Curses in 13th Age

Sometimes, characters do something they know they shouldn’t, as they let their greed or boneheadedness get the better of them. Cursing them is a traditional punishment. Here you’ll find a rules variant for doing just that, advice on making up your own curses as well as a few examples which range from silly to deadly.

A fair-y curse

Generally speaking, the PCs should know what they’re doing is wrong, or at least dangerous. It’s not a punishment if it’s unexpected, that’s just you being mean. Stealing magic items from a burial mound is worthy of a curse. So is being rude to a witch. Or an Icon, for that matter. A lot of curses come from fairy tales, and those typically carry some moral lesson.

There’s an important distinction to be made, though: this moral lesson is meant for the characters, not the players. To put it another way, you shouldn’t punish the players for “playing wrong”, punish characters for doing wrong instead. These curses are not a tool for a GM to passive-aggressively correct players’ behavior, they’re meant to make the characters’ lives more interesting.

Iconic interference

Curses hijack the icon relationships characters have, as they fundamentally come from the same source: Icons. Hopefully, you didn’t actually get cursed by an Icon, but the person, spirit, or tradition you wronged had ties to one nonetheless. This immediately poses an interesting question: what sort of behavior would a particular Icon dislike so much their followers could curse you? That which sufficiently annoys the Archmage, the Orc Lord would find amusing.

It doesn’t have to be personally offensive to the Icon, either. You could have a positive relationship with the Elf Queen, but the hag that cursed you is her grand niece, thrice removed. Finally, it doesn’t even have to be a current Icon. Whether fallen or rising, there are stranger quasi-Icons in the world than the thirteen we know. The Gold King and the Forest that Walks are detailed in Bestiary 2, and you of course could invent more. In fact, you could count overcoming a curse as a campaign success against them.

Curses 101

The cursed character gains a special relationship with the Icon that caused their curse, if they don’t have one already. They roll it at the start of every session as they would a regular one, though it grants them no usual benefits. From then on, whenever they roll a 1 or 2 for their cursed relationship, whether they had one before or not, their curse strikes: some time during the session, the GM should conspire to inflict its specific downside on the character. The GM can optionally do the same as the drawback of rolling a 5 on a pre-existing relationship.

This downside is unique to each curse. It shouldn’t be something that removes a character from play, instead making their life interestingly unpleasant for the duration. Some curses offer the cursed character an opportunity to succeed at some task despite the complications it presents, others merely require persevering through it. Each such success helps the character take a step towards overcoming the curse, either providing them with a piece of information they need, or weakening the curse directly. The third success (or simple survival) is enough to break the curse.

Six hexes

Curse of Transformation

Transgression: You’ve needlessly harmed an animal that was dear to an Icon’s servant, or that served an Icon itself.

Associated Icons: High Druid, Priestess, Elf Queen.

When the curse strikes: you transform into a defenseless critter yourself. A frog is somewhat traditional, though a rat works just as well. Your clothing and maybe even your empty skin fall to the ground. Generally speaking, this shouldn’t cause your character to miss fights, instead causing them grief when they try to do something important, or turning an everyday action into something highly inconvenient. The transformation lasts for a scene.

Curse of Restlessness

Transgression: You’ve robbed a tomb.

Associated Icons: Lich King, Dwarf King.

When the curse strikes: Ghosts of the dead you disturbed torment your nights, demanding you perform a service for them, something you can do this session. This may involve avenging a wrong done to them, fulfilling a task they left unfinished, or helping out their still living relative. Until you do, you only regain 4 recoveries whenever you have full heal-up.

Curse of Misfortune

Transgression: You mocked an Icon servant’s poor luck.

Associated Icons: Prince of Shadows, Elf Queen, Diabolist.

When the curse strikes: For the entire session, humiliating coincidences follow you: whenever you roll an odd number on a d20, something minor yet unpleasant happens. Drinks get spilled on you in a tavern, the pit you fall into had been used as a latrine by the dungeon’s denizens, your pants split as you swing your sword, etc..

Curse of Charity

Transgression: You refused to offer help when it was needed.

Associated Icons: Priestess, Great Gold Wurm.

When the curse strikes: This curse is special, in that its effects increase each time it strikes, and don’t go away until it’s done with you. The curse of charity is kinda-sorta a magic item, or at least it counts against the number of magic items you can attune to without them overwhelming you. It starts at one such “slot”, and increases the number by one each time it strikes. The “quirk” it imparts is, unsurprisingly, heedless charity – the character may go as far as giving away their hard-won magic items to those who may need them. While they don’t have to do so, it’s a good way to get back under the limit of magic items they can handle.

