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



06 August 2019

RIVAL PARTY - THIEF

Init +5
Melee Atk
 • scythe +5 (1d6+2)
AC 13
HD 7d6
MV fly 90
Act 1d20
SP giant-sized, regeneration, smothering
Fort +5
Ref +8
Will +3
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.

Timok the Rival Thief appears like a gigantic, distorted human-shaped balloon that's been nearly completely deflated, yet remains afloat, his head bobbling and swaying in reply to his movements. His vast flappy body covers an area approximately 100' by 70' and so anything within that space "under" the Thief is considered adjacent. While his movements are jittery and palsied, his ultimate accuracy remains high.

He heals at a rate of 4 hp per round, from all kinds of attacks, and recovers from other sorts of damage comparably quickly.

He is adept in the usual thiefly skills, barring Backstab and Disguise Self. Others may be very dependent upon conditions, such as having a suitably large shadow in which to Hide In Shadows (when used literally). If you'd like to use the bonuses of such skills, consider them as +10 across the board.

The Rival Thief can wrap around one or more targets (if grouped together) and attempt to smother them. Each round enveloped after the first requires a Fort Save vs. DC 16 to remain conscious, and reduces the enveloped targets' Stamina by 1d4. Failing the Save means the character has fallen unconscious. Remaining enveloped, they will be reduced to 0 hp in a further 1d3 rounds. Most attacks made from within the Thief's envelopment are made at -2 and damage is two steps down the Dice Chain, dropping an additional step each time Stamina drops. For each target enveloped beyond the first, add 1 to the Save DC.

The Thief is, as with all his kind, driven by acquiring gold and jewels.

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


01 August 2019

RIVAL PARTY - HALFLING

Init -1
Ranged Atk
 • spiked tongue +8 (1d10+2, 60')
AC 8
HD 2d6
MV 75
Act 2d20
SP shrinkability, multi-headed
Fort +2
Ref +4
Will +5
AL N

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.

A mobile, 5-foot column of crackling energy with her face constantly emerging from it and sinking back in to it is what Mirandi the Rival Halfling has become.... The tumult and confusion experienced by the Rival Halfling "inside" the column causes a constant cascade of emotions for her, meaning that as each iteration of her face appears it bears a different expression or emotion, from near-catatonia to hatred to agony.

The Rival Halfling can shrink down to 1-inch tall, holding this size for up to three Turns. At full size, the Halfling gives off light in a 50' radius like half-daylight; at her smallest, exactly like that of a candle.  For each halving of her size, add 2 to her AC, but cut the range of attacks by half as well, and drop the damage die down the Dice Chain.

By constantly exhibiting multiple faces the Halfling is very difficult to surprise or sneak past. From 2-4 faces are always visible and functional, so she can make her attacks in two very different directions, for example. She can act as the "spotter" for the Rival Party, keeping an eye on multiple opponents, reporting back to the the Party and spoiling surprises (as the Judge sees fit).

As a being of (predominantly) energy, the Halfling cannot be picked up or shoved around. She can't climb walls or other surfaces any better than any other Halfling could, remaining susceptible to falling damage. She must always move across a surface at least as wide as she is, but can move onto objects of suitable size, which could then be carried or moved through the air, such as shrinking then sliding onto a dagger's blade to be transported across a chasm by a flying ally.

She is driven by greed above all things, and will focus on the acquisition of wealth in order to find the means to return to a fully physical form.

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