10 July 2018

STINKIN' YELLA FAE

Init -1d20
Melee Atk
 • claws +1 (1d6+1)
Sample Ranged Atk
 • crossbow +1d6 -1d8 (1d6)
AC 12
HD n/a
MV 20 or 30
Act 1d20
SP nigh-unkillable
Fort +20
Ref +20
Will +10
AL C

Yella Fae are the combination of Fae and Demons, making them a huge problem when they show up anywhere...

In numbers, they are likely to be employed by powerful, influential beings, such as demon lords, war-like Patrons, and the like, prized for their tenacity. Only a powerful personality could hope to keep large numbers of them acting in anything resembling unison.

They can also show up singly or in small numbers, usually up to the sort of mischief you might expect.

When they are attacked, the damage done by a single blow is the percent chance that they will die from that blow. If they do not die, no damage needs to be recorded; they are no closer to death than they were before the attack.

They can be trained to use almost any sort of weapon, but simply can't focus enough to be any good with any of them, except by accident.

For game mechanical purposes, treat them as a 6 HD creature (for Crit tables, etc.).

Not to cross the streams, but, Glowburners confronted with Yella Fae are 50% likely to be enthralled by them, and 50% likely to be absolutely repulsed by them.


06 July 2018

LE-09 — PLANET SHAPERS

Init -3
Melee Atk
 • flail +4 (1d6)
AC 16 (21)
HD 7d14
MV 40
Act 2d20
SP Double effect from Cold
Fort +8
Ref +1
Will --
AL C

Designed to be a bodyguard for the leader of the Planet Shapers mission, LE-09 has suffered damage to it's negatronic brain in the warp-jump to this world, and has gone wandering off beyond it's normal operational parameters. This might be the world's first clue that something is not right, leading them to the Planet Shapers.

The creature has a literal photographic memory, normally used in exploring a world in preparation for it's being terraformed. It is primarily powered by solar energy, and without access to it's usual off-world power back-ups, LE-09 becomes listless or immobile between midnight and dawn, taking approximately two hours of sunlight before it regains full operational function. It gets secondary power from the ethereal dimension, though this energy maintains it's memory banks and other programming, and is insufficient to allow LE-09 to move about.

Mimicking it's masters, it will attempt to eat people, roaming in search of humans to prey upon, even though it does not need to eat substances from this world for sustenance.

It can activate additional armor by "using" an Action Die (no roll required, it just uses up one Die on that round). However, this system is also faulty, only kicking in (after the Action Die has been "spent") on a 1-in-5. The armor will remain up for no more than 2d5 rounds, requiring another Action Die if the creature decides to again activate the armor.

Consider LE-09 as having a Stamina of 21 for any purposes where that would be relevant.


This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.


05 July 2018

CLASHBOT — PLANET SHAPERS

Init -2
Melee Atk
 • fists +5 (1d4)
AC 13
HD 7d8
MV 30
Act 2d20
SP Immune to magic, immune to acid
Fort +2
Ref +5
Will --
AL N

The gung-ho Clashbots are used by Planet Shapers as a military defense force to protect their operations. They are appropriately aggressive for their task, and highly agile*, but have not been extensively programmed for all possible situations.

When on patrol, they can get inquisitive and stray off task. Any such patrol encountered in the wild should be considered to be distracted by something on a 2-in-5.

* If you need to roll an Agility score for this monster, add 4 to the result to reflect the heightened Agility.


This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.


04 July 2018

FLOAT VINES — PLANET SHAPERS

Init +4
Melee Atk
 • swordleaf +3 (1d8)
AC 17
HD 7d6
MV 0 [40]
Act 3d16
SP -
Fort +4
Ref +7
Will +3
AL N

This is a bio-engineered plant used by the Planet Shapers to guard any equipment they need to have with them, but which they don't need continually, such as their means of returning home. The Float Vine is generally placed in a woods, swamp, or any setting where things can be concealed. If your campaign is set in tundra or deserts, get clever, folks.

The equipment in question is held within an all-encompassing bundle of vines, leaves, and roots. Stretching out from that point in all directions are vines reaching up to 500' in length. These snake and weave through the landscape (so as not to "point" straight to the items they are guarding).

The vines float off the ground by about three to four feet. Anything coming into contact with them alerts the plant-mind. Aggressive actions or those tracing the vines toward their center will be attacked by the supple vines, in an attempt to eliminate the possible threat. The vines can contract and extend themselves in such a way as to engage in melee with more than one opponent at a time. The closer this occurs to the center, the more vines can join the melee quickly.

The center of the vine creature does not move (hence the zero), but the vines themselves can move around (hence the 40).

Doing 2d6 damage with a bladed weapon to any given vine will sever it, though the section still attached to the center can continue to act. The HD are for the main body of the creature in the center.



This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.



03 July 2018

PLANET SHAPERS

Init -4
Melee Atk
 • bio-weapons +7 (1d12, 60')
AC 15 (17)
HD 1d8+3
MV 10, teleport 40
Act 2d20
SP Immune to disease, multiple limbs
Fort +9
Ref +4
Will +5
AL C

They've arrived, ready to change the world for their own purposes. That change is literal: altering the atmosphere, the terrain, the proportions of water to land, introducing new weather patterns, and altering the balance of minerals and elements. If this makes the planet uninhabitable for the life that exists here, that's alright, so long as it becomes what the Planet Shapers need...

3-30 of them are encamped in the wilderness, along with 20-80 of their clashbots for defense, and their equipment for terraforming. They have a bio-engineered plant protecting their stored tech including their means to return home, and the leader of the group has a mechanical pet.

They have an aggressive streak, protecting their presence while their work gets established. They have a gadget on their belt which they can activate to unfurl a protective vest (hence the 17 AC). They do not have emotions as we recognize them.

They can eat the humanoids of this world, but don't find them especially appetizing.

A few notions of why the Planet Shapers are planet shaping:

1. The world of the PCs is being re-made into a farming planet. All land-masses will be flattened for growing and much land will be raised from the sea bottom, and existing water will be channeled into irrigation pathways.

2. The world is so highly attuned with magic that it will be the perfect warp-station for instantaneous transport by hyper-jump, making it a sort of transfer station for pan-galactic travel.

3. More room, more room! The Planet Shapers simply need more living space, and are transforming the planet to suit them, which will wipe out all of the indigenous life. Make sure your Planet Shapers are wearing equipment that keeps them alive until the terraforming is done, which can be destroyed with 1d7+1 points of damage.



This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.



26 June 2018

GERYON

Init +0 (but roll 1d30)
Melee Atk
 • claws +11 (3d6)
 • stinger +8 (3d5 + poison)
AC 20
HD 9d10+10
MV 20, fly 120
Act 2d20
SP -
Fort +15
Ref +7
Will +6
AL C

In life, Geryon was a trickster, defrauding anyone and everyone he could. Crossing the King of Elfland, he became a giant monstrous being upon his death, with a serpentine body ending with a stinger, raptors' wings, and leonine paws.

Anyone aligned with the King of Elfland who meets Geryon, Geryon must serve — he must confess as much, once he is aware of any degree of alliance with the King. Likewise, anyone who can recount the story of one of Geryon's misdeeds to his face will have his loyal service for 1d12 days (or a number of days determined by the Judge based on the severity of the fraud recounted; recounting the fraud perpetrated upon the King of Elfland himself may result in a year or more of service).

If Geryon is reduced to 0 hp, he dissolves, reforming somewhere in Hell, where from he must claw his way back to the mortal world to continue to pay his debt to the King of Elfland.

The poison of his stinger will completely paralyze anyone mortal for 1d24 hours, unless they can succeed on a DC 16 Fort Save, thereby only being affected for 1d4 rounds. Other sorts of beings will be affected to a different degree, or not at all, as preferred by the Judge.

When not in direct service to anyone, Geryon tends a large herd of red cattle.


12 June 2018

MARSH GHOST

Init +10
Melee Atk
 • hatchet +2 (1d6)
AC 10
HD 2d12
MV 60, fly 30
Act 1d20 + 1d16
SP ghostly
Fort +8
Ref +8
Will +3
AL C

Look, you just don't want to spend a night in the marsh. It's haunted!

The worst of it is the Marsh Ghost... s'like a man in a cloak and hood, must stand near eight feet tall, it does, and carries an axe what it hacks folks apart with...

If you try to run, it flies after you, or moves over the marsh faster than anything else could, coz it don't have to touch the ground, does it?

