18 December 2018

WYVERN

Public Domain Image
Init +2
Melee Atk
 • bite +4 (1d4 + poison)
 • claw +1 (1d6+1)
AC 16HD 4d12
MV 60 fly 120
Act 1d20 + 1d16
SP gaze
Fort +7
Ref +6
Will +3
AL C

Wyverns have an irrational attraction to human females in diaphanous clothing, and are known to spirit them away to remote places and simply guard them. They prevent the women from leaving and ultimately these women weaken and die, unless rescued.

The wyvern's gaze is effective from 30 feet or less. One each round, the individual that the wyvern is looking at must make a Will Save vs. DC 13 or be shaken by visions of their greatest fears glimpsed within the luminous eyes of the wyvern, increasing their fumble range by 3, and removing any AC improvement from Agility.

The poison of their bite creates a fever that presents itself anywhere from 2-4 weeks after the bite. This can be thrown off with a Fort Save vs. DC 14 (call for the roll any time between bite and affliction, for obfuscational purposes). The fever is brought on by any strong exertion, such as climbing a rock face or fighting a battle. The area of the bite will feel as if on fire, and the afflicted character will weaken, only able to act every other round, losing 1d3 hp per round until at 0 hp they are unconscious. After the third day of unconsciousness, they can roll a Fort Save vs. DC 12 to revive and begin recovery (healing hp as normal). Upon failure, they can make a new roll each day thereafter.

A wyvern may be the final life-stage of an ancient dragon, reduced to a wizened body, non-intelligence and irrational behavior.


04 December 2018

SEA GIANT

Public Domain Image
Init +3
Melee Atk
 • pike +5 (1d12+2)
Ranged Atk
 • snail cloak +5 (special, 10/30/50)
AC 17
HD 4d8+6
MV 40, swim 100
Act 1d20 + 1d16
SP -
Fort +8
Ref +3
Will +4
AL N

Sea Giants live on the bottom of seas and oceans.

With a wave of their hand, a Sea Giant can cover someone with several hundred sea snails. Each snail leaves a mildly irritating slime on the skin of those afflicted, which in such numbers deals 3d3 damage. Further, anyone failing a DC 12 Will Save must either spend the round shucking off snails (reducing the damage by 1d3 per round) or act with their Action Dice one step down the Dice Chain.

30 October 2018

MARTIANS

Public Domain Image
Init +0
Melee Atk
 • tentacle +3 (1d6)
AC 12
HD 3d10
MV 10
ACT 1d24 + 2d20
Fort -4
Ref -1
Will +7
AL C

“A big greyish rounded bulk, the size, perhaps, of a bear, was rising slowly and painfully out of the cylinder. As it bulged up and caught the light, it glistened like wet leather. Two large dark-coloured eyes were regarding me steadfastly.” — H. G. Wells, The War Of The Worlds

Martians are a strange race of conquerors hailing from, as their name suggests, the planet Mars. The martians are reasonably strong, even though they move sluggishly in Aerth’s gravity, but they primarily rely on their strange fighting machines in war.

Though technologically advanced, over the eons their physical forms have degraded and atrophied into primitive cephalopodic shapes. They are so devolved that they no longer have a proper digestive system, instead simply absorbing their victims’ blood directly into their bodies through the use of glass pipettes.



MARTIAN WAR MACHINES
Init +5
Melee Atk
• 1d10 tentacles +10 (1d12, 20’ reach)
Ranged Atk
 • Heat Ray (Ref Save DC 14, 3d30 damage)
AC 20
HD 10d20
MV 60
SP black smoke
Fort n/a
Ref +5
Will n/a
AL C

The martians travel from planet to planet by launching themselves across space in large canisters, fired from enormous cannons buried underneath the red planet’s surface. The machines they use are large and terrible, standing higher than a church, and weighing several tons. Their machines have three tentacular legs, with dozens of thinner tendrils dangling down and acting as hands or fingers. From the central mass of the machine is a strange hood, in which the martians pilot the machine. And finally, extending on an odd tube, is the martians’ greatest weapon: the heat ray.

