Init +3
Melee Atk
• touch +7 (paralysis)
AC 16
HD 9d20+10 (100 hp)
MV 30
Act 1d20
SP paralysis, no mind, passage
Fort +9
Ref +2
Will n/a
AL C
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.
A Confabulation of Over One-Hundred Unique MONSTERS for The Dungeon Crawl Classics RPG (DCC RPG) and Suitable for Other Sword & Sorcery Role Playing Games, Including Older-Style Games.
These are monsters in the the original sense of "anything that's not a player controlled character..."
Mostly Written and Drawn by bygrinstow. — DCC Monster Stats! —
04 December 2017
20 November 2017
SEA DRAGON
Init +0
Melee Atk
• tail-kick +7 (1d6)
Ranged Atk
• electric aura +2 (1d4, 10')
AC 20
HD 3d8+3 (23 hp)
MV 30, swim 50
Act 1d20 + 1d16
SP Immune to electricity, water hearing, hide, breath weapon
Fort +3
Ref +5
Will +3
AL C
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
SEA DRAGON
Move: swim 180 feet/turn, 90 feet/turn on land
Hit Dice: 4
Armor Class: 3
Treasure Type: P, Q, R
Alignment: chaotic evil
Attacks: 2
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.
Melee Atk
• tail-kick +7 (1d6)
Ranged Atk
• electric aura +2 (1d4, 10')
AC 20
HD 3d8+3 (23 hp)
MV 30, swim 50
Act 1d20 + 1d16
SP Immune to electricity, water hearing, hide, breath weapon
Fort +3
Ref +5
Will +3
AL C
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
BONUS!
BASIC STATS!
SEA DRAGON
Move: swim 180 feet/turn, 90 feet/turn on land
Hit Dice: 4
Armor Class: 3
Treasure Type: P, Q, R
Alignment: chaotic evil
Attacks: 2
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
GELATINOUS DODECAHEDRON OF MANY THINGS
Init +2
Melee Atk
• touch +5 (paralysis)
AC 15
HD 9d12+9 (68 hp)
MV 30
Act 1d20
SP paralysis, no mind, magical tomfoolery
Fort +7
Ref +1
Will n/a
AL C
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.
Melee Atk
• touch +5 (paralysis)
AC 15
HD 9d12+9 (68 hp)
MV 30
Act 1d20
SP paralysis, no mind, magical tomfoolery
Fort +7
Ref +1
Will n/a
AL C
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.
17 October 2017
SEEPING SHADOW
Init +2
Melee Atk
• claws +4 (1d4)
• bite +3 (2d8)
AC 16
HD 4d8 (18 hp)
MV 40
Act 2d16, and add 1d20 every other round
SP Immune to heat and cold, absolute silence, ignores mundane weapons
Fort +5
Ref +5
Will +5
AL C
This creature is darkness made animate by magical items or magical detritus remaining undisturbed in darkness for a century or more. The magical energies literally bring the darkness itself to life. Like any natural shadow, it must remain on a surface, be that a wall, ceiling, side of a sarcophagus, or otherwise. It moves in an amoeba-like way, and can flow under objects through virtually nil spaces, so long as there is light on the other side.
A seeping shadow attacks by striking the shadow of an explorer or other target, rather than attacking the target directly. The damage it causes is nonetheless suffered by the one casting the shadow. It can even grab a target's shadow and thus drag the target itself around the room (with a Strength of 1d5+11), relative to the light source that's creating the shadow, which may limit how far or to where the seeping shadow can drag the target.
In complete darkness, the seeping shadow cannot act at all, as if it doesn't exist. However, it is only in complete darkness that it can heal: 1d4-2 (minimum of 0) hit points per round. It can only move into an area of complete darkness willingly by making a Will Save vs. a DC 18.
A seeping shadow may follow a party of explorers, rather than attack at the first opportunity. Consider them to have a low animal intelligence and curiosity. They may follow the party in order to discover an even more powerful item of magic, from which to draw sustenance and energy.
It can communicate only by changing it's form to mimic that of objects and creatures and so on... If its Intelligence is rolled for, and the result is a 14 or higher, it can form letter shapes to "speak" as well as possessing useful knowledge about it's surroundings.
More powerful versions of the seeping shadow can sunder a target from their own shadow, causing them great agony and causing them to lose 75% of their current hit points, lose half their Stamina, Agility, and Strength, and to move at one-quarter their speed at best. If the seeping shadow then can completely consume the stolen shadow (taking 1d3+1 rounds to do so), these loses are permanent, but returning after 1 hour, otherwise.
Forgive me, but I was unable to work in the Appendix N reference/riff of "Seep, Shadow, Seep"...
Derived using Zenopus' Monster Reference Table
Move: 150 feet/turn
Hit Dice: 4
Armor Class: 3
Treasure Type: D
Alignment: chaotic evil
Attacks: up to 3
Damage: 1-4 claw, 2-12 bite
Reference the above for the creatures' behavior. Their strength ranges from 12-17. To move into complete darkness, a seeping shadow must make a Saving Throw vs. Poison. Constitution replaces Stamina, and Dexterity replaces Agility from the above description.
Melee Atk
• claws +4 (1d4)
• bite +3 (2d8)
AC 16
HD 4d8 (18 hp)
MV 40
Act 2d16, and add 1d20 every other round
SP Immune to heat and cold, absolute silence, ignores mundane weapons
Fort +5
Ref +5
Will +5
AL C
This creature is darkness made animate by magical items or magical detritus remaining undisturbed in darkness for a century or more. The magical energies literally bring the darkness itself to life. Like any natural shadow, it must remain on a surface, be that a wall, ceiling, side of a sarcophagus, or otherwise. It moves in an amoeba-like way, and can flow under objects through virtually nil spaces, so long as there is light on the other side.
A seeping shadow attacks by striking the shadow of an explorer or other target, rather than attacking the target directly. The damage it causes is nonetheless suffered by the one casting the shadow. It can even grab a target's shadow and thus drag the target itself around the room (with a Strength of 1d5+11), relative to the light source that's creating the shadow, which may limit how far or to where the seeping shadow can drag the target.
In complete darkness, the seeping shadow cannot act at all, as if it doesn't exist. However, it is only in complete darkness that it can heal: 1d4-2 (minimum of 0) hit points per round. It can only move into an area of complete darkness willingly by making a Will Save vs. a DC 18.
A seeping shadow may follow a party of explorers, rather than attack at the first opportunity. Consider them to have a low animal intelligence and curiosity. They may follow the party in order to discover an even more powerful item of magic, from which to draw sustenance and energy.
It can communicate only by changing it's form to mimic that of objects and creatures and so on... If its Intelligence is rolled for, and the result is a 14 or higher, it can form letter shapes to "speak" as well as possessing useful knowledge about it's surroundings.
More powerful versions of the seeping shadow can sunder a target from their own shadow, causing them great agony and causing them to lose 75% of their current hit points, lose half their Stamina, Agility, and Strength, and to move at one-quarter their speed at best. If the seeping shadow then can completely consume the stolen shadow (taking 1d3+1 rounds to do so), these loses are permanent, but returning after 1 hour, otherwise.
Forgive me, but I was unable to work in the Appendix N reference/riff of "Seep, Shadow, Seep"...
Derived using Zenopus' Monster Reference Table
BONUS!
BASIC STATS!
SEEPING SHADOWMove: 150 feet/turn
Hit Dice: 4
Armor Class: 3
Treasure Type: D
Alignment: chaotic evil
Attacks: up to 3
Damage: 1-4 claw, 2-12 bite
Reference the above for the creatures' behavior. Their strength ranges from 12-17. To move into complete darkness, a seeping shadow must make a Saving Throw vs. Poison. Constitution replaces Stamina, and Dexterity replaces Agility from the above description.
09 October 2017
BLUR BONES
Init +7
Melee Atk
• life-drain +4 (1d5, special)
Ranged Atk
• aging +4 (1d5 years, 10' cone, 20' length)
AC 15
HD 3d10 (17 hp)
MV 40
Act 2d20 + 1d16
SP intangible, impossible speed, crazy clever, mulligan
Fort n/a
Ref +11
Will n/a
AL C
Psychotically fast, these un-dead skeletal constructs seek to destroy all living creatures they encounter.
If they give up Action Dice to get more movement, they can give up each Die individually, gaining an additional movement for each one. So, if they gave up all of their Action Dice to move, they would have a speed of 160 for that round.
Their life-draining touch transfers the hit points lost by the target to themselves (they cannot exceed their total possible hp, which is 30).
They are intangible due to constantly vibrating at a high frequency, except for the remainder of the round after they use either of their attacks. Even then it takes a DC 10 Reflex Save on top of an attack to hit them successfully.
Unlike many constructs, they have genius-level cunning and intuition. They can intuit many capabilities of any creature they face after a round or two, and will be prepared appropriately if possible. To help reflect this, they get one re-roll per encounter (a second chance on a Save, attack roll, damage roll, etc.). Referees willing to do so, may instead impose this re-roll on the players, the creatures "forcing" them to re-roll a successful attack, or the like.
They cannot be affected by things that force a Fortitude Save or a Will Save.
Whipped into life using Monster Extractor II: The Un-Dead
Melee Atk
• life-drain +4 (1d5, special)
Ranged Atk
• aging +4 (1d5 years, 10' cone, 20' length)
AC 15
HD 3d10 (17 hp)
MV 40
Act 2d20 + 1d16
SP intangible, impossible speed, crazy clever, mulligan
Fort n/a
Ref +11
Will n/a
AL C
Psychotically fast, these un-dead skeletal constructs seek to destroy all living creatures they encounter.
If they give up Action Dice to get more movement, they can give up each Die individually, gaining an additional movement for each one. So, if they gave up all of their Action Dice to move, they would have a speed of 160 for that round.
Their life-draining touch transfers the hit points lost by the target to themselves (they cannot exceed their total possible hp, which is 30).
They are intangible due to constantly vibrating at a high frequency, except for the remainder of the round after they use either of their attacks. Even then it takes a DC 10 Reflex Save on top of an attack to hit them successfully.
Unlike many constructs, they have genius-level cunning and intuition. They can intuit many capabilities of any creature they face after a round or two, and will be prepared appropriately if possible. To help reflect this, they get one re-roll per encounter (a second chance on a Save, attack roll, damage roll, etc.). Referees willing to do so, may instead impose this re-roll on the players, the creatures "forcing" them to re-roll a successful attack, or the like.
They cannot be affected by things that force a Fortitude Save or a Will Save.
Whipped into life using Monster Extractor II: The Un-Dead
02 October 2017
JELLYLIKE HEXAHEDRON
Init +0
Melee Atk
• touch +3 (paralysis)
AC 12
HD 5d8+3 (26 hp)
MV 25
Act 1d20
SP paralysis, no mind
Fort +3
Ref +0
Will n/a
AL C
This translucent, giant, platonic shape slowly roams whatever level 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 12 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 of 14.
When threatened it has a number of tricks the Hexahedron can perform:
• It can "flop" open, wholly or partially, as if unfolding into multiple square-based pyramids, thus attacking assailants on multiple sides or even on a ceiling or high on a wall (the top of the Hexahedron flipping up). Making such an attack, make one attack roll with an extra bonus that starts at +5, but compare it to each AC individually. The bonus drops by 2 for each repeated use of this trick against the same targets (i.e., +5, +3, +1, no further bonus). Each time it does this, it cannot perform this trick nor any other for 1d3 rounds.
• It can "melt" with blink-of-an-eye speed into a vast "sheet" of jelly, remaining coherent, sliding under the feet of all around, reforming where it chooses (DC 18 Reflex to avoid) or moving at a speed of 60 for one round to any point it can reach, even up walls and other contiguous surfaces, where it re-forms. Once it has done this, it cannot perform this trick nor any other for 1d12 rounds.
• It can suddenly suck in a large bubble of air, distorting it's shape, and float up and away at a speed of 15. While doing so, there is clearly a chemical reaction going on inside the bubble inside the (bloated) Hexahedron. Any creature that was inside the Hexahedron is now being burned for 1d4 damage per round, along with possible suffocation (unless they are within the air bubble!). This trick can be sustained for 1d8+1 rounds, after which it cannot perform this trick nor any other for a like amount of time.
• It can rapidly split, surge forward, and re-close, thereby enveloping a target to a much deeper, much-harder-to-retrieve depth within itself. The paralysis save in this case is a DC 16, and the Strength is considered to be at 16 at this depth.
•The Hexahedron can spin with great rapidity, deforming it's shape outward to tag multiple targets at once. The paralysis Save is against a DC 11 in this case, for all targets within 10' of the creature before it performs this maneuver. Afterward, if cannot perform this trick nor any other for 1d6 rounds.
• It can toughen it's exterior at the cost of reducing it's ability to paralyze. Doing so drops the Save to a DC 5, but gives the creature an AC of 18. It can sustain this effect for up to 1 Turn, after which it cannot perform this trick nor any other for 1d16 rounds.
Melee Atk
• touch +3 (paralysis)
AC 12
HD 5d8+3 (26 hp)
MV 25
Act 1d20
SP paralysis, no mind
Fort +3
Ref +0
Will n/a
AL C
This translucent, giant, platonic shape slowly roams whatever level 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 12 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 of 14.
When threatened it has a number of tricks the Hexahedron can perform:
• It can "flop" open, wholly or partially, as if unfolding into multiple square-based pyramids, thus attacking assailants on multiple sides or even on a ceiling or high on a wall (the top of the Hexahedron flipping up). Making such an attack, make one attack roll with an extra bonus that starts at +5, but compare it to each AC individually. The bonus drops by 2 for each repeated use of this trick against the same targets (i.e., +5, +3, +1, no further bonus). Each time it does this, it cannot perform this trick nor any other for 1d3 rounds.
• It can "melt" with blink-of-an-eye speed into a vast "sheet" of jelly, remaining coherent, sliding under the feet of all around, reforming where it chooses (DC 18 Reflex to avoid) or moving at a speed of 60 for one round to any point it can reach, even up walls and other contiguous surfaces, where it re-forms. Once it has done this, it cannot perform this trick nor any other for 1d12 rounds.
• It can suddenly suck in a large bubble of air, distorting it's shape, and float up and away at a speed of 15. While doing so, there is clearly a chemical reaction going on inside the bubble inside the (bloated) Hexahedron. Any creature that was inside the Hexahedron is now being burned for 1d4 damage per round, along with possible suffocation (unless they are within the air bubble!). This trick can be sustained for 1d8+1 rounds, after which it cannot perform this trick nor any other for a like amount of time.
• It can rapidly split, surge forward, and re-close, thereby enveloping a target to a much deeper, much-harder-to-retrieve depth within itself. The paralysis save in this case is a DC 16, and the Strength is considered to be at 16 at this depth.
•The Hexahedron can spin with great rapidity, deforming it's shape outward to tag multiple targets at once. The paralysis Save is against a DC 11 in this case, for all targets within 10' of the creature before it performs this maneuver. Afterward, if cannot perform this trick nor any other for 1d6 rounds.
• It can toughen it's exterior at the cost of reducing it's ability to paralyze. Doing so drops the Save to a DC 5, but gives the creature an AC of 18. It can sustain this effect for up to 1 Turn, after which it cannot perform this trick nor any other for 1d16 rounds.
25 September 2017
SALT ORLOK
Init +5
Melee Atk
• scratch +6 (1d4, special)
• salt leeching +3 (special)
AC 17
HD 5d10+10 (38 hp)
MV 30
Act 3d20
SP un-dead, disguise, tanning averse
Fort +9
Ref +11
Will +13
AL C
The Salt Orlok is a devilish thing that preys from the shadows on humanoids, leaving death and chaos in its wake. Highly cunning, they often play upon the emotions of a single person or a very few, in order to open up opportunities for them to prey on many, many others, all the while using those few 'allies' as cover and protection for their horrible feasting.
The Salt Orlok can transmogrify itself into the appearance of any humanoid they have seen, including their voice and body language. They can also turn into small verminous animals, such as bats or rats.
Any persons or creatures struck down to 0 hit points by the Salt Orlok's scratch do not die, but fall into a deep, abiding sleep. Easy then to leech the salt from their bodies...
The first time a target is struck by the Salt Orlok's salt leeching ability they suffer 1d10+1d5 points of damage and drop one step on the Dice Chain for all actions and rolls for 1d5 Turns. The second time they are struck within the same day, they suffer a further 1d14+1d7 points of damage and drop two steps on the Dice Chain for 2d7 hours. The third time they are struck within the same day, they become barely conscious, unable to act, and must succeed at a "roll the body" check every hour, or die. Succeeding does not mean the character is returned to health, only that they don't die (yet). They will recover with care after 1d8+6 hours, or by other means the Judge rules will restore the body's chemical equilibrium. Consuming salt to replace lost salt is assumed to be a part of "recovery with care".
The physical damage done from each strike is not recoverable for an extra 24 hours. Thus the first strike's damage is not healed until a time of rest coming after 24 hours have passed, and the second strike's damage is not healed until after 48 hours have elapsed. If a new salt leeching strike occurs before these periods have passed, it is as if they have happened on the "same day". This is a supernatural effect, and includes the usual Clerical healing abilities, although Divine Aid may bypass the time frame.
The Salt Orlok is completely destroyed by this world's sunlight in 1d7 rounds. It can continue to act during it's disintegration. Apportion remaining hit points accordingly. If partially destroyed, the Salt Orlok can recover 1 round of damage in 1d100 years, preferring seclusion while doing so. This may punt the threat down to subsequent generations.
The Salt Orlok may have levels as a Wizard, as well their other hellish abilities, if the Judge so desires. Determine how many Hit Dice you wish to add to represent Wizard training. Check this new HD total on the Wizard Class chart to determine the number of spells they can have and what is the highest level, as if they were a Wizard of that number of Levels. So, adding three Hit Dice for Wizardry gives a Salt Orlok 8 Hit Dice and up to 12 different spells of up to 4th Level (as an 8th Level Wizard). Then for each spell they have, roll a d20 once, adding their new HD total. The result of each roll is the effect they can create for each spell, e.g., if one of the spells chosen is Levitate, and the roll was a total of 23, then when they manifest this spell they always do so with a result of 23 on the spell's result chart. If they generate a result of 'failure' or below for any spell, they do not have access to that spell after all, and there is no choosing a replacement. They can cast a number of times per day equal to 5 plus their new HD total, choosing any spell from their list each time when casting. When casting they must give up an Action Die, even though there is no roll.
BONUS!
MAGICAL ITEM!
The Rod of Strange Stars
This rod is topped with a large crystal with many facets of irregular shape and size. It can cast a beam of light that comes from one of 40 suns. Roll 1d16+1d14+1d12 -2 to determine which sun's light is transmitted through the rod each time it is activated. The beam has an effective reach as listed below and can be seen from a distance of 1/2 mile.
