02 March 2018
• "ghost weapon" +3 (as per weapon)
• float through +1 (1d6 cold)
MV 40 fly
Act 1d20 + 1d16
750-some years ago, an armorer was attacked from behind and killed. His spirit was cast into an insect instead of rising to the beyond...
Since that time, the spirit has slowly clawed it's way up the chain of life forms until it can now inhabit a simple humanoid, such as gorblins, zorbits, or — rarely — even some humans. However, over the years its former intelligence has dwindled, leaving only a low, feral consciousness.
Thus when the host creature is destroyed, the spirit rises immediately to lash out at whomever has disturbed them.
The spirit's possession power primarily makes it immune to detection and attack, only being forced out upon the death of the living vehicle. In this era, the subject of this power gets a Will Save at a DC 16 minus their number of HD to block the possession. Upon a successful possession, the spirit can only subtly influence the creature's actions, though this influence may increase over time...
16 February 2018
• gore +2 (1d7)
• claw +5 (1d4)
• bite +4 (1d3)
• standard weapon +2 (+1-2d if sized correctly)
HD 4d6+2 (18 hp)
MV 40, fly 80 (wings)
SP infravision, heat breath (10' by 140'; DC 14; current hp* or half with Save; 2/day), spellcasting, half-damage from non-magical and non-blessed weapons, half-damage from fire, vampiric
Crit Table: DN/1d12
More than a beast, but less than a god, the Dracodemon wanders the world seeking the only sustenance it can survive on: blood. In it's long lifetime, the Dracodemon has more than once served a powerful lord or regent as a vizier or protector.
The Dracodemon has a large, humanoid body, and its limbs are completely metallic. It is always covered in vermin, such as rats, voles, etc. These creatures are of an ordinary sort, living upon the body of the Dracodemon. New such creatures can occasionally be seen scurrying to the Dracodemon and climbing onto its body and nesting in the folds of its clothes.
With a successful claw attack, the Dracodemon can grab its victim (DC 14 Str check to escape). The Dracodemon can then either do 1d3 damage freely per round to the target or fly with them in its grip and drop them from whatever height the Dracodemon can attain. It can choose to let go at any time.
Once per hour, the Dracodemon can read the surface thoughts of any target in its line of sight.
In a vampiric way, the Dracodeomn recovers 2 hp for every HD of a victim once their blood is consumed. It can only recover hit points in this way, or by very powerful Chaotic magic.
The following spells take an Action Die to employ, but are rolled as indicated. They have a range of 30' unless otherwise noted.
Banish — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ target must make a Will Save DC 15 to get within 60' of the Dracodemon; — 23+ up to 5 targets must make a WIll Save DC 19 to get within 1/2 mile of the Dracodemon
Chill Touch — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ +2 to melee, +1d6 damage; — 21+ for 1 hour, +4 to melee, +2d6 damage, +1d4 Str Drain
Darkness — roll 1d30: 1-10 fail & lose spell for 24 hrs; — 11+ 20' globe of darkness persists for 1 Turn where placed; — 21+ up to 50 cubic ft enshrouded in darkness for up to 24 hours
Enhanced Companion — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ one resident vermin becomes an uber-vermin (+3 bite, 1d3 damage, 3d3 hp, 13 AC, etc.) which loyally serves the Dracodemon; — 23+ transforms 2d7 vermin into uber-vermin which loyally serve the Dracodemon
Mortal Runic Alphabet — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ if designated object is disturbed, the Dracodemon knows; — 21+ designated creature forgets meeting the Dracodemon
Scare — roll 1d30: 1-9 fail & lose spell for 24 hrs; — 10+ target makes a Will Save DC 14 or flees the area for 1d4 rounds; — 25+ all creatures within 60' make a Will Save DC 17 or flee the area for 1d10 rounds
Slow — roll 1d30: 1-9 fail & lose spell for 24 hrs; — 10+ one target loses it's next Action Die and is dropped to half it's normal speed for 1 Turn; — 25+ as above, but up to 5 targets are affected
Ventriloquism — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ project a phrase within line of sight, own voice or impersonation; — 21+ establish an illusory sound or voice, which persists for up to 1 day
Wood Wyrding — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ up to 4 wooden objects of man-size or smaller [or equivalent] to twist, warp or break; — 23+ large quantities of wood can be molded and shaped and make to act as living creatures
At the Judge's discretion, the Dracodemon may Spellburn hit points to boost spellcasting.
* As per Ye Olde Schoole Waye, the damage done by the Dracodemon's breath weapon is its current hit point total.
04 December 2017
• touch +7 (paralysis)
HD 9d20+10 (100 hp)
SP paralysis, no mind, passage
The nearly-opaque Icosahedron must have been created by a wizard, perhaps one from another planet or another reality. Each of its 20 sides features a different faint image of some other time, place, or dimension.
It slowly roams whatever surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 20 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength bonus of +5.