It takes three acts of genuine charity to break this curse. These include donating magic items, as well as other significant sacrifices. Giving the items you can no longer use to party members doesn’t count, though.

Curse of Cowardice

Transgression: You fled from battle with the servants of an Icon. This curse could be the campaign loss you incur, affecting the one who convinced everyone to flee.

Associated Icons: Orc Lord, Crusader.

When the curse strikes: For one fight during the session, all enemies gain fear aura (see p200 of the core book) that only affects you. You make progress towards overcoming the curse only if you display bravery during the fight, which is left up to the GM to determine – this may be standing and fighting despite the fear penalties, but could involve some other act of heroism as well.

Curse of the Labyrinth

Transgression: You’ve stolen from an Icon’s servant.

Associated Icons: Archmage, Emperor, Golden King, The Three.

When the curse strikes: At the start of one fight during the session, walls rise up that only you can see, separating you from everyone else. To others, it looks like you’re needlessly zigzagging through the battlefield, avoiding the opposition. To escape this illusory labyrinth, you have to get to the other side of the battlefield. Once you do, the illusion fades.

You can’t see or engage any enemies, as you perceive labyrinthine walls between you, so you have to move around them. They can, however, attack or engage you, seemingly leaping through false walls or acting as triggered traps. The curse makes any enemy that engages you look like a minotaur. In addition, such enemies gain the following trait:

Lost in the maze: Whenever the cursed target disengages from the “minotaur”, it loses the sense of direction – or, as it’s all an illusion, the exit shifts. The GM secretly rolls a d4 to determine on which side of the battlefiled the new exit is located. It takes a move action and a hard skill check to learn where to go. Alternatively, the cursed character can try their luck and pick a direction.

If the battle ends while you’re still trapped in the maze, it fades away. However, this doesn’t count as progressing towards dealing with the curse.

Go forth and curse

As you can see, the mechanical framework is very simple, yet allows for a great variety of curses. Much like the Icon relationships they parasitize on, curses are what you make them to be. And if you do make up your own, feel free to post them in the comments!

Especially Nasty – Infested Water Elementals

There are plenty of scary things that dwell in seas, rivers, and lakes. Thankfully, all you have to do to avoid them is not go into the water. But what if water comes to you?

Piranha-infested Water Elemental

“Lay the plank over the pond, so they think they can safely cross it, as long as they don’t fall in,” the orc giggled. 

3rd level large spoiler

Initiative +3

C: Ebb and flow +8 vs PD (up to 2 attacks, each against a different nearby enemy) – 9 damage.

Natural even hit: The target pops free from other creatures and moves to engage the infested water elemental.

Piranha swarm +8 vs AC (all creatures engulfed by the infested water elemental) – 20 damage.

Miss: Half damage.

Limited use: 1/round as a quick action.

Rip current: Any creature that ends its turn engaged with the infested water elemental is engulfed (functions like a grab).

Nastier specials:

R: Projectile piranhas +8 vs AC (1d3 nearby enemies) – 7 damage.

Limited use: 1/round as a quick action, if there is no creature engulfed by the elemental.

AC 18

PD 16     HP 99

MD 13

Shark-infested Water Elemental

A shark-infested air elemental, colloquially known as “Sharknado”, if such a thing existed, is a one-way shark-delivery method. This elemental, however, acts as an adventurer-delivery method. Generally one-way, too. 

5th level huge spoiler

Initiative +5

C: Ebb and flow +10 vs PD (up to 3 attacks, each against a different nearby enemy) – 17 damage.

Natural even hit: The target pops free from other creatures and moves to engage the infested water elemental.

Rip current: Any creature that ends its turn engaged with the infested water elemental is engulfed (functions like a grab).

Infestation: The shark-infested water elemental starts with 3-4 sharks infesting it. Include them as separate monsters when building this battle, though note they are weaklings and so count as half a normal monster.

Nastier specials:

Shark arms +10 vs AC (one attack per shark infesting the elemental) – 12 damage.

Miss: 1d6 damage.

Limited use: 1/round as a quick action, if there is no creature engulfed by the elemental.

Infinite sharks: At the start of each round, roll a d6. If the result is greater than the number of sharks infesting the elemental, and less or equal than the escalation die, another shark appears inside the water elemental. Where does it come from? Is there a portal to a Shark Kingdom within the elemental’s heart? Could something else come through? Could you go through it instead?