Make a list of 40 lines to represent each possible sun. As the rod is used, roll below for random light qualities of any given result (roll for each column separately) and jot down the qualities of that result:
"Pattern" or Effective
Roll Coloration "Shape" Range Duration
1 Blue Contiguous 120' 1d100 rounds
2 Red Wavy 60' 1d20 rounds
3 Violet Intermittent 30' 3d6 rounds
4 Orange Dashed 10' fist of dice rounds
5 White Streaked 180' half a fist of dice rounds
6 Black Rotating 100' 2d30 turns
7 Green Strobing 5' 1d16 turns
8 Yellow Speckled 20' 1d8 turns
9 Pink Rising Intensity 350' 1d4 turns
10 Out Of Space Contiguous 1d100' 3d20 minutes
With much research it is possible to learn how to make the rod emit a particular sun's rays. Such research takes 1d3 weeks and 4d100 gold to unlock the 'secret' of 1d4 results of the rod, i.e., the special command to utter to cause a specific sun's rays to shine, the name/source of that sun, etc.
Melee Atk
• scratch +6 (1d4, special)
• salt leeching +3 (special)
AC 17
HD 5d10+10 (38 hp)
MV 30
Act 3d20
SP un-dead, disguise, tanning averse
Fort +9
Ref +11
Will +13
AL C
The Salt Orlok is a devilish thing that preys from the shadows on humanoids, leaving death and chaos in its wake. Highly cunning, they often play upon the emotions of a single person or a very few, in order to open up opportunities for them to prey on many, many others, all the while using those few 'allies' as cover and protection for their horrible feasting.
The Salt Orlok can transmogrify itself into the appearance of any humanoid they have seen, including their voice and body language. They can also turn into small verminous animals, such as bats or rats.
Any persons or creatures struck down to 0 hit points by the Salt Orlok's scratch do not die, but fall into a deep, abiding sleep. Easy then to leech the salt from their bodies...
The first time a target is struck by the Salt Orlok's salt leeching ability they suffer 1d10+1d5 points of damage and drop one step on the Dice Chain for all actions and rolls for 1d5 Turns. The second time they are struck within the same day, they suffer a further 1d14+1d7 points of damage and drop two steps on the Dice Chain for 2d7 hours. The third time they are struck within the same day, they become barely conscious, unable to act, and must succeed at a "roll the body" check every hour, or die. Succeeding does not mean the character is returned to health, only that they don't die (yet). They will recover with care after 1d8+6 hours, or by other means the Judge rules will restore the body's chemical equilibrium. Consuming salt to replace lost salt is assumed to be a part of "recovery with care".
The physical damage done from each strike is not recoverable for an extra 24 hours. Thus the first strike's damage is not healed until a time of rest coming after 24 hours have passed, and the second strike's damage is not healed until after 48 hours have elapsed. If a new salt leeching strike occurs before these periods have passed, it is as if they have happened on the "same day". This is a supernatural effect, and includes the usual Clerical healing abilities, although Divine Aid may bypass the time frame.
The Salt Orlok is completely destroyed by this world's sunlight in 1d7 rounds. It can continue to act during it's disintegration. Apportion remaining hit points accordingly. If partially destroyed, the Salt Orlok can recover 1 round of damage in 1d100 years, preferring seclusion while doing so. This may punt the threat down to subsequent generations.
The Salt Orlok may have levels as a Wizard, as well their other hellish abilities, if the Judge so desires. Determine how many Hit Dice you wish to add to represent Wizard training. Check this new HD total on the Wizard Class chart to determine the number of spells they can have and what is the highest level, as if they were a Wizard of that number of Levels. So, adding three Hit Dice for Wizardry gives a Salt Orlok 8 Hit Dice and up to 12 different spells of up to 4th Level (as an 8th Level Wizard). Then for each spell they have, roll a d20 once, adding their new HD total. The result of each roll is the effect they can create for each spell, e.g., if one of the spells chosen is Levitate, and the roll was a total of 23, then when they manifest this spell they always do so with a result of 23 on the spell's result chart. If they generate a result of 'failure' or below for any spell, they do not have access to that spell after all, and there is no choosing a replacement. They can cast a number of times per day equal to 5 plus their new HD total, choosing any spell from their list each time when casting. When casting they must give up an Action Die, even though there is no roll.
BONUS!
MAGICAL ITEM!
The Rod of Strange Stars
This rod is topped with a large crystal with many facets of irregular shape and size. It can cast a beam of light that comes from one of 40 suns. Roll 1d16+1d14+1d12 -2 to determine which sun's light is transmitted through the rod each time it is activated. The beam has an effective reach as listed below and can be seen from a distance of 1/2 mile.
Make a list of 40 lines to represent each possible sun. As the rod is used, roll below for random light qualities of any given result (roll for each column separately) and jot down the qualities of that result:
"Pattern" or Effective
Roll Coloration "Shape" Range Duration
1 Blue Contiguous 120' 1d100 rounds
2 Red Wavy 60' 1d20 rounds
3 Violet Intermittent 30' 3d6 rounds
4 Orange Dashed 10' fist of dice rounds
5 White Streaked 180' half a fist of dice rounds
6 Black Rotating 100' 2d30 turns
7 Green Strobing 5' 1d16 turns
8 Yellow Speckled 20' 1d8 turns
9 Pink Rising Intensity 350' 1d4 turns
10 Out Of Space Contiguous 1d100' 3d20 minutes
With much research it is possible to learn how to make the rod emit a particular sun's rays. Such research takes 1d3 weeks and 4d100 gold to unlock the 'secret' of 1d4 results of the rod, i.e., the special command to utter to cause a specific sun's rays to shine, the name/source of that sun, etc.
Labels:
civilization,
magic-item,
monster,
tomb,
un-dead
18 September 2017
GIANT TAR SPITTER
Init +1
Melee Atk
• bite +13 (1d24, 10' dia.)
Ranged Atk
• tar spray +16 (1d50, 30' distant, 30' radius)
AC 28
HD 24d30+24 (396 hp)
MV 80, fly 80
Act 3d24 + 2d20
SP Control Fire (+16)
Fort +23
Ref +1
Will +4
AL C
Snake-like, the Giant Tar Spitter is over 200 feet long, the equivalent of 6-8 fire trucks in length. It dwells in a secluded corner of a vast (grand?) canyon, seldom seen, but always feared by anyone with half a brain.
It can control fire, as per the spell.
