28 September 2016

PIRATE CAPTAIN AYRIK KYNAN

Init +0
Melee Atk
 • return wounds +4 (see below)
Ranged Atk
 • Immobilization +4 (1d5 rnds; 40')
 • Punch/Kick +3 (1d6; 30')
AC 13
HD 3d6+3
MV 40
Act 1d20
SP un-dead
Fort n/a
Ref +10
Will +6
AL C

Nineteen years dead, Captain Kynan hunts for his killer. He appears outwardly to be perfectly normal, until after spending 1d6 Turns in his company, folks start to realize he's not breathing. Usually long before that, he's made his pitch to enlist the aid of whomever he's talking to in finding Captain Scorby, the man who sank Kynan's ship, killed Kynan's crew, and searches still for the treasure denied him by the crafty Captain Kynan.

Kynan can transfer any wounds inflicted upon his undying form by touch. Track each hit he suffers, and he can touch anybody to pass the wound on to them, thus removing the wound from himself. Were he stabbed by a dagger for 3 points of damage, he could give that dagger wound to anyone else (they lose 3 hp), and no longer suffer the loss of hp himself.

With a simple gesture he can send a 'punch' through the air to hit someone up to 30 feet away, or cause someone to freeze in place for a short time.

He cannot be harmed by ill effects that requires a Fort Save to avoid.

In using his unique abilities, he is sometimes mistaken for a sorcerer.

If he is aided in finding Scorby and exacting his revenge, he can reward those who have helped him by revealing the true location of his hidden pirate treasure and sharing it out.


Created using Monster Extractor II: The Un-Dead, available on RPGNow and DriveThruRPG.



01 August 2016

INTELLIGENT MOLD

Init [always last]
Melee Atk
 • spores DC 18 Will Save (special, 10' sphere)
AC 5
HD 3d8
MV 0
Act 1d20
SP ignore most damage
Fort +7
Ref n/a
Will +11
AL C

Intelligent Mold (or "Int Mold") affects the mind, taking over the thought process of it's victims, to it's own ends.

The Int Mold will grow in cool, moist places, slowly expanding to fill the suitable environment. When humanoids enter the affected area, the Int Mold will emit spores, attempting to take over the minds of those present. The Mold itself is intelligent, and will wait for the moment of hitting the maximum number of targets.

Affected individuals will have a mere 1d6 rounds each to react. After that, their minds are controlled by the spores.

The effect of the spores can be handled in (at least) two ways in play:

1) If all characters in the party are affected, simply move time forward some number of days, anywhere from 1d3 to 1d12. Characters and players will only find out what events and actions filled those days as they go forward, though the GM may have indicators in obvious places as soon as immediately. Suffice it to say that affected characters have not been themselves... An entire campaign could be re-jiggered in this way, from the obviousness of a band of saints and heroes becoming wanted outlaws, to effects more subtle, but no less problematical.

2) If some or all of the characters in the party are affected, simply encourage the players to 'play against type', to imagine their character's personalities have been subverted for a time (as above) and they should display wholly uncharacteristic traits, habits, and demeanor.

In either case, along with whatever strangeness the characters have been displaying, they are driven by a strong desire to help the mold spread itself. They may fill their pockets with handfuls of the stuff, and place bits of it in dark and dank places nearer to home, or in the next village they encounter, or a different dungeon, a different set of ruins, or wherever they can find in which the mold might thrive.

While the same individual can be affected by the Int Mold again in the future, the effects are lessened, and are completely negligible by the fourth exposure — except in rare cases where the victim becomes a permanent thrall of the Int Mold.

All weapon strikes against the Intelligent Mold count as a single point of damage per damage die. The Judge may rule that larger dice count as two or three dice in strikes against the Int Mold. Fire and high heat will destroy it, outright.


[Presented as an option for the One Page Dungeon Contest entry The Umber Woods from 2016]


25 July 2016

FUNGAL OGRE (with Spore Cloud & Fungal Taint)

Init +0
Melee Atk
 • slam +6 (1d6)
Ranged Atk
 • thrown rock +2 (1d10+5)
AC 18
HD 4d10+6
MV 40
Act 2d20
SP crush attack, suffocation attack, infravision 50'
Fort +11
Ref +3
Will +7
AL N

A fungal ogre is a massive, shambling thing, fully nine feet high with tremendous amounts of fungal growth shrouding it's body.

It's actual body is rather slim, though enclosed in a dense, pockmarked exoskeleton, covered in spiky projections. It attacks with great sweeping motions of it's arms. If both such attacks land against a single target, it sweeps that target up into itself, as if performing a deadly bear hug. The target is enveloped in the fungal ogre's living fungal shroud and pressed into the spiky protrusions for an extra 1d6 damage per round. Then the fungal ogre will try to keep them there, suffocating them in hopes they will be it's next meal. The DC to break free from the grip is 20.

Each round a target is within this grip, their Attributes are damaged by 1d3 points each (single roll applied to all Attributes, except Luck). If any Attribute reaches zero the target is dead and the fungal ogre secretes digestive substances which begin to consume the target. Breaking free from the fungal ogre's grip, a target's Attributes will rise back to normal at a rate of 1d4 points each per Turn.



SPORE CLOUD
Init +0
Melee Atk
 • choke (auto hit; 1d3)
 • Fungal Taint Fort DC 13
MV 5 while expanding to full area

Whenever an outcropping of mushrooms is sufficiently disturbed, a spore cloud forms. A spore cloud can also happen when an especially large mushroom ruptures from internal pressures. The initial burst is a 10' radius, or equivalent. It expands out by 5 feet per round in all available directions until reaching it's full volume of up to 60'x60'x60' (or equivalent). The cloud obscures visibility as does a heavy fog. Once fully expanded, it will last for an additional 2d12 rounds before becoming inert and settling.


FUNGAL TAINT
This condition causes an adrenaline-fueled rage in humans and humanoid creatures. This stops the ability to focus and apply Intelligence or Personality, and raises attack bonuses and damage by 2. It lasts for 1d100 minus Stamina score in rounds (minimum of 2 rounds; effectively from 20 seconds to 16 minutes)


[Featured in the One Page Dungeon Contest entry Future Tense from 2015]

27 June 2016

HUSKS OF JOSIAH

Init +2
Melee Atk
 • grab +4 (1d4 +special)
Ranged Atk
 • rocket bombs (1d4x1d12, 100' range, 10' sphere)
AC 13
HD 4d8+6
MV 30
Act 1d20
SP easily staggered
Fort +4
Ref +3
Will n/a
AL N

The Husks of Josiah were left behind on this world on a stopover by a far-flung intelligent race. Subsequently, they were put to use opportunistically by unknown hands, who installed the bomb launching device. Mindless, they are open to suggestion from anyone (though this won't be obvious when they are encountered). Clear orders must be given; they won't break away from a fight from such comments as "I wish these things would just leave us alone!" or the like.

Each Husk is different; some may have insect-like heads, while others have dinosaur heads or even proterozoic-type heads. All known Husks have human-like bodies. They may be dressed in anything from tatters all the way up to formal wear.

After any round in which they take damage, there is a 1-in-5 chance that they will lose their movement action on the next round. This means they can then use their Action Die as normal or for movement, limiting what they can accomplish in that round.

When they grab an opponent, they deal increasing damage for each round the grab is maintained, by pumping toxins into the air around their target. It is assumed that the target is struggling to break their grip. They simply make a new grab attack each round, if it misses, the grip is broken. Each round it is maintained after the first adds an additional 1d3 points to the damage roll. Anyone attempting to break away and flee once a grip is established uses the grab attack total as the DC of a Strength-check to break away.

Each husk holds up to five rocket bombs.