AC 20

PD 18     HP 237

MD 15

Shark Infesting Water Elemental

It seems quite happy with its living situation. At the very least, it’s smiling. 

5th level weakling troop

Initiative +9

Massive jaws +10 vs AC – 12 damage.

Miss: 1d6 damage.

Shredder: When an engulfed enemy misses with a melee attack against a shark or an elemental it infests and rolls a natural 1–5, the attacker takes 2d6 damage. This happens only once, even if there are multiple sharks infesting the same elemental.

Blood in the water: The shark goes into a frenzy if there’s a staggered enemy engulfed by the elemental it is infesting, and deals extra d6 damage, hit or miss.

Symbiotic relationship: The shark gains +5 to all defenses against attacks made by enemies that are not engulfed by the elemental it infests. However, once the elemental dies the shark becomes semi-hazardous terrain at best.

AC 21

PD 19     HP 36

MD 15

Especially Nasty – Illiphant

Illithids are plotting, secretive, inscrutable, psychically potent yet physically frail creatures. They are also “product identity” of D&D, so no official version exists in 13th Age. Fortunately, an illiphant is none of these things. It owes its existence to a mural made by Alexis Diaz, though the artist can hardly be blamed for the name, or the ensuing silliness.


Whether an illithid experiment or the result of escaped illithid tadpoles latching on to a poor creature, this monstrosity is highly territorial, exceptionally intelligent, and holds a grudge. If bodies of massive creatures with enormous holes in their skulls littered throughout the area were not enough to deter you, you better hope you merely get trampled to death. Illiphants do so like the taste of terror mixed with despair. 

Level 7 Huge wrecker [ABERRANT]

Initiative +9

Trample +11 vs PD, 42 damage.

Natural even attack roll: the target may choose to pop free. If it does, the illiphant moves to a nearby enemy it hasn’t attacked this turn yet and repeats the attack. If the target chooses not to pop free, the illiphant repeats the attack against it instead.

Natural odd roll: the illiphant makes a tentacle grab attack against the same target as a free action.

Tentacle grab +11 vs PD, the target is grabbed. An illiphant can have up to four creatures grabbed. This is the ability it usually uses for oppoprtunity attacks.

Squeeze the brains out +13 vs PD (all creatures grabbed by the illiphant), 84 damage.

Nastier Specials:

Cacophanous trumpetting. The illiphant has fear aura (fear threshold 36hp). In addition, its tentacle grab attack can target either MD or PD, whichever is lower.

An illiphant is never forgotten. The creature that strikes the killing blow against an illiphant never truly escapes the encounter. Their wounds may heal, but fear lingers. The (hopefully) irrational fear of being followed by an illiphant bent on revenge. Of its massive bulk hiding in the shadows. Observing. Biding its time. Bringing about their inevitable downfall. A hulking gray eminence out to get them.

Clearly, the only way to rid yourself of this fear is to confront it. Hunt down and kill the illiphant hunting you. Or at least any illiphant you can find. Just be sure it’s you who lands the killing blow again, or the paranoia will spread.

AC 24

PD 21    HP 324

MD 19

Especially Nasty – Raggamummy

It shambles towards you, more pitiful than menacing. The stench of rotting flesh is barely contained by its dirty bandages. It is not a very impressive mummy. As you notice the bandages sway in the non-existent wind, you realise, way too late, it is not a mummy at all.


Without a creature to wrap around, the raggamummy is just a pile of animated bandages. Everything changes when it finds a victim – the bandages snake over them, wrapping tighter and tighter.

Level 2 spoiler

Initiative +2

C Entangle (one nearby non-mummified creature) +7 vs PD, 7 damage and the target is hampered and mummified.

Mummification. The mummified creature suffers 5 ongoing damage for as long as it remains mummified, and starts making last gasp saves, except it retains its full set of actions – see below. Success allows the mummified creature to throw the raggamummy off. On the fourth failed save, the raggamummy reaches inside the creature’s head, pulling out its brain through its nose. Some of the bandages coil up inside the now empty head, and the raggamummy takes full control of the body. Treat it as permanently hampered pseudo-undead.

While the raggamummy has a creature mummified, it doesn’t act on its turn. Instead, it controls the mummified creature’s actions.

Natural even save: the mummified creature has control over its standard action this round.

Natural odd save: the mummified creature has control over its move action this round.

Only the regular last gasp saves can trigger these effects, saves granted by other creatures or abilities do not.

Close to the skin. While the raggamummy has a creature mummified, it takes only half damage from any source, with the mummified creature taking the other half. It takes full damage from fire instead (the mummified creature still takes half).

Nastier Specials

Death by a thousand papercuts. The more you struggle, the deeper the bandages cut. The mummified creature’s ongoing damage increases by 5 each time it makes a last gasp save. It can voluntarily fail last gasp saves without making a roll.

AC 18

PD 12      HP 30

MD 16

The raggamummy starts the encounter as a “mummy”, wrapped around a corpse – use zombie shuffler stats (level 1 mook, 13A p251). Whenever a creature hits this “mummy” with a melee attack, the raggamummy makes an entangle attack against it. If successful, it leaves the body which drops dead.

Terrain Effects in 13th Age

13th Age doesn’t much care for terrain or environmental effects. There’s the Tracker and Swashbucker talents, and a bit on using traps in the core book. The GM Resource book has a solid chapter on using terrain and overcoming the stand-and-hit-each-other problem. Good advice, but no mechanics. So, here are some mechanics. This post is a toolbox more than anything, providing you with a starting point to create the terrain effects that match your situation.

The idea is directly inspired by D&D 5e’s lair actions. But whereas the lair actions are tied to boss monsters controlling their environment, terrain effects are tied to Icons, can appear anywhere, and can be taken over (or even created!) by PCs.

Adding Terrain Effects to Combat

The simplest way to add a terrain effect is to have it be there from the start. A terrain effect is roughly equivalent to a single-strength creature of its level. If the opposition owns it (see below), simply include that in your battle building calculations. If it is neutral, but starts out under the opposition’s control, it’s still worth something. Neutral active terrain effects make life harder for everyone and probably don’t affect the calculations.

There is, however, another option. Players can use one of their 6’s or 5’s on the icon relationship dice to create or conveniently discover a terrain effect. 13th Age is a high magic game, with Icons affecting the world itself with their will. That said, it’s entirely up to your GM (and the group) how often this would happen. The effect, as well as the locaiton, should fit thematically – utilising your relationship with the Lich King at a graveyard to cause zombie arms to pop up from below the ground and grasp at your enemies is cool. Calling on the same zombies to grab your enemies in a royal palace is a bit odd.

A 6 on a relationship die gives you ownership of the terrain effect. It can also give you ownership over a neutral terrain effect already present on the battlefield. A 5 provides a neutral terrain effect.

What does owning a terrain effect mean? Whoever owns the terrain effect chooses who counts as its enemies, simple as that. Neutral terrain hates everyone equally.

Mechanics of Terrain Effects

Terrain effects use the numbers from the Skill Check DCs, Trap/Obstacle Attacks & Impromptu Damage by Environment table on the page 186 of the core book. Depending on how far along in a tier your party is, use the Normal or Hard line. Handwavy, I know, but the convenience of using a single table from the core book beats individual write-ups.

Whenever monsters are forced to do skill checks, they roll a save instead: easy save replaces a normal check, normal save replaces a hard check, and a hard save replaces the ridiculously hard check.

Each terrain effect listed below is abstract, but comes with a number of examples. Modify the effect based on its flavor – change the damage type, the condition it inflicts, the defense it targets, or the skill it requires.


This is another things 13th Age doesn’t normally have. There’s two approaches here: if the terrain has a clear boundary, like ice-covered river, that’s the zone. Otherwise, if it originates from a single point, whether that point actually exists (unholy idol) or doesn’t (cloud of gas), the zone of effect is everything nearby this point.

Whenever a creature is on the edge of a terrain effect zone, a PC engaged with it can use a quick action to make whatever skill check they can get away with, to conclusively move their target into or out of the zone. Likewise, if a PC is on the edge of a terrain effect zone, a creature engaged with them can use a quick action to cause the PC to make a skill check or end up in or out of the zone.

Active terrain

Active terrain is almost a creature in its own right. It acts on its own initiative – give it an initiative modifier as you see fit, much like you would with a custom monster. No need to overthink this, +0 is generally fine.

Painful terrain

Attacks PD of 1d3 random enemies within it, dealing damage.

Examples: lava eruptions (The Three, High Druid, Diabolist, Orc Lord), steam vents (Crusader, Dwarf King, Archmage, Emperor), statue of an angry god (Crusader, Diabolist, Priestess, Lich King), snake pit (High Druid, Prince of Shadows, The Three).

Mobile “terrain”

Moves in a predetermined fashion, attacking PD of everyone it encounters along its path, dealing damage.