When it attacks other creatures, it uses its bite to pierce their flesh, but does not eat them, drinking most of their blood over 1-3 rounds instead.
When resolving the effect of it's tarry breath, the one attack roll should be compared to the AC of each target in the area, but the damage should be rolled separately for each target hit, the spray being uneven and unpredictable.
Produced using Monster Extractor III: Giants & Giant Creatures
Melee Atk
• bite +13 (1d24, 10' dia.)
Ranged Atk
• tar spray +16 (1d50, 30' distant, 30' radius)
AC 28
HD 24d30+24 (396 hp)
MV 80, fly 80
Act 3d24 + 2d20
SP Control Fire (+16)
Fort +23
Ref +1
Will +4
AL C
Snake-like, the Giant Tar Spitter is over 200 feet long, the equivalent of 6-8 fire trucks in length. It dwells in a secluded corner of a vast (grand?) canyon, seldom seen, but always feared by anyone with half a brain.
It can control fire, as per the spell.
When it attacks other creatures, it uses its bite to pierce their flesh, but does not eat them, drinking most of their blood over 1-3 rounds instead.
When resolving the effect of it's tarry breath, the one attack roll should be compared to the AC of each target in the area, but the damage should be rolled separately for each target hit, the spray being uneven and unpredictable.
Produced using Monster Extractor III: Giants & Giant Creatures
04 September 2017
GELATINOUS TETRAHEDRON
Init -2
Melee Atk
• touch OR
• jet of liquid +2 (numbness)
AC 10
HD 2d8+1 (10 hp)
MV 20
Act 1d20
SP numbing, no mind
Fort +2
Ref -2
Will --
AL C
The translucent Tetrahedrons vary in size from 12 to 24 inches on a side.
They slowly roam whatever level surface they can access. Any living thing that touches the mass, either on it's own or by having the mass move into it, is affected by shooting numbness. The target must make a DC 15 Fort Save or have their Action Dice moved down the Chain by one step in a cumulative effect. This Save needs to be made for each round of contact or each repeated contact. The Tetrahedron's very short-ranged jet of liquid has the same effect. Anything that a Tetrahedron reduces to below a d3 on the Dice Chain they have completely paralyzed, and they will then proceed to glom onto the now-inert form and attempt to eat them (a slow process of days or even weeks).
Once away from the numbing influence, Action Dice move back up the Dice Chain one step at a time by making a new Save vs. a DC 10 once each Turn, with a success equaling one step back up.
Gelatinous Tetrahedrons are not a huge threat when encountered singly, but they have sometimes been deployed in small groups at either end of trapped hallways, for instance...
If ever six Tetrahedrons are together, they will skloodge into each other and form a Cube, which will grow in size as it consumes digestible matter.
[Unless you have other stats you'd like to use for a newly-formed Cube, consider it to be improved by 1d3+2 in almost all statistical respects above (Move 30, 1d20 Action Die), and that it's numbness power takes a target 1d3 steps down the Dice Chain with each successful attack.]
GELATINOUS TETRAHEDRON
Move: 60 feet/turn
Hit Dice: 2 +1
Armor Class: 9
Treasure Type: nil
Alignment: neutral
Attacks: 1
Damage: special
Reference the above for the monster's behavior. Save vs. Poison or be limited to acting every other round the first time, "feeble" minor actions only after a second failed Save, and not at all after the third failed Save. Each step of mobility returns after a successful Save made once per Turn.
Melee Atk
• touch OR
• jet of liquid +2 (numbness)
AC 10
HD 2d8+1 (10 hp)
MV 20
Act 1d20
SP numbing, no mind
Fort +2
Ref -2
Will --
AL C
The translucent Tetrahedrons vary in size from 12 to 24 inches on a side.
They slowly roam whatever level surface they can access. Any living thing that touches the mass, either on it's own or by having the mass move into it, is affected by shooting numbness. The target must make a DC 15 Fort Save or have their Action Dice moved down the Chain by one step in a cumulative effect. This Save needs to be made for each round of contact or each repeated contact. The Tetrahedron's very short-ranged jet of liquid has the same effect. Anything that a Tetrahedron reduces to below a d3 on the Dice Chain they have completely paralyzed, and they will then proceed to glom onto the now-inert form and attempt to eat them (a slow process of days or even weeks).
Once away from the numbing influence, Action Dice move back up the Dice Chain one step at a time by making a new Save vs. a DC 10 once each Turn, with a success equaling one step back up.
Gelatinous Tetrahedrons are not a huge threat when encountered singly, but they have sometimes been deployed in small groups at either end of trapped hallways, for instance...
If ever six Tetrahedrons are together, they will skloodge into each other and form a Cube, which will grow in size as it consumes digestible matter.
[Unless you have other stats you'd like to use for a newly-formed Cube, consider it to be improved by 1d3+2 in almost all statistical respects above (Move 30, 1d20 Action Die), and that it's numbness power takes a target 1d3 steps down the Dice Chain with each successful attack.]
BONUS!
BASIC STATS!
GELATINOUS TETRAHEDRON
Move: 60 feet/turn
Hit Dice: 2 +1
Armor Class: 9
Treasure Type: nil
Alignment: neutral
Attacks: 1
Damage: special
Reference the above for the monster's behavior. Save vs. Poison or be limited to acting every other round the first time, "feeble" minor actions only after a second failed Save, and not at all after the third failed Save. Each step of mobility returns after a successful Save made once per Turn.
21 August 2017
ROT-PIXIE
Init +0
Melee Atk
• spike +4 (1d6+)
AC 15
HD 4d8+2 (20 hp)
MV 10, fly 45
Act 1d24 + 1d16
SP blitzkrieg, light-absorbing
Fort +4
Ref +7
Will +2
AL C
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
If a rot-pixie's damage die comes up on a '6', re-roll the die and add that to the damage.
A rot-pixie can hit multiple targets with one attack roll, choosing a number of targets equal to it's HD, using one Action Die for the attack, and comparing that result to each target's AC. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit two targets.
Rot-pixies are repelled by wolf's bane. If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 1d7 hours.
Move: 180 feet/turn flying; 40 feet/turn walking
Hit Dice: 4
Armor Class: 4
Treasure Type: C
Alignment: chaotic evil
Attacks: up to 6
Damage: 2-7
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
They are repelled by wolf's bane.
A rot-pixie can hit multiple targets in one round, assuming those targets are within 30' of the rot-pixie at the start of the round. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit up to three targets.
If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 2-7 hours.
