07 February 2017

MACRO-METALLIC AMOEBA

Init -2
Melee Atk
 • move over +5 (1d24)
Ranged Atk
 • Kirby beam +5 (1d16, 80' line, 20' wide)
AC 12
HD 8d12+8
MV 70
Act 2d20 + 1d16
SP slow healing
Fort +11
Ref +3
Will +7
AL N

While two have never been seen together, their sightings and the stories about them suggest there is more than one Macro-Metallic Amoeba. It is broadly accepted that they are compiled of lesser dws from the life-vats of the deceased(?) sorceress Vala.

They appear as a gigantic mass of mercury with a volume in the region of 80,000 gallons and a resting circumference of approximately 86 feet. They move by extending numerous pseudo-pods, creating an undulating effect. They can deliberately move over objects and creatures to damage them, pounding them with these pseudopods, but their general movement is not as damaging as that.

They can extend up to six pseudo-pods at a time, with which to grab, shove, block, etc. They are not mindless, but whatever "animal" impulses (beyond survival) or reasoned goals they may possibly have are completely unknown.

The beam they emit as a ranged attack damages living matter less than inert materials, which suffers 3x damage per blast, when relevant. Living things are knocked prone by the blast, unless they make a successful Reflex Save vs. DC 15.

The Macro-Metallic Amoebas are slow to heal, regaining only 1d4 hp per week.


Produced using Monster Extractor III: Giants & Giant Creatures


31 January 2017

THE GIANT STONE THING

Init +0
Ranged Atk
 • roar +12 (1d30, special)
 • breath weapon (1d24 snakes)
AC 27
HD 18d30+18
MV 70
Act 5d20
SP breath weapon, 1 spell, mighty leap
Fort +28
Ref +2
Will +3
AL C

The Giant Stone Thing is a terror of arid wilderness regions. It is not known to hunt prey, or do anything a normal creature would do to survive — the dominant theory is that it is controlled by some high wizard for purposes known only to whomever that may be... or that whoever controlled the 120-foot creature is long-since dead, and yet the Thing remains, acting in an unpredictable fashion.

It can leap up to 9 miles at a time (using all of it's movement and Action Dice to initiate the leap).

It can give up 1d6 of it's Action Dice to create an effect like that of the spell Snake Trick, casting with a d24 at +11.

The Giant Stone Thing roars with the sound of two gargantuan blocks of stone grating against each other. So powerful is the sound that it harms everything within range. Out to 20', it does 1d30 points of damage. Out to 40', it does 1d24 points of damage. Out to 60', it does 1d20, and out to 80' it does 1d16. Finally, out to 100', it does 1d12 damage. Each subsequent result cannot exceed the previous die roll.

It can breathe out a torrent of snakes, as a breath weapon. Up to 1d24 1 HD snakes are generated each time, and they can bite at a +1 on the attack, for 1-6 points of damage. The burst of snakes covers from zero to 40' out from the Giant Stone Thing's mouth. Have everyone in range roll vs. their Luck, and for every point they are above their Luck score, they are attacked by that many snakes. No one has discovered if there is a limit to the number of times it can do this, or not...


Produced using Monster Extractor III: Giants & Giant Creatures


19 January 2017

THE SHAPELESS GOD

Init +3
Ranged Atk
 • move by +20 (1d30+1d24)
 • bone spear +11 (1d30, 170')
AC 14
HD 24d24+16
MV 60
Act 3d20
SP teleportation
Fort +20
Ref +1
Will +20
AL C

Worshiped by a distant tribe or village, The Shapeless God has adopted these peoples for as-yet unknown purposes, and defends them fiercely.

With a diameter of over 50 feet, it hovers above the town, city, or village its wards occupy. When needed, it moves by teleportation, creating a swath of flashing lights in its path. When it wills it, these lights cause severe damage (as indicated above) which is distributed among all creatures and objects in its path of travel (roll the dice and divvy up the damage generated; don't roll the dice for each target. Though it could direct most of the damage to a single, large threat, it can't send all of it to one target).

Its teleport power also allows The Shapeless God to hover in mid-air, since it does not have solid appendages for standing. It has no need to breathe, so it is also comfortable in water of any type.

The Shapeless God can also generate bone-like calcified spear-like objects, which it can shoot from its tendrils with deadly accuracy.


Created with Monster Extractor III: Giants & Giant Creatures


27 December 2016

TAHUDEI

Init +2
Melee Atk
 • bladed tail +13 (1d24)
AC 30
HD 16d12+8
MV 50
Act 2d20+1d16
SP rapid burrowing
Fort +14
Ref +2
Will +14
AL L

Once every 1d24 years, Tahudei burrows up from deep in the earth and wreaks havoc upon the surface of the world. It roams in search of food, as simple as that, eating whatever animal life it comes across.

Seventy-four feet long, Tahudei can burrow through the earth as fast as it can run. When it is head-down in the dirt, with it's tail still above the surface, the AC of its tail is considered to be a 15.

After it has consumed approximately 500 pounds of meat, sinew, and bone, the creature will burrow back down to some nest deep beneath the surface and remain there for another 1d24 years.


Produced using Monster Extractor III: Giants & Giant Creatures



12 December 2016

THE DAMNED THING

Init +3
Melee Atk
 • claw +8 (1d6+2)
 • bite +6 (2d4+2)
AC 14+
HD 5d12+6
MV 40
Act 2d20
SP invisible, absolute stealth, AC variance, rake
Fort +8
Ref +9
Will +4
AL C

The Damned Thing is a large, ferocious creature, invisible to men's eyes (and those of Elves, Dwarves, Halflings, Zorbits, and other humanoid creatures). It is content to live it's life alone in the wilderness, but reacts violently if disturbed. And being invisible, it can be difficult to not disturb it.

Owing to the creature's invisible nature, it's Armor Class is variable. If it is facing off with only one opponent, it's AC is higher on average than if a dozen men are in melee with it. If that one opponent can get in their attacks in close proximity, each successive attack will have an easier chance to hit, as will the successive attacks of those dozen men. The Thing's AC changes as follows:

Attack Since
Thing Moved       AC Bonus
1st               1d12
2nd               1d10
3rd-4th           1d8
5th-6th           1d7
7th-9th           1d5
10th+             1d3

Thus, if the single opponent attacks twice in a round (or if new Initiative results mean that they attack twice before the Damned Thing acts again), on their first attack, the creature has an AC of from 15-26, while against the second attack the creature has an AC from 15-24. If a dozen men each have one attack after the creature has acted, the first of them attacks against an AC from 15-26, while "down the line" the eighth of them attacks versus an AC of 15-19.

This simulates "zeroing in" on exactly where the creature is, and what it is shaped like. The Judge is encouraged to drop an extra step or two down the chart for appropriate area effect attacks. For affects that "can't miss" but still need to be targeted at something, consider adding the AC Bonus Die to a Saving Throw, or using the AC Bonus Die in other ways to reflect how difficult it is to target the Thing. Similarly, if the Damned Thing is found in a field of wheat, start the process two or three steps down the chart, to simulate the fact that the "hole" in the wheat gives the creature's location away (though does not reveal it's entire outline).

If the Damned Thing should be caught by surprise use only it's base AC for defense.

If the creature should attack with both claw attacks at once against one target, and both attacks land successfully, it can immediately make a third claw attack against that target.

The creature is completely and utterly silent in all cases and in all of it's actions.


Drawn from the story of the same name by Ambrose Bierce.