The First Creepy

In the late 1950s, American horror comics were effectively dead, or so it seemed. The moral panic that followed the publication of Seduction of the Innocent and the subsequent creation of the Comics Code Authority had wiped out the most creative and subversive publishers of the previous decade, most notably EC Comics. The lurid, poetic, and morally cruel horror stories of Tales from the Crypt, The Vault of Horror, and The Haunt of Fear vanished almost overnight, taking with them an entire generation of writers and artists who had perfected the form.

One man saw opportunity where others saw only a graveyard. James Warren, head of Warren Publishing, had already achieved unexpected success with Famous Monsters of Filmland. That magazine, launched in 1958 and edited by Forrest J Ackerman, proved that there was a large, underserved audience hungry for horror, not just in sanitized, Code-approved form, but in its full gothic, macabre glory. Importantly, Famous Monsters was not a comic book. It was a magazine.

That distinction mattered enormously. Magazines were exempt from the Comics Code. They could depict horror, death, irony, and moral ambiguity without oversight. Warren realized that by publishing a horror comic in magazine format, he could revive EC’s spirit without running afoul of censorship. It was a bold gamble, but one rooted in a shrewd understanding of both the law and the audience.

To make this new venture viable, Warren needed more than a loophole, he required talent. And the talent was waiting. Many of the finest creators from EC had been underemployed or forced into other genres since the collapse of the horror market. Creepy would become their refuge. Writers like Archie Goodwin, whose elegant, economical scripts would soon define the magazine’s tone, and artists such as Joe Orlando, Jack Davis, Reed Crandall, and Frank Frazetta found themselves reunited in spirit, if not in name, with the EC tradition.

The magazine format itself shaped what Creepy would become. Larger pages allowed for more ambitious layouts and more breathing room in the artwork. Black-and-white printing, often seen as a limitation, turned out to be a strength. Freed from the garish color separations of 1950s comics, artists leaned into atmosphere: heavy shadows, stark contrasts, and finely modulated grays. Horror in Creepy was no longer about shock alone: it was about mood, dread, and inevitability. The influence of classic illustration, pulp magazines, and even film noir is visible on nearly every page.

In short, Creepy was not conceived as a nostalgic revival but as an evolution. It took the narrative cruelty and ironic sting of EC horror, stripped away the juvenile trappings of the comic book format, and re-presented it as something more sophisticated.

When Creepy #1 hit newsstands in early 1964, it announced itself in a way that was, at first glance, almost perverse. Instead of murky shadows, dripping blood, or gothic decay, the cover was bright. Loud, even. On a vivid yellow background, a drawing of almost comical monsters crowded around Uncle Creepy, the host, while he reads from the magazine itself. For something explicitly designed to resurrect serious horror comics, this seemed like a contradiction.

The cover, illustrated by Jack Davis, was a calculated piece of misdirection. Warren Publishing understood the visual language of newsstands. Horror magazines competed for attention against lurid detective pulps, glossy movie magazines, and sensationalist tabloids. A dark, understated cover would have vanished in the visual noise. The shock of color was not a betrayal of horror but a hook: it forced the eye to stop, then invited the reader to discover that the interior was something very different indeed. There was also precedent. EC Comics, for all their macabre sophistication, often used bright, almost cheerful colors on their covers to heighten the contrast between appearance and content. Creepy #1 follows that logic, signaling continuity with EC while updating it for a magazine audience that was older, savvier, and less patient with subtlety on a crowded rack.

Opening the magazine reinforced this dual strategy. The inside front cover introduced Uncle Creepy, the magazine’s host and narrator, rendered against another unexpectedly bright background. Like EC’s Crypt Keeper, Vault Keeper, and the Old Witch before him, Uncle Creepy was a master of ceremonies, a knowing guide through tales of doom and irony. But where EC’s hosts reveled in puns and gallows humor, Uncle Creepy struck a slightly different tone: less manic, more sardonic, more amused than gleeful.

Uncle Creepy was not merely an homage, he was a statement of intent. His presence anchored the magazine in the EC tradition while establishing Creepy as a curated experience rather than a random anthology. Each story was not just presented but introduced, framed by a voice that understood the mechanics of horror (with a disturbing sense of humor) and shared a conspiratorial relationship with the reader. This was horror as performance, with the reader invited backstage.

