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.


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* 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.