07 November 2013

AKTROXIK

Click to Enlarge.
Init +4
Melee Atk
 • Claw +11 (1d8)
 • Bite +9 (1d8 + 1d4 Stamina Drain)
Spellcasting
 • +8 (see below)
AC 13
HD 8d6
MV 35, Fly 40
Act 2d20
SP only hit by magic, spell-abilities, doppelganger
Fort +5
Ref +9
Will +4
AL C

Cast out from the Realm of Faerie, Aktroxik resembles a medium-sized, hairless dog with a vile, human head. His manner is invariably obsequious, but with a sickly air of immanent threat.

Aktroxik is an angler, ever-looking for what he can get from travelers and wanderers. Most are so afraid of just the sight of him that they will give him whatever he asks for, if he will leave them be. Never doubt that he takes advantage of their fright.

Additionally, he is formidably powerful. He can only be harmed by magic, so most of those he crosses paths with never have any hope of driving him off, should the idea strike them. He also has several abilities to call upon, which for convenience are handled similarly to Wizard spells. While they are based on spells from the Rulebook, he cannot lose them from a low casting check, and does not suffer corruption, misfire or taint of any kind, suffering merely from failing to initiate the powers instead. These abilities are:

Enlarge (pg 139) -- While Aktroxik is less than three feet from head to tail, the results should be calculated as if he were man-sized.

Fire Resistance (pg 169)

Invisibility (pg 172)

Water Breathing (pg 235)

Additionally, when he is flying, the twitching, insect-like appendages over his shoulders shiver slightly, like a rattlesnake's tail. Were these limbs to be damaged or severed, it might limit his ability to fly, or eliminate it altogether.

Aktroxik can summon a weak simulacrum of himself, most commonly to create additional fear, but it can also fight alongside himself. This lesser-powered, ersatz self will last until destroyed or until dawn, whichever comes first. He can summon it with the following results of a casting check:

9-15 - Failure

16-17 - Init (acts simultaneously with Atroxik),  Claw +3 (1d6), Bite +3 (1d6), AC 13, HD 8d3, MV 30, Fly 20, Act 1d20, SP -, Fort +2, Ref +2, Will +1

18-21 - Init (acts simultaneously with Atroxik),  Claw +5 (1d8), Bite +5 (1d8 + 1d4-3 Stamina Drain), AC 13, HD 8d4, MV 30, Fly 30, Act 1d20, SP only half-damage from non-magic, Fort +3, Ref +3, Will +2

22-23 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, Fort +5, Ref +3, Will +2

24-26 - Init (acts simultaneously with Atroxik),  Claw +6 (1d8), Bite +6 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +3, Will +3

27-28 - Init (acts simultaneously with Atroxik),  Claw +9 (1d8), Bite +9 (1d8 + 1d4-2 Stamina Drain), AC 13, HD 8d5, MV 35, Fly 35, Act 1d20, SP only hit by magic, spell abilities, Fort +5, Ref +4, Will +4

05 November 2013

LUMINION

Init +6
Melee Atk
 • Swipe +9 (5d6)
Ranged Atk
 • Energy Ray +4 (5d6; 30'; 1d10 damage to Luminon)
AC 16
HD 6d8
MV 40
Act 1d20
SP non-physical, teleport, half-damage from physical, double damage from light-based, immune to heat and cold, immune to mental effects
Fort +2
Ref +3
Will +3
AL N

A luminion is a remnant of ages past, a guardian creature with a shape that flickers from radiant human, to vaguely human-shaped and into a swirling vortex of light and colors and back again.

It lacks a coherent physical form and cannot effectively interact with the world around it, beyond speech and gesture. It can be disrupted by physical attacks, but at a reduced impact. It can attack by projecting part of it's own energy at a target. A similar damaging effect occurs if the luminion and a physical creature intersect, but this does not drain the luminion as the projected attack does.

It will generally first warn intruders away verbally, doing so with increasing insistence and clearly spelling out the threat intruders face for their transgressions. However, it's language may be completely lost to time.

Within the building, corridor, or room the luminion was originally designed to protect in the dim past, it can teleport instantly from one spot to another. It cannot leave the area it was created within, though it can 'retract' itself into apparent nothingness. It will only do so when unable to effectively defend it's area and if being damaged. A destroyed luminion may be able to re-manifest within (1d30)d30 hours.

Astute delvers may find that areas patrolled by one or more luminions have a small black box mounted near their ceiling. Made of a rigid, unknown substance, these boxes are not impossible to destroy, and when destroyed seem to banish the luminion from that general area. Extremely clever and crafty individuals may find the means to remove such a box and place it elsewhere, using the luminion(s) for their own purposes...

This is a "luminion variant" based on the original Luminion -- sourced from The Savage AfterWorld -- and further details can be found there.

They are also featured in One Year In The Savage AfterWorld by Tim Snider -- "short adventures through radioactive wastes designed to be run over the course of a few hours." Do check it out!