Examples: rolling boulder (Orc Lord, Dwarf King), boulder perpetually rolling down a Penrose staircase (Archmage), swinging axe (Dwarf King, Crusader).

Grasping terrain

Attacks PD of 1d3 random enemies within it, those hit become stuck, save ends. If the target is already stuck, the terrain deals damage instead.

Examples: strangling vines (High Druid, Elf Queen), zombie hands (Lich King), sinkhole (Dwarf King).

Passive terrain

Passive terrain affects enemies entering, ending their turn, or trying to do something within it.

Polluted “terrain”

Whenever an enemy ends their turn within this terrain, it attacks their PD. Those hit take damage, or become weakened or confused until the end of their next turn, depending on the polutant.

Examples: aerial poison (The Three, Prince of Shadows, Lich King), room on fire (The Three, Diabolist, Orc Lord, Great Gold Wyrm), spore cloud (High Druid, Elf Queen).

Unstable terrain

Whenever an enemy tries to move within this terrain, it must make a Dex skill check or lose the action.

Examples: patch of ice (High Druid), waist-deep swamp (The Three), tar (Orc Lord).

Dangerous terrain

Enemies are vulnerable while within this terrain.

Examples: blood-soaked fields (Orc Lord, Crusader), sacrificial altar (Lich King, Diabolist).

Protecting terrain

Whenever a non-enemy starts their turn within this terrain, it can make a save against a condition affecting it.

Examples: sanctified ground (Priestess, Great Gold Wyrm), inspiring statue (Emperor, Elf Queen, Dwarf King).

This is obviously not an exhaustive list, and I’d love to see your suggestions on expanding it.

Especially Nasty – Rust Monster Eraser

Rust monsters are not that dangerous, really. Annoying, potentially very expensive to deal with, and often leaving you terminally unprepared for whatever comes next, sure. But not dangerous by themselves. Some eat metal. Others magic. Not this one, though. This one eats your destiny. You’ll survive the encounter, covered in the rusty flakes of your once-great future.

Fatum phages show up at the most unfortunate time. The closer a hero is to fulfilling their destiny, the brighter they shine in the multi-faceted eyes of these beasts. And if said hero’s One Unique Thing has something to do with prophecy or fate, fatum phages would stop at nothing to get them.

Fatum Phage

Level 8 spoiler [ABERRATION]

Initiative +8

Caustic bite +13 vs. MD (one creature with no unspent story-guide icon relationship rolls)—38 damage, and 10 ongoing acid damage

Natural 16+: the target makes a save or permanently loses one of its icon relationships.

Rusting antenna +13 vs. MD (one creature with an unspent story-guide icon relationship roll of 5 or 6)—22 damage, and the target makes a hard save or decrements one of its story-guide icon relationship dice from 6 to 5, or loses a 5 entirely.

Tasty Tasty Fate: A fatum phage can add the escalation die to its attacks whenever it targets a creature that added the escalation die to its attacks last turn.

Rust’s targets: Icon relationships of creatures with 180 hp or more are not affected by the fatum phage’s ability to weaken or destroy them (they still take damage).

Nastier specials:

Rusted Icons: Pull up the Couatl entry of the Bestiary. Each time a fatum phage affects a relationship roll result or the relationship itself with its rusting antenna or caustic bite attack, it gains a corresponding icon-centric ability as if it was an 8th-level couatl. The fatum phage can only have one such ability at a time, so a new ability overwrites the old one; but limits on ability use such as 1/battle are reset when a new ability is gained.

AC 24

PD 18       HP 144

MD 22

Recovering Icon Relationships

The Archmage probably knows a useful ritual. So may the Elf Queen. The Diabolist likely has a deal she can offer. The Prince of Shadows stole everything there was to steal, maybe he knows how to unsteal some things, too. Point is, many icons can help. But why would they waste their time on someone so clearly insignificant as you?

Especially Nasty – Trollflesh Golem

Flesh golems are stitched together from the bodies of many different creatures. They are disturbing in their own right, but what if it wasn’t made up of just any old dead creatures? What if the parts weren’t dead at all?

Trollflesh Golem

Huge 4th level wrecker

Initiative: +7

Sweeping claws +9 vs AC (2 attacks) – 21 damage

Patchwork regeneration 15: While a trollflesh golem is damaged, it heals 15 hit points at the start of the golem’s turn.

When the golem is hit by an attack that deals fire or acid damage, or suffers a critical hit, its regeneration is permanently reduced by 5 as stitches come undone and a large chunk of its body falls off. It grows rapidly if haphazardly, becoming a spasming trollflesh – roll initiative as it joins the fight.

Dropping a trollflesh golem to 0 hp doesn’t kill it.

Ignore this ability once the trollflesh golem’s patchwork regeneration is reduced to 0.

Stitched together: a trollflesh golem is vulnerable to weapon attacks.

Energy magnet: Whenever a spell that causes cold, fire, force, lightning, or negative energy damage targets one of the flesh golem’s nearby allies, the trollflesh golem has a 50% chance of becoming the main target instead. Therefore, spells that affect groups would spread out from the trollflesh golem.

Weakness of the flesh: Unlike other golems, troll flesh golems are not immune to effects and can be affected by the fears and madness of mortals.

AC 18

PD 17      HP 150

MD 13

Nastier specials:

Something had to keep the trolls from regenerating all this time. You’re about to find out what it was.

Exposed necrotic core: Whenever a creature engaged with a trollflesh golem makes a natural odd hit or miss against it, the attacker suffers necrotic damage equal to 15 minus the golem’s regeneration.

Spasming Trollflesh

It’s a jumble of claws and muscle trying desperately to regrow, but it’s forgotten what it used to be. It doesn’t even have a head. Unfortunately, attacking everything around it seems to be in muscle memory.

4th level wrecker

Initiative: +8

Frantic Spasms +9 vs AC – 7 damage.

Natural even hit or miss: The spasming trollflesh pops free, moves to a random nearby creature and repeats the attack against it.

Maddened regeneration: spasming trollflesh heals to full health at the start of its turn. Reducing it to 0 hp kills it. When the trollflesh is hit by an attack that deals fire or acid damage, it can’t regenerate during its next turn.

AC 18

PD 17       HP 28

MD 13

Especially Nasty – Wereowlbear


Were. Owl. Bear.

Large level 6 troop [BEAST]

Initiative +10

Rip and Peck (hybrid form only) + 11 vs AC, 22 damage, and the target is hampered while engaged with the wereowlbear.

    Vicious hybrid: If the escalation die is even, make another rip and peck attack.

Owldropbear (one enemy below the wereowlbear) (owl form only). +11 vs PD, 33 damage and the target is grabbed and hampered while engaged with the werowlbear. The wereowlbear transforms into its hybrid form as it plummets from up high, pinning its unfortunate victim down. It’s very hard to intercept a plummeting wereowlbear.

Feed the cubs: An owlbear that scores a critical hit against a hampered enemy tears a piece of the creature off (GM chooses a limb) and will subsequently attempt to retreat with the prize to feed its cubs, likely in its owl form. The torn-up enemy is stunned until the end of its next turn. Does a wereowlbear have cubs? Are they werecubs? Does it just feed a den of bears in a misguided maternal instinct? We may never know.

Bestial fury (hybrid form only): Wereowlbears gain a bonus to damage equal to double the escalation die.

Resilient shifting (all three forms): As described in 13 True Ways, a werebeast can shift forms once per round as a quick action. When a werebeast shifts, it can roll a save against one save ends effect.

Silent hunter: Owlbears are nearly silent until they strike. Checks to hear them approaching take a -5 penalty. The penalty increases to -10 if it is in the owl form.

Nastier specials:

Moon bloodlust: Expand the wereowlbear’s critical range by the escalation die if it is fighting under the moonlight. E.g. if the escalation die is at 4, the wereowlbear crits on 16+. Note: very likely to result in loss of limb and life. Run.

Cursed bite (hybrid or bear form only): Unlike other werebeasts, wereowlbears do not spread their curse to humanoids, as they never were one to begin with. It’s not even clear if it’s a curse at all, or the true origin of owlbears, or the next stage in the evolution of the ferocious hybrid.

However, they may be able to infect other animals they bite, such as ranger’s animal companion or a pack mule. Unless blessed, purged, or otherwise cured, the bitten creature will turn into a werebeast on the night of the next full moon.

If the beast was land-based, it becomes a wereowl. If it was aerial, it becomes a werebear. What that actually means is left up the GM and/or ranger.

AC 21

PD 20          HP 140

MD 15

Bear, Owl, and Hybrid forms

The wereowlbear is not likely to fight in the bear or owl form. It’s quite happy to start the fight in the owl form, though, and it’ll transform into an owl to reposition and perform the owldropbear attack whenever no one’s engaged with it. In the rare instance when PCs somehow manage to attack it in the owl form, decrease its AC and PD by 2 and call it a day.

