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.



21 June 2016

HHROOUQK

Init +0
Melee Atk
 • none
Ranged Atk
 • none
AC 10
HD 10d8+10
MV 1
Act 1d30 + 1d24
SP spells, infravision 60'
Fort +10
Ref +0
Will +15
AL C

The HHROOUQK* is an amorphous slime with vast intelligence and malevolent intent. The monster has strong mental abilities, represented by spells for ease. It may cast each "spell" once per day, but if it rolls a "lost" result on a spellcheck, it can subsequently try the spell again until it does succeed.

The evil slime is an expert at mentally dominating and controlling humanoids. Use the Charm Person spell to represent this ability, and give it a +7 to the spellcheck roll. Once the HHROOUQK has taken control of someone, it can mentally communicate with them once per day drawing information from their mind and sending new instructions, and when needed can summon them back to itself to reinforce control over them.

The HHROOUQK also has the spell Hepsoj's Fecund Fungi, casting it with an additional +2.

The creature should have 1d10 additional spells (or at least equal to the number of members in the party, if running the "Future Tense" One Page Dungeon Contest entry). Choose 1 each of a Wizard's and a Cleric's 1st Level spells. Work up this way through the levels, until the creature's spell roster is full.


* Pronounced while drawing in a breath and ending with a wet noise in the throat.


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



13 June 2016

BONE-LEECHER (BONE VAMPIRE)

Init +0
Melee Atk
 • intersect +0 (1d10 special)
AC 13 (special)
HD 2d8+2
MV fly 40
Act 1d20
SP ethereal
Fort +4
Ref +3
Will +7
AL C

The alien Bone-Leechers arrive from another realm of existence to feed on vertebrates on this world. Here they are ethereal, floating through objects at-will without hindrance, including living creatures. As they pass through living creatures, they impart a bonus of 1d4 Intelligence per round (to a maximum of 5), which fades at one point per round after the intersection ends. The effect is energizing and invigorating to the victim.

They are averse to mithril, however. Clever persons can herd them using mithril items. If they are made to intersect with mithril items of any size, the metal inflicts 1d4 damage to them per round, regardless of the size of the items or the number of attackers. Two or three assailants with mithril devices can effectively entrap a Bone-Leecher, even if they can't completely surround it, as if it can't perceive a direction to move in that would allow it to escape. Use roll-under Luck checks to see if the herders can entrap the creature; as long as any of them succeed in their roll, the creature is held.

They feed by intersecting with the living. While occupying the same space, the Bone-Leecher absorbs nutrients from the bones of its target, making the victim's skeletal structure weaker and weaker from within. The damage rolled is tracked by the Judge, but not applied to the character immediately. The effect of multiple rounds of damage are added together. For every 10 points in total, the character suffers 1 hp of damage, probably not realizing they are being damaged until they start to feel it in this way. Whether the character knows they have taken it or not, this damage heals at a rate of one point per day (however, if the character is suffering from Ability score loss, which also recovers at a rate of 1 point per day, the character cannot recover both Ability score loss and damage from the Bone-Leecher; the Judge may roll randomly to determine which is recovered on any given day). "Hidden" damage can only reach a maximum of the character's total hit points.

Subsequent to taking this damage, if the victim fumbles in combat, is hit by a blunt or bludgeoning weapon for 4 or more points of damage, suffers a fall from any height, is in a vehicle that brakes hard or collides with another object, or is physically impacted in any major way, consult the following chart. The effect represents fractured and broken bones.

Points of Damage / Effect

   1-30
Roll 1d24; the amount rolled is suffered as immediate damage up to the maximum amount unhealed. This heals at a rate of one point per day.

   31-50
Roll 1d50; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.

   51+
Roll 1d100; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.


• If the victim suffers an impact, but does not 'discharge' all of their "hidden" damage, that damage is healed after the "exposed" damage, and may become exposed by subsequent impacts, falls, fumbles, etc.

• The Judge and player should feel free to invent other hindrances for the character, based on the amount of this damage that is in effect currently.

Lay On Hands Effects: For each die of healing, roll 1d10 and subtract that from not-in-effect damage first, with overflow and subsequent healing results applying to the currently-in-effect damage. Note that the use of LoH to this specific condition assumes the caster is aware of this specific condition. If they are not aware, they cannot target this damage with a LoH.


A dead Bone-Leecher fades back to it's home dimension within 1d3 rounds.


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


26 May 2016

MOBILE MENHIRS a.k.a. STONE SENTRIES

Init +4
Melee Atk
 • club +6 (1d6)
 • collide +5 (1d12)
Ranged Atk
 • javelin +4 (1d6, 20')
AC 18
HD 9d8+9
MV 30
Act 1d20
SP collision attack, bludgeoning susceptibility, infravision 40'
Fort +10
Ref +2
Will +12
AL N

Protecting a lair or passage from intrusion are a set of standing stones which animate should any threat draw near. They appear as normal stone features of the cave system, but 'limbs' partially or completely cleave away to make attacks, and the entire slab of stone can move so as to reach a threat to attack it, or to make their special collision attack.

If a target is between two Stone Sentries, they will attempt to both rush at the target and smash together with the target sandwiched between them. They can use their Action Die for movement and still get an attack roll as well. Each gets to roll their attack; it could turn out that only one hits or both or none. They can also attempt this attack if they are within 60' of a wall, and the target is between the Stone and the wall. And the Mobile Menhir doesn't actually collide, but rather stops less than an inch from it's counterpart or from the the wall, when making this attack (thus it is not damaged from the collision).

The Sentries take double damage from bludgeoning weapons, or blunt heavy objects. The Judge will have to make a call as to whether any given spell will effect the Stone or not, and if it will do double damage, or not.


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