Visually, the contrast between the cover and the interior could not have been sharper. Once past the opening pages, the magazine plunged into dense black-and-white artwork: heavy shadows, meticulous linework, and a deliberate pacing that trusted the reader’s imagination. The large format allowed for dramatic splash pages and carefully composed panels, while the absence of color pushed artists to emphasize texture, lighting, and facial expression. The result felt closer to classic illustration or cinematic storyboarding than to conventional comic books.

This dissonance, between the lurid, almost playful exterior and the somber, controlled interior, became one of Creepy‘s defining traits. The magazine lured readers in with spectacle, then rewarded them with atmosphere. It was an editorial sleight of hand that worked precisely because it respected its audience’s intelligence. Creepy #1 was saying, in effect: we know what you expect from horror, and we are going to give you something better.

What ultimately justified Warren’s gamble was not the format, the hosts, or the marketing, but the material itself. Creepy #1 does not feel like a tentative experiment. It reads like a confident declaration that serious horror comics were not only viable again, but capable of artistic ambition beyond anything attempted in the 1950s. Each story, while uneven in impact, contributes to that claim. Creepy would show better stories over the years, but this first batch established the foundations for both the writing and the art.

Voodoo, with art by Joe Orlando and story credited to Russ Jones and Bill Pearson (Jones had a history of attaching his name to things he did not create, and his authorship here is contested), opens the magazine with a statement of intent. It draws on colonial anxieties and Western fears of the exotic in a way that is very much of its time, yet unusually restrained. Rather than reveling in caricature, the story uses voodoo as an atmosphere, an unseen, inevitable force that punishes arrogance and exploitation. Orlando’s shadows are oppressive, his compositions deliberate, and his faces expressive without becoming grotesque. The horror is not flashy, it creeps in slowly, accumulating dread rather than delivering shock. As an opening piece, Voodoo reassures the reader that Creepy is not interested in cheap thrills, it wants to unsettle.

H2O World shifts from occult horror to speculative fiction, immediately broadening Creepy’s scope. Larry Ivie’s script explores a familiar EC-style irony: humanity has evolved beyond war, but it’s destined to repeat the same mistakes. The real star is Al Williamson. His clean, almost classical linework gives the alien world a sense of solidity and plausibility. His precision makes the story feel less like fantasy and more like speculative fiction, and the stark black-and-white art enhances the sense of isolation and inevitability. It is horror by implication rather than monstrosity.

Vampires Fly at Dusk, written by Archie Goodwin, is emblematic, from its vampire theme to the ironic twist at the end. Reed Crandall’s classy art, with beautiful hatching, demonstrates perfectly how the intelligent use of black-and-white pencil and ink is well suited to the genre.

Werewolf is historically and artistically pivotal. It is the final multi-page comic-book story illustrated by Frank Frazetta, who would soon become the definitive fantasy cover artist of the late 20th century. The story itself, by Larry Ivie, is spare and almost mythic, focusing less on plot than on mood and transformation. Frazetta’s art dominates every page. His figures feel sculpted rather than drawn, his use of black space heavy and tactile. The werewolf is not merely a monster but an embodiment of primal violence and fatalism. Even by modern standards, the imagery feels powerful.

Bewitched returns to psychological horror, centering on obsession, manipulation, and self-delusion. Larry Ivie’s script is economical, almost cruel in its withholding of sympathy from its protagonist. Gray Morrow brings a sleek, modern sensibility to the story. His figures are elegant, his compositions clean, and his women particularly expressive. The horror here is internal rather than supernatural, and Morrow’s polished style reinforces that shift.

Success Story is the issue’s sharpest satire. A thinly veiled attack on Don Sherwood and his notorious use of ghost writers and ghost artists, most famously in Dan Flagg, the story skewers narcissism and exploitation with barely disguised contempt. Goodwin’s script is biting, and Al Williamson matches it with sleek, cinematic visuals. Williamson’s mastery of pacing and facial expression makes the satire sting. The supernatural element feels almost secondary, the real horror is professional cynicism and moral emptiness. Curiously, Williamson drew the characters to resemble himself, Archie Goodwin, and artist Angelo Torres.