If you try to smash it with a stick, or a sword if you have one, more often than not, your weapon will just pass right through it, like 7 times out of 10. Unless you have a magical thing to strike it with, which it can't seem to avoid like other things.

But it can also just disappear and then reappear as it likes... in the same spot, or anything up to a hunnert feet away! (thrice a night)

They's some who say that even if you thinks you've kilt it, it jus' comes back after a few nights... You've just made yo'self what they call a reepreeve. No kind of lasting safety, I assures you.


29 May 2018

ANT FOLK

Init +0
Melee Atk
 • weapon +0 (by type)
AC 12
HD 2d5
MV 30
Act 1d20
SP -
Fort +2
Ref +1
Will +0
AL N

Occasionally found wandering the land, usually in search of food. They tend to be of a nervous disposition, and invariably fail to hold a conversation for any length of time (usually just getting back to wandering off).

Once an ant person has found food, they will return to their colony with a bundle of it, and then the ant people will return in numbers to collect the rest of the food. They have no sense of others' personal property.

If crossed, they can send seemingly endless numbers of soldiers to fight for food or a safe place to build a colony (their colonies are often susceptible to flooding, forcing them to pack up and seek a new home).

15 May 2018

CONFUSION CRAWLER

Init +3
Melee Atk
 • bite +3 (1d6 plus poison)
AC 13
HD 8d5+3
MV 40
Act 1d20
SP hallucination aura 20'
Fort +8
Ref +2
Will +0
AL C

Exceedingly deadly, the Confusion Crawler emanates a gas that causes humanoids to hallucinate. Anyone within 20' of the Crawler must roll a Fort Save vs a DC 13 or suffer the hallucination effect. Anyone who makes the Save must continue to roll the Save each round they are in the scope of the effect. Sooner or later, they will succumb....

The hallucinations include distortions in temporal and spatial acuity and false visions (things that aren't there or not seeing things that are there). Roll for each affected character each round:

1. Does "nothing" -- lost in the previous moment as if it were still occurring.
2. Act as "normal" but move up the Dice Chain one step -- hyper-lucid perception
3. Act as "normal" but move two steps down the Dice Chain -- distorted perception
4. Act as "normal" but actions are redirected by the Judge (randomly or otherwise) to affect something or someone other than intended.
(Dice Chain shifts affect all dice, Action Die, damage dice, Saves, etc.)

The hallucination effect continues while in range, or lasts for 1d5+3 rounds if removed from the radius.

The Crawler's bite includes a poison which causes targets to simply lay down and not move, unless they can succeed at a Will Save vs. DC 10. Those affected will lay down peacefully, limp and listless, for 2d12 rounds.

The Confusion Crawler is semi-intelligent and can manipulate objects with it's tiny "hands". It is 20 feet long.


The Confusion Crawler is easily part of Hangmoor Prison, an entry in the One Page Dungeon Contest for 2018. 


BONUS!
BASIC STATS

Move:160 feet/turn
Hit Dice: 5 + 1
Armor Class: 6
Alignment: chaotic Evil
Attacks: 1
Damage: 1-6
Treasure Type: O x3, Q

The hallucination requires a save vs. poison, as does the poison from the bite. Hallucination effects are the same as above, but any reference to the Dice Chain is simply a +1 or -2 adjustment to die rolls, as appropriate.


01 May 2018

FOLGOSS

Init +5
Melee Atk
 • decay aura +3 (1d6, 5' radius)
 • wrestling -1 (1d3)
AC 17
HD 2d8
MV 35, fly 35, swim 15
Act 1d20 + 1d14
SP only hit by magic, tireless
Fort +1
Ref +3
Will +1
AL C

The folgoss originate in one of the weirder corners of Faerie (and that's saying something). They've been brought to the mortal realm by the smengites, who have enslaved them.

Folgoss have a tireless capacity to do work and physical exertion. They stand about 2 feet high.

Their aura of decay is a necrotic energy that they can emit in a web-like or net-like aura around themselves.



SMENGITES

Init +6
Melee Atk
 • headbutt +0 (1d4)
AC 18
HD 1d8
MV 20
Act 1d20
SP move through
Fort +1
Ref +2
Will +1
AL C

A smengite stands barely above one-foot tall and has the surface appearance of polished, petrified wood. Between their diminuative size, agility, and carapace they are difficult to harm.