Corruption in 13th Age

Corruption. Taint. Insanity. Mutation. Warping. The idea that some threats are so horrible, so alien, that dealing with them permanently changes the heroes is very compelling. It’s the cornerstone of Call of Cthulhu games. But whereas in CoC it is an inexorable march toward damnation, it was Heroes of Horror, an excellent D&D 3.5 book, that introduced the rules for taint that really gripped me. In it, taint was horrendous, but also a source of power. Heroes were still sliding towards damnation, but they were damn cool on their way there.

Since reading that book, corruption has been a staple in my D&D games, and the fight against it is one of the foundational concepts of my setting (and my as-yet unfinished novel set in it). Here, then, are my rules for corruption in 13th Age. I tried to capture the playfulness of the system, its unconventional uses of d20. While specific abilities presented utilize 13A concepts, the core mechanics can probably be ported to any other D&D game without any issue. Finally, this version of corruption is written with aberrations as its main source in mind. But it’s trivial to modify or extend it to demons, undead, or some other source of taint, too.

PCs have permanent corruption, which ranges from 0 to 20, and current corruption which starts off equal to the permanent corruption, can never go below it, but can go beyond 20. Unless desired otherwise, new characters start with 0 permanent corruption. 

Enemies and other threats that may cause corruption have a corruption rating: d6 for Adventurer-tier sources, d12 for Champion and d20 for Epic; one die for regular monsters, two for double-strength or Large monsters, and three for triple-strength or Huge monsters. Thus a Large Champion-tier monster would have a corruption rating of 2d12.

Whenever an effect causes a PC to risk corruption, they roll the corruption rating of the source of the effect. For each die higher than the PC’s current corruption they increase it by 1. Then, if rolling more than one die, add up all the dice rolled. If the sum is greater than their current corruption, increase it by 1 as well.

At the end of a full heal-up, current corruption becomes the new permanent corruption – heal it before that happens!

Corrupting Abilities

Following traits modify appropriate monsters or their abilities. They can be roughly broken into two categories: abilities that tempt PCs to risk corruption (always a choice), and abilities that hit you harder if you’re corrupted.

A Thing That Shouldn’t Be

(Apply to gibbering mouthers and the like – utterly aberrant)

To apply the escalation die to an attack against this creature, you must first risk corruption. Each. Time.

Insidious Violation

(Apply to attacks that inflict an effect with normal save, like mind flayer’s daze on mind blast)

Change the difficulty of the save to hard. Before making the save, a PC can choose to make the difficulty easy instead by risking corruption.

Maddening Visage

(Apply to boss-like monsters)

This creature gains a Fear Aura (no hp threshold), which can be ignored for a turn by risking corruption.


(Apply to attacks that inflict a borderline unfair effect with a save. Give your boss a borderline unfair effect.)

Change the difficulty of the save to the target’s current corruption+.

Impossible Geometries

(Apply to attacks that are changed by the natural roll)

Change the natural roll trigger to “Natural roll equal or lower than the target’s corruption”.

Tainted Ground

(Environmental effect, think radioactive desert)

Spending an hour in this terrain causes a character to risk corruption. This check is repeated every 12 hours for as long as the character remains within the tainted ground. Corruption rating depends on the tier of the environment, and always uses 1 die.

Tear in Reality

(Environmental effect, an object on the battlefield: a ritual site, eldritch idol, etc)

Ending a turn nearby a tear in reality causes a character to risk corruption. Corruption rating depends on the tier of the source of corruption, and uses 1 die. Ending a turn engaged with the tear in reality (necessary to undo the ritual, study the eldritch idol, close the tear) increases the number of dice in the corruption rating to 2.

Effects of Corruption

Permanent corruption is broken up into several tiers:

0 – pure, good for you.

1-5 – mild corruption, cosmetic effects, can take corrupted feats.

6-11 – moderate corruption, this is really noticeable, but you get a free corrupted feat.

12-19 – severe corruption, really unpleasant effects. Have another corrupted feat as recompense.

20 – You’re an aberration now, time to make another character.

What are the actual effects of corruption? In a word, unsettling. Tentacles sprouting, eyes multiplying, transparent skin, shadow gaining a will of its own: all this and more. There are plenty of random mutation tables out there, and the boundary between gross and gross-yet-cool is very individual. You don’t want corruption to be so disgusting no one would ever wish to risk it. Damnation should be darkly alluring. All the mechanics have been written to tempt players into becoming corrupted, don’t let your description of its effects stop them. Work with the player to come up with a satisfactory description. It may be derived from the source of their corruption, or could manifest in entirely unexpected ways – corruption knows no rules (other than the ones written here).

