14 January 2020

OCHRE SAND

Init +0
Ranged Atk
• fire burst +3 (1d14+1, 20')
AC 17
HD 3d6
MV 60
Act 1d24
SP 'breath' weapon, sideslip, perfect silence, morphing
Fort +5
Ref +8
Will +6
AL C

Ochre sand may be some further evolution of one (or more?) slime-, mold-, or jelly-like creatures. It exists as a non-thinking, highly territorial thing. If somehow anyone could make contact with it's mind, they would come to understand the creature's territory in the most complete and extreme way, but they'd also suffer from headaches for 1d7 days thereafter (minus 1d3 to Int).

An ochre sand attacks by forming an opening in it's form which erupts with fire. A Reflex Save vs. a DC 13 will cut the damage in half.

It occupies a space of about 3' cubed, and can avoid damage by simply deforming away from the attack, giving it it's high AC and reducing all physical attacks against it by 6 points of damage. It can approximate the shapes of things in it's environment, so it might take the form of an elaborate but apparently-weathered arch over a passageway or a heavily worn statue.


01 January 2020

HARPY (NEW YEAR)

Init +5
Melee Atk
• claws +4 (1d5+1 or grab)
AC 14
HD 3d6+5
MV 20, fly special
Act 1d20
SP carry, storm immune
Fort +2
Ref +7
Will +4
AL C

Cousins to the Gorgons, Harpies dwell in caves and exist to serve the gods as agents of punishment. They will torture and harass those on their way to the Underworld (Hades, Hell, whatever you care to call it, whatever it's nature).

When called upon to serve the gods, they are employed to abduct those the gods find deserving of punishment and take them to the source of vengeance and retribution. They can carry an individual, no matter their weight and encumbrance. Anything the gods might command them to fetch, they can carry. In other circumstances they have the equivalent of 3d5+1 Strength.

When bored, they will harass folks by stealing food and other significant objects.

They are always unhindered by storm winds despite the severity, and are sometimes heralded by such winds.

A Hapry can always fly at a faster speed than whatever other creatures around it can achieve. Take the flying speed of the fastest creature within 500' (be that "zero" or anything else) and add 1d6X10' to it to determine the Harpies current flying speed. This only changes if they encounter something faster than that, in which case the flying speed is re-determined.



17 September 2019

RIVAL PARTY - ELF

Init +1d4
Melee Atk
 • dagger +0 (1d4)
Ranged Atk
 • sticky explosive +5 (1d7+2, special, 100')
AC 11+
HD 5d8
MV 40
Act 1d20
SP shapechanging, second head, life stealing, horn power
Fort +10
Ref +4
Will +3
AL L

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

Wollatha has become so far removed from his Elf-kin that he is no longer allowed into Elfland. It is said that the baby-sized head that protrudes from his chest is his own heart, drawn out for all to see.

His magical aptitudes have taken strange turns... He can manifest grenade-sized multi-faceted spheres of matter to hurl at his foes. These will stick and explode, damaging the target and stealing 1 point of any Ability Score the Rival Elf chooses and that 'life energy' will float over and strengthen him (taking 1d3 rounds). He can also steal from Ability Scores with 1d4 rounds of contact per point.

He can alter his appearance to that of any humanoid type he has seen in person, though he can't duplicate particular individuals very well.

His horns give him infrahearing, letting him hear things beyond the usual human range. At the Judge's discretion, when the Rival Elf is hit with a damaging spell, such as Magic Missile or Lightning Bolt, he can instead take the minimum possible damage from the spell results table and lose one of his horns, as it is painfully burnt away from his head in a burst of acrid smoke and debris. The horn will grow back over the course of 3d4 months.

The small head growing from his chest gives him a second set of eyes; his initiative bonus is also a bonus to his AC. If the Judge desires, this can be re-rolled each round (or even for each attack against him). Anyone making a Will Save with the Elf in front of them is at a penalty of 2 while the disturbing infant-sized face is staring at them.

Wollatha is motivated by extreme hedoniam.


The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG


03 September 2019

RIVAL PARTY - WARRIOR

Init +2
Melee Atk
 • razor bones +7 (1d6+2+1)
AC 11 +1
HD 10d6 +25
MV 40
Act 1d20
SP inert matter, auto-reciprocal attack, spells, perfect silence
Fort +9
Ref +2
Will +1
AL L

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

Driven by an insatiable hunger, Eethoka remains human in only the most minimal ways. A large snake-like creature formed primarily of a fine, gritty material, he remains as deadly a warrior as he was before his transformation.

His sinuous body lashes back at those who harm him directly in melee and moves in perfect silence, leaving a faint trail of gray dust.

Since he is composed of inert matter, he is immune to poisons, toxins and the like. He is perceived by magic and other extra-sensory means as an object, rather than a life form.

He can invoke the following magical effects by giving up his Action Die:

Force Manipulation (pg 143) at 1d10+18 once per hour, failing on a die result of "1".

Read Magic (pg 152) at 1d10+11 once per 8 hours, failing on a die result of "1".

Strength (pg 198) at 1d14+14 once per day, failing on a die result of "1".

Find Familiar (pg 141) at 1d8+11 once per month, failing on a die result of "1". At the Judge's whim, the Rival Warrior may have one or more Familiars currently surrounding him (stats above reflect this). Some potential stats are given below.


The Rival Warrior's Familiars:

Miniature Knight, 14-inches tall, Guardian Familiar (+1 AC), 9 hp, AC 17, mini-sword +8 (1d6, crit 1d12 III), Saves +1

Giant Bee, 29-inches long, Guardian Familiar (melee damage +1), 10 hp,  AC 14, sting +8 (1d6+1, crit 1d12 III), Saves +1

Hawk, Focal Familiar (excellent vision), 6 hp,  AC 14, talons +1 (1d3), Warrior can see through Hawk's eyes, Warrior can center spells on Hawk's position and cast with a +1,

Note: The Knight can ride the Bee!



The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG


20 August 2019

RIVAL PARTY - CLERIC

Init +2
Melee Atk
 • touch +5 (1d8+1)
AC 21
HD 4d12+2
MV 60 teleport
Act 1d20
SP life stealing, mighty grab, lay on hands, spells, stupidity
Fort +1
Ref +4
Will +5
AL C

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

Ukix the Rival Cleric has been essentially turned inside out by some past encounter, existing as a pulsing sphere of "inner" flesh, with bones wrapping around it. Ukix hovers anywhere from 3 to 5 feet off the ground and teleports to new positions within 60 feet.

His touch steals life force from living beings and adds it to his own. Any hit points done in damage by his touch are added to his own hp total, up to his maximum of 50.

The spherical portion of the Rival Cleric's body can cling to anything, requiring damage equal to 1/4 of his current hp total to carve away enough of him to break the connection. If he chooses to grab an opponent in this way, it can be difficult to extricate the target, since he can drain their life to keep himself whole and maintain the grip, an excellent position from which to bargain for the target's life...

The Rival Cleric is stupid and makes mistakes which can cost him and his Party.

He has access to two 1st Level spells, one of which he can cast at a result of 15 and the other which he can cast at a result of 20, each once every three rounds. He has access to one 2nd Level spell, which he can cast at a result of 20 once every three rounds. He can Lay on Hands with a result of 15 once every 5 rounds.


The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG