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FEEDING THE DUNGEON

Building The Base Of The Dungeon Ecology for Shadowdark RPG

By Samuel WrightPublished 6 months ago 9 min read
FEEDING THE DUNGEON
Photo by Andy Vult on Unsplash

Looking at the majority of monsters in RPGs, Shadowdark included, quickly shows that the vast majority are predators, designed to be obstacles to heroes in the game. Plunge into the deep, dark realms under the ground, away from the sun, suddenly normal plants cannot grow, and there are no herbivores. So what do all of the predators eat when there are no adventurers wandering around waiting to be devoured by monsters? This can be handwaved as just a part of the game, or it can be used as a driver for the design of new creatures.

In a normal ecology, plants are providers, they collect raw energy from the sun and use photosynthesis to turn that energy into chemical fuel in the form of sugars and proteins that herbivores can eat. This in turn supplies carnivores with something to feed on. In the stygian darkness of the underworld, there is not enough light for photosynthesis to occur, and normally, plants form the base of the whole ecosystem. Without them, the system quickly collapses. But in the haunted depths of the underworld, other means of survival must develop, and strange new creatures will evolve to deal with the necessities of these dark realms.

Blood Bees

A droning swarm of buzzing bees that has adapted to a lack of flowers by drinking blood instead of nectar. These subterranean bees are known for making a sweet and salty, reddish black honey that is harvested by many underground races from the hives they make by burrowing into corpses. Their swarms are known to paralyze then completely drain small animals of blood in under a minute. Beekeepers who seek to raise a swarm and harvest its honey will lay out wounded animals like cave boars to be turned into hives by these bees.

AC 13, HP 6, ATK 1 bite +3 (1d4 +poison), MV near (fly), S -1, D+3, C +2, I -3, W +1, Ch -3, AL N, LV 1

Blood Drain. Attach to the bitten target; auto-hit the next round. DC 9 DEX on turn to remove.

Poison. DC 9 CON or paralyzed 1d4 rounds.

Brimstone Ooze

A yellow oozing mass of fungal mould that grows near volcanic hot springs and undersea vents where it can absorb minerals and heat instead of needing light to photosynthesize. The brimstone ooze always reeks of sulphur, releasing a cloud of gas that poisons the air around it, but is sometimes harvested to use as fertiliser.

AC 11, HP 9, ATK 1 tentacle +1 (1d4), MV near (climb), S +1, D +1, C +0, I -4, W -3, Ch -4, AL N, LV 1

Impervious. Healed by fire.

Toxic Vapour. Creatures entering close range must make a DC 12 CON check or have DISADV on next check/attack.

Cave Boar

A large, hairless, bat-faced, albino pig bred by the dwarves from animals that wandered into caves used by underground races as food. They are aggressive and adapted to darkness as well as being agile climbers. Cave boars are slightly thinner and have longer legs than typical boars of the surface world. Small herds of them can be found wandering in caves feeding on oozes, puddings, and slimes in addition to subterranean plants and vermin.

AC 13, HP 18, ATK 2 tusk +2 (1d6), MV near, S +2, D +1, C +1, I -2, W +2, Ch -3, AL N, LV 4

Gore. Deals an extra die of damage if it hits the same target with both tusks.

Sunblind. Blinded in bright light.

Ooze-Proof. Immune to poison and acid.

Death Blossom

A flowering, sentient plant with blood red petals and deep purple leaves that drains the life energy from creatures that come too near it. Patches of these flowers can grow underground or in other dark places because they do not need sunshine. They are often served by zombies that bring them animals to feed on. They turn the area around them into lifeless dust nothing else can grow in. Underground races make offerings to them as payment for their fruit.

AC 9, HP 21, ATK 2 vines +1 (1d4), MV none, S +1, D -3, C +3, I +4, W+3, Ch +4, AL C, LV 4

Charm. DC 15 CHA or become an ally for 1d4 rounds.

Hear Thoughts. Can hear the surface thoughts of all intelligent creatures within near.

Fruit of Sustenance. Once per week, the death blossom grows 1d4+1 fruit. Each one has enough nutrients to feed a character in place of a full day’s rations, and heals 1d4 hp of damage.

Life Drain Aura. Creatures that move within near range must make a DC 12 CON check or be drained of energy. The plant heals 1d6 HP and the target permanently loses 1d4 CON. At 0 CON, a target dies and rises as a zombie under the control of the blossom.

Sleep. DC 15 WIS or asleep 1d4 rounds.

Deep Prawn

Pearlescent white crustaceans that look like prawns or lobsters the size of a large dog that have adapted to living in dark caves deep underground. They are found in underground lakes and rivers hunting oozes and blind subterranean fish. They are often bred for food or used to hunt oozes and slimes in dungeon tunnels. Their chitinous exoskeletons are valued for making armour and tools.

AC 11, HP 5, ATK 1 claw (1d4), MV near (climb or swim), S +0, D +1, C +1, I-4, W -2, Ch -3, AL N, LV 1

Ooze-proof: Immune to poison and acid.

Sunblind. Blinded in bright light.

Half-Amphibious. Must be submerged in water every 4 hours or suffocate.

Dream Berry Bush

A sentient shrub found near populated areas underground with spiky white leaves and pearlescent berries . They feed on the dreams of creatures nearby to replace photosynthesis. They are often raised for their berries.

AC 9, HP 21, ATK 1 spell MV none, S +1, D -4, C +3, I +4, W+3, Ch +4, AL C, LV 4

Beguile (INT Spell). DC 11. Focus. One target within near range of LV 2 or less is stupefied for the duration.

Charm (CHA Spell). DC 12. One humanoid in near range bewitched by the bush for 1 hour.

Dream Berries. The bush sprouts 2d6 berries per week. If these berries are eaten, roll 2d6:

2 Hallucinations. The eater hallucinates wildly and feels euphoric for 1 hour. All checks are made at disadvantage.

3-7 Refreshed. The eater feels happy and gets a full ration of food and water for the day.

8-9 Mild High. The eater experiences a feeling of euphoria and is immune to effects that alter emotions for 1 hour.

10-11 Inspired. The eater gains advantage on INT checks for 1 hour.

12 Choose 2 of the above effects or cast the spell Divination.

Feed On Dreams. Sleeping characters within near range of the bush must make a DC 12 WIS check. On a failure, the character’s rest is interrupted so that the character consumes a ration but gains no benefit from resting, and also loses 1d4 WIS until a rest is completed.

Hear Thoughts. Can hear the surface thoughts of all intelligent creatures within near.

Sleep (Cha Spell). DC 12. One target within near falls into deep sleep for 1d4 hours.

Elder Polyp

Giant polyps resembling huge sea anemones up to twenty feet tall, elder polyps guard creatures living in hot springs and volcanic vents under the sea. They creep slowly around their territory to protect it from excessive predation and natural disasters. Similar to carnivorous plants, they augment their chemosynthesis by catching fish and other small creatures to feed on.

AC 14, HP 38, ATK 3 tentacle +8 (1d10+grab) or 1 swallow (2d10 or remould flesh), MV close (swim and climb), S +4, D -1, C +2, I +2, W +3, Ch +1, AL N, LV 8

Aquatic Haven. Seaweed and algae bloom from the sea within double near range of the elder polyp’s lair. Bioluminescent algae illuminates the grove of sea plants. The plants will provide cover for the elder polyp and any creatures in the grove. The caster can fill the area with a bubble of air at will. The elder polyp must spend at least 1 hour per day tending the aquatic haven.

Grab. Target is immobilized. DC 15 Strength check on turn to break free.

Half-Amphibious. Must be submerged in water every 4 hours or suffocate.

Healing Touch (WIS Spell). DC 11. Heal one creature within close for 1d4 HP.

Impervious. Healed by fire.

Remould Flesh. If a target of up to level 4 has been swallowed, the polyp can choose to remould its flesh instead of eating the target. The target must make a DC 15 CON check each round it is in the elder polyp's belly or be changed into a newborn polyp then regurgitated by the polyp. The target retains all memories and mental attributes, but gains the body and physical abilities of an elder polyp of its own level. If the target goes to 0 hit points, it reverts to its true form. A transformed target must pass a DC 12 WIS check to act on its turn, otherwise it is under the elder polyp's control.