Black Smoke
The martians also make use of a strange compound known simply as black smoke. Some martian fighting machines are equipped with this in addition to a heat ray or instead of it. When canisters of the substance are dropped, a black gas spreads about 500’ in all directions (at a rate of 100’ per round), requiring anyone within that area to make a DC 14 Fort Save each round or take 2d16 damage.



Adventure Hooks

• Whilst exploring a network of underground caverns, the party accidentally stumbles across a large metal cylinder, buried in the rock for millions of years. Within the crashed ship, martians wait dreaming in cryosleep…

• The party is transported to Barsoom, the dreamlands of Mars, and must help a clan of green martians fend off invading martians.

• A meteor streaked across the sky the other night, landing in the nearby woods. Strange hammering noises and greenish lights have been emanating from the crash site.

• A sorcereress has recently been employing giant tripodal war machines, things that are clearly not of Aerth. The local lord has hired you to investigate and find out where she is getting the horrific weapons.

• A group of beastfolk have begun worshiping the corpse of a martian as their god, and through their faith have managed to bring it back to life in an undead state. Their “god” is now instructing them in how to construct fighting machines and produce the black smoke. The beastfolks’ early attempts are crude, but deadly.

• In a nearby valley, strange sounds of battle have been heard from the deep woods, and occasional flashes of light have been seen. Deep in the woods, a group of Mi-Go face off against the martians. It is an excellent opportunity to steal some alien technology, and if the party were to help one side or the other, who knows what rewards they may obtain...




Written by Tristan Tanner of The Bogeyman’s Cave — check it out!



23 October 2018

FLESH NIGHTMARE

Init +5
Melee Atk
 • hammer hand +7 (1d6+2)
 • pours down throat (1d4 Stamina)
AC 11
HD 6d12+3
MV 70 special
Act 4d16
SP magic to hit
Fort +3
Ref +9
Will +1
AL N

The fleshy nightmare is a large, hovering sphereoid shape of doughy flesh, roughly the volume of three humans, with a single, human-sized arm protruding from it, a hammer-like shape in place of it's hand

If the creature can close and come into direct contact with a foe, it can pour down their throat, suffocating them. Roll a Strength for the creature on 5d6, reducing this total by 1 for every 5 points of damage the creature has lost or goes on to lose. For every round after the first, the Stamina damage is inflicted. A target that reaches 0 Stamina has suffocated.

While the creature is in sight of someone, it can move up to 70 feet per round. It cannot give up it's Action Dice to extend the range when observed. But if the creature is not within sight, it can change position by 70 per round (140 if giving up Action Dice), without regard to walls and other barriers. It just is hovering in a new location.

Magical items, weapons and spells are required to damage the flesh nightmare.



This monster was created using Monster Extractor V: Deadly Monsters Now! — available through RPGNow.com



BONUS!
BASIC STATS!

Move: 260 feet/turn
Hit Dice: 6+1
Armor Class: 8
Treasure Type: Q
Alignment: lawful evil
Attacks: 4 hammer blows
Damage: 2-7

The fleshy nightmare is a large sphereoid shape of doughy flesh with a human-sized arm protruding from it, with a hammer-like shape in place of it's hand. They can make four hammer attacks per round. They can attempt to smother a victim by pressing into them, doing 1d6 Constitution damage unless the victim is successful at a Saving Throw vs. Turn to Stone. They can only be hit with magic weapons or spells.

Constitution damage will return at a rate of 1 point per turn of rest or negligible exertion. At the referee's discretion, 0 Constitution means death, coma, or other life-threatening state.


17 October 2018

NEARLY PEOPLE (2)

Public Domain Image
Init always 10
Melee Atk
 • tussle +0 (1d4)
 • by weapon -2 (-1d)
Ranged Atk
 • by weapon -1d (-2d)
AC 9
HD 1d4
MV 20
Act 1d20
SP startle, magic suppression. familiar budding, disturbance
Fort +1
Ref +0
Will +1
AL N

Some say they were the first sketch draft of humans. Some say the Gods got drunk and were just fooling around with the building blocks of life...

The Nearly People exist in the dim corners of the world eking out a pitiable life of grubbing for food and shelter, and surviving just long enough in most cases to procreate.