They can move through solid materials up to 5' thick by using their Action Die with their normal move. They can't perceive what's inside that solid material, so this ability is of limited use to them when exploring.

They have long enslaved folgoss to act as both general servants and as a fighting force. They find no distress in this situation, since it favors themselves in every way, despite the oppression of the folgoss.

Their main endeavor is the recovery of gold from ancient civilizations. Long ago, the smengites were driven off from rich veins of gold by mankind. Now they seek to re-discover this gold and horde it for themselves out of nothing but cultural pride.




17 April 2018

CUKAHPI

Init +1d10+4
Melee Atk
 • crush +3 (1d3)
 • bite +2 (1d4)
Ranged Atk
 • spark +3 (1d6, 30')
AC 15
HD 8d4+4
MV 10, hover 30
Act 1d20 + 3d16
SP spore aura 10', extra-long limbs
Fort +2
Ref +3
Will +1
AL C

Growing mushrooms from it's back, the Cukahpi is a vile little creature of malice and spite, liking nothing better than to crush and choke living things with its many extendable, tendril-like limbs.

Anyone whose Stamina is below 9 that finds themselves exposed to the Cukahpi is subject to it's spore aura. Any such subject failing a DC 15 Fortitude Save finds their ability to naturally heal hp and ability damage blocked for 1d7 days.

The Cukahpi can use it's d20 Action Die for any sort of action, but can only use it's d16 Action Dice for crush attacks or spark attacks.

Its spark attack must 'rest' for as many rounds as the result of it's damage die, before it can be used again.


Cukahpi is an additional potential monster for the Monster Trainer class to track down and capture. You'll find more such creatures, such as the Nauseapuff, in the Working Class Alphabet zine.



01 April 2018

CHARLES FLATADZ

Init +0
Social Atk
 • flex (awe 1d16)
Melee Atk
 • punch +0 (1d4-2 [0,0,1,2])
AC 15
HD 3d6
MV 30
Act 1d20
SP -
Fort +4
Ref +2
Will +2
AL C

Charles Flatadz wanders the land, putting on displays of his physical prowess in towns and villages, and selling his wares: books (some all-pictures, some text) on better health and fitness, and ointments and concoctions meant to support that end.

He can awe the crowd by running through his routine of poses and catch-phrases. With each pass, he can awe 1d16 zero level individuals. Others are awed at the Judge's discretion, except for PCs, which should be left to their own devices. Those awed are inclined to spend money on Flatadz's products.

Flatadz's products set the stage for a further situation, left to the devices and invention of the Judge, but a few suggestions follow:

1) Flatadz's books and brews prepare the populace for something that is soon to come... Another, more malevolent visitor who will now feast on a selection of those who have 'bought in'...

2) Flatadz returns two to four weeks after his first visit. Those who partook of his products are susceptible to his control. He may simply want those under his power to spread word of him and increase his appeal and ability to sell his wares. This effect could be combined with the above, so the "enthusiasts' spread the word, and some small portion of them feeds the evil visitor — or feeds Flatadz himself!

3) The "Charles Flatadz" identity is completely false, a cover for: a powerful wizard... a reviled sovereign on the run... a scam artist who's escaping the results of one scam by running another...

4) The ointments and such cause users to sleep extra-heavily — Flatadz then burgles their homes.



Charles Flatadz can be found shilling within the pages of Inner Ham products.

02 March 2018

FREED ANGRY SPIRIT

Init +9
Melee Atk
 • "ghost weapon" +3 (as per weapon)
 • float through +1 (1d6 cold)
AC 13
HD 3d6
MV 40 fly
Act 1d20 + 1d16
SP possession
Fort n/a
Ref +5
Will +5
AL N

750-some years ago, an armorer was attacked from behind and killed. His spirit was cast into an insect instead of rising to the beyond...

Since that time, the spirit has slowly clawed it's way up the chain of life forms until it can now inhabit a simple humanoid, such as gorblins, zorbits, or — rarely — even some humans. However, over the years its former intelligence has dwindled, leaving only a low, feral consciousness.

Thus when the host creature is destroyed, the spirit rises immediately to lash out at whomever has disturbed them.