Closing the issue, Pursuit of the Vampire, written by Archie Goodwin and illustrated by Angelo Torres, feels like a deliberate echo of classic EC morality tales. The hunter and the hunted blur, and the story builds toward an ending that feels less like a twist than an unavoidable reckoning. Torres’s art follows a similar style to Reed Crandall in Vampires Fly at Dusk, almost as if vampires attract dark shadows and beautiful hatching.

Taken together, the stories of Creepy #1 form an astonishingly cohesive debut. There is a range (occult, science fiction, satire, gothic), but also a consistent intelligence and confidence. This was not a revival act, tentatively feeling its way forward. It was a statement. If Creepy #1 had failed, it would today be remembered as a curious footnote: a brave but doomed attempt to revive a form that history had already buried. Instead, it succeeded, and in doing so, reshaped the landscape of American horror comics for more than two decades.

Favorite Science Fiction Novels, 1960-1969

  • Solaris (1961), by Stanislaw Lem
  • The Man in the High Castle (1962), by Philip K. Dick
  • Cat’s Cradle (1963), by Kurt Vonnegut
  • La Nuit des Temps (1968), by René Barjavel
  • The Left Hand of Darkness (1969), by Ursula K. Le Guin

In chronological order.

28 Days/Weeks/Years: Rage, Ruin, and Rewriting the Infected

When 28 Days Later (Danny Boyle, 2002) appeared, it did not simply revive the zombie film. It replaced it with something leaner, faster, and more psychologically pointed. The infected were not undead bodies driven by hunger but living humans stripped down to a single overwhelming impulse. That conceptual precision gave the film its force. The famous opening, Jim (Cillian Murphy) waking alone in a hospital and wandering through an emptied London, has often been compared to the later beginning of the tv series The Walking Dead, but the resemblance is mostly structural. In Boyle and Garland’s film the hospital is not just a place between life and death: it is the threshold between civilization and the revelation of what lies beneath it.

The Rage virus is crucial because it keeps the horror grounded in biology and behavior rather than folklore. The infected do not feed, do not organize, and do not build anything. They attack because they are pure discharge. Their violence is expressive, not instrumental. That makes them terrifying in the short term but unsustainable in the long term, a detail the film quietly emphasizes when it suggests that many of them will eventually starve. Rage, in this world, cannot create a new order. It can only burn through the existing one.

This biological logic supports the film’s moral argument. The true threat is not the infected but what remains of human society once restraint is removed. The soldiers Jim encounters are not functioning as representatives of a system, they are men cut loose from it. Their brutality is feudal and personal, an attempt to reconstruct power through domination and control. The film’s vision of “man preying on man” operates on the smallest scale: a handful of individuals reverting to coercion and sexual violence as a survival strategy. The infected are the eruption of rage, while the soldiers are its conscious counterpart.

28 Weeks Later (Juan Carlos Fresnadillo, 2007) shifts the level of analysis. Its extraordinary opening, in which Don (Robert Carlyle) abandons his wife in order to escape, makes cowardice rather than cruelty the initiating sin. From that moment onward the film is concerned less with individual moral collapse than with the logic of systems. The repopulation of London under NATO supervision is presented as a triumph of procedure: biometric screening, containment zones, surveillance. The disaster that follows is not the result of sadism but of institutional thinking. When the military begins shooting civilians it is acting according to a doctrine in which the distinction between infected and uninfected has become operationally irrelevant.

The presence of the United States military has often been read as an accusation, as if the film were suggesting that only Americans would be capable of such a response. In practice the choice functions as a cinematic shorthand for global containment power. The Americans represent the machinery of intervention, the external force that arrives with logistics, firepower, and the ability to leave. Britain becomes a managed disaster zone. The emotional distance this creates is essential: the violence is not personal, and no one enjoys it. It is procedural, the endpoint of a security logic that treats human beings as variables. In the context of the mid-2000s, with its preoccupation with “collateral damage” and the trade-off between safety and civil liberties, the film reads as a study in how systems abandon ethics in the name of efficiency.

The graphic novels that bridge the two films expand this perspective rather than altering it. They move across scattered survivor communities and emphasize the slow normalization of cruelty. Their importance lies in reinforcing the central idea that the Rage virus does not create monsters so much as remove the structures that allow people to pretend they are not capable of monstrosity. Throughout this phase of the series the infected remain a biological event. They cannot form a culture. They are the negative image of one.