They stand about two feet tall. Nearly People are so bizarre in appearance, in movement and in manner, that when first encountering them non-Nearly People must make a Will Save vs. DC 13 or lose an action and audibly gasp.

Some Nearly People can speak the common tongue. They tend to be capricious and often spiteful, but can be useful guides when magic is an obstacle or threat, given their ability to absorb it.

Any magical effect or enchantment that a Nearly person can touch, or is touched by, is reduced in effectiveness by half. Further, the Nearly person can exert their will to completely extinguish the magical effect, either for a short duration of time or permanently. They must make a Will Save vs. a DC of 10 + the caster's level + 1d8. If they make the Save, the effect is neutralized for 1d24 rounds. If they can make the Save and exceed the DC by 5 or more, the magic is completely negated from an active spell or enchantment. If hit by a fireball, and they make the Save, the adjustment is applied to all targets in the area of effect, since the effect is contiguous. They will have this effect on magic weapons that hit them. They do not need to use an Action Die nor take an action to initiate this effect, it simply happens as part of their inherent nature.

Nearly People can generate familiars of a sort from their very bodies. It takes them 1d4 days to generate up to 1d6 familiars of their own, which follow the standard rules for familiars, except that when the familiar dies, the Nearly person keels over into a coma for 1d100 days.

Their presence tends to disturb Dwarfs and Elves the most, creating the following temporary effects for those races, rolled anew for each change of circumstances in the course of an adventure* (roll 1d6):

 1) Initiative is reduced by 2 steps on the Dice Chain; all attacks are at -2 until the affected PC has been hit 1d4 times in combat.
 2) Luck is suppressed, reduced by half for this phase of exposure.
 3) Subject cannot sleep well, and suffers a cumulative -1 to all Action Dice each 48 hours.
 4) Subject does not eat well, suffering a -1 Stamina for any day they cannot succeed on a Fort Save vs. DC 15.
 5) Subject obsesses about having Nearly People along... Becomes increasingly irrational regarding Nearly person (RP).
 6) All perception and skill checks are made at -1d cumulative per 3 days.


* Such as: Journey to quested site / Exploring site for object sought / Object obtained, exiting site / Return to home, which represents 4 circumstances, thus calling for 4 such rolls.


16 October 2018

NEARLY PEOPLE (1)

Public Domain Image
Init always 0
Melee Atk
 • tussle +0 (1d3-1)
 • by weapon -3 (-2d)
Ranged Atk • by weapon -4 (-3d)
AC 8
HD 1d4
MV 20
Act 1d20
SP othersenses, Luck confusion, float
Fort +0
Ref +0
Will +0
AL N

Some say they were the first sketch draft of humans. Some say the Gods got drunk and were just fooling around with the building blocks of life...

The Nearly People exist in the dim corners of the world eking out a pitiable life of grubbing for food and shelter, and surviving just long enough in most cases to procreate.

They stand about two feet tall and at a distance can pass as human toddlers. They have senses that no other humanoid possesses or has only in a comparatively diminished degree, such as thermoception, chronoception, familiarity perception, and magnetoception and others. The exact distribution of other senses varies from individual to individual.

These senses are at the disposal of the Judge to employ as she sees fit, such as having a Nearly person alert a party to the "smell" of an ambush the next morning, or the "sound" of a trap on the other side of a door. Get as weird as you like with this... Give the players info they could have no other way to obtain, but couch it in weird sensory terms.

Some Nearly People can speak the common tongue. They tend to be capricious and often spiteful, but can be useful guides when facing a threat or obstacle of an otherworldly or psychotronic nature, given their extraordinary senses.

Half of all Nearly People can float or nearly almost fly. They can move 1d4 feet per round in any direction in the air, minus 5 feet of downward movement, if given a boost of some sort to get them going. For all Nearly People, when falling they fall at 5 feet per round, taking no damage when impacting the ground or other surface.

They tend to drain the Luck from Halflings, but can restore or even boost Luck, as well. For every 6 hours of proximity roll 1d6:

 1) All Halflings in the party lose 1d6+1 Luck, as if Burned with no benefit.
 2) All Halflings in the party lose 1d4+1 Luck, as if Burned with no benefit.
 3) All Halflings in the party lose 2 Luck, as if Burned with no benefit.
 4) All Halflings in the party gain 1 Temporary Luck
 5) All Halflings in the party gain 1d5 Luck
 6) All Halflings in the party gain 1d3 Luck; this is a permanent raise (Max. 18) if they are currently at their full normal Luck.




09 October 2018

SKULL SACK

Init +0
Melee Atk
 • explosive discharge +4 (1d6+2, 30' radius)
 • bite +4 (1d8+1)
AC 11
HD 4d6
MV 70
Act 1d20
SP strategic, branded, voice thief
Fort +3
Ref +1
Will +3
AL L

This demon appears as a human skull within a vast, empty sack of human flesh. The skull slides across the ground, dragging the excess of flesh behind it. When it speaks, the voice is muffled by the flesh, but intelligible.

It is a crafty thing, using terrain to it's advantage at all times, enabled by it's remarkable speed. Any attack made against it should be rolled with a spare six-sider. On a result of the high half of the range of numbers, the skull sack gets a +5 AC. Based on the circumstances and the actions of the PCs, the Judge should feel free to adjust which numbers invoke the extra AC.

The skin of the demon can exude a viscous, amber liquid, which will explode in exposure to air. A single attack die roll is compared to all ACs within the area of effect, and all so hit will take the damage rolled.

Anyone bitten by the skull sack is bruised by the teeth pinching them through the sack of flesh. This bruise will not vanish, except by extraordinary means, for the next 1d8 months, effectively branding the individual. This doubles the likelihood of encountering demons and those allied to demons in that time.

Additionally, those bitten by the skull sack will immediately and completely lose their voice for 1d14 days. Additional bites will not lengthen the time. Extraordinary acts may reduce this time frame or eliminate it completely. Stolen voices can be used by the skull sack.

With daemonic arrogance, the skull sack seeks either to control or to destroy everything it encounters, as if all of creation existed for it alone, deferring only to demons of a higher order.


This monster was created using Monster Extractor V: Deadly Monsters Now! — available through RPGNow.com


02 October 2018

XERELVU, THE INVISIBLE DEMI-GOD OF DEATH (THE 101st MONSTER)

Init +18
Melee Atk
 • touch +9 (2d10, Fort Save vs. DC 16 or lose all hp)
Ranged Atk
 • flame throwing +8 (2d30, 10' wide line, 50/100/200)
AC 24
HD 10d20+50
MV 50
Act 1d30 + 2d24
Magic Resistance 85%
Worshiper's Alignment: Any (C)
Symbol: A Bloody Hand
Native Plane: The World (Áereth, for example)
Class Equivalencies: Clr 5, War 8, Hlf 4
Favored Weapons: caestus, swordbreaker, any sword, barehands
Unholy Creatures: Lawful races and tribes, dragons, giants, pregnant creatures
SP invisible, murder-derma , indeterminate form, demi-god, two-weapon fighting, un-dead control
Fort +15
Ref +20
Will +18
AL C

Xerelvu ascended to demi-god status when the god of death was impressed by the carnage the former adventurer had caused. Also known as the Right-Hand of Death, Xerelvu eternally seeks recruits for the Army of the Dead.

When a PC has killed 100 creatures, Xerelvu will soon appear, place an arm around that character's shoulders and invite them to join the Army of the Dead. Acceptance will mean joining the Army for eternity upon the death of the character, serving Chaos while alive without the slightest tolerance for Law nor Neutrality. This may create a dramatic schism in the adventuring party, which should be fun for those who can handle it. Why not have a spectacular blow-up that the survivors can move on from...? They're sure to meet or recruit new friends and cohorts, eh?

When Xerelvu lays an arm on your shoulders, it might at first feel as if a heavy snake has been laid upon you. Then you might notice that it feels like a human, bone-thin arm with two — or is it three!? — elbows twisting along your shoulder blades. Then before you're done, it may feel like a warm pudding is soaking into your jerkin.