The spirit's possession power primarily makes it immune to detection and attack, only being forced out upon the death of the living vehicle. In this era, the subject of this power gets a Will Save at a DC 16 minus their number of HD to block the possession. Upon a successful possession, the spirit can only subtly influence the creature's actions, though this influence may increase over time...




16 February 2018

DRACODEMON

Init +4
Melee Atk
 • gore +2 (1d7)
 • claw +5 (1d4)
 • bite +4 (1d3)
 • standard weapon +2 (+1-2d if sized correctly)
AC 14
HD 4d6+2 (18 hp)
MV 40, fly 80 (wings)
Act 1d20
SP infravision, heat breath (10' by 140'; DC 14; current hp* or half with Save; 2/day), spellcasting, half-damage from non-magical and non-blessed weapons, half-damage from fire, vampiric
Fort +5
Ref +5
Will +5
Crit Table: DN/1d12
AL C

More than a beast, but less than a god, the Dracodemon wanders the world seeking the only sustenance it can survive on: blood. In it's long lifetime, the Dracodemon has more than once served a powerful lord or regent as a vizier or protector.

The Dracodemon has a large, humanoid body, and its limbs are completely metallic. It is always covered in vermin, such as rats, voles, etc. These creatures are of an ordinary sort, living upon the body of the Dracodemon. New such creatures can occasionally be seen scurrying to the Dracodemon and climbing onto its body and nesting in the folds of its clothes.

With a successful claw attack, the Dracodemon can grab its victim (DC 14 Str check to escape). The Dracodemon can then either do 1d3 damage freely per round to the target or fly with them in its grip and drop them from whatever height the Dracodemon can attain. It can choose to let go at any time.

Once per hour, the Dracodemon can read the surface thoughts of any target in its line of sight.

In a vampiric way, the Dracodeomn recovers 2 hp for every HD of a victim once their blood is consumed. It can only recover hit points in this way, or by very powerful Chaotic magic.

The following spells take an Action Die to employ, but are rolled as indicated. They have a range of 30' unless otherwise noted.

Banish — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ target must make a Will Save DC 15 to get within 60' of the Dracodemon; — 23+ up to 5 targets must make a WIll Save DC 19 to get within 1/2 mile of the Dracodemon

Chill Touch — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ +2 to melee, +1d6 damage; — 21+ for 1 hour, +4 to melee, +2d6 damage, +1d4 Str Drain

Darkness — roll 1d30: 1-10 fail & lose spell for 24 hrs; — 11+ 20' globe of darkness persists for 1 Turn where placed; — 21+ up to 50 cubic ft enshrouded in darkness for up to 24 hours

Enhanced Companion — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ one resident vermin becomes an uber-vermin (+3 bite, 1d3 damage, 3d3 hp, 13 AC, etc.) which loyally serves the Dracodemon; —  23+ transforms 2d7 vermin into uber-vermin which loyally serve the Dracodemon

Mortal Runic Alphabet — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ if designated object is disturbed, the Dracodemon knows; — 21+ designated creature forgets meeting the Dracodemon

Scare — roll 1d30: 1-9 fail & lose spell for 24 hrs; — 10+ target makes a Will Save DC 14 or flees the area for 1d4 rounds; — 25+ all creatures within 60' make a Will Save DC 17 or flee the area for 1d10 rounds

Slow — roll 1d30: 1-9 fail & lose spell for 24 hrs; — 10+ one target loses it's next Action Die and is dropped to half it's normal speed for 1 Turn; — 25+ as above, but up to 5 targets are affected

Ventriloquism — roll 1d30: 1-5 fail & lose spell for 24 hrs; — 6+ project a phrase within line of sight, own voice or impersonation; — 21+ establish an illusory sound or voice, which persists for up to 1 day

Wood Wyrding — roll 1d30: 1-7 fail & lose spell for 24 hrs; — 8+ up to 4 wooden objects of man-size or smaller [or equivalent] to twist, warp or break; — 23+ large quantities of wood can be molded and shaped and make to act as living creatures

At the Judge's discretion, the Dracodemon may Spellburn hit points to boost spellcasting.


* As per Ye Olde Schoole Waye, the damage done by the Dracodemon's breath weapon is its current hit point total.