Healing Corruption

Spend a recovery immediately after the scene where you became corrupted to reduce the current corruption by 1d4 points at the adventurer tier, 2d4 at the champion tier, and 3d4 at the epic tier, but never below the permanent corruption.

To reduce current corruption post factum, but before it becomes permanent, requires a costly ritual: material components cost 100gp if the target is Adventurer tier, 200gp if they are Champion, and 400gp if they are Epic. This ritual allows its target to heal current corruption as if they had just gained it. These components may not be readily available, however, especially in tainted ground.

Reducing permanent corruption is extremely hard, and likely requires a quest on its own.

Corrupted Feats

Regular feats, such as Reach Trick, can be reflavored to fit the corruption theme.

Whenever corrupted feats cause you to risk corruption, the corruption rating is determined by the tier of your corruption: d6 if it is mild, d12 if moderate, and d20 if severe; while the number of dice is equal to the number of times you’ve used this ability since the last full heal-up.

Forbidden Lore

You gain a new aberrant-related background, with 1 point in it if you have mild corruption, 2 if it is moderate and 4 if it is severe.

Unnatural Toughness

Risk corruption to gain temporary hit points equal to your current corruption.

Out of Sync with Reality

Once per round, risk corruption to roll a special save against any condition, even one you cannot normally save against. You succeed on this save if you roll less than or equal to your current corruption.

Vile Devastation

Risk corruption to increase the damage of your attack by your corruption. The target is probably corrupted as the result, too, not that you care. You monster.

New Regular Feats

These abilities could easily be granted by magic items, too. That’s probably a better idea if corruption is not the focus of your campaign.

Pure Soul

When you heal corruption, roll d6s instead of d4s.

Azure Flame Halo

When you risk corruption, add the escalation die to your current corruption.

Nature’s Rage

Once per battle when you hit a creature with a corruption rating, you may add the corruption rating to the damage you deal.

Corruption is a Choice

This is crucial, the main thing I’ve learned from using corruption in one way or another for years. That’s what these rules were written to reinforce. Often, it is a desperate choice between survival and damnation. But that’s what makes it meaningful, an effective horror element in an otherwise heroic game. It’s a permanent, or at least very long-term, consequence of player choice. Take away the choice, though, and you may ruin your players’ characters. Not everyone wants to have tentacles coming out of their character’s eye sockets. But sometimes you have to damn yourself to save the world.

Boss Decay

We’ve all been there. You unleash an awesome boss monster on the party, expecting it to last good solid 5-6 rounds, only for it to suffer from premature evisceration. So what do you when your dracolich drops on round 3? You can leave the players unsatisfied, or cheat and pump up its hp, or use this one weird trick.

This idea only applies to D&D and D&D-like games. And it doesn’t mess with any of the math of the system, either!

Double the hit points of your boss. Decide how many rounds you want it to last, the aforementioned 5 or 6 is fairly standard. Divide the original hp by this number to find the boss’ decay, then round it to something easy to use. Finally, give the boss a trait: the first time it is hit in a round, it takes extra damage equal to the decay number. That’s it. 

So if you have, say, a Tarrasque with 1200 hp that you want to last at least 6 rounds (a setup with nice, round numbers), give it 2400 hp instead, with decay of 200. If the party is doing as well as you expect them to do, on round six all the extra hit points will be gone, and they will be facing the original 1200 hp Tarrasque, hopefully about to defeat it. If they have unleashed crazy synergies or maybe simply 5 crits in 3 rounds, they’ll kill it on round 5 or maybe 4 instead, the undecayed bonus hp acting as padding. Importantly, good tactics or plain luck will still have mattered.

Once the decay is done and all the bonus hp are gone, you’ll probably want to “switch off” the decay trait – everything is back to normal. Or maybe the boss turned out to be tougher than you thought, and the party actually needs the help decay provides to finish it off.

A possible tweak involves dividing the decay number by 2 or 3, and having the decay trait trigger corresponding number of times per round, but only once per player. This removes the emphasis from landing one attack each round, instead bringing it back to fighting the boss, though I don’t expect this to be an actual issue in play.

This idea is, in a way, a reverse of 13th Age’s escalation die. Whereas the ED guarantees the battle will eventually swing in PC’s favor, boss decay guarantees the swing will not be too abrupt.