Derived using Zenopus' Monster Reference Table
Melee Atk
• spike +4 (1d6+)
AC 15
HD 4d8+2 (20 hp)
MV 10, fly 45
Act 1d24 + 1d16
SP blitzkrieg, light-absorbing
Fort +4
Ref +7
Will +2
AL C
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
If a rot-pixie's damage die comes up on a '6', re-roll the die and add that to the damage.
A rot-pixie can hit multiple targets with one attack roll, choosing a number of targets equal to it's HD, using one Action Die for the attack, and comparing that result to each target's AC. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit two targets.
Rot-pixies are repelled by wolf's bane. If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 1d7 hours.
BONUS!
BASIC STATS!
ROT-PIXIEMove: 180 feet/turn flying; 40 feet/turn walking
Hit Dice: 4
Armor Class: 4
Treasure Type: C
Alignment: chaotic evil
Attacks: up to 6
Damage: 2-7
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
They are repelled by wolf's bane.
A rot-pixie can hit multiple targets in one round, assuming those targets are within 30' of the rot-pixie at the start of the round. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit up to three targets.
If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 2-7 hours.
Derived using Zenopus' Monster Reference Table
Labels:
BASIC,
faerie,
flying,
monster,
wilderness
07 August 2017
GELATINOUS OCTAHEDRON OF ANNIHILATION
Init +0
Melee Atk
• touch +4 (paralysis)
AC 13
HD 7d10+6 (45 hp)
MV 25
Act 1d20
SP paralysis, no mind
Fort +5
Ref +0
Will --
AL C
The translucent Octahedron must have been created by a wizard, perhaps one from another planet or another reality.
It slowly roams whatever level 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 15 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 of 17.
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 1d12 rounds.
At the center of its form is a tiny pin-point of darkness. Anything coming into contact with this pin point (other than the Octahedron's own form) is instantly annihilated, vanishing as if it never existed.
Once the Octahedron has started pulling something in, it takes 1d4 rounds for it to reach the center, plus one round for every 100 pounds of weight or fraction thereof. Lower oxygen needs while paralyzed should mitigate any suffocation situation when inside the Octahedron.
Some learned folk think the annihilation is how the Octahedron consumes things, as if it is eating them. Some think everything that vanishes appears whole, somewhere else...
[Judges may want to have some bit of debris or equipment or a hireling or what-have-you be the first thing absorbed by the Octahedron, so the players can witness the instant "destruction" effect before a player character is themselves so annihilated.]
Melee Atk
• touch +4 (paralysis)
AC 13
HD 7d10+6 (45 hp)
MV 25
Act 1d20
SP paralysis, no mind
Fort +5
Ref +0
Will --
AL C
The translucent Octahedron must have been created by a wizard, perhaps one from another planet or another reality.
It slowly roams whatever level 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 15 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 of 17.
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 1d12 rounds.
At the center of its form is a tiny pin-point of darkness. Anything coming into contact with this pin point (other than the Octahedron's own form) is instantly annihilated, vanishing as if it never existed.
Once the Octahedron has started pulling something in, it takes 1d4 rounds for it to reach the center, plus one round for every 100 pounds of weight or fraction thereof. Lower oxygen needs while paralyzed should mitigate any suffocation situation when inside the Octahedron.
Some learned folk think the annihilation is how the Octahedron consumes things, as if it is eating them. Some think everything that vanishes appears whole, somewhere else...
[Judges may want to have some bit of debris or equipment or a hireling or what-have-you be the first thing absorbed by the Octahedron, so the players can witness the instant "destruction" effect before a player character is themselves so annihilated.]
Labels:
cavern,
dungeon,
hazard,
monster,
polyhedral
24 July 2017
HOUSE BEETLE
Init +0
Melee Atk
• hammerkick +4 (1d16)
AC 30
HD 12d10 (72 hp)
MV 50
Act 2d20 + 1d16
SP No need to breathe, crush attack
Fort +13
Ref +4
Will +13
AL N
Found in wilderness areas far from any sort of civilization, house beetles are inscctoids with translucent carapaces that are the size of a house, standing 35 feet high.
They attack pests by either kicking at them or surreptitiously positioning themselves over the largest cluster of pests (perhaps over 2 or 3 rounds) then abruptly dropping down upon them, it's legs retracting into it's body carapace. To resolve this attack, have all targets make a roll-under Luck check — the worst 1d3 checks are those stuck under the bug when it hits the ground, taking 1d24 damage. However, if any of the checks come up as a tie ("I made it by 4!" "So did I!"), then the number rolled on the d3 is reduced by 1.
The creature's carapace may be weaker when it's near to molting.
Produced using Monster Extractor III: Giants & Giant Creatures
Melee Atk
• hammerkick +4 (1d16)
AC 30
HD 12d10 (72 hp)
MV 50
Act 2d20 + 1d16
SP No need to breathe, crush attack
Fort +13
Ref +4
Will +13
AL N
Found in wilderness areas far from any sort of civilization, house beetles are inscctoids with translucent carapaces that are the size of a house, standing 35 feet high.
They attack pests by either kicking at them or surreptitiously positioning themselves over the largest cluster of pests (perhaps over 2 or 3 rounds) then abruptly dropping down upon them, it's legs retracting into it's body carapace. To resolve this attack, have all targets make a roll-under Luck check — the worst 1d3 checks are those stuck under the bug when it hits the ground, taking 1d24 damage. However, if any of the checks come up as a tie ("I made it by 4!" "So did I!"), then the number rolled on the d3 is reduced by 1.
The creature's carapace may be weaker when it's near to molting.
Produced using Monster Extractor III: Giants & Giant Creatures
10 July 2017
BONECAST DRAGON
Init +5
Melee Atk
• claw +9 (1d8)
• bite +9 (1d12)
• tail slap +9 (1d16)
AC 23
HD 8d12 (48 hp)
MV 50
Act 3d20, plus 1d24, 1d20 & 1d16 for spells
SP spells (+4), necrotic breath weapon (2x/day, DC 18), Damage Reduction 3, Luck Sap, Ash Cloud
Fort +8
Ref +6
Will +12
AL C
Summoned by a powerful cabal of wizards working in conjunction, a Bonecast Dragon is composed of graveyard bones animated by the spirit of a destroyed demon. The wizards may or may not find their will subverted, with the Dragon pursuing its own goal and not theirs.
The necrosis breath literally decays the flesh of those caught within it. It looks like tendrils or snakes of black smoke silently rushing out from the Dragon's mouth, weaving through the 60' range as if seeking the living, evaporating once they reach full range. Those in range of the attack and aware of it can either attempt to dodge these tendrils by means of a Reflex Save for one-third damage, or resist physically by a Fort Save for half damage. Clerics of an appropriate faith may opt to completely avoid the breath's effects with a Will Save. The breath attack does 1d6 damage (rolled once) applied to Strength, Agility and Stamina (always a minimum of 1 against anyone in the range).
Ash Cloud: Once per Turn, the Bonecast Dragon can create a funnel of crematory ash by giving up an Action Die (either an Action Die or all spell dice). The funnel is 30' across at it's base and extends upward 40' with an upper width of 60'. The Dragon maintains it by concentration, giving up an Action Die each round to do so. Any living creature within the effect takes 1d4 Stamina damage each round, until they are no longer in the effect, then taking 1 point of Stamina damage the following round. The damage is halved if the target can make a DC 18 Fort Save. By giving up an extra Action Die, the Dragon can move the funnel up to 50', striking every living creature in it's path.
Once per day, the Bonecast Dragon can cause one of it's melee strikes to drain 2d3 points of Luck from the target of the strike (in addition to normal damage). It can decide to engage this effect after rolling the attack. If the attack happens to be a Critical Hit, it can forgo the usual Crit result, and instead drain the target of all of their Luck.
Spells
1st: Darkness, Word of Command
2nd: Invisible Companion, Ray of Enfeeblement
3rd: Animate Dead, Speak with the Dead
The Action Dice used for spells may only be used for a single spell per round. If the 1d24 roll fails, the 1d20 die can be used to attempt to enact the same spell, if desired. And should that fail, then the 1d16 can be attempted. In any case, a single successful spell is the best the creature can achieve within any given round.
CREATION
Wizards combining their powers to create a Bonecast Dragon compare their combined spellcasting checks to the following chart. Each Wizard must be able to cast the spell "Create Bonecast Dragon" with the same mercurial magic result, or with no mercurial magic result (a mixture of the same result and no result also works). Preparation takes one week per Wizard and the casting must be completed at midnight.
1-30 Failure. For each Wizard: make a Fort Save vs. DC 20 or die, spell is lost for 1d30 months; 2 rolls each of Minor, Major and Greater Corruption; unable to cast any spell for 1d8 days.
31-40 Failure. For each Wizard: Spell is lost for 1d30 months, 1 roll each of Minor, Major, and Greater Corruption.
41-50 Failure. Spell is lost for 1d24 weeks for each Wizard.
51-60 Failure. Spell is lost for 1d6 weeks for each Wizard.
61-70 Success, creature as given above, but subtract 25% HD, drop 2 from spellcasting, drop the DR, and drop to 1 use of necrotic breath.
71-80 Success, creature as given above.
81-90 Success, creature as given above, but add 50% more HD, add'l +3 to spellcasting, add'l 3 to DR, and 2 extra uses of necrotic breath.
100+ Success, creature as given above, but add 100% more HD, add'l +8 to spellcasting, add'l 7 to DR, and 5 extra uses of necrotic breath.
Once a Bonecast Dragon has been created, there is a psychic test of wills between the creature and it's creators. Each Wizard must make a contested Will Save vs. the Will Save of the Dragon. As long as at least one Wizard beats the Dragon, the Dragon bows to it's creators. If only some Wizards succeed, they can attempt to shut out those Wizards who fail their check by making opposed Will Saves against each other. If those Wizards who failed against the Dragon also fail again in this test, they can in no way command the Dragon, though they may be able to apply other means to sway the demon-spirit that powers the Dragon.
Melee Atk
• claw +9 (1d8)
• bite +9 (1d12)
• tail slap +9 (1d16)
AC 23
HD 8d12 (48 hp)
MV 50
Act 3d20, plus 1d24, 1d20 & 1d16 for spells
SP spells (+4), necrotic breath weapon (2x/day, DC 18), Damage Reduction 3, Luck Sap, Ash Cloud
Fort +8
Ref +6
Will +12
AL C
Summoned by a powerful cabal of wizards working in conjunction, a Bonecast Dragon is composed of graveyard bones animated by the spirit of a destroyed demon. The wizards may or may not find their will subverted, with the Dragon pursuing its own goal and not theirs.
The necrosis breath literally decays the flesh of those caught within it. It looks like tendrils or snakes of black smoke silently rushing out from the Dragon's mouth, weaving through the 60' range as if seeking the living, evaporating once they reach full range. Those in range of the attack and aware of it can either attempt to dodge these tendrils by means of a Reflex Save for one-third damage, or resist physically by a Fort Save for half damage. Clerics of an appropriate faith may opt to completely avoid the breath's effects with a Will Save. The breath attack does 1d6 damage (rolled once) applied to Strength, Agility and Stamina (always a minimum of 1 against anyone in the range).
Ash Cloud: Once per Turn, the Bonecast Dragon can create a funnel of crematory ash by giving up an Action Die (either an Action Die or all spell dice). The funnel is 30' across at it's base and extends upward 40' with an upper width of 60'. The Dragon maintains it by concentration, giving up an Action Die each round to do so. Any living creature within the effect takes 1d4 Stamina damage each round, until they are no longer in the effect, then taking 1 point of Stamina damage the following round. The damage is halved if the target can make a DC 18 Fort Save. By giving up an extra Action Die, the Dragon can move the funnel up to 50', striking every living creature in it's path.
Once per day, the Bonecast Dragon can cause one of it's melee strikes to drain 2d3 points of Luck from the target of the strike (in addition to normal damage). It can decide to engage this effect after rolling the attack. If the attack happens to be a Critical Hit, it can forgo the usual Crit result, and instead drain the target of all of their Luck.
Spells
1st: Darkness, Word of Command
2nd: Invisible Companion, Ray of Enfeeblement
3rd: Animate Dead, Speak with the Dead
The Action Dice used for spells may only be used for a single spell per round. If the 1d24 roll fails, the 1d20 die can be used to attempt to enact the same spell, if desired. And should that fail, then the 1d16 can be attempted. In any case, a single successful spell is the best the creature can achieve within any given round.
CREATION
Wizards combining their powers to create a Bonecast Dragon compare their combined spellcasting checks to the following chart. Each Wizard must be able to cast the spell "Create Bonecast Dragon" with the same mercurial magic result, or with no mercurial magic result (a mixture of the same result and no result also works). Preparation takes one week per Wizard and the casting must be completed at midnight.
1-30 Failure. For each Wizard: make a Fort Save vs. DC 20 or die, spell is lost for 1d30 months; 2 rolls each of Minor, Major and Greater Corruption; unable to cast any spell for 1d8 days.
31-40 Failure. For each Wizard: Spell is lost for 1d30 months, 1 roll each of Minor, Major, and Greater Corruption.
41-50 Failure. Spell is lost for 1d24 weeks for each Wizard.
51-60 Failure. Spell is lost for 1d6 weeks for each Wizard.
61-70 Success, creature as given above, but subtract 25% HD, drop 2 from spellcasting, drop the DR, and drop to 1 use of necrotic breath.
71-80 Success, creature as given above.
81-90 Success, creature as given above, but add 50% more HD, add'l +3 to spellcasting, add'l 3 to DR, and 2 extra uses of necrotic breath.
100+ Success, creature as given above, but add 100% more HD, add'l +8 to spellcasting, add'l 7 to DR, and 5 extra uses of necrotic breath.
Once a Bonecast Dragon has been created, there is a psychic test of wills between the creature and it's creators. Each Wizard must make a contested Will Save vs. the Will Save of the Dragon. As long as at least one Wizard beats the Dragon, the Dragon bows to it's creators. If only some Wizards succeed, they can attempt to shut out those Wizards who fail their check by making opposed Will Saves against each other. If those Wizards who failed against the Dragon also fail again in this test, they can in no way command the Dragon, though they may be able to apply other means to sway the demon-spirit that powers the Dragon.
26 June 2017
CARRION BEAST
Init +9
Melee Atk
• claw +5 (1d8)
• bite +8 (1d4)
• pounce +2 (1d6, or 1d6 + an Act Die)
AC 17
HD 3d8+10
MV 50
Act 2d20
SP surprise
Fort +11
Ref +7
Will +4
AL N
A carrion beast is a predator that preys primarily on scavenger animals. Its most prominent feature is an ability to blend in with the animal remains on which scavengers typically feed. It achieves this through its secondary digestive tract and secondary circulatory system.
The secondary digestive tract handles the bones of the beast's own prey, depositing them under a thin membrane on the beast's back and flanks. Here they protrude off of the beast in an essentially random fashion. When near freshly killed remains and detecting anything else approaching, the beast's secondary circulatory system kicks in, secreting blood through the membrane, causing the entire back of the beast to appear as fresh kill.
When scavenger creatures approach, the beast remains low and still, waiting for the scavengers to get close enough to attack. Fooled by the beasts' camouflage, the scavengers' lives end quickly as their intended meals rise up and overcome them.
They surprise their prey on a 5-in-6, owing to animal patience and stealth. If using the pounce attack from surprise, double the to-hit bonus, raising it to +4.
They are particularly troubling for humanoid-kind when a battlefield has been infiltrated by the beasts in the wake of a battle...
They typically travel in a pack of 3-5 adults, with possibly 2-7 pups in the Spring and early Summer. For the pups' stats, cut all numbers in half, rounding down, and use a die of half the size for all dice, except as follows: AC 8-14, MV 20-30, Action Die 1d16 or 1d20.
To be clear, their pounce attack does 1d6 damage normally — but both Action Dice can be used in this attack, one for the attack roll, and one to add to the damage.
Melee Atk
• claw +5 (1d8)
• bite +8 (1d4)
• pounce +2 (1d6, or 1d6 + an Act Die)
AC 17
HD 3d8+10
MV 50
Act 2d20
SP surprise
Fort +11
Ref +7
Will +4
AL N
A carrion beast is a predator that preys primarily on scavenger animals. Its most prominent feature is an ability to blend in with the animal remains on which scavengers typically feed. It achieves this through its secondary digestive tract and secondary circulatory system.
The secondary digestive tract handles the bones of the beast's own prey, depositing them under a thin membrane on the beast's back and flanks. Here they protrude off of the beast in an essentially random fashion. When near freshly killed remains and detecting anything else approaching, the beast's secondary circulatory system kicks in, secreting blood through the membrane, causing the entire back of the beast to appear as fresh kill.
When scavenger creatures approach, the beast remains low and still, waiting for the scavengers to get close enough to attack. Fooled by the beasts' camouflage, the scavengers' lives end quickly as their intended meals rise up and overcome them.
They surprise their prey on a 5-in-6, owing to animal patience and stealth. If using the pounce attack from surprise, double the to-hit bonus, raising it to +4.
They are particularly troubling for humanoid-kind when a battlefield has been infiltrated by the beasts in the wake of a battle...
They typically travel in a pack of 3-5 adults, with possibly 2-7 pups in the Spring and early Summer. For the pups' stats, cut all numbers in half, rounding down, and use a die of half the size for all dice, except as follows: AC 8-14, MV 20-30, Action Die 1d16 or 1d20.
To be clear, their pounce attack does 1d6 damage normally — but both Action Dice can be used in this attack, one for the attack roll, and one to add to the damage.
12 June 2017
OWLSHARK
Init +0
• tail slap +3 (1d6, only in water)
• wing-rasp +2 (1d8)
AC 16HD 4d7+4
MV fly 30, swim 45
Act 2d20
SP drag down
Fort +6
Ref +3
Will +1
AL C
The owlshark can be sighted from coastlines or at sea, distinguished by its dorsal fin and it's wing tips breaking the water's surface.
It will attack small watercraft as well as individuals or small groups of people on beaches.
If its bite attack exceeds the target's AC by 5 or more, it has gotten enough of a bite to maintain a grip on the individual (Str 18) and will attempt to dive back into the ocean to devour them, thrashing them for additional bite damage each round when under water (no need to roll to hit).
BONUS!
BASIC STATS!
OWLSHARK
Move: 120 feet/turn flying; 180 feet swimming
Hit Dice: 4 +1
Armor Class: 5
Treasure Type: nil (see notes)
Alignment: neutral
Attacks: 2
Damage: 2-12 bite, 1-6 for the others
Reference the above for the monster's behavior. While it has no treasure of its own, if it has been actively preying upon humanoids in an area, there may be much those folks had upon them which may now be scattered along the beach, just off shore...
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
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
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
Labels:
cavern,
desert,
gigantic,
monster,
wilderness
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
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
Labels:
alien,
civilization,
flying,
gigantic,
monster
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