25 September 2013

THE GREATER DWS OF VALA

Init +4
Melee Atk
 • ram +13 (4d6)
 • claw +3 (1d8)
AC 16
HD 10d8
MV 35, Swim 15
Act 1d20 + 1d16
SP -
Fort +2
Ref +2
Will +4
AL N

Of course, everyone knows about the multitudinous dws created over recent decades by the fell sorceress Vala. Small, dimwitted creatures all, misshapen and slow, when encountered they are at most annoyances of a minor sort, mainly for their unclean odors and persistent worming and groveling for food.

But the Greater Dws is another matter altogether. Here Vala employed the terrible science of the flesh pits she discovered in the fortress she acquired to fashion something of far greater power than before -- or since, so far as anyone knows. Many have opined that her skill with the unknowable technology is negligible even after all these years, and her tireless experimentation has been a shot in the dark everytime. Hence the foul stream of the minor dws to flow from her fortress. And hence her inability to duplicate the Greater Dws.

The feral beast stands thirteen feet high, a solid mass of muscle and bone, thickly but unevenly covered in mangy fur. Tiny arms hang from it's shoulders. Jagged teeth jut from it's tiny mouth. And it's head is crowned and dominated by a gnarled, massive spread of convoluted bone.

The Greater Dws can effectively ram from even as short a distance as four feet from a target, such is the power of it's legs.

Born in a stone fortress, the creature treats any such environ it wanders into as it's own territory. And there is the fact that shoots fear into the guts of men: the creature wanders the land, and when it finds a ruined castle, ancient tomb, or man-made labyrinth, it considers it to be "home", and defends it fiercely (until it decides to move on).

The Greater Dws of Vala is in part inspired by The Savage Afterworld

20 September 2013

BORATUS

Init +8
Mental Atk
 • psychic dagger (2d6, Fort DC 15 negates, 40')
Melee Atk
 • punch +6 (1d6+2)
 • standard weapon +3 (by type+1)
Ranged Atk
 • needle gun +12 (2d6, 40')
 • standard weapon +3 (by type)
AC 17
HD 12d20
MV 40
Act 2d20
SP teleport 50', illusory switch, immune to fire and bludgeoning damage
Fort +3
Ref +6
Will +2
AL C

Boratus has been sent from another world to hunt down a specific target. It could be an NPC, or it could be one of the player characters. He may be sent to simply kill his quarry, or here to bring them back alive to the world of his employer.

He prefers to work alone, but will employ locals if it will help him against tricky or heavily guarded targets. He prefers to strike at range when his target is disadvantaged by circumstances. He will employ local weapons only under duress, preferring his own needle gun and mental strike. If the needle gun is wrested away from him and carried by a local, they will find it has but 3d20 shots left, and the means of recharging it may be beyond them and effectively impossible.

Boratus' bodysuit provides him with immunity to fire and to the strikes of bludgeoning weapons, falls, collisions, and the like, although it may not be obvious that this immunity comes from his suit.

He also has the ability to teleport by giving up one Action Die. Additionally, in conjunction with this ability, he can then appear as a very accurate duplicate of anyone he teleports within 10' of, while they will instantly and exactly resemble him. Their position moves up to 10' away from it's original place, at his discretion. Thus, in the confusion of battle or the bustle of a marketplace, he can confuse pursuers or combatants. He can even mimic voices, provided such information could be gathered beforehand (if the subject of the duplication were speaking at the moment he made the 'switch', he could pull this off). The target will only be able to speak with the voice of Boratus. The effect remains until he drops it, replaces it by again teleporting to a new target, or he and his 'doppelganger' are more than 60' apart. He can pull this stunt twice in a round by using both Action Dice.

It is at the Judge's discretion, whether or not the psychic dagger and/or illusion ability are inherent to Boratus, or whether they are the product(s) of external devices, or cybernetic implants -- for instance, the psychic dagger may be a natural mental power of Boratus, but the illusion ability may come from a small device on his belt.

And somewhere -- not too far away -- he must have the means of returning to his employer's world, hidden away...

25 July 2013

SKEEVLINGS

Init +6
Melee Atk
 • Sword +7 (1d5)
 • Tail +10 (1d6)
AC 21
HD 2d8
MV 40, Phase 35
Act 1d20+1d16
SP immunity to acid & force, invisibility, regeneration, chill touch
Fort +3
Ref +5
Will +2
AL C

The tales told to make children behave say that skeevlings are the living shadows cast by evil magic's pale light. These minute devils (two-feet tall, at the most) are steeped in abilities that could only have a magical origin, and they live for nothing but plunder, raiding everything from village grain stores to massive treasure hordes of the deepest, darkest dungeons.

Skeevlings travel abroad in large numbers, easily 20-68 at a minimum, and usually above ground, unless they are bearing a treasure horde back to their homes. They speak very broken Common, and a gibberish-sounding dialect of their own.