To touch the demi-god unbidden is to die, unless a successful Fort Save vs. DC 28 is made.

Xerelvu is aware of and can command or control any and all un-dead creatures within 5 miles.



New Weapons

Caestus* . 1d7 . 8 gp
Swordbreaker** . 1d4 . 6 gp

* Can be used to negate a hit at the cost of an Action Die on the following round. It cannot be used in this way if the hit was a critical hit, nor if the attack roll exceeded the caestus wearer's AC by 4 or more.
** On a critical hit, or any hit where the attack roll exceeds the target's AC by 4 or more, if the opponent is using a sword, dagger, or similar weapon, the wielder of the swordbreaker may chose to break their foe's weapon, instead of rolling for a critical hit result as usual.

25 September 2018

RABBLE

Init +1d8
Melee Atk
 • mayhem +1d6 (1d4 + attack bonus)
 • vengeance +1d8 (1d7 + attack bonus)
 • fury +1d10 (1d10 + attack bonus) 
Ranged Atk
 • improvised weapons +1d4 (1d4*1d3, 10/20/30)
AC 5
HD 20d6
MV 25
Act 5d20
SP -
Fort +8
Ref +2
Will +6
AL C

Rabble are a large, noisy, uncontrolled group of people, generally swept up by mischievous or malicious intent or fervor. When their approximate intent is to harm someone they can certainly be deadly, but remain unpredictable... The Rabble depicted here is designed with the intent to do harm.

Depending on the degree of their intent, use the attack level you deem appropriate.

Each round, as they envelop the subject of their anger, roll 1d3 and consult the following:

   1) Employ only half of their Action Dice and restrict them to half of their movement.

   2) Employ all of their Action Dice, but any result of an odd number is considered as no action taken.


   3) Employ all Action Dice.

Each HD eliminated represents a member of Rabble becoming incapacitated or killed. Handle this distinction between injury and death by narrative means, not by numbers. Any time a 1/4th of the current total HD are eliminated, roll a Will Save for the Rabble vs. a DC 18. With a success, their temper is abated, and they should be stepped down the rank of attacks (e.g., from 'vengeance' to 'mayhem'). Stepping down from mayhem means the Rabble disperse... If however the Save is failed, they ramp up the scale of the attack ranks (e.g., from 'vengeance' to 'fury'). When rising beyond fury, add 1d6 HD back into the total, giving some members an extra HD owing to the near-madness of their rage.

Note that the size of the Rabble is not limited by the number of HD, but that the HD in larger groups of Rabble would represent the 'core' that the rest of the members are following. For tougher Rabble, give two of the HD to each member of the core. You may also increase or decrease the number of HD to suit the situation, as with any monster.



18 September 2018

SUB-DIMENSIONAL KNIGHT & MOUNT

Init -4
Melee Atk
 • battleaxe +4 (1d10-2)
 • blackjack +4 [+9] (1d3-2 [2d6-2])
 • akani stick +4 (1d6, special) 
Ranged Atk
 • bolter +4 (doubling cube, 40/80/120)
AC 11
HD 5d10+5
MV 60
Act 1d20
SP voiceless, backstab
Fort +2
Ref +5
Will +2
AL N

The crocodilian Knight is a demon hunter. He's journeyed here from his home dimension in search of the demons that infest this reality in order to exterminate them. His bearing suggests that he's been at this a long, long time and is well past the prime of his youth.

He is unspeaking, communicating only with icy stares, pointing with his weapons, and, rarely, nudging someone with an elbow. His silence and otherworldly appearance often makes him the target of suspicion and accusations.

What he lacks in physical strength is more than made up for in keen intelligence (equivalent of 3d6+6). He does not need to breathe and could survive indefinitely in a vacuum.

With his akani stick, an otherworldly polearm, he can cause his victims other sorts of grief in additional to physical pain and harm. Each of the results below is optional and only available to happen if he meets or exceeds the target's AC by the number shown:

Above
AC by  Maneuver in addition to damage
2      Trip! Knock target prone, do an extra point of damage
4      Haikeba! Disarm target, do an extra point of damage
6      Phased! Target loses their next Action Die, do an extra 1d3 damage
8      Stunned! Target cannot act at all next round, do an extra 1d6 damage

He has befriended a dark-furred dog from this world, who travels with him loyally. The Knight will often play with the dog, as well as including her in the demon hunting process.