The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d16 rounds.
The creature takes 1d4+1 rounds to completely suck in prey. One round after the Icosahedron completely engulfs someone, they are transported to a new location, possibly a new time in that location, and possibly on another world or another plane of existence. If there is another Icosahedron (or the same Icosahedron?) located there, they can possibly get back to their starting point by finding the side that represents the place to which they wish to return.
20 November 2017
• tail-kick +7 (1d6)
• electric aura +2 (1d4, 10')
HD 3d8+3 (23 hp)
MV 30, swim 50
Act 1d20 + 1d16
SP Immune to electricity, water hearing, hide, breath weapon
The sea dragon is a rare aquatic creature, known to 'adopt' the wrecks of ships if they bear any sort of valuable cargo.
They exude a field or web of electricity, which depending on currents and eddies, could deal deadly damage to anyone in proximity to the creatures. This attack does not consume an Action Die, but if it occurs before the Sea Dragon's action in the round, it is rolled on the d20, and if after their action in the round, it is rolled on the d16.
They are themselves immune to electric forces.
They can detect sounds underwater over great distances. They can hide in any sort of undersea formation of suitable size (including shipwrecks, kelp forests, coral reefs, etc.) and remain completely unseen and undetected on a 3-in-5.
They can 'kick' with their tails with great rapidity underwater.
If they venture onto land — a rare occurrence indeed! — they must use an Action Die to remain upright with their diminutive wings, while using their tail to hop or slither.
They can only use their breath weapon once in their lifetime, usually to protect their young or even a mate, after which they expire. They 'breathe' a beam of electricity like a lightning bolt in an 80'-long, 10'-wide cylinder for 6d8+6 damage. A DC 15 Fortitude Save reduces the damage by half.
Produced using Monster Extractor I
Move: swim 180 feet/turn, 90 feet/turn on land
Hit Dice: 4
Armor Class: 3
Treasure Type: P, Q, R
Alignment: chaotic evil
Damage: 1-6, special
Reference the above for the monster's behavior. Save vs. Poison to avoid the electrical aura damage (1-4) when in the area. Save vs. Breath Weapon as normal.
06 November 2017
• touch +5 (paralysis)
HD 9d12+9 (68 hp)
SP paralysis, no mind, magical tomfoolery
The cloudy, semi-translucent Dodecahedron must have been created by a wizard, perhaps one from another planet or another reality.
It slowly roams whatever surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 17 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength bonus of +4.
The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d14 rounds.
Any character enveloped within the Dodecahedron for 1 round or more, if extracted then finds one of the following has occurred:
• One of their items has vanished, to be replaced by a different object. Roll randomly to choose one of the characters items, whether inconsequential and mundane or unique and of great power. A short list of substituted items is provided below, and Judges are strongly encouraged to expand this list if they have time to do so.
• One of their Attributes has changed, for better or for worse. Players should get the choice to use one of two methods. 1) Roll 1d4 to determine by how much the Attribute changes, then roll to randomly determine whether that is an increase or a decrease. 2) Re-roll the stat from scratch, by rolling 3d6 and taking the new result.
• The individual has been replaced by someone else! Roll on the Occupation chart to determine broadly who this new person is, and there is a 1-in-30 chance they are leveled-up in a Class. A useful option if a player is absent for a session or more. Where the missing character is now must be left up to the Judge...
• Some who find themselves inside a Dodcahedron experience a disorienting sense of spacial volume while inside. And there is something else in there... something horrid and violent, which they must combat while they are inside the Dodecahedron (as if in a featureless void). Judges may choose any creature they find appropriate for this foe. If the character is somehow extracted by allies, the creature may stay behind, or may grab onto the character and try to exit with them.
Random items to substitute for vanished items (roll 1d14 or 1d12 as appropriate):
1/1) A Goat's Collar.
2/2) A Bag of Rocks.
3/3) A Rusty Dagger.
4/4) A Spyglass.
5/5) A coating of amber slime on their off-hand arm, which hardens after extraction to act as a shield which they can't put down. The arm is half as limber as it was formerly.
6/6) A Small Sack with 300 gold pieces inside.
7/_) ~ Judge's invention. ~
8/_) ~ Judge's invention. ~
9/7) A "Battle" Axe of unfamiliar design, made from an unknown, "unbreakable" material.
10/8) A Box of small, brown, dried Leaves. When brewed as a tea and consumed, it improves natural healing by a factor of five.
11/9) A Cybernetic Respirator, which attaches to the wielder permanently and protects them from airborne threats and lack of air.
12/10) A Large Sack with 500 gems inside.
13/11) A glittering Longsword which adds the wielder's Personality modifier to it's attacks and damage.
14/12) A "genie's lamp" which when polished emits a smoke which flies up the nose of the bearer. Failing a DC 14 Fort Save means taking 1d6 damage. The character gains 2d6 Luck.