tag:blogger.com,1999:blog-1310503721080173452024-03-05T15:42:38.980-08:00Appendix MA 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.<br><i>These are monsters in the the original sense of "anything that's not a player controlled character..."</i><br>
Mostly Written and Drawn by bygrinstow. — DCC Monster Stats! —bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.comBlogger126125tag:blogger.com,1999:blog-131050372108017345.post-83885639481898458302020-01-28T09:00:00.000-08:002020-01-30T07:08:03.524-08:00WIZARDS OF POHJOLA<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0c5FliL8lqSz77oUBqZahrQtzkVXDZ7efu2Cc5OPkCJKK_IeS99TIKH7cxrrFZ114Nw7rDldgzFtDDGMT2NLYpg5294VwXEaOU8OasrFi3sCr5_SfNpTS1tQof2PqQ99sBoLhv141NMSL/s1600/good+trolls+are+hard+to+find.png" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="360" data-original-width="640" height="225" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0c5FliL8lqSz77oUBqZahrQtzkVXDZ7efu2Cc5OPkCJKK_IeS99TIKH7cxrrFZ114Nw7rDldgzFtDDGMT2NLYpg5294VwXEaOU8OasrFi3sCr5_SfNpTS1tQof2PqQ99sBoLhv141NMSL/s400/good+trolls+are+hard+to+find.png" width="400" /></a></div>
Init +0 <br />
Melee Atk<br />
• sword or dagger +1 (1d5 or 1d3)<br />
Ranged Atk<br />
• hot iron sparks +3 (1d4+2 to two targets within 20' but not closer than 5') <br />
AC 14<br />
HD 12d6+3<br />
MV 30 <br />
Act 3d20 <br />
SP spells +2, mob<br />
Fort +6<br />
Ref +5<br />
Will +4<br />
AL C<br />
<br />
<i>[I was re-watching MST3K's version of </i>The Day The Earth Froze<i>, and I got to thinking...]</i><br />
<br />
Residing in the far, far North, these wizards toil in rowdy unison, producing what items of magic the waning spells of these troll-blooded wizards can muster. They are not as powerful as they were in the previous Century, but their long lives mean that they have seen much. Remembering it all clearly is another matter...<br />
<br />
They work together and fight together. Every two hit points represents one Wizard of Pohjola in the group, i.e., if an arrow targets the group of them and does 4 points of damage, two of the Wizards were cut down by that arrow! The crowd of them produces three actions per round, unless there are only five or fewer left (though they are likely to flee well before they drop to such low numbers).<br />
<br />
While the mighty power to create a sampo has slipped their gnarled grip, they can still clap reigns on a workmanlike magic to fashion worthy items. A few examples follow:<br />
<br />
• Armor that allows a second Reflex Save, if the first is failed. If another individual is nearby and needs make such a Save, the wearer of the armor can give one or both Saves to that person, interposing themselves to 'deflect' the effect.<br />
<br />
• Weapons that never Fumble. However, they are sundered beyond repair after the roll of 2d5 Fumbles.<br />
<br />
• They are clever enough to craft leathern sacks and mighty chains capable of containing and holding the North wind or the Spring fog.<br />
<br />
• Lanterns that blind the sighted within 80', except those bearing the lanterns. That's blinded as in being made blind.<br />
<br />
The Wizards of Pohjola can also manage a few arcane tricks if they are attacked, or need themselves to make war. In each case they use 1 Action Die for each magical effect they desire to cast.<br />
<br />
• With a roll of 12 or more, they can increase their Armor Class by the same amount as the attack bonus of the attack which most recently hit them. This effect lasts for 2d4 rounds, or until re-cast.<br />
<br />
• With a roll of 14 or more, they can race like the wind at a ground speed of 70, or a flying speed of 20, for 1d4 rounds.<br />
<br />
• With a roll of 16 or higher, they can grant themselves a pool of 1d12 Luck points, with which to enhance others of their rolls until the points have been spent or the effect re-cast. <br />
<br />
• With a roll of 18 or higher, they can turn half their number
invisible for up to 2 rounds, thereafter (for one round) giving them a
+5 to hit in melee and doing an automatic crit on a successful hit
(Table III/1d12).<br />
<br />
Each group of Wizards may have their own variations on these powers, as the Judge sees fit.<br />
<br />
<br />
<i>Excuse me now, I need to go finish my Unhappy Meal...</i><br />
<br />
<a href="https://www.youtube.com/watch?v=2HSYkVDxGVY" target="_blank"><i>[Get your own Unhappy Meal here]</i></a><br />
<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com1tag:blogger.com,1999:blog-131050372108017345.post-73266035329159509832020-01-14T09:00:00.000-08:002020-01-14T09:00:02.012-08:00OCHRE SAND<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiktVqtutRdB04JHVnTtoKKDyDuoN9FCo1Exejrn3qdw8430phluKrFjvYa3hd28n7L6ru2lRdCqmxRCYiR44DuuUDjLxnT1I17KcDNrgmQhPJVXRHYPBD8xVcxrFJVaqc9M0HGuSBFHe8V/s1600/ochre+sand.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="450" data-original-width="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiktVqtutRdB04JHVnTtoKKDyDuoN9FCo1Exejrn3qdw8430phluKrFjvYa3hd28n7L6ru2lRdCqmxRCYiR44DuuUDjLxnT1I17KcDNrgmQhPJVXRHYPBD8xVcxrFJVaqc9M0HGuSBFHe8V/s1600/ochre+sand.jpg" /></a></div>