THE KNIGHT'S MOUNT
Init +3
Melee Atk
 • fists +4 (3d5)
Ranged Atk
 • maw laser +4 (1d8, 50/80/100)
AC 13
HD 4d8+8
MV 45
Act 1d20
SP -
Fort +3
Ref +3
Will --
AL C

Of animal Intelligence, the Mount seems to serve the Knight as if almost by accident, generally paying him lax heed except in the heat of pursuit or combat. When the Knight is injured, the Mount pays him little attention and shows no particular concern for the Knight's welfare. The Mount is aggressive, and agile for its size — consider it to have +3 on his Agility score, if you need to roll up one for it.

It can fire a beam of verdigris colored light from it's mouth, which causes damage and frostbite.

The Mount can reshape its cranium at will, modifying it into a wide variety of limbs, tools, receptacles, and so on, stretching, molding, compressing and splitting the mass of its head in any number of ways. In a fight or crisis, the Mount may re-shape his head to hold spare weapons or equipment for the Knight, and be ready to pass them into the Knight's hand instantly.

How the Knight and the Mount communicate is unclear, except that they very much act in tandem when on the hunt.



These creatures were created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.



05 September 2018

MINING BOT CONTROLLER

Init +4
Ranged Atk
 • thought +7 (1d8, line of sight)
AC 9HD 8d10
MV 40
Act 2d20
SP vulnerable to fire, high STR, Immune to magic
Fort +3
Ref +6
Will +3
AL N

Tasked with overseeing up to a dozen teams of mining bots, the plant-based Controller stands 9 feet tall and 'communicates' in radiophonic crackles and noise.

They will aggressively defend themselves and the mining bots with pure thought striking into the mind of those they target. They are also physically strong (equiv. of 3d6+5), but take double damage from fire and suffer twice as much from intense heat.

The Controller is unaffected by magic. Magic weapons strike as if mundane, and spells simply wash over them. This reflects from how far afield they have come to extract their chosen ore (another dimension, an alternate reality, a micro-verse, etc.).



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


04 September 2018

MINING BOT

Init +1
Ranged Atk
 • plasma arc +2 (1d10, 10/20/30)
AC 18HD 4d8 +3
MV 20
Act 1d20
SP surface cling, vulnerable to cold, TK, aqua-adaptation
Fort +8
Ref +4
Will--
AL N

Working in groups of six or twelve, the non-verbal mining bots were brought from beyond this world to extract a particular ore of your choice, gold, silver, zinc, cobalt, etc. Their plasma arc mining tool happens to make an effective weapon.

Their 'feet' remain in contact with the ground at all times, as they slide along to move. They can also moving right up walls and across ceilings with the same ease as moving on the ground.

They do not function well in the cold, and take double damage from attacks of extreme cold or the like. They have a simple programming, but their Controller can re-program them as needed.

If discovered, they will attempt to flee. If they are pursued, they will turn and fight in an attempt to completely eliminate their pursuers entirely.



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



21 August 2018

MERMAID

Public Domain Image
Init +5 (under water)
Init +0 (at water's surface)
Melee Atk
 • tail slap +3 (1d7)
AC 13
HD 3d6+9
MV 20 on surface, swim 150
Act 1d20
SP lay on hands
Fort +3
Ref +4
Will +3
AL N

Mermaids are created when a human woman kills her lover. They can be malevolent or beneficent, either attempting to atone for their act or regretting nothing but their new life.

They often appear after severe storms, floods, extreme tidal events, or other aquatic disturbances, as well as being drawn to shipwrecks and drownings.

A mermaid has a Lay on hands ability like that of a Cleric, using their HD in place of their Level. They do not suffer disapproval, but if they fail the check, they cannot heal those wounds, though they will be able to attempt to heal future wounds of the same individual.

Mermaids will share tales of their oceanic environment, truthfully if they are beneficent and falsely if they be malevolent.


wikipedia — Mermaid



07 August 2018

HYDRA

Public Domain Image
Init +1.5/per head
Melee Atk
 • bite +#HD (1d6)
Ranged Atk
 • ice breath +5 (1d7+1, 20/40/60)
AC 14
HD (# of heads)d12+(#)
MV 120
Act (#HD/3)d20+(#HD/2)d16
SP deadly blood
Fort +5
Ref +9
Will +2
AL C

This multi-headed creature is found guarding 'mythic' sites, such as the entrance to the Underworld or the City of Immortality or the Heaven of the Unborn.

It will have anywhere from 4 to 9 heads, each of which may resemble a different earthly or unearthly animal, such as a snake, boar, goat, bandersnatch, unicorn, jubjub bird, or vole.

It's blood is so virulent that once exposed to air, it can kill those nearby. Anyone within 10' x the number of HD the Hydra has suffered in damage* must make a Fort Save vs. DC 10+#HD or suffer 1d7+1 Ability damage, randomly split between two random Abilities. The effect remains and a new check must be made for each round of exposure. The DC increases by 1 for every extra 10' of range. If damage is caused by means that logically would not spill the blood, then do not count it toward this total. If you put bludgeoning-type weapons in this category, a subsequent (or previous) strike that would spill blood means the bludgeon effect still counts — internal bleeding becomes external, thereby. Judge this approximately; don't worry about the math if it's giving you a headache.

The Hydra can use it's icy breath to freeze objects in place, or target a warrior's hand so it become "useless" in the fight (until healed or otherwise counteracted). Consider the hand as employing an Action Die one step down the Dice Chain. If they Hydra freezes someone's feet into place, they may only move at half speed once freed, until healed or significant time passes.


- - - - - - - - - - - - - - - - - - - - -
* For ease of arriving at this number, before anyone attacks the Hydra write down the result of the total hp divided by the number of heads.



03 August 2018

TRANSPORT SERVITOR — SLAVE OF SELVOTH AZAVATO, BLOODSPORT RECRUITER

Init -5
Melee Atk
 • brawling +2 (1d4+1)
Ranged Atk
 • lightfire gun +5 (1d8, 50')
AC 13
HD 8d6
MV 20, teleport 40
Act 2d20
SP Vulnerable to germs
Fort +4
Ref +9
Will +4
AL L

Conditioned to serve Selvoth Azavato, the Servitor has not been given nor allowed a name, it and it's kind existing within the hierarchy of the Magenta Dimension only to serve. This is not to say that the Servitor might not hope to escape this situation someday...

The Transport Servitor can teleport freely, but using an Action Die. The roll of the Die adds that many feet to the maximum distance moved with the action. If both Action Dice are used, they are both rolled and may be added to the base move distance. Alternately, the Servitor can 'translate' itself, Azavato and anyone or anything else that Azavoth designates back to the Magenta Dimension. It's been bred/engineered to have many limbs, since to move anyone or any thing with it, it must have a hold on them.

Azavato will usually keep the Servitor within arm's reach, so that if he needs to get away from a danger the Servitor can make that happen quickly and easily. Using it's teleport powers does require a large diet to replenish the energy used.



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



02 August 2018

SCOUT DRONE — DEVICE OF SELVOTH AZAVATO, BLOODSPORT RECRUITER

Init +0
Ranged Atk
 • darts +4 (1d6)
AC 14
HD 6d14
MV fly 40
Act 1d20
SP Immune to magic
Fort +4
Ref +2
Will --
AL N

Selvoth Azavato's Scout Drone hovers over civilized regions, seeking any sort of fight or conflict to observe. It can recognize folks carrying weapons and armor, and assume they may be on their way to a fight. It can differentiate between a drunken brawl in an alley between amateurs and a battlefield fight between skilled, experienced fighters.

Once it has found outstanding combatants, uniquely powered individuals, or even terrain that makes a fight more interesting, it will send a homing signal back to Selvoth Azavato, while tracking those individuals so that Azavato can recruit them for bloodsport games back in the Magenta Dimension.

If it's not obvious so far, the PCs are the most interesting combatants that the drone has detected in a long, long time...



