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.