Swallow. Grabbed targets can be automatically swallowed. Total darkness inside and 2d10 damage per round. The polyp regurgitates all swallowed if dealt at least 20 damage in one round to the inside of its gullet.

Nightwing

An enormous blood-drinking bat the size of a small pony, often used as a steed, especially by smaller races like goblins. Herds of nightwings are occasionally raised as cattle, providing leather, meat, and dairy products to subterranean races. Wild herds are small, typically just 2d6 animals. They sometimes leave the underground at night to hunt.

AC 12, HP 20, ATK 1 bite +2 (1d6+blood drain), MV double near (fly), S +3, D +2, C +2, I -2, W +1, Ch -3, AL N, LV 4

Blood Drain. Nightwing heals 2d6 HP and the target permanently loses 1d4 CON. At 0 CON, the target dies.

Rock Ivy

A tentacular creeping swarm of worms that spreads across cave walls like ivy, growing out of volcanic springs. They latch on to any stony surfaces available and sprout hard petal-like scales that can be harvested for their pulpy meat. They survive on both chemosynthesis and the eating of small insects and carrion, keeping areas clean of debris and vermin. Dead, dried out masses of these worms are often used to make leathery ropes or nets.

AC 10, HP 4, ATK 1 bite -1 (1d4 + poison), MV close (climb), S -1, D -1, C +0, I –4, W -1, Ch -3, AL N, LV 1

Poison. DC 9 CON or paralyzed 1d4 rounds.

Impervious. Healed by fire.

Sulphur Worm

Aquatic worms with faces like rust-brown lily pads, they are often mistaken for masses of water plants. They dwell in volcanic hot springs where they feed on heat and minerals dissolved in the water. Their eggs and leaflike fins are harvested as food by underground races.

AC 7, HP 9, ATK 2 bite +0 (1d4+venom), MV close, S -3, D -2, C +0, I -4, W -3, Ch -4, AL N, LV 2

Impervious. Healed by fire.

Potion Blood. Anyone who drinks the blood of a sulphur worm is immune to fire for 5 rounds, but must make a DC 12 CON check or also go blind for 5 rounds.

Venom. DC 9 CON or go to 0 HP.

Vampire Vine

A climbing plant that uses its tentacular vines to leech blood from sleeping creatures. It bears scarlet flowers and salty, blood red fruit, and its stalks are often made into rope. Gardeners feed them mice and other small animals, then harvest their fruit and narcotic blooms. They are often allowed to grow up the walls of fortifications to create a defence against anyone trying to climb them. The narcotic extract of vampire blossom’s nectar is mildly addictive.

AC 5, HP 10, ATK 1 bite +1 (1d4 + blood drain), MV none, S +2, D -1, C +1, I -3, W -2, Ch -1, AL N, LV 1

Blood Drain. Vampire vines heal 1d4 HP and target permanently loses 1 CON. At 0 CON, the target dies.

Narcotic Scent. Targets within close must make a DC 12 CON check or fall asleep for 1d4 rounds.

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About the Creator

Samuel Wright

I am a writer & tarot card reader in Oregon, TTRPG fan, love all types of sci-fi/fantasy books, movies, games, & read voraciously. All Hail Our Lady Of Darkness The Queen Of Shadows, Kelsey Dionne! Shadowdark Forever!

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Nice work

Very well written. Keep up the good work!

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Comments (3)

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  • Dharrsheena Raja Segarran6 months ago

    Oh wow, everything is soooo hugeeeee here. My favourites are the blood bees, deep prawn, and dream berry bush,

  • Tom Baker6 months ago

    Cool article bro.

  • Tom Baker6 months ago

    I've always wondered how the hell anyone is expected to see crawling through dungeons. I mean torches and lanterns, yeah, but what about during a fight? Drop the torch, you're suddenly in darkness, and sure can't hold onto it and swing a battle axe, too. So definite minus modifier on all To Hit rolls. Or maybe to AC? This small inconsistency in RPG scenarios sometimes bothers me lol.

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