They are not overly hearty creatures individually, but what they lack in fortitude, they make up for in mind-boggling magical power and single-minded group mentality. They can move through solid matter almost as fast as they can run upon the ground, bearing with them whatever they can carry as well. They regenerate damage (12 hp per round) such that if you don't manage to kill them with one blow, they are just as mighty as if you had not hit them at all. They are immune to the effects of acids and of force magic. They can turn invisible for 1d4 rounds at a time, but must 'rest' and cannot turn invisible again until another 1d4 rounds have passed. They can charge up their tails with magical energy, creating an effect similar to a Chill Touch spell, with a casting check of 1d20+7; each successful use of this spell reduces the initiative of the group by 1 point, drawing energy from their party to power it. They cannot lose this special ability, though it can fail to 'cast' (or they could run out of energy to manifest for it).

They are clever and crafty, using their powers to keep their opponents off-balance. They are proud of sniping foes by phasing out of a wall, striking and using their second action die to phase away back into a wall. They will use their invisibility power to conceal their numbers and observe any competitors for treasure. Though they may squabble among themselves, once one of them has been killed, they become a multitudinous force of vengeance. Even so, a few who have encountered them have discovered they can be bought off, though even fewer are willing to pay the price the skeevlings demand.

NOTE: Don't let the Hit Dice fool you; Skeevlings played to the hilt are a mid- to high-level threat.

23 July 2013

ELKMEN

Init +7
Melee Atk
 • Ram +9 (2d8)
 • Longsword +8 (1d8+2)
Ranged Atk
 • Quills +9 (1d6; 50')
AC 16
HD 4d12
MV 35
Act 2d20
SP split attack, save substitution
Fort +3
Ref +7
Will +3
AL C

Elkmen (also known as Wildemen) are known as Alaphos on their native Fey Plane. They are a proud, animal-like race of beings, who are the hereditary defenders of the Elven hunting grounds, impeding the trespass of all save Elves and their guests. They are a grim and humorless lot, who understand the whims of Men not at all, regarding them with disdain, even to the point of behaving as if they cannot see nor hear humankind (unless the hunting grounds are invaded). They have a long history with the Elves, one of mutual benefit, wherein the Alaphos are far from servants, but more than mere allies; each race admires the other, while secretly glad they are not the other.

An Elkman will attack at range by swinging a forearm and launching one or more quills. He can aim for a single target, or spread the attack against multiple targets. When launching multiple quills, the attack bonus given is simply divided among the number of attacks as they see fit, e.g., two quills at +5 and +4, or at +6 and +3, one each against two targets or both against one target -- up to nine quills against nine targets (each at a +1 bonus) in one round. Each Elkman has 1d4+8 quills growing on each arm at any given time. They can launch quills into a melee with no chance to hit their own kind.

They will engage in melee by ramming a single target with their antlers at a full run, thereafter employing the sword, with which they are adept and cunning.

Once per day they can make a Reflex Save in place of a Fortitude Save, as a supernatural avoidance of calamity.

12 June 2013

WATER OF YSS

YSS MINION
Init +0
Melee Atk
 • claw +2 (1d4)
 • grab +4 (1d2 and Held)
AC 10
HD (1d5)d8+1d5
MV 30
Act 1d20
SP un-dead, dire breath
Fort +4
Ref +1
Will +12
AL C

Water of Yss can form anywhere, but it is more common in deep recesses of dungeons and partially raided tombs. That is not to say that Water of Yss is in any way common.

The Water is formed when exotic, volatile and rare items, as typically carried by spell-casters, alchemists and the like, are left behind to coagulate and intermix at random generally when the bearers of such items have succumbed to the hazards of exploration. Mixing at the bottom of some pit trap or other, these components can combine under just the right circumstances to create Water of Yss.

The corpses of the original component-bearers usually form the minions of the Water. These skeletons will claim further victims to feed to the Water and allow it to grow in size. They particularly seek out targets bearing alchemical substances and the like.

The skeletal minions can be recognized from other un-dead by the kelp-like strands that grow right from their bones. They have an endless stamina and will pursue victims tirelessly within the confines of the Water's lair. It is not entirely clear whether the bones of a destroyed minion that fall back into the Water are not simply and quickly re-assembled by the Water, and the 'new' minion immediately sent after more prey...

The longer the bones of the minions have rested in the Water of Yss, the more resilient they become (hence the variable number of Hit Dice).

The minions can exhale a toxic, ochre-colored gas, once per day. This gas first lays out in a thick layer on the ground or onto the top of the Water, but soon expands and rises to fill whatever space the minions occupy (up to a 30-foot cube in volume). Mortals breathing this thick gas take 2d3 points of damage each round (Fort DC 13 for half damage) and take 1d3 points of damage (same Save) for a number of rounds after leaving the cloud equal to half the number of rounds spent in the cloud (round up). Holding one's breath is treated like leaving the area of gas, but of course they must then deal with not breathing at all until they can escape the area. Visibility within the cloud is reduced to nearly zero, except for the minions, who are completely unimpaired and unaffected by it.

Destroying the Water of Yss is a complex matter, involving advanced alchemical or arcane knowledge. Obviously, care needs to be taken to avoid accidentally increasing it's power, rather than neutralizing it.

The Water of Yss and it's minions first appeared on the cover of Crawl! #7.

30 May 2013

UR-MEN

Init +3
Melee Atk
 • spear +2 (1d6+2)
Ranged Atk
 • ur-ray +3 (1d2 Con/Stm)
AC 13
HD 2d8+2
MV 30
Act 1d20
SP infravision 40', metalshaping
Fort +4
Ref +1
Will +1
AL N

The Ur-Men live in spaces deep underground, sometimes in abandoned mines, sometimes in natural cavern formations. They were once either human or dwarven, but have been altered by prolonged exposure to the rare metal called Ur, which glows in the dark and possesses strange properties.

These Ur-Men stand less than five feet tall, and are lithe, but sturdy of limb. They eat next to nothing and seem to subsist off of proximity to the Ur metal, which they have an almost reverential awe for, wishing only to remain near it and keep others from mining it or disturbing it.

The changes wrought upon them by the strange metal include severe anatomical and mental changes, including a kind of near-amnesia of their former lives. They can shape metals with their bare hands, though not instantly without tremendous fatigue, and use this ability to create tools and weapons. Their minds are nigh-immune to all but the most powerful forms of domination; they get a +8 to Save versus any sort of mind-controlling effects.

They can also shoot beams of bright white light from their hands that weaken their targets (doing Constitution or Stamina damage, depending on your game system). If used against inanimate matter, these beams can splinter and crack them (1d6 damage against such things). These Ur rays, can only be employed every other round, as it takes time for the body to gather and channel the energy. They can also spread these beams of light to attack two adjacent targets, by reducing their "to hit" number by one, and that result being the DC for a Reflex Save to avoid the damage entirely. After a spread, an Ur-Man must wait an additional round for the power to return.

An Ur-Man found beyond his Ur metal-laden lair will be slower than normal, suffering a -4 to Initiative, a reduction in Movement by 10, a -2 to Reflex Saves, and using a 1d16 for their Action Die.

By Odin's shiny eye-patch, I feel like I've lifted the visual design of these guys whole-cloth from Jack Kirby -- but I can't figure out from what. I may have amalgamated elements of various Kirby creations into this creature (the crazy-deep perspective is an homage, for one thing), but the idea that I just blindly swiped them nags me... If you can identify where I'm (possibly) unconsciously snagging these creatures from, please let me know -- I certainly don't mean to infringe on his creations (nor the copyrights thereof)!

23 May 2013

HOUND OF VULTAASH (DEMON)

Init +5
Melee Atk
 • punch +6 (1d6+4)
 • bite +5 (1d4+1)
 • sword-arm +7 (1d8+2)
 • jelly-hand +4 (1d4+2 heat)
Ranged Atk
 • thrown rock +4 (1d6+6)
 • sonic shriek (3d6+3, see below)
 • seekers +7 (2d10, see below)
 • tracking mites +4 (vs. 'touch' AC; special)
AC 18
HD 10d10+10
MV 50
Act 2d20
SP damage ablation, seeker bombs, tracking mites, ultravision 80'
Fort +9
Ref +5
Will +6
AL C

This beast is the metaphorical right-hand of the destroyer demon-god, Vultaash, and precedes him upon any world he aims to destroy. The Hound's purpose is to weaken the opposition to Vultaash's coming, by eliminating beings or sources of power from the world before the demon-god arrives. Even if the Hound cannot overcome powerful denizens of a world, all information gathered by the demon-thing is transmitted directly to Vultaash, no matter how many worlds may separate the Hound from his master.

The Hound stands nine-feet tall, and has been changed and mutated over the millennia by the many worlds it has visited and helped destroy. It has also been thus rewarded with numerous powers. It is an intelligent creature and uses its powers to the best of its ability. its goal is to evaluate and destroy (if it can). But once it has good intelligence on an opponent, if the opponent seems capable of killing the Hound, it won't risk itself to eliminate that opponent, content that the important knowledge now rests with Vultaash himself.

To be useful to Vultaash as a gauge of opposition, the Hound can ablate damage each round it is engaged in combat. The amount of damage the creature can ignore is lower each subsequent round, until it reaches a point that it is taking the full damage dealt to it. The Hound can ignore damage from any source as follows: 21 points in round one, 18 points in round two, 15 points in round three, and so on, until it can ignore only 3 points of damage in round seven, and on round eight it begins taking full damage whatever the source. Thus a fireball that caused 25 damage in round one, would only deal 4 damage to the Hound's hp (if he failed the Save). That same fireball in round five would cause the Hound to lose 16 hp (again, if he failed the Save). So long as the beast is alive, this ability re-sets within one hour after the end of a skirmish.

It has a semi-gelatinous arm and hand that burns mortal flesh on contact. Anchored into this arm is a sword-like blade; it is rare that it can employ this blade at the same time as its burning touch. Once the hand hits, it takes a Strength check vs. DC 16 to break free. The Hound can also choose to disengage his grip as a free action, if he sees fit.

Its mechanical shoulder regenerates up to three deposits of tracking mites. When deployed (at will, by mental command) these mites, tinier than the tiniest terrestrial fly, will swarm an area and attach themselves to any mobile creatures. The Hound can than track these creatures easily later, knowing the exact direction, distance and elevation to reach them. The mites can even provide information on barriers crossed since attaching themselves to their hosts, although they cannot provide any information on changes that have occurred in the meantime (e.g., if the host enters a cave and seals it off, the mites can report as much; if the host leaves the cave entrance open, but two days later an ogre collapses the cave entrance, the mites cannot convey this to the Hound.). The mites can operate for 1d8+10 days before slowly losing transmission range over another 2d6 days, whereupon they cease to function.

The "tail" of the Hound (which is actually an extension of its head-spine) ends with a structure that is both its main sensory organ and where it grows additional weapons. There are five large thorn-like objects growing around the sensory pod. These can be launched individually, collectively or in any number. They can be aimed at a specific target, exploding to deal 2d10 damage to that target and 1d10 to any adjacent targets. However, the Hound tends more to using these weapons tactically. They can be launched and made to hover at any point the Hound chooses, moving 100 feet per round. They will then explode upon being approached, dealing primary damage to those who set it off, and the lower amount of damage to anyone who may be a bit further back. In this way the Hound can block exits, or limit access to control panels, fallen comrades or the like.

Opponents may wish to sever the tail of the beast, if they notice it seems to 'notice' events first, even before the Hound's body turns to react, or even just if they notice the seeker bombs being launched from the tail. The Hound can regrow a severed tail within 1d3 days, adjusted up by one if the damage dealt in severing it was above the average of the roll. If the Hound's sensory pod is severed, adjust attacks, damage, Reflex saves and initiative by -4; reduce movement by 20; tracking mites are unaffected; deployed seeker bombs are unaffected; un-deployed seeker bombs become inert.

The Hound's sonic shriek attack affects a wide line, 80 feet by 15 feet wide, doing half damage to those who make the Will Save vs. DC 14. Those failing the Save will also be deafened for 1d4-1 rounds (minimum 0). After making this sonic attack, the Hound must wait 3d5 rounds before using it again.

The Hound does have some weaknesses, owing to its haphazard amalgamation. The creature is top-heavy, and thus slightly easier to trip or to topple over than a comparably sized creature. Targeting its metal-and-gelatinous arm with effects like severe cold or heat may do additional damage and/or render the arm temporarily useless. Its gelatinous hand has limited ability to manipulate objects.

The Hound does not fear death, because when Vultaash is manifest, it can re-summoned back into existence by the will of Vultaash. But it does fear failing Vultaash in its task...

The Hound of Vultaash can be used in conjunction with my entry into the 2013 One Page Dungeon Contest... Arena of Blood.

28 April 2013

TAHN-RU THE TRAPMASTER (WIZARD)

Init +0
Melee Atk
  • staff +3 (1d4+5)
Ranged Atk
  • sling +4 (1d4)
AC 14
HD 5d4+3
MV 30
Act 1d20
SP bonus spell
Fort +3
Ref +1
Will +4
AL C

His visage abhorrent to behold, his flesh slowly flowing down his skull, Tahn-Ru can make mighty men pale and falter. His spells are for hire, and he specializes in entrapping nobles, travellers, and persons of note, keeping them alive for his paymasters. He has a mighty intelligence that he turns to devising intricate, irresistible situations that lead to the collection of his targets. He is more than willing to play a long game in pursuit of his pay.

Mortals upon first laying eyes on Tahn-Ru's disgusting, slack visage, need to make two Will Saves vs. a DC 17, such is the horror show of his face. Failing one leaves the subject to throw all dice at one die-step lower for the next 1d3 rounds. Failing both, the penalty is two die-steps for 2d3 rounds. Non-leveled characters failing one save are dumbstruck, unable to act (with the sole option of fleeing) over the next 1d8 rounds, and those failing both saves flee indiscriminately for 1d14 rounds.

Tahn-Ru casts the following effects by rolling a d30 and matching or exceeding the target number indicated for each effect. This d30 roll replaces his d20 Action die. Any result of a natural 1 on the d30 causes Tahn-Ru excruciating pain that immobilizes him for 1d5 rounds. Saves against Tahn-Ru's spells should be made against the referenced result, not the result of the d30 roll.

Wizard Sense (25) - As per result of 20 on Page 245.

Sleep (24) - As per a result of 20 on Page 155.

Eternal Champion (24) - As per result of 18 on Page 214.

Haste (21) - As per result of 22 on Page 221.

Invisible Companion (20) - As per result 26 on Page 173.

Knock (17) - As per result 22 or lower on Page 175. Tahn-Ru can also reverse the effect and lock/fasten any or all items in range.

Color Spray (17) - As per result 18 on Page 135.

Ventriloquism (15) - As per result 28 or lower on Page 158.

Once per week, he can cast a second spell within a single round, or both cast as normal and use his Action die for some other task.

He also carries the Staff of Tahn-Ru with the following properties:

• Negates some or all natural light in a 40-foot radius, at will, at up to a range of 100 feet. This effect can be moved at will, even keeping a moving target within it's effect (until they move out of range).

• The staff is considered a +1 magical weapon.

• The staff adds +2 to the AC of the wielder.

• All saves for spells cast while the staff is held are at +1 difficulty.

• Tahn-Ru takes 3d4 damage if the staff is destroyed. The staff has 6 hp, and an effective AC of 16 for striking it in combat in such a way as to harm it.


01 April 2013

KOBOLD

Init +0
Melee Atk
 • punch/kick +0 (1d2)
AC 10
HD 1d4
MV 20
Act 1d16
SP small, spirit contact, alternate form, & others
Fort +8
Ref +8
Will +8
AL C

A kobold is a creature of the spirit realm. They are merely two to three feet in height, and have the features of wizened old folk. Their legs are reversed from those of mortal folk, one of which is as black as soot. They emit light from their chests, and they are able to vary this light from a dim glow to a bright torch light.

They are incorrigible mischief makers, liable when found to be amidst one of the following deeds:

• Robbing nappers of food or coin.

• Moving objects around in a home while residents are away (sometimes placing the objects in the home of another).

• Removing important municipal items or replacing those items 24 hours after having taken them.

• Seeking care and comfort from humans in the form of an animal -- often a distressed animal, such as a soaking wet house cat, or a snake bit hen.

They can also perform good deeds such as raising an alarm to impending trouble, making known structural damage of a ship or a home, or waking sleepers in a burning building.

They have several abilities that they can use once per day each:

• They can move as a bright blue streak of light for quadruple their normal movement (they must drop stolen or other borne items in this form).

• They can shoot a blast of fire from their finger tips (2d6 fire damage, which each are re-rolled if they come up '6', with the new roll added to the original result).

• They can assume the form of a common animal, often a small domestic animal.

• They can assume the form of an object, often a household object.

• They can turn invisible, except for the light emitted from their chest.

• 1-in-3 Kobolds can assume the form of an adult human.

Kobolds are the spirits of deceased children who died long, long ago, but who have remained in the mortal world and become warped by centuries of existence. As such, they have one foot in the spirit realm (hence the coal-black leg), and are in contact with ghosts, revenants and ethereal echos. If they were killed by a weapon, they will be carrying a version of that weapon and can use it ably.

They are often linked to a home or other place important to the child or to his family, such as a ship, a mine, a road or a pasture.
 

28 March 2013

PHUSTYSS

Init +3
Melee Atk
 • slam +5 (1d10)
AC 16
HD 4d8 (-1d14*)
MV 30
Act 1d20
SP reach, infravision, slippery terrain, improved critical, fire dampening, fire resistance
Fort +5
Ref +2
Will +3
AL C

Ever thirsty, phustyssi are constantly wracked by the pain of dehydration. Their torso constantly oozes forth a viscus slime, draining their innards of moisture, so they are just as constantly in search of liquids to replenish themselves. Phustyssi are four to five feet tall at the hip.

A phustyss attacks by bludgeoning with it's mighty neck, which is extensible and can reach out over 10 feet beyond where it's feet are planted. On a critical hit (19 or 20), tiny, acid-spritzing barbs emerge from the neck of the phustyss and deal an extra 2d8 damage as they enter the victim's tissues and drain off fluids. This also causes 1d6 Personality/Wisdom drain from instant dehydration (maximum of 6 from multiple hits). If a target is unconscious or otherwise immobilized, a phustyss will latch on and cause 2d6 damage and 1d6 ability drain each turn, while replenishing itself of 2d4 hp of damage.

In either case, the ability damage can be recovered at a rate of 1 point per hour, once the victim starts imbibing fluids.

The ooze that the phustyss creates has two effects:

• It creates a slippery coating on the ground of any area where the creature has been. Within it's lair and hunting grounds, that's pretty much everywhere. Such slippery terrain requires a DC 14 Reflex Save to move at half speed. Attempting to move at full speed on the slime requires a DC 20 Save, and failure leaves the person attempting the move prone in the slime.

• As the thick slime evaporates into the air, it causes all flame brought into the area to sputter and burn poorly. Small sources such as candles may go out entirely, and larger fires dwindle and light less than half their normal range.

A phustyss is never less than sure-footed treading on it's own slime, and it allows the creature to ignore the first 10 points of damage from any source of fire or heat.

Phustyssi are most often found in a group of three, one to guard the lair, and two to hunt sources of nourishment/fluids -- although larger groups have been encountered.

* This optional adjustment can be used to represent a phustyss in urgent need of fluids.

25 March 2013

Get In The Prison Of The Squid Sorcerer

You deserve it.

What with all the running of the games you've been doing -- or the *not* running of the games but needing to show your GM your appreciation of him by running something of your own so he can just play in a fershlugginer game for a change.

Yeah, I know you're guilty. It's written all over your face.

So get in there. The Prison was made for you. You'll be bunking in a cell next to the Mermaids from Yuggoth, perhaps. Sitting next to The Painted Woman at chow time. Shooting hoops with the Fleshrenders out in the yard. And when the Shadow of Malagok comes up behind you (while you're cheering on a fight between Umbo the ape-man and the Flickering Demon over the Coin of Calcia), don't worry -- he doesn't have a shiv. He doesn't need one...

You can steal from them if you dare -- or take over the operations they're running inside and outside the slammer just as they are.

You've been sentenced to twelve short adventures and adventure seeds. Play them as short one-shots, or use them as inspiration for longer term adventures. It's up to you how you fill those long, dark hours in your 10 by 10 stone cell with a skarajian across the cell block from you, giving you the stink-eye and slowly drawing one claw repeatedly across it's neck.

See you when if you get out.

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24 March 2013

SKWOG

Init +6
Melee Atk
 • rake +8 (2d6; flinging)
 • bite +3 (1d8+2)
AC 17
HD 4d10+4
MV 60, jump 150
Act 2d20
SP clinging, fire resistance, disappearing act
Fort +8
Ref +3
Will +2
AL C

Most scholars agree that the Skwog is the creation of Tahn-Ru, a sorcerer of the 8th Dynasty of Pussh, who worked his magic just prior to the rectification of the Vuldranai. They do not agree on whether the Skwog was a successful creation, or a failure. Similarly, how the Skwog has survived into the present time is a source of heated debate.

The Skwog is approximately 90 feet long, and it's serpentine body is as thick as the torso of a horse. The rubbery length of it's body is punctuated with rough, bony protrusions. Each end of the Skwog flares out into a bulbous shape that features a large mouth that nearly bifurcates that shape when open. Each end also features numerous eyes and three strong legs.

The beast seems to have a vehement hatred of spellcasters and seeks to destroy them first, foremost and single-mindedly. This is perhaps why Tahn-Ru disappears from the historical record as abruptly as he does, which is a much favored argument by those scholars supposing that the Skwog is a failed creation.

The Skwog defends its territory and hunts by partially encircling it's prey. Then one end of it's body jumps generally toward the other, and past it, causing whoever or whatever is encircled to be raked by the many bony protrusions of it's body and flinging the target 3d6x10 ft away in a random direction, causing further damage*. The Skwog then moves to encircle it again and repeats the process until the prey no longer moves. Given it's immense proportions, it is difficult for most prey to escape this attack entirely, even during the time when the Skwog is just getting into position for it's raking leap. If multiple targets are launched in this way, the distance they all fly is divided by their numbers, e.g., three targets will each fly one-third as far as a single target (and each target's random direction should be determined independently).

For a creature to avoid becoming a missile, they must succeed at a Reflex Save vs. a DC of 20; if their roll would at least succeed vs. a DC 15, they will only fly half the rolled distance away.

Given that the pads of the Skwog's feet can cling to surfaces, it can employ a great deal of creativity in it's attacks. It can even lurk on a ceiling, jump down with surprise, and fling prey immediately on it's next action. With it's many alert eyes it is nearly never taken by surprise. The dampness of it's pearlescent skin means it takes half-damage from fire or heat sources.

When it is brought below half of it's hit points, it will attempt to flee in all cases. If it cannot flee, it will take one round to simply fade into nothingness. It is not known exactly what this ability is, or to where the Skwog goes when it disappears, but the power seems to ensure the Skwog's continued survival.

*Suggested damage: xd4-x damage, where x is 1/10th the distance in feet (e.g., a 60 ft. flinging would cause 6d4-6 damage).

15 February 2013

MANDRIANO DEMON

Init +3
Melee Atk
 • polearm +5 (1d4; time jump)
 • stingers +4 (1d3; sleep)
 • bite +2 (1d6+2)
AC 15
HD 2d8+3
MV 40
Act 3d20
SP time jump, sleep poison
Fort +5
Ref +3
Will +0
AL C

The Mandriano, or Drover Demons, herd the damned to their torment in Hell. Most of their bulk is covered in a thick, dimpled shell that they can flex open to reveal appendages with poisoned barbs. They have the head of a lion, and powerful, twisted limbs -- two legs to bear their massive bulk, and a single long, multi-jointed arm.

Reaching ten feet in height, they tower over the damned and use the butt of their polearms to shove and bludgeon the damned to their fate. They also serve as the first line of defense, should Hell be invaded by paladins, crusaders and the like.

The business end of their pole-arm weapons can bludgeon, pierce and slash, bypassing any particular defenses against one or more of such attacks. The heads of these weapons are also slightly four-dimensional, and anybody viewing the weapon close-up needs to succeed on a Will save vs. DC 11 or be distracted by the impossible angles and uncertain perspective, losing a turn. On a successful strike, the damage dealt was done to the target 1d4 rounds in the past, and they have now stood where they were, immobile, ever since. By thus changing events, the Mandriano recovers that die result in d4 of healing, as if those wounds never happened. However, no healing occurs for other individuals.

They also have three or four chubby, worm-like appendages which wobble out from their shell and can strike with ferocious speed. The barb striking true does not inflict great harm, but it does induce sleep (Fort save vs. DC 17 to resist). This sleep will last (damage inflicted)x10 minutes, unless alchemically or magically interrupted. Mandriano will use their wormy appendages to drag sleeping targets to their masters.

01 February 2013

The Devil Made Me Do It

Yes, this is me, sinning again -- no new monsters.

Two weeks from today, I'm running a Dungeon Crawl Classics game at DunDraCon 37. That's right, DCC @ DDC. The self-penned adventure is called Short Trip To Hell, and I hope it isn't. So I'm pouring as many good ideas into it as I can. Part of that process is that I keep stealing monsters that I think I'm going to post here and instead, saving them for the convention.

Now, I could have been posting them here for the past several weeks, and damn the consequences. I know this isn't the most viewed blog in the world, and I'm sure a significant portion of what views I do get, are spam spiders (zing! new monster idea!). But given that I've posted on Goodman Games' board about my game at DDC, and that I have mentioned this blog there as well, AND that there is at least one person who's posted back about trying to make it to my game... well, why take the chance and spoil his fun?

So you're going to have to wait to see the Mandriano Demons, Uzzervator and the Perdition Dogs. Actually, I've only gotten one of those particular three drawn up yet beyond sketchy doodles, so I'm going to have to wait to see them, too. I'll just get to see them slightly sooner.

In two weeks from right now, I and six to seven players will be knee deep in Hell, and hopefully having a helluva good time with it. And I'll set up at least one of those hellspawn to publish that Friday -- 'cause we will all fry together when we fry...!



10 January 2013

BEARBUG

Init +1
Melee Atk
 • claw arm (smash) +4 (1d5+1)
 • claw arm (grab) +1 (grab)
 • funky pole arm +3 (1d8)
AC 19
HD 3d8+1
MV 30
Act 2d20
SP jump, group thought
Fort +5
Ref +2
Will +2
AL C

Strange as some monsters may be, few can accurately be called insane. The bearbug is an exception to this rule. A towering, multi-segmented beast nine feet tall, the bearbug is a mammal covered in coarse fur, that also grows a dense, encompassing, chitinous carapace. The irritation from the fur beneath the shell is more than an adult bearbug can take for long, and this makes them crazed.

However, they also posses a hive mentality, and in numbers can collectively stave off their inherent madness and function with a high degree of apparent intelligence and cunning. They do not use any sort of audible language, and are suspected of communicating by pheromones, posture or perhaps some low-level telepathy.

Their second-to-last pair of legs are larger and more powerful than their others, allowing them to accurately jump distances up to four times their normal movement if foregoing other actions (or two times their normal movement for sheer vertical jumps).

They have no manufacturing skills of their own, but can use items found or taken from men. They are fond of donning bits of armor when possible (especially the helmets of dwarves), and make great use of pole arms, since their manipulative 'hands' are small and benefit from the two-handed grip.

One favored tactic is to use a claw arm to grab an opponent, and then carve away at them with the business end of a pole arm. In some cases they may grab two foes, and harry them both with subsequent actions. Their strength tends to run to the upper scale of human power and beyond (2d7+10 Str).

When encountered in a group, they are much more effective than any single specimen could be -- the chart below details the changes to their attributes, based on their numbers. This reflects the intensity of their insanity, and their overcoming that insanity by strength of numbers. Please note that these are dynamic changes and if a group of 9 were reduced to a group of 6, the adjustments for groups of 8-15 would then no longer apply.

Number encountered -- Adjustments

1 -- Reduce Action Dice to a single d20; reduce all attack and damage rolls by 1; reduce HD by 1; morale check each round or flee.

2-3 -- Use the stats given above.

4-7 -- Improve all attack and damage rolls by 1; improve AC by 1; improve initiative by 2.

8-15 -- As per 4-7, and: add a third Action Die; improve AC by an additional 2; increase Reflex Saves by 2.

16 or more -- As per 8-15, and: improve all attack rolls by 2; add 1d8 additional hit points; improve initiative by 4.


Sparked by beermotor.