The conceptual break arrives with 28 Years Later (Danny Boyle, 2025). Here the infected are no longer short-lived explosions of aggression but a persistent population capable of feeding, reproducing, and organizing under figures such as the Alpha, Samson. The film does not provide a medical mechanism for this transformation. The absence is striking because the earlier films derived so much of their authority from a pseudo-epidemiological realism. What replaces that realism is mythic logic. The infected are no longer patients but a people.

This shift alters the dramatic conflict. The earlier films were structured around the opposition between ethical and non-ethical modes of being, between the fragile discipline of civilization and the release of rage. In 28 Years Later the tension becomes something closer to civilization confronting a rival form of humanity. The survivors who live in isolated, ritualized communities are themselves no longer recognizably modern. Both groups have taboos, territories, and inherited knowledge. The difference between them is not sanity but cultural form.

Samson embodies this change. In the first film rage erased identity, but here it produces continuity. He is less a host of a pathogen than a figure out of post-apocalyptic myth, a body that has endured long enough to become an origin. The film’s interest lies in inheritance and memory, in what happens when a generation is born into a world where the old categories no longer apply. The Rage virus becomes an environment rather than an event.

For viewers whose engagement with the series was rooted in its earlier materialism, this can feel like a rupture rather than an evolution. The hospital corridors, quarantine procedures, and questions of moral choice under pressure give way to temples, alphas, and ritual encounters. The infamous gang of blond youths in The Bone Temple (Nia DaCosta, 2026) illustrates the problem. Their stylized ultraviolence evokes A Clockwork Orange, but Kubrick’s droogs are the product of a functioning society and exist within a debate about free will and state control. In a world where society has already vanished, the reference imports the surface of that imagery without its philosophical weight. It becomes pastiche rather than argument.

The same is true of the sequence in which Dr. Ian Kelson (Ralph Fiennes) shares a drug-induced communion with Samson. In the new mythic framework the scene is meant to collapse the boundary between human and infected, to suggest that the two are parallel continuities rather than enemies. Yet this requires the abandonment of the biological and ethical logic that defined the earlier films. What was once a study of behavior under extreme conditions becomes a symbolic encounter between cultures.

Seen across the entire span, the series traces a movement from shock to system to legend. 28 Days Later asks what remains of morality when the structures of daily life vanish. 28 Weeks Later asks what happens when the structures return in a form that values control over humanity. 28 Years Later asks what becomes of those questions once enough time has passed for the original world to lose its authority. The infected, who began as a metaphor for the unsustainability of rage, end as a competing branch of the future.

Whether that transformation is experienced as a bold expansion or as the abandonment of a coherent project depends on what one valued in the first place. The early films offered a precise and unsettling thesis: that the apocalypse is not the triumph of monsters but the revelation of how little separates civilization from its opposite. The later films are interested in something else entirely, the emergence of new forms of life after the collapse has lasted longer than memory. It is less a continuation than a metamorphosis, a change not only in subject but in the language with which the subject is approached.

Favorite Science Fiction Novels, 1950-1959

  • The Day of the Triffids (1951), by John Wyndham
  • More Than Human (1952), by Theodore Sturgeon
  • The Demolished Man (1952), by Alfred Bester
  • Fahrenheit 451 (1953), by Ray Bradbury
  • Childhood’s End (1953), by Arthur C. Clarke
  • The End of Eternity (1955), by Isaac Asimov
  • The Stars My Destination (1956), by Alfred Bester
  • A Canticle for Leibowitz (1959), by Walter M. Miller Jr

In chronological order.

Yet More Dungeons & Dragons Superheroes

Some people asked me if all my superhero conversions to Dungeons & Dragons were from Marvel characters. Well, here is a batch of DC characters adapted to the world of Faerûn.

Batman
Race: Human
Class: Rogue (Inquisitive) / Monk (Shadow)

  • Batman’s defining trait is that he is only human. No divine blood, no arcane mutation, just discipline, preparation, and will. In D&D terms, humans best represent relentless self-perfection and adaptability. His legend is built, not inherited.
  • Inquisitive Rogue represents investigation, deduction, and battlefield awareness.
  • Way of Shadow Monk provides stealth, sudden mobility, and fear-based presence.
  • Special ability: Prepared for Everything – once per long rest, Batman may declare that he anticipated a specific threat, gaining advantage on all rolls against it for one encounter.

Green Arrow
Race: Half-Elf
Class: Ranger (Hunter) / Fighter (Battle Master)

  • Half-elves bridge civilization and wilderness, nobility and exile. Green Arrow’s identity as both privileged aristocrat and hardened survivor fits this duality perfectly.
  • Ranger grants tracking, survival, and precision archery.
  • Battle Master Fighter allows trick shots, disarming strikes, and battlefield control.
  • Special Ability: Trick Shot Arsenal – once per turn, he may apply a maneuver effect to a ranged attack without expending superiority dice (limited uses per rest), representing specialized arrows.

The Flash
Race: Air Genasi
Class: Monk (Way of the Open Hand)

  • Air Genasi embody speed, motion, and elemental wind. Flash’s powers become a mystical attunement to the Plane of Air, not temporal science.
  • Monks already operate beyond normal physical limits. Open Hand emphasizes speed, control, and battlefield repositioning without overt magic. Ki becomes velocity mastery.
  • Special Ability: Blinkstep – he may move through enemy spaces without provoking opportunity attacks and can take the Dash action as a bonus action every round, flavored as near-teleportation.

Catwoman
Race: Tabaxi
Class: Rogue (Thief)

  • Tabaxi are natural climbers, agile, curious, and feline in demeanor.
  • Thief Rogues excel at climbing, stealing, infiltration, and improvisation. Catwoman avoids combat when possible and escapes when necessary — she survives by skill, not force.
  • Special Ability: Cat’s Escape – once per short rest, she may disengage, dash, and hide in a single turn, even in plain sight, representing uncanny agility and misdirection.

Wonder Woman
Race: Aasimar (Protector)
Class: Paladin (Oath of Glory)

  • Wonder Woman is explicitly divine-touched. Aasimar provide celestial heritage without full godhood, preserving her role as both champion and bridge between worlds.
  • Oath of Glory champions heroism, strength, and inspiration. She is not a crusader or zealot, she is a living ideal. Her combat prowess and moral clarity are inseparable.
  • Special Ability: Lasso of Sacred Truth – a divine relic that compels honesty and restrains foes. Mechanically, creatures restrained by the lasso cannot lie or benefit from illusion effects.

Green Lantern
Race: Elf (High or Astral)
Class: Paladin (Oath of the Watchers)

  • Elves embody discipline, focus, and long-term commitment. Their calm emotional control contrasts perfectly with the raw willpower required of a Green Lantern analogue.
  • Watchers Paladins defend reality itself from extraplanar threats. Their power is fueled by vigilance and resolve, a perfect analog for will-powered constructs.
  • Special Ability: Ring of Living Light – a sentient relic that creates spectral constructs (weapons, barriers, tools) limited only by the wielder’s concentration and imagination. Constructs vanish if the wielder’s concentration falters.

Favorite Science Fiction Novels, 1900-1949

  • The Lost World (1912), by Arthur Conan Doyle
  • A Voyage to Arcturus (1920), by David Lindsay
  • Brave New World (1932), by Aldous Huxley
  • At the Mountains of Madness (1936), by H.P. Lovecraft
  • Who Goes There? (1938), by Don A. Stuart
  • The Invention of Morel (1840), by Adolfo Bioy Casares
  • Donovan’s Brain (1942), by Curt Siodmak
  • Nineteen Eighty-Four (1949), by George Orwell

In chronological order.

Two Dark Carnivals, Two Very Different Kinds of Magic

There is a particular kind of American fantasy that rolls into town on squeaky wheels: a carnival, a circus, a sideshow. It promises wonder, then quietly reorders your soul. Charles G. Finney’s The Circus of Dr. Lao (1935) drops a surreal menagerie into a dusty Arizona town. Ray Bradbury’s Something Wicked This Way Comes (1962) delivers a traveling nightmare to a small town in Illinois, baiting people with the one thing they want most.