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



01 August 2018

HEYU - SELVOTH AZAVATO'S SERVANTS

Init +1
Melee Atk
 • club +6 (1d6+2)
AC 18
HD 3d6
MV 30
Act 1d20
SP Double damage from acid/corrosives
Fort +1
Ref +4
Will --
AL N

These multi-limbed constructs are conditioned to obey Selvoth Azavato. He uses them to do any and all labor that might be involved in his mission, as well as to defend him if when the need arises.

With their many limbs, they can perform multiple tasks at one time (but still just have the the one Action Die; so the more things they are doing the slower they are doing them). They have a high Strength, which should be rolled for each of them on the usual 3d6, but with a 4-point bonus.

They have a tendency to confuse or forget details of their instructions, frustrating Azavato and his plans.

A Heyu's club can be energized to cause stun damage only, which is recovered at a rate of 1 hp per Turn. In this case, 0 hp would mean unconsciousness, not potential death. A Roll The Body check could be used to see if the character wakes up early and has a chance to "play possum" if they wished.



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



31 July 2018

SELVOTH AZAVATO — EXTRA-DIMENSIONAL BLOODSPORT RECRUITER

Init -3
Melee Atk
 • brawling +0 (1d2)
Ranged Atk
 • lightfire gun +5 (1d8, 50')
AC 14 (19)
HD 6d8
MV 30
Act 1d20
SP Double damage from fire, high Int
Fort +1
Ref +1
Will +3
AL N

Selvoth Azavato is a sharp-witted, highly intelligent hustler. Ostensibly, his job is to recruit warriors and interesting combatants to take back to the Magenta Dimension to populate the gladiatorial arena. Whether he brings them back willingly or by force, his employers do not care, nor does he himself.

With him on this job are a scouting drone, which will proceed him, and his clockwork manservants. Also on the journey is his transit servitor, a living being which he can use to both get out of tight situations and to make the translation back to the Magenta Dimension.

Azavato himself loves being in charge of a situation. His greedy and grasping personality can just about overcome his xenophobia, and he can barely hide his glee at the thought of those he's recruiting being mangled and eviscerated in the arena.

His methods of recruitment can vary from monetary enticements and straight-up business negotiations, to violent press-gang tactics; whatever it takes to get the most interesting subjects for the arena, Azavato is willing to do it.

With a slight re-working, Azavato could be an easy way to bring DCC characters over to an X-Crawl game/campaign.



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



24 July 2018

HEAD IN A BUCKET

Public Domain Image
Init last
Melee Atk
 • bite +0 (1d3)
AC 5
HD 2d8
MV 0
Act 1d20
SP -
Fort +1
Ref -6
Will +6
AL C

It was just there, and scared the life out of me — I raised the bucket and a man's head was resting within it!

As I struggled to regain my breath, it spoke to me in a weak, tiny voice... "Would you please return me to my home? I'm terribly cold, and have been lost for so long. Please help me, won't you?"

The head's memory seems to be, erm, incomplete, but it wanted me to travel with it, in search of it's body. I had no means to do such a thing, so when I heard about your impossible exploits, I thought maybe you'd be able to help the head, instead of myself...

If the PCs accept the Head, it will try to guide them to places where it's body might be. In truth, it is a demon in disguise, leading the PCs into danger at every opportunity.

To use the Head, decide on which places you want to lead the PCs to, and then consider what sort of "ordinary" person might visit all of those places, or at least near those places. Then you have the 'backstory' that the Head can give the PCs to convince them of it's sincerity. The Head will feign not knowing how it became separated from it's body, but will remember these places in a jumbled recollection, not knowing which it's been to most recently. Judges can also consider what sort of rivals or enemies the Head may have "made in life" to fold in other locations that the "whole person" wouldn't have likely visited, but which it's enemies might have done.

If you need to reveal the demon disguised as the Head, use the demon of your choice as best suits your campaign There are a few to choose from here on the blog, or you could generate a new one from the Rulebook.

10 July 2018

STINKIN' YELLA FAE

Wizards (1977)
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

Public Domain Image
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

Public Domain Image
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

Public Domain Image
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.