d20
Special Powers: Mounted Charge, Fear Aura, Impossible Endurance, Soul-Bound Armor
SV: Fort +5, Ref +3, Will +4 Alignment: Chaotic
Special Powers
Mounted Charge
If the Hollow Knight charges while mounted on the Mawhound, both attack in the same round:
- Cleaver attack gains +2 to hit
- Target struck must make DC 14 Reflex save or be knocked prone
Fear Aura (60’)
Any 0-level character or creature of 1 HD encountering the Hollow Knight must make a DC 13 Will save or immediately flee for 1d4 rounds.
Impossible Endurance
The Hollow Knight ignores the first critical hit suffered each combat. The blow lands, but the knight barely reacts.
Soul-Bound Armor
If reduced to 0 HP, the armor collapses empty… unless the Mawhound still lives. One round later, black vapor reforms the knight beside the beast with 1d8 HP restored.
Critical Die: 1d10 (table III)
Fumble: A Hollow Knight never fumbles. The Knight can miss just not critically miss.
Treasure
- Rune-etched black plate mail armor worth 300 GP to cultists
- Rune-Cleaver
- 1d4 corrupted soul gems (owner suffers minor corruption for each one carried)
Mawhound of the Black Wastes
A warped predator bred in forgotten pits. Its flesh twists like roots and scar tissue beneath stretched hide.
Init: +3
Attack: Bite +6 melee (1d12) and gore-horn +4 melee (1d8)
AC: 16 HD: 6d8 MV: 50’ Act: 1d20+1d14
Special Powers: Frenzied Bite, Trample, Scent the Living, Rider Bond
SV: Fort +6, Ref +4, Will +2 Alignment: Neutral
Attack: Bite +6 melee (1d12) and gore-horn +4 melee (1d8)
AC: 16 HD: 6d8 MV: 50’ Act: 1d20+1d14
Special Powers: Frenzied Bite, Trample, Scent the Living, Rider Bond
SV: Fort +6, Ref +4, Will +2 Alignment: Neutral
Special Powers
Frenzied Bite
If the Mawhound hits with its bite, it may immediately make a free gore-horn attack.
Trample
Creatures smaller than man-sized struck during movement must succeed on a DC 15 Reflex save or take 1d6 damage and fall prone.
Scent of the Living
The Mawhound can smell blood, fear, and warm flesh up to 300 feet away even through darkness or fog.
Rider Bond
While ridden by the Hollow Knight:
- Both gain +1 AC
- The beast cannot be magically charmed or frightened
- If one dies, the other suffers 1d6 damage immediately
Critical Die: 1d12 (table IV)
Instinct
The Mawhound prefers to cripple prey first, circling and tearing at fallen victims before delivering a killing bite.
Encounter Ideas
1. The Bone Road Toll
The Hollow Knight blocks passage through a dead canyon, demanding a living sacrifice, treasured memory, or a duel beneath the black moon.
2. The Empty Saddle
The Mawhound is found wandering riderless across the wastes. At night, the Hollow Knight reforms beside it.
3. The Carrion Hunt
The pair pursue escaped prisoners through ruined lands, offering the PCs coin or survival in exchange for assistance.
Magical Weapon: Rune-Cleaver
Magical Weapon: Rune-Cleaver
Weapon Type: Two-handed sword/cleaver
Damage: 1d10+2 melee (counts as a +2 magical weapon)
Damage: 1d10+2 melee (counts as a +2 magical weapon)
Once per day, upon slaying a foe, the wielder may immediately make another melee attack against a nearby target. Each use permanently stains the wielder’s dreams with visions of the Black Wastes. After 7 uses this way, the Judge may require corruption checks.
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