The enduring appeal of these fantasies becomes even more apparent when examining their film adaptations, which reveal as much about Hollywood as about the books themselves. George Pal’s 7 Faces of Dr. Lao (1964) turns Finney’s sharp, episodic satire into a warm(ish) fantasy Western built around a tour-de-force gimmick performance, while Jack Clayton’s Something Wicked This Way Comes (1983) becomes a beautifully moody, famously troubled production even though Bradbury wrote the screenplay himself.

Finney’s The Circus of Dr. Lao is compact, strange, and structured like a chain of encounters. The circus arrives in Abalone, Arizona, and townspeople wander through attractions that feel less like entertainment than moral or existential stress tests. The creatures aren’t just monsters, they are arguments in costume. The book even caps itself with an appendix-style catalogue that snarks, clarifies, and undercuts, as if the novel can’t resist heckling its own myth-making.

Bradbury’s Something Wicked This Way Comes is not episodic but a continuous, intensifying narrative centered on Jim Nightshade and Will Halloway. They confront a carnival led by Mr. Dark, who exploits longings, especially fear of aging, regret, and loneliness.

Where Finney’s prose often feels like a clever blade, Bradbury’s feels like autumn air. It’s lyrical, nostalgic, and then suddenly freezing. Even the premise carries a thematic engine: the carnival doesn’t merely frighten you, it customizes itself to whatever soft spot you refuse to admit you have.

Both novels use “the show” as a delivery system for temptation and revelation. But Finney’s circus is a surreal civic audit (the town is measured, found wanting, and left with consequences that feel harshly cosmic), while Bradbury’s carnival is intimate and psychological (it’s about the moment childhood ends, and the first time you realize adults are just kids with heavier masks).

George Pal’s 7 Faces of Dr. Lao (1964) is explicitly based on Finney’s novel, but it only follows it in the loosest sense: it keeps the basic situation (a magical circus transforms a town) while changing and simplifying much of what makes the book so wonderfully abrasive. The most obvious pivot is the movie’s central hook: Tony Randall plays Dr. Lao and a roster of other figures (the faces), turning the story into a showcase of performance and transformation. The film also adds a more conventional, external conflict, an outright land/railroad-related swindle subplot, to give the town a plot in the Hollywood sense, not just a series of encounters. And then there’s the craft: the movie is famous for its makeup and effects. Makeup artist William Tuttle received a special Academy Award for this work, even though makeup was not an official Oscar category at that time. But the adaptation also drags a cultural problem into the spotlight. The film’s version of Dr. Lao (a Chinese character played by a non-Asian actor) sits in the long, ugly history of Hollywood “yellowface”, which changes the flavor of the story in a way the book doesn’t require.

On paper, the Something Wicked This Way Comes (1983) adaptation sounds like the dream scenario: Bradbury wrote the screenplay for the film version of his own novel. In practice, it became a case study in how films get transformed into a different creature. Both AFI’s production history and widely repeated accounts point to the same core reality. The movie had a turbulent development and a troubled production, with studio intervention after test screenings. After test screenings, Disney sidelined the director, replaced the editorial and music choices, and undertook extensive changes. And yet, when the film works, it works because it honors Bradbury’s mood: the autumnal dread, the hush before the scream, the sense that the fun of a carnival is just a mask with something hungry behind it. The casting helps: Jonathan Pryce’s Mr. Dark is an elegant menace, and Jason Robards brings gravity to the father figure who, in Bradbury, functions as the story’s moral counterweight.

The contrast between novel and film is especially sharp in Pal’s movie, which treats Dr. Lao as a premise rather than a structure. The novel’s episodic cruelty and meta-textual bite (including that catalogue appendix) are difficult to translate directly, so the film makes a pragmatic decision: give the audience a throughline (a town conflict) and a spectacle engine (Randall’s transformations).

Bradbury’s novel is already cinematic in the way it builds dread. But the film version ends up fighting two impulses: to preserve Bradbury’s lyric melancholy and moral seriousness, and to package the darkness in a Disney-friendly vessel. The production history matters here. It explains why many viewers report a movie with moments of genuine power, but with seams visible from reworking and reshaping.

