Init +2
Melee Atk
• brawl +6 (1d3+1)
• acid kiss +4 (1d14+1)
AC 14
HD 4d8
MV 60
Act 1d20
SP redirect magic, shape-changing, spells
Fort +4
Ref +3
Will +6
AL C
RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.
With an athletic frame and the head of a giant slug, Beltram the Rival Wizard defends the group from magic. Any incoming spell, whether directed at the Wizard or at an ally within 10' can be 'caught' by the Wizard if he makes a Fort Save vs a DC of 10 + spell's level, modified by the caster's Luck. If this Save is failed, he can 'burn' a point of his Fort Save to deflect the spell harmlessly in a random direction.
The Rival Wizard can catch a 1st Level spell with one limb and re-direct it with another. His head counts as a limb for this purpose. To catch a 2nd Level spell, he must use two limbs to catch and a different two to release it again. A 3rd Level spell can be caught with three limbs and cast outward again with the remaining two limbs at a cost of losing a point of Reflex Save and AC. Catching and re-directing a 4th Level spell reduces the Reflex Save and AC by 2. These loses return at two points per 24 hours.
A spell that has been caught, can be cast outward on the Rival Wizard's action at a new target or targets, using the original Spellcheck result to determine all effects.
The Rival Wizard can assume alternate forms, assuming any form on the Chaotic Familiars chart from the Rulebook. To assume a new form takes 1-2 Turns for a slow transformation, looking like a weird, shrinking (or growing) hybrid until the transformation is complete. During the transformation, the Rival Wizard is limited to either a Move action or the use of an Action Die. Use the Familiar stats for the Wizard while in the assumed form, except for hit points and Saves.
Any victim who dies from the Rival Wizard's acid kiss is injected with 10-50 slug eggs, which incubate within the target's body (even if the victim is revived by the usual means). This is extremely nasty. A revived victim will succumb to fever and weakness, losing 1 from a random physical Attribute each day until on the 1d4+6th day the slugs painfully emerge, doing 2d4 damage.
Paranoid in the extreme, the Rival Wizard has many suspicions and crackpot theories. These generally exempt his fellow party members, while the strength of the combined party is to his advantage, at least. Clerics are Wizards in disguise so as to steal knowledge from other Wizards. Elves are an abomination not to be tolerated, causing the downfall of all mankind within this decade if not fought. Halflings should be destroyed as an inferior offshoot of mankind, polluting the culture. The Judge should freely add additional cases of paranoia as suits the campaign.
The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG
A Confabulation of Over One-Hundred Unique MONSTERS for The Dungeon Crawl Classics RPG (DCC RPG) and Suitable for Other Sword & Sorcery Role Playing Games, Including Older-Style Games.
These are monsters in the the original sense of "anything that's not a player controlled character..."
Mostly Written and Drawn by bygrinstow. — DCC Monster Stats! —
30 July 2019
16 July 2019
PANT-CAT
Init +5
Melee Atk
• claw +6 (1d7)
• bite +5 (1d8 + poison)
AC 17
HD 4d10
MV 50
Act 1d20 + 1d16
SP Stripes-only, Chaos poison, vortex slip, leap 30'
Fort +4
Ref +7
Will +3
AL C
Most often traveling in pairs, a Pant-Cat stalks the wilder lands of Faerie. Like a Cheshire Cat, they can turn nearly invisible — in the case of the Pant-Cat, nothing but their red stripes remain, which can 'lay' across whatever terrain they are in at the time, and "slide" over that terrain when they move. They emit no scent and make no sound when in this form.
The Pant-Cat's Chaotic poison causes paralysis when a DC 12 Fort Save is failed. The recovery from this is accompanied 15% of the time by Corruption (roll randomly for severity and type), and 5% of the time by visiting a random alternate plane of reality for 1d3 rounds.
For each Pant-Cat in a pack, the DC is raised by 2, and the percentage chances are increased by 5%. Thus, when confronted with a pair of Pant-Cats, the poison Save DC is 14, the Corruption is increased to 20% and the Dimensional Slip is raised to 10%; when there are 5 Pant-Cats together, the Save DC is 20, the Corruption to 35% and the Dimensional Slip to 25%.
Recovery from the paralysis takes a number of rounds equal to 20 minus the character's Stamina score.
Though native to Faerie, they can be found in other planes of existence and on other worlds, slipping through the time-space vortex by their nature, though rarely.
Garments made from the pelt of a Pant-Cat have 1d3 of the following properties:
Roll 1d8
1. Once fashioned, the garment will not rip, tear, wear thin, fade, nor fray.
2. The garment will attract the attention of Faerie beings and creatures and increase their caution or their respect by 50%.
3. The garment will distract foes, granting a +2 to AC on the first round of a fight.
4. The wearer can choose to exude the Pant-Cat poison from the surface of the garment at will, once per 1d6 days.
5. The coarse fur of the garment becomes more pronounced, granting an abrasion attack as a Dwarf's Shield Bash attack.
6.The garment protects the wearer from fire damage by 1d3 points per round.
7. Once per year, the wearer can cast Feather Fall with a spellcheck of 1d24 + their current Luck attribute.
8. The wearer may develop an affinity with one or more extra-planar realms, either gaining ease of access to those realms, or taking on one or more attributes of those realms over time. This property does not manifest itself until after months or years of wear and is at the discretion of the Judge as to it's nature and degree.
Melee Atk
• claw +6 (1d7)
• bite +5 (1d8 + poison)
AC 17
HD 4d10
MV 50
Act 1d20 + 1d16
SP Stripes-only, Chaos poison, vortex slip, leap 30'
Fort +4
Ref +7
Will +3
AL C
Most often traveling in pairs, a Pant-Cat stalks the wilder lands of Faerie. Like a Cheshire Cat, they can turn nearly invisible — in the case of the Pant-Cat, nothing but their red stripes remain, which can 'lay' across whatever terrain they are in at the time, and "slide" over that terrain when they move. They emit no scent and make no sound when in this form.
The Pant-Cat's Chaotic poison causes paralysis when a DC 12 Fort Save is failed. The recovery from this is accompanied 15% of the time by Corruption (roll randomly for severity and type), and 5% of the time by visiting a random alternate plane of reality for 1d3 rounds.
For each Pant-Cat in a pack, the DC is raised by 2, and the percentage chances are increased by 5%. Thus, when confronted with a pair of Pant-Cats, the poison Save DC is 14, the Corruption is increased to 20% and the Dimensional Slip is raised to 10%; when there are 5 Pant-Cats together, the Save DC is 20, the Corruption to 35% and the Dimensional Slip to 25%.
Recovery from the paralysis takes a number of rounds equal to 20 minus the character's Stamina score.
Though native to Faerie, they can be found in other planes of existence and on other worlds, slipping through the time-space vortex by their nature, though rarely.
Garments made from the pelt of a Pant-Cat have 1d3 of the following properties:
Roll 1d8
1. Once fashioned, the garment will not rip, tear, wear thin, fade, nor fray.
2. The garment will attract the attention of Faerie beings and creatures and increase their caution or their respect by 50%.
3. The garment will distract foes, granting a +2 to AC on the first round of a fight.
4. The wearer can choose to exude the Pant-Cat poison from the surface of the garment at will, once per 1d6 days.
5. The coarse fur of the garment becomes more pronounced, granting an abrasion attack as a Dwarf's Shield Bash attack.
6.The garment protects the wearer from fire damage by 1d3 points per round.
7. Once per year, the wearer can cast Feather Fall with a spellcheck of 1d24 + their current Luck attribute.
8. The wearer may develop an affinity with one or more extra-planar realms, either gaining ease of access to those realms, or taking on one or more attributes of those realms over time. This property does not manifest itself until after months or years of wear and is at the discretion of the Judge as to it's nature and degree.
Pure Appendix N |
02 July 2019
TARRASQUE
Init +4
Melee Atk
• claw +5 (1d6)
• bite +3 (1d10)
• tail +2 (1d7, 10' reach)
• gore +0 (1d16)
Ranged Atk
• ordure spray (3d6 heat, 60' cone, Reflex DC 18 for half)
AC 23
HD 6d8
MV 30
Act 3d20
SP burning ordure, devout obeyanc, half effect from magic
Fort +9
Ref +6
Will +8
AL C
Weakening a region of several villages through abject fear, the tarrasque seems to pursue destruction for destruction's sake. The creature, the size of a very large ox, eats humans, up to three a day, if it can catch that many. It lays waste to swaths of viable land by spraying its ordure which causes a smoldering and tainting which leaves the soil as glass.
Its one known weakness is the susurration of the extremely devout, such as Clerics, priests, and (if the Judge allows) Paladins and the like. Their magics (f they have them) do not have extra affect upon the beast, but their utterances in devotion and their calling upon their deities works upon the creature's mind and softens the tarrasque's manner, dropping it's Action Dice (one at a time) down the Dice Chain, one step per round of such acts to a minimum of 1d12 Action Die, and lowering it's AC by 1 for every two such rounds.
Melee Atk
• claw +5 (1d6)
• bite +3 (1d10)
• tail +2 (1d7, 10' reach)
• gore +0 (1d16)
Ranged Atk
• ordure spray (3d6 heat, 60' cone, Reflex DC 18 for half)
AC 23
HD 6d8
MV 30
Act 3d20
SP burning ordure, devout obeyanc, half effect from magic
Fort +9
Ref +6
Will +8
AL C
Weakening a region of several villages through abject fear, the tarrasque seems to pursue destruction for destruction's sake. The creature, the size of a very large ox, eats humans, up to three a day, if it can catch that many. It lays waste to swaths of viable land by spraying its ordure which causes a smoldering and tainting which leaves the soil as glass.
Its one known weakness is the susurration of the extremely devout, such as Clerics, priests, and (if the Judge allows) Paladins and the like. Their magics (f they have them) do not have extra affect upon the beast, but their utterances in devotion and their calling upon their deities works upon the creature's mind and softens the tarrasque's manner, dropping it's Action Dice (one at a time) down the Dice Chain, one step per round of such acts to a minimum of 1d12 Action Die, and lowering it's AC by 1 for every two such rounds.
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