Init +0<br />
Ranged Atk<br />
• fire burst +3 (1d14+1, 20') <br />
AC 17<br />
HD 3d6<br />
MV 60 <br />
Act 1d24 <br />
SP 'breath' weapon, sideslip, perfect silence, morphing<br />
Fort +5<br />
Ref +8<br />
Will +6<br />
AL C<br />
<br />
Ochre sand may be some further evolution of one (or more?) slime-, mold-, or jelly-like creatures. It exists as a non-thinking, highly territorial <i>thing</i>. If somehow anyone could make contact with it's mind, they would come to understand the creature's territory in the most complete and extreme way, but they'd also suffer from headaches for 1d7 days thereafter (minus 1d3 to Int). <br />
<br />
An ochre sand attacks by forming an opening in it's form which erupts with fire. A Reflex Save vs. a DC 13 will cut the damage in half.<br />
<br />
It occupies a space of about 3' cubed, and can avoid damage by simply deforming away from the attack, giving it it's high AC and reducing all physical attacks against it by 6 points of damage. It can approximate the shapes of things in it's environment, so it might take the form of an elaborate but apparently-weathered arch over a passageway or a heavily worn statue.<br />
<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-52789052019702628332020-01-01T00:00:00.000-08:002020-01-01T15:32:54.835-08:00HARPY (NEW YEAR)<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTQ3hL4Z2qsVWmG8zd9u0XBVF_zNk67QLcGv1D8t3QaLvtTBz29AWuM2Hu9BykwJ6wa6cf9Xka2t68qErAQ4aCec1XAsHUMrc6N7VznzxR1pnwGcP4gAAfhN1Hg_uLga7Alcgk5ftPx3af/s1600/harpy.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="427" data-original-width="370" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiTQ3hL4Z2qsVWmG8zd9u0XBVF_zNk67QLcGv1D8t3QaLvtTBz29AWuM2Hu9BykwJ6wa6cf9Xka2t68qErAQ4aCec1XAsHUMrc6N7VznzxR1pnwGcP4gAAfhN1Hg_uLga7Alcgk5ftPx3af/s400/harpy.jpg" width="346" /></a></div>
Init +5 <br />
Melee Atk<br />
• claws +4 (1d5+1 or grab)<br />
AC 14<br />
HD 3d6+5<br />
MV 20, fly <i>special</i> <br />
Act 1d20 <br />
SP carry, storm immune<br />
Fort +2<br />
Ref +7<br />
Will +4<br />
AL C<br />
<br />
Cousins to the Gorgons, Harpies dwell in caves and exist to serve the gods as agents of punishment. They will torture and harass those on their way to the Underworld (Hades, Hell, whatever you care to call it, whatever it's nature).<br />
<br />
When called upon to serve the gods, they are employed to abduct those the gods find deserving of punishment and take them to the source of vengeance and retribution. They can carry an individual, no matter their weight and encumbrance. Anything the gods might command them to fetch, they can carry. In other circumstances they have the equivalent of 3d5+1 Strength.<br />
<br />
When bored, they will harass folks by stealing food and other significant objects.<br />
<br />
They are always unhindered by storm winds despite the severity, and are sometimes heralded by such winds.<br />
<br />
A Hapry can always fly at a faster speed than whatever other creatures around it can achieve. Take the flying speed of the fastest creature within 500' (be that "zero" or anything else) and add 1d6X10' to it to determine the Harpies current flying speed. This only changes if they encounter something faster than that, in which case the flying speed is re-determined.<br />
<br />
<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-3034561384873008012019-09-17T09:00:00.000-07:002019-09-17T09:00:00.670-07:00RIVAL PARTY - ELF<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg96TgN6K33IlrLkV2JftqKcXpz7kcckNo_oSQZDEKuTPYkGFrJHuQA9F0Yo5qtyRmjPVBTuzyDwJgJd8qzX1V_ZON5pkOzS-jC0zf7Jv11Gb2fBL-sTwMUZH_7IZCW18st5eRqMCydAzMS/s1600/Rival-Party-Elf.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="510" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg96TgN6K33IlrLkV2JftqKcXpz7kcckNo_oSQZDEKuTPYkGFrJHuQA9F0Yo5qtyRmjPVBTuzyDwJgJd8qzX1V_ZON5pkOzS-jC0zf7Jv11Gb2fBL-sTwMUZH_7IZCW18st5eRqMCydAzMS/s1600/Rival-Party-Elf.jpg" /></a>Init +1d4<br />
Melee Atk<br />
• dagger +0 (1d4) <br />
Ranged Atk<br />
• sticky explosive +5 (1d7+2, special, 100')<br />
AC 11+<br />
HD 5d8<br />
MV 40 <br />
Act 1d20 <br />
SP shapechanging, second head, life stealing, horn power<br />
Fort +10<br />
Ref +4<br />
Will +3<br />
AL L<br />
<br />
<i>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.</i><br />
<br />
Wollatha has become so far removed from his Elf-kin that he is no longer allowed into Elfland. It is said that the baby-sized head that protrudes from his chest is his own heart, drawn out for all to see.<br />
<br />
His magical aptitudes have taken strange turns... He can manifest grenade-sized multi-faceted spheres of matter to hurl at his foes. These will stick and explode, damaging the target and stealing 1 point of any Ability Score the Rival Elf chooses and that 'life energy' will float over and strengthen him (taking 1d3 rounds). He can also steal from Ability Scores with 1d4 rounds of contact per point.<br />
<br />
He can alter his appearance to that of any humanoid type he has seen in person, though he can't duplicate particular individuals very well.<br />
<br />
His horns give him infrahearing, letting him hear things beyond the usual human range. At the Judge's discretion, when the Rival Elf is hit with a damaging spell, such as Magic Missile or Lightning Bolt, he can instead take the minimum possible damage from the spell results table and lose one of his horns, as it is painfully burnt away from his head in a burst of acrid smoke and debris. The horn will grow back over the course of 3d4 months.<br />
<br />
The small head growing from his chest gives him a second set of eyes; his initiative bonus is also a bonus to his AC. If the Judge desires, this can be re-rolled each round (or even for each attack against him). Anyone making a Will Save with the Elf in front of them is at a penalty of 2 while the disturbing infant-sized face is staring at them.<br />
<br />
Wollatha is motivated by extreme hedoniam.<br />
<br />
<br />
<i>The Rival Party was created by using Monster Extractor V from Inner Ham:</i> <a href="https://www.drivethrurpg.com/product/253416/Monster-Extractor-V--Deadly-Monsters-NOW-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank">Monster Extractor V for DCC RPG on DriveThruRPG</a> <br />
<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis-aKOUkSKSCNG92Ojtpi1i96iw_hoBFqTuHv3yvgwrILtlCQ1HI_sOncxPc2IAmtZ-hCBUIzFVOZF2BaPl8WI9UWanRKFf1ovXuEXaRkFQ0W1ochUq2-hwgzbS-r4YiJS-S8em4YzdNEQ/s1600/Rival-Party-FULL.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="675" data-original-width="650" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis-aKOUkSKSCNG92Ojtpi1i96iw_hoBFqTuHv3yvgwrILtlCQ1HI_sOncxPc2IAmtZ-hCBUIzFVOZF2BaPl8WI9UWanRKFf1ovXuEXaRkFQ0W1ochUq2-hwgzbS-r4YiJS-S8em4YzdNEQ/s400/Rival-Party-FULL.jpg" width="385" /></a></div>
bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-60545321899230560432019-09-03T09:00:00.000-07:002019-09-03T09:00:03.625-07:00RIVAL PARTY - WARRIOR<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxA39QFztqZtbXF2PLXp7g5G4C4m2NGlm4_V8APxI86JMnr4G_98h3B633LCHzp7dOHSfYWqQzpIDkHGCW5Y81q4HEmOQ7jPQkDV5eZgjVWvxB8fNmablZv_9nFt98ajBTEbYYuOa-HqE9/s1600/Rival-Party-Warrior.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="510" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjxA39QFztqZtbXF2PLXp7g5G4C4m2NGlm4_V8APxI86JMnr4G_98h3B633LCHzp7dOHSfYWqQzpIDkHGCW5Y81q4HEmOQ7jPQkDV5eZgjVWvxB8fNmablZv_9nFt98ajBTEbYYuOa-HqE9/s1600/Rival-Party-Warrior.jpg" /></a>Init +2<br />
Melee Atk<br />
• razor bones +7 (1d6+2+1)<br />
AC 11 +1<br />
HD 10d6 +25<br />
MV 40 <br />
Act 1d20 <br />
SP inert matter, auto-reciprocal attack, spells, perfect silence <br />
Fort +9<br />
Ref +2<br />
Will +1<br />
AL L<br />
<br />
<i>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.</i><br />
<br />
Driven by an insatiable hunger, Eethoka remains human in only the most minimal ways. A large snake-like creature formed primarily of a fine, gritty material, he remains as deadly a warrior as he was before his transformation.<br />
<br />
His sinuous body lashes back at those who harm him directly in melee and moves in perfect silence, leaving a faint trail of gray dust.<br />
<br />
Since he is composed of inert matter, he is immune to poisons, toxins and the like. He is perceived by magic and other extra-sensory means as an object, rather than a life form.<br />
<br />
He can invoke the following magical effects by giving up his Action Die:<br />
<br />
<i>Force Manipulation</i> (pg 143) at 1d10+18 once per hour, failing on a die result of "1".<br />
<br />
<i>Read Magic</i> (pg 152) at 1d10+11 once per 8 hours, failing on a die result of "1".<br />
<br />
<i>Strength</i> (pg 198) at 1d14+14 once per day, failing on a die result of "1".<br />
<br />
<i>Find Familiar</i> (pg 141) at 1d8+11 once per month, failing on a die result of "1". At the Judge's whim, the Rival Warrior may have one or more Familiars currently surrounding him (stats above reflect this). Some potential stats are given below.<br />
<br />
<br />
The Rival Warrior's Familiars:<br />
<br />
Miniature Knight, 14-inches tall, Guardian Familiar (+1 AC), 9 hp, AC 17, mini-sword +8 (1d6, crit 1d12 III), Saves +1<br />
<br />
Giant Bee, 29-inches long, Guardian Familiar (melee damage +1), 10 hp, AC 14, sting +8 (1d6+1, crit 1d12 III), Saves +1<br />
<br />
Hawk, Focal Familiar (excellent vision), 6 hp, AC 14, talons +1 (1d3), Warrior can see through Hawk's eyes, Warrior can center spells on Hawk's position and cast with a +1, <br />
<br />
Note: <i>The Knight can ride the Bee!</i><br />
<br />
<br />
<br />
<i>The Rival Party was created by using Monster Extractor V from Inner Ham:</i> <a href="https://www.drivethrurpg.com/product/253416/Monster-Extractor-V--Deadly-Monsters-NOW-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank">Monster Extractor V for DCC RPG on DriveThruRPG</a> <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis-aKOUkSKSCNG92Ojtpi1i96iw_hoBFqTuHv3yvgwrILtlCQ1HI_sOncxPc2IAmtZ-hCBUIzFVOZF2BaPl8WI9UWanRKFf1ovXuEXaRkFQ0W1ochUq2-hwgzbS-r4YiJS-S8em4YzdNEQ/s1600/Rival-Party-FULL.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="675" data-original-width="650" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEis-aKOUkSKSCNG92Ojtpi1i96iw_hoBFqTuHv3yvgwrILtlCQ1HI_sOncxPc2IAmtZ-hCBUIzFVOZF2BaPl8WI9UWanRKFf1ovXuEXaRkFQ0W1ochUq2-hwgzbS-r4YiJS-S8em4YzdNEQ/s400/Rival-Party-FULL.jpg" width="385" /></a></div>
bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com1tag:blogger.com,1999:blog-131050372108017345.post-46709853103705122562019-08-20T09:00:00.000-07:002019-08-20T09:00:07.955-07:00RIVAL PARTY - CLERIC<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIQFlk7vB0Z0IQmqDYl8YIiMnLdweERqJCPm4L0EQgvK1flNJch56wxNK-tFT8KU4azK6_JBUskV4cqNFtqMie-_oUoG0NDgPiNydmEGnVl2-NQ_MVOVPvfGQd7qs019qaK9wqQ3Phk_Y5/s1600/Rival-Party-Cleric.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="232" data-original-width="320" height="290" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIQFlk7vB0Z0IQmqDYl8YIiMnLdweERqJCPm4L0EQgvK1flNJch56wxNK-tFT8KU4azK6_JBUskV4cqNFtqMie-_oUoG0NDgPiNydmEGnVl2-NQ_MVOVPvfGQd7qs019qaK9wqQ3Phk_Y5/s400/Rival-Party-Cleric.jpg" width="400" /></a>Init +2<br />
Melee Atk<br />
• touch +5 (1d8+1)<br />
AC 21<br />
HD 4d12+2<br />
MV 60 teleport<br />
Act 1d20 <br />
SP life stealing, mighty grab, lay on hands, spells, stupidity <br />
Fort +1<br />
Ref +4<br />
Will +5<br />
AL C<br />
<br />
<i>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.</i><br />
<br />
Ukix the Rival Cleric has been essentially turned inside out by some past encounter, existing as a pulsing sphere of "inner" flesh, with bones wrapping around it. Ukix hovers anywhere from 3 to 5 feet off the ground and teleports to new positions within 60 feet.<br />
<br />
His touch steals life force from living beings and adds it to his own. Any hit points done in damage by his touch are added to his own hp total, up to his maximum of 50.<br />
<br />
The spherical portion of the Rival Cleric's body can cling to anything, requiring damage equal to 1/4 of his current hp total to carve away enough of him to break the connection. If he chooses to grab an opponent in this way, it can be difficult to extricate the target, since he can drain their life to keep himself whole and maintain the grip, an excellent position from which to bargain for the target's life...<br />
<br />
The Rival Cleric is stupid and makes mistakes which can cost him and his Party.<br />
<br />
He has access to two 1st Level spells, one of which he can cast at a result of 15 and the other which he can cast at a result of 20, each once every three rounds. He has access to one 2nd Level spell, which he can cast at a result of 20 once every three rounds. He can Lay on Hands with a result of 15 once every 5 rounds.<br />
<br />
<br />
<i>The Rival Party was created by using Monster Extractor V from Inner Ham:</i> <a href="https://www.drivethrurpg.com/product/253416/Monster-Extractor-V--Deadly-Monsters-NOW-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank">Monster Extractor V for DCC RPG on DriveThruRPG</a> <br />
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bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-73723262459949907772019-08-06T09:00:00.000-07:002019-08-06T09:00:00.316-07:00RIVAL PARTY - THIEF<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJiyIqrlLbk9-OcKaAs9XJ4VzGISbCjDFuSg_IAHWL8bPN8sT2og6GeMNwEpbt25C9p531rE4mOcxBEcplJdKDGqCGvBUGVXJYapoERr_CqxaKb31yjYkAQI_TobnrGnYkFUCofOSzf4mS/s1600/Rival-Party-Thief.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="510" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJiyIqrlLbk9-OcKaAs9XJ4VzGISbCjDFuSg_IAHWL8bPN8sT2og6GeMNwEpbt25C9p531rE4mOcxBEcplJdKDGqCGvBUGVXJYapoERr_CqxaKb31yjYkAQI_TobnrGnYkFUCofOSzf4mS/s1600/Rival-Party-Thief.jpg" /></a>Init +5<br />
Melee Atk<br />
• scythe +5 (1d6+2)<br />
AC 13<br />
HD 7d6<br />
MV fly 90 <br />
Act 1d20 <br />
SP giant-sized, regeneration, smothering<br />
Fort +5<br />
Ref +8<br />
Will +3<br />
AL C<br />
<br />
<i>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.</i><br />
<br />
Timok the Rival Thief appears like a gigantic, distorted human-shaped balloon that's been nearly completely deflated, yet remains afloat, his head bobbling and swaying in reply to his movements. His vast flappy body covers an area approximately 100' by 70' and so anything within that space "under" the Thief is considered adjacent. While his movements are jittery and palsied, his ultimate accuracy remains high.<br />
<br />
He heals at a rate of 4 hp per round, from all kinds of attacks, and recovers from other sorts of damage comparably quickly.<br />
<br />
He is adept in the usual thiefly skills, barring Backstab and Disguise Self. Others may be very dependent upon conditions, such as having a suitably large shadow in which to Hide In Shadows (when used literally). If you'd like to use the bonuses of such skills, consider them as +10 across the board.<br />
<br />
The Rival Thief can wrap around one or more targets (if grouped together) and attempt to smother them. Each round enveloped after the first requires a Fort Save vs. DC 16 to remain conscious, and reduces the enveloped targets' Stamina by 1d4. Failing the Save means the character has fallen unconscious. Remaining enveloped, they will be reduced to 0 hp in a further 1d3 rounds. Most attacks made from within the Thief's envelopment are made at -2 and damage is two steps down the Dice Chain, dropping an additional step each time Stamina drops. For each target enveloped beyond the first, add 1 to the Save DC.<br />
<br />
The Thief is, as with all his kind, driven by acquiring gold and jewels.<br />
<br />
<i>The Rival Party was created by using Monster Extractor V from Inner Ham:</i> <a href="https://www.drivethrurpg.com/product/253416/Monster-Extractor-V--Deadly-Monsters-NOW-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank">Monster Extractor V for DCC RPG on DriveThruRPG</a><br />
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bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-70867233575837554762019-08-01T09:00:00.000-07:002019-08-01T09:00:00.623-07:00RIVAL PARTY - HALFLING<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjadcnOsyLkGjFJN6xiFKfICnA4nWn-Xc42I1CdpUeHgg8OI7YQIMqroblqGRYAB5BoMuGA41YhJEMWpc5dS7jChWT1dyKPjZ_pjR0usKFJQNjWhYvRK6xL_vJykaT6pg8XvwY97XUs-Zig/s1600/Rival-Party-Halfling.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="672" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjadcnOsyLkGjFJN6xiFKfICnA4nWn-Xc42I1CdpUeHgg8OI7YQIMqroblqGRYAB5BoMuGA41YhJEMWpc5dS7jChWT1dyKPjZ_pjR0usKFJQNjWhYvRK6xL_vJykaT6pg8XvwY97XUs-Zig/s1600/Rival-Party-Halfling.jpg" /></a>Init -1<br />
Ranged Atk<br />
• spiked tongue +8 (1d10+2, 60')<br />
AC 8<br />
HD 2d6<br />
MV 75 <br />
Act 2d20 <br />
SP shrinkability, multi-headed <br />
Fort +2<br />
Ref +4<br />
Will +5<br />
AL N<br />
<br />
<i>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.</i><br />
<br />
A mobile, 5-foot column of crackling energy with her face constantly emerging from it and sinking back in to it is what Mirandi the Rival Halfling has become.... The tumult and confusion experienced by the Rival Halfling "inside" the column causes a constant cascade of emotions for her, meaning that as each iteration of her face appears it bears a different expression or emotion, from near-catatonia to hatred to agony.<br />
<br />
The Rival Halfling can shrink down to 1-inch tall, holding this size for up to three Turns. At full size, the Halfling gives off light in a 50' radius like half-daylight; at her smallest, exactly like that of a candle. For each halving of her size, add 2 to her AC, but cut the range of attacks by half as well, and drop the damage die down the Dice Chain.<br />
<br />
By constantly exhibiting multiple faces the Halfling is very difficult to surprise or sneak past. From 2-4 faces are always visible and functional, so she can make her attacks in two very different directions, for example. She can act as the "spotter" for the Rival Party, keeping an eye on multiple opponents, reporting back to the the Party and spoiling surprises (as the Judge sees fit).<br />
<br />
As a being of (predominantly) energy, the Halfling cannot be picked up or shoved around. She can't climb walls or other surfaces any better than any other Halfling could, remaining susceptible to falling damage. She must always move across a surface at least as wide as she is, but can move onto objects of suitable size, which could then be carried or moved through the air, such as shrinking then sliding onto a dagger's blade to be transported across a chasm by a flying ally.<br />
<br />
She is driven by greed above all things, and will focus on the acquisition of wealth in order to find the means to return to a fully physical form.<br />
<br />
<i>The Rival Party was created by using Monster Extractor V from Inner Ham:</i> <a href="https://www.drivethrurpg.com/product/253416/Monster-Extractor-V--Deadly-Monsters-NOW-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank">Monster Extractor V for DCC RPG on DriveThruRPG</a><br />
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bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-34813455524063660092019-07-30T09:00:00.000-07:002019-07-30T09:00:00.570-07:00RIVAL PARTY - WIZARD<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsNUKiz4X_UNEZ7QCTljwY_xPP_DSLVwVrzXw7vRwvwvwSaT8V3C1-2CDyo_JKXlpVAnc5kv1cHpNL8uw-p6Jm3ACQ0PciMIqXBV9G18pDk7Pnefb6a5X_9_l1bkR9RKHwmCr6BdHU7xDA/s1600/Rival-Party-Wizard.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="510" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsNUKiz4X_UNEZ7QCTljwY_xPP_DSLVwVrzXw7vRwvwvwSaT8V3C1-2CDyo_JKXlpVAnc5kv1cHpNL8uw-p6Jm3ACQ0PciMIqXBV9G18pDk7Pnefb6a5X_9_l1bkR9RKHwmCr6BdHU7xDA/s1600/Rival-Party-Wizard.jpg" /></a>Init +2<br />
Melee Atk<br />
• brawl +6 (1d3+1)<br />
• acid kiss +4 (1d14+1)<br />
AC 14<br />
HD 4d8<br />
MV 60 <br />
Act 1d20 <br />
SP redirect magic, shape-changing, spells <br />
Fort +4<br />
Ref +3<br />
Will +6<br />
AL C<br />
<br />
<i>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.</i><br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<i>The Rival Party was created by using Monster Extractor V from Inner Ham:</i> <a href="https://www.drivethrurpg.com/product/253416/Monster-Extractor-V--Deadly-Monsters-NOW-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank">Monster Extractor V for DCC RPG on DriveThruRPG</a> <br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-14608452689381026052019-07-16T08:00:00.000-07:002019-07-29T11:58:41.096-07:00PANT-CAT<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYrXcPdqJhMCIJhbJqnXo4kM95cLHiahsKNTavUyOC2RSig2hLUlMuzUzrV4DlOAfEi_nyIMrLoTonzvd0cEBaEGnyMbIU2QHERJpBrCwvmJqLEbdb32fPIeD3q-8cot8A6wT9qTVFhuGR/s1600/pants-cat.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="504" data-original-width="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiYrXcPdqJhMCIJhbJqnXo4kM95cLHiahsKNTavUyOC2RSig2hLUlMuzUzrV4DlOAfEi_nyIMrLoTonzvd0cEBaEGnyMbIU2QHERJpBrCwvmJqLEbdb32fPIeD3q-8cot8A6wT9qTVFhuGR/s1600/pants-cat.jpg" /></a>Init +5<br />
Melee Atk<br />
• claw +6 (1d7)<br />
• bite +5 (1d8 + poison)<br />
AC 17<br />
HD 4d10<br />
MV 50 <br />
Act 1d20 + 1d16 <br />
SP Stripes-only, Chaos poison, vortex slip, leap 30' <br />
Fort +4<br />
Ref +7<br />
Will +3<br />
AL C<br />
<br />
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.<br />
<br />
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.<br />
<br />
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%.<br />
<br />
Recovery from the paralysis takes a number of rounds equal to 20 minus the character's Stamina score. <br />
<br />
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.<br />
<br />
<br />
Garments made from the pelt of a Pant-Cat have 1d3 of the following properties:<br />
<br />
<i>Roll 1d8</i><br />
<br />
1. Once fashioned, the garment will not rip, tear, wear thin, fade, nor fray.<br />
<br />
2. The garment will attract the attention of Faerie beings and creatures and increase their caution or their respect by 50%.<br />
<br />
3. The garment will distract foes, granting a +2 to AC on the first round of a fight.<br />
<br />
4. The wearer can choose to exude the Pant-Cat poison from the surface of the garment at will, once per 1d6 days.<br />
<br />
5. The coarse fur of the garment becomes more pronounced, granting an abrasion attack as a Dwarf's Shield Bash attack.<br />
<br />
6.The garment protects the wearer from fire damage by 1d3 points per round.<br />
<br />
7. Once per year, the wearer can cast Feather Fall with a spellcheck of 1d24 + their current Luck attribute.<br />
<br />
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.<br />
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<tr><td class="tr-caption" style="text-align: center;">Pure Appendix N</td></tr>
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com2tag:blogger.com,1999:blog-131050372108017345.post-17140894141216371772019-07-02T08:30:00.000-07:002019-07-16T16:18:14.478-07:00TARRASQUE<div class="separator" style="clear: both; text-align: center;">
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Init +4 <br />
Melee Atk<br />
• claw +5 (1d6)<br />
• bite +3 (1d10)<br />
• tail +2 (1d7, 10' reach)<br />
• gore +0 (1d16)<br />
Ranged Atk<br />
• ordure spray (3d6 heat, 60' cone, Reflex DC 18 for half)<br />
AC 23<br />
HD 6d8<br />
MV 30 <br />
Act 3d20 <br />
SP burning ordure, devout obeyanc, half effect from magic <br />
Fort +9<br />
Ref +6<br />
Will +8<br />
AL C<br />
<br />
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.<br />
<br />
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.<br />
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<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-14804319913556904372019-04-01T08:30:00.000-07:002023-06-09T14:59:16.398-07:00GROVER<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4mtE0uM_QxO0mHcTMHVvgvmMFrx3mmTWXPHrToiNw9kog80g1HIJy2SmWBpX8LAutxqHzhxl5XW01wlXGDv8SonGEk9mF2MUAlKh_6AioQuVgxBohzwOWxzH1j3qSSLWuOTm_qWKqdDFH/s1600/grover%25281%2529.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="464" data-original-width="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4mtE0uM_QxO0mHcTMHVvgvmMFrx3mmTWXPHrToiNw9kog80g1HIJy2SmWBpX8LAutxqHzhxl5XW01wlXGDv8SonGEk9mF2MUAlKh_6AioQuVgxBohzwOWxzH1j3qSSLWuOTm_qWKqdDFH/s1600/grover%25281%2529.jpg" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">With apologies to Michael Smollin and Sesame Workshop... </td></tr>
</tbody></table>
Init <i>last</i> <br />
Melee Atk<br />
• hold back +6 (stops movement for one round)<br />
AC 8<br />
HD 2d4<br />
MV 10-20 <br />
Act 2d16 <br />
SP zip, damage avoidance, resources<br />
Fort +0<br />
Ref +0<br />
Will -2<br />
AL L<br />
<br />
Grover is convinced there is a MONSTER in this hallway, and he does not want to see it, and does not want you to see it either. He is AFRAID of the monster. He will do anything he can to stop you from revealing the DANGEROUS, BIG, SCARY monster in this hallway.<br />
<br />
Even though his movement rate is low, he can zip out of sight and back into sight, covering unknown distances while out of sight — usually accompanied with the sound of madly shuffling dress shoes, though you NEVER SEE any dress shoes. He can thus produce resources that are improbable or impossible.<br />
<br />
Anyone trying to HARM lovable, furry, old Grover should discover it is a very difficult thing to do... The Judge is encouraged to invent any excuse, even those that are only very slightly realistic, for why an attack on Grover misses it's mark. Grover is very flexible, so maybe he has bent out of the way just as an arrow flies past him. Sometimes he goes from being NEAR to being FAR, just to make a point, and thus melee strikes will miss. He might be nailing up a crude wooden barrier to prevent anyone from revealing the MONSTER at the end of the hallway, and the back swing of his hammer might foil an attack against him. Players should feel free to invent reasons they miss, too.<br />
<br />
Anyone playing along with Grover and gently revealing to him that HE is the Monster in the hallway, and not making him feel bad by being embarrassed about the whole thing, should gain 2d3+1 Luck on the spot.bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com1tag:blogger.com,1999:blog-131050372108017345.post-89678152642831085662018-12-18T08:30:00.000-08:002018-12-18T08:30:00.317-08:00WYVERN<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEE1aU-E4jpeoRC36M423fSQGCbmSkYPaZLs48kq9TucvbJ_kYrRqks6rIMTqOzAUqx57yiaSPiA6PIn-k2MhhRKd_ahuXfclH0KeczaDGwwG3kt5JnB3AZS_ZsnoiKjaKxnKwE9KeKDuZ/s1600/WYVERN.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="1020" data-original-width="630" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjEE1aU-E4jpeoRC36M423fSQGCbmSkYPaZLs48kq9TucvbJ_kYrRqks6rIMTqOzAUqx57yiaSPiA6PIn-k2MhhRKd_ahuXfclH0KeczaDGwwG3kt5JnB3AZS_ZsnoiKjaKxnKwE9KeKDuZ/s640/WYVERN.jpg" width="393" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Public Domain Image</td></tr>
</tbody></table>
Init +2 <br />
Melee Atk<br />
• bite +4 (1d4 + poison)<br />
• claw +1 (1d6+1)<br />
AC 16HD 4d12<br />
MV 60 fly 120<br />
Act 1d20 + 1d16 <br />
SP gaze <br />
Fort +7<br />
Ref +6<br />
Will +3<br />
AL C<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
<br />
A wyvern may be the final life-stage of an ancient dragon, reduced to a wizened body, non-intelligence and irrational behavior.<br />
<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-18978482702461707682018-12-04T08:30:00.000-08:002018-12-04T08:30:04.688-08:00SEA GIANT<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZRcSqXcY79qnNpAXyXVLTOfxH6_0lB3lvkbW7HFdp2wCaiJDDm762cR4MG3zNaENT6QTYH_RJwRhCX9lSCoeFHxbwCY2qLeBc2EVHDAfm-eznVJ9cKQgxXD8oVLa9ambbcQJbkpbGSFCA/s1600/TRITON.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="674" data-original-width="640" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZRcSqXcY79qnNpAXyXVLTOfxH6_0lB3lvkbW7HFdp2wCaiJDDm762cR4MG3zNaENT6QTYH_RJwRhCX9lSCoeFHxbwCY2qLeBc2EVHDAfm-eznVJ9cKQgxXD8oVLa9ambbcQJbkpbGSFCA/s400/TRITON.jpg" width="378" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Public Domain Image</td></tr>
</tbody></table>
Init +3 <br />
Melee Atk<br />
• pike +5 (1d12+2)<br />
Ranged Atk<br />
• snail cloak +5 (special, 10/30/50)<br />
AC 17<br />
HD 4d8+6<br />
MV 40, swim 100 <br />
Act 1d20 + 1d16 <br />
SP -<br />
Fort +8<br />
Ref +3<br />
Will +4<br />
AL N<br />
<br />
Sea Giants live on the bottom of seas and oceans. <br />
<br />
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.<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-73069806953616330042018-10-30T08:30:00.000-07:002018-10-30T08:30:01.072-07:00MARTIANS<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc3b6DR6G96bmFBcSWvZlT1Rse80eQcIXS6v5_orkNMGRKsiIDEqv9Sbg5jw58QV3VJU2mjoBS0wb1mvZXETnQ9QZWfO0zPQHkNNs0vhm7QwRgqgJGqMzv2FRbTXm519lOhcTX4ZArl30E/s1600/MARTIAN.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="806" data-original-width="640" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjc3b6DR6G96bmFBcSWvZlT1Rse80eQcIXS6v5_orkNMGRKsiIDEqv9Sbg5jw58QV3VJU2mjoBS0wb1mvZXETnQ9QZWfO0zPQHkNNs0vhm7QwRgqgJGqMzv2FRbTXm519lOhcTX4ZArl30E/s400/MARTIAN.jpg" width="317" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Public Domain Image</td></tr>
</tbody></table>
Init +0<br />
Melee Atk<br />
• tentacle +3 (1d6)<br />
AC 12<br />
HD 3d10<br />
MV 10<br />
ACT 1d24 + 2d20<br />
Fort -4<br />
Ref -1<br />
Will +7<br />
AL C<br />
<br />
<i>“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.” </i>— H. G. Wells, <i>The War Of The Worlds</i><br />
<br />
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. <br />
<br />
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. <br />
<br />
<br />
<br />
MARTIAN WAR MACHINES<br />
Init +5<br />
Melee Atk<br />
• 1d10 tentacles +10 (1d12, 20’ reach)<br />
Ranged Atk<br />
• Heat Ray (Ref Save DC 14, 3d30 damage)<br />
AC 20<br />
HD 10d20<br />
MV 60<br />
SP black smoke<br />
Fort n/a<br />
Ref +5<br />
Will n/a<br />
AL C<br />
<br />
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.<br />
<br />
<u>Black Smoke</u><br />
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. <br />
<br />
<br />
<br />
<i><u>Adventure Hooks</u></i><br />
<br />
• 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…<br />
<br />
• The party is transported to Barsoom, the dreamlands of Mars, and must help a clan of green martians fend off invading martians.<br />
<br />
• 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.<br /><br />
• 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.<br /><br />
• 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.<br /><br />
• 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...<br /><br />
<br />
<br />
<br />
Written by Tristan Tanner of <a href="http://bogeymanscave.blogspot.com/" target="_blank">The Bogeyman’s Cave</a> — check it out!<br />
<br />
<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-46856143104943537782018-10-23T08:30:00.000-07:002018-10-23T08:30:00.454-07:00FLESH NIGHTMARE<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4fFU8ILfXz9KMYVzGkqC0U7keLt9Pki78BFy6tikinGnKUqgyL9_vnBQ_uodNTCaBXbL2M3k0H-Cqoww_suxoVAcfj5ozizhRTmCxj_RwnTaCDn2E_IflBLxOhoW1KcNerDGd6jMOd5tm/s1600/flesh-nightmare.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="510" data-original-width="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4fFU8ILfXz9KMYVzGkqC0U7keLt9Pki78BFy6tikinGnKUqgyL9_vnBQ_uodNTCaBXbL2M3k0H-Cqoww_suxoVAcfj5ozizhRTmCxj_RwnTaCDn2E_IflBLxOhoW1KcNerDGd6jMOd5tm/s1600/flesh-nightmare.jpg" /></a></div>
Init +5 <br />
Melee Atk<br />
• hammer hand +7 (1d6+2)<br />
• pours down throat (1d4 Stamina)<br />
AC 11<br />
HD 6d12+3<br />
MV 70 <i>special</i> <br />
Act 4d16 <br />
SP magic to hit<br />
Fort +3<br />
Ref +9<br />
Will +1<br />
AL N<br />
<br />
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<br />
<br />
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.<br />
<br />
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 <i>is</i> hovering in a new location.<br />
<br />
Magical items, weapons and spells are required to damage the flesh nightmare.<br />
<br />
<br />
<br />
This monster was created using <b>Monster Extractor V: Deadly Monsters Now<i>!</i></b> — available through <a href="http://www.rpgnow.com/browse.php?keywords=monster+extractor+inner+ham&x=0&y=0&author=&artist=&pfrom=&pto=" target="_blank">RPGNow.com</a><br />
<br />
<br />
<br />
<span style="font-family: "arial" , "helvetica" , sans-serif;"><span style="font-size: large;"><span style="color: #9fc5e8;"><b>BONUS!</b></span></span></span><br />
<span style="font-family: "arial" , "helvetica" , sans-serif;"><span style="font-size: x-large;"><span style="color: #6fa8dc;"><b>BASIC STATS!</b></span></span></span><br />
<br />
Move: 260 feet/turn<br />
Hit Dice: 6+1<br />
Armor Class: 8<br />
Treasure Type: Q<br />
Alignment: lawful evil<br />
Attacks: 4 hammer blows<br />
Damage: 2-7<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-3635382738743929682018-10-17T08:30:00.000-07:002018-10-17T08:30:01.826-07:00NEARLY PEOPLE (2)<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_28HZrlefTVhdQuf9e2U4BkeuT012AxC8f4QtXNwJ-0Sj8qsMTbNKQQixE_1kg49M_L-rRl1aQ4MAlw-Ya0yCAOqDlUUrz2-zSpYycaV9bFdByYj5QHArFZ0FrgpdA5kI6cilaX8G4o1D/s1600/NEARLY-PEOPLE-2.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="607" data-original-width="800" height="302" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_28HZrlefTVhdQuf9e2U4BkeuT012AxC8f4QtXNwJ-0Sj8qsMTbNKQQixE_1kg49M_L-rRl1aQ4MAlw-Ya0yCAOqDlUUrz2-zSpYycaV9bFdByYj5QHArFZ0FrgpdA5kