13 January 2014


Init +1
Melee Atk
 • tendril lash +5 (1d6, poison)
 • undermine +5 (1d8)
AC 22
HD 8d10
MV burrow 35, jump/fly 35
Act 1d20+1d16
SP vibration senses, paralysis poison, dessication
Fort +5
Ref +2
Will +3

The Dirt Diver lays in wait a few feet under the surface of the ground, ready for the vibration of stock animals or horsemen or large troupes of humanoids to pass above it. It can then burst up through the ground, lashing out at the creatures that created the vibration. It sails through the air, able to re-direct itself to strike more targets on the way down, before re-entering the ground. It then travels underground, re-emerging to start the attack all over again.

The Diver can only accomplish this in relatively loose soil. It's attacks tear up the terrain, creating hazards to movement; after a couple of rounds, it may take a simple Dex check to not be stopped mid-move when moving over areas torn up by the Diver.

When attacking, the Dirt Diver should generally finish it's round up at the apex of it's leap into the sky, descending and attacking again on the following round, finishing with burrowing again into the earth. It then spends a round under the earth, repositioning and burrowing deep enough to again launch itself into the air, striking again on both the rise and fall.

The paralysis poison dealt by the tendril attack is not injected with each blow. When the damage die for the tendril attack comes up with from 2 to 6, it simply deals that damage, a severe lashing. When it comes up with a 1 -- a precision strike -- the poison is injected. It is not a powerful poison, and it takes only a Fort Save vs. DC 10 to shake it off. Failing the Save, the paralysis lasts for 1d3 Turns.

If the creature strikes someone down or manages to paralyze them, it will settle over them and begin to absorb all fluids from their body (1d8-5 Stamina [or Con] damage per round).

The body of the Diver is thin and leathery, covered in millions upon millions of tiny cilia. When it dives into the ground, it leaves no tunnel -- like a piece of parchment able to pull itself into the soil.

They frequently hunt along roads and near natural watering holes.

07 November 2013


Click to Enlarge.
Init +4
Melee Atk
 • Claw +11 (1d8)
 • Bite +9 (1d8 + 1d4 Stamina Drain)
 • +8 (see below)
AC 13
HD 8d6
MV 35, Fly 40
Act 2d20
SP only hit by magic, spell-abilities, doppelganger
Fort +5
Ref +9
Will +4

Cast out from the Realm of Faerie, Aktroxik resembles a medium-sized, hairless dog with a vile, human head. His manner is invariably obsequious, but with a sickly air of immanent threat.

Aktroxik is an angler, ever-looking for what he can get from travelers and wanderers. Most are so afraid of just the sight of him that they will give him whatever he asks for, if he will leave them be. Never doubt that he takes advantage of their fright.

Additionally, he is formidably powerful. He can only be harmed by magic, so most of those he crosses paths with never have any hope of driving him off, should the idea strike them. He also has several abilities to call upon, which for convenience are handled similarly to Wizard spells. While they are based on spells from the Rulebook, he cannot lose them from a low casting check, and does not suffer corruption, misfire or taint of any kind, suffering merely from failing to initiate the powers instead. These abilities are:

Enlarge (pg 139) -- While Aktroxik is less than three feet from head to tail, the results should be calculated as if he were man-sized.

Fire Resistance (pg 169)

Invisibility (pg 172)

Water Breathing (pg 235)

Additionally, when he is flying, the twitching, insect-like appendages over his shoulders shiver slightly, like a rattlesnake's tail. Were these limbs to be damaged or severed, it might limit his ability to fly, or eliminate it altogether.

Aktroxik can summon a weak simulacrum of himself, most commonly to create additional fear, but it can also fight alongside himself. This lesser-powered, ersatz self will last until destroyed or until dawn, whichever comes first. He can summon it with the following results of a casting check:

9-15 - Failure

16-17 - Init (acts simultaneously with Atroxik),  Claw +3 (1d6), Bite +3 (1d6), AC 13, HD 8d3, MV 30, Fly 20, Act 1d20, SP -, Fort +2, Ref +2, Will +1

18-21 - Init (acts simultaneously with Atroxik),  Claw +5 (1d8), Bite +5 (1d8 + 1d4-3 Stamina Drain), AC 13, HD 8d4, MV 30, Fly 30, Act 1d20, SP only half-damage from non-magic, Fort +3, Ref +3, Will +2

22-23 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, Fort +5, Ref +3, Will +2

24-26 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +3, Will +3

27-28 - Init (acts simultaneously with Atroxik),  Claw +9 (1d8), Bite +9 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +4, Will +4

05 November 2013


Init +6
Melee Atk
 • Swipe +9 (5d6)
Ranged Atk
 • Energy Ray +4 (5d6; 30'; 1d10 damage to Luminon)
AC 16
HD 6d8
MV 40
Act 1d20
SP non-physical, teleport, half-damage from physical, double damage from light-based, immune to heat and cold, immune to mental effects
Fort +2
Ref +3
Will +3

A luminion is a remnant of ages past, a guardian creature with a shape that flickers from radiant human, to vaguely human-shaped and into a swirling vortex of light and colors and back again.

It lacks a coherent physical form and cannot effectively interact with the world around it, beyond speech and gesture. It can be disrupted by physical attacks, but at a reduced impact. It can attack by projecting part of it's own energy at a target. A similar damaging effect occurs if the luminion and a physical creature intersect, but this does not drain the luminion as the projected attack does.

It will generally first warn intruders away verbally, doing so with increasing insistence and clearly spelling out the threat intruders face for their transgressions. However, it's language may be completely lost to time.

Within the building, corridor, or room the luminion was originally designed to protect in the dim past, it can teleport instantly from one spot to another. It cannot leave the area it was created within, though it can 'retract' itself into apparent nothingness. It will only do so when unable to effectively defend it's area and if being damaged. A destroyed luminion may be able to re-manifest within (1d30)d30 hours.

Astute delvers may find that areas patrolled by one or more luminions have a small black box mounted near their ceiling. Made of a rigid, unknown substance, these boxes are not impossible to destroy, and when destroyed seem to banish the luminion from that general area. Extremely clever and crafty individuals may find the means to remove such a box and place it elsewhere, using the luminion(s) for their own purposes...

This is a "luminion variant" based on the original Luminion -- sourced from The Savage AfterWorld -- and further details can be found there.

They are also featured in One Year In The Savage AfterWorld by Tim Snider -- "short adventures through radioactive wastes designed to be run over the course of a few hours." Do check it out!

25 September 2013


Init +4
Melee Atk
 • ram +13 (4d6)
 • claw +3 (1d8)
AC 16
HD 10d8
MV 35, Swim 15
Act 1d20 + 1d16
SP -
Fort +2
Ref +2
Will +4

Of course, everyone knows about the multitudinous dws created over recent decades by the fell sorceress Vala. Small, dimwitted creatures all, misshapen and slow, when encountered they are at most annoyances of a minor sort, mainly for their unclean odors and persistent worming and groveling for food.

But the Greater Dws is another matter altogether. Here Vala employed the terrible science of the flesh pits she discovered in the fortress she acquired to fashion something of far greater power than before -- or since, so far as anyone knows. Many have opined that her skill with the unknowable technology is negligible even after all these years, and her tireless experimentation has been a shot in the dark everytime. Hence the foul stream of the minor dws to flow from her fortress. And hence her inability to duplicate the Greater Dws.

The feral beast stands thirteen feet high, a solid mass of muscle and bone, thickly but unevenly covered in mangy fur. Tiny arms hang from it's shoulders. Jagged teeth jut from it's tiny mouth. And it's head is crowned and dominated by a gnarled, massive spread of convoluted bone.

The Greater Dws can effectively ram from even as short a distance as four feet from a target, such is the power of it's legs.

Born in a stone fortress, the creature treats any such environ it wanders into as it's own territory. And there is the fact that shoots fear into the guts of men: the creature wanders the land, and when it finds a ruined castle, ancient tomb, or man-made labyrinth, it considers it to be "home", and defends it fiercely (until it decides to move on).

The Greater Dws of Vala is in part inspired by The Savage Afterworld