Taken together, these two carnival stories map a fascinating spectrum of American fantasy, both on the page and on the screen. Finney gives you a surreal, satirical circus that exposes a town’s smallness with almost mythic indifference. Bradbury gives you a dark fairytale of adolescence, in which evil is less a monster than a transaction. “I’ll give you what you want, and take what you are.” And their adaptations remind you of a final truth: when Hollywood buys a ticket to a strange show, it often tries to rewrite the act. Sometimes that produces a charming new performance (7 Faces of Dr. Lao). Sometimes it produces a beautiful, bruised artifact that still smells like autumn lightning (Something Wicked This Way Comes).

Favorite Science Fiction Novels, 19th century

  • Frankenstein (1818), by Mary Shelley
  • The Narrative of Arthur Gordon Pym of Nantucket (1838), by E.A. Poe
  • Twenty Thousand Leagues Under the Seas (1869), by Jules Verne
  • Strange Case of Dr Jekyll and Mr Hyde (1886), by R.L. Stevenson
  • The Time Machine (1895), by H.G. Wells

In chronological order.

Dungeons & Dragons Supervillains

In my last batch of Dungeons & Dragons superheroes, I included one supervillain. Here are a few more, for your roleplaying adventures.

Magneto
Race: Mountain Dwarf (Arcane-Touched)
Class: Wizard (Graviturgy or Transmutation)

  • Dwarves are intrinsically tied to metal, stone, and craftsmanship.
  • Graviturgy represents attraction, repulsion, and control of mass, a good mechanical translation of magnetism without modern physics.
  • Transmutation reinforces his ability to reshape metal, weapons, and terrain.
  • Wizardry also emphasizes Magneto’s intellect, planning, and ideological certainty rather than brute force.
  • Signature ability: Metal Dominion – can disarm entire armies by wrenching steel from their hands.

Loki
Race: Changeling or Eladrin
Class: Warlock (Archfey) / Bard (College of Whispers)

  • Changelings embody literal shapeshifting, while Eladrin represent emotional transformation and Fey capriciousness.
  • Both races reinforce Loki’s role as someone who cannot be pinned down, physically or morally, and whose very nature is instability.
  • Archfey warlocks gain power from ancient, inscrutable entities, perfect for a trickster godling bound to higher Fey courts.
  • College of Whispers allows Loki to weaponize secrets, fear, and narrative manipulation rather than direct confrontation.
  • Signature ability: Silver Tongue – deals psychic damage through whispered lies.

Red Skull
Race: Undead (Revenant or Lich-bound Human)
Class: Oathbreaker Paladin / Death Cleric

  • Red Skull represents the death of humanity in service of ideology. Making him undead externalizes that transformation: his ideals outlived his flesh.
  • A revenant fits his relentless obsession.
  • A lich-bound human fits his use of forbidden relics to transcend mortality without becoming fully independent.
  • Oathbreaker reflects betrayal of moral law, while Death Cleric reinforces his use of necromancy, relic worship, and cult leadership.
  • Signature ability: Aura of Zealotry – allies cannot be frightened or charmed.

Green Goblin
Race: Goblin (Alchemically Altered)
Class: Artificer (Alchemist) / Rogue (Arcane Trickster)

  • Goblins already embody chaos, cunning, and volatility. By enhancing one through alchemical mutation, the Green Goblin becomes a what-if brilliant goblin amplified past sanity.
  • Alchemist artificers create volatile elixirs, mutagens, and bombs. Goblin magic distilled into science-adjacent fantasy.
  • Rogue levels emphasize mobility, cruelty, and surprise attacks.
  • Arcane Trickster adds illusion and misdirection, reinforcing his love of spectacle and psychological warfare.
  • Signature ability: Mad Elixirs – explosive potions, mutagens, fear toxins.

Doctor Octopus
Race: Human
Class: Wizard (Conjuration) / Artificer (Battle Smith)

  • A brilliant arcanist whose body was permanently fused with four sentient arcane constructs, originally designed to aid research in dangerous planar breaches.
  • Conjuration governs control, summoning, and battlefield manipulation, ideal for autonomous arcane limbs.
  • Battle Smith allows intelligent constructs and mechanical companions that blur the line between tool and partner.
  • Signature ability: Arcane Limbs – autonomous grappling arms with limited sentience.
« Older posts

© 2026 Zander Dulac

Theme by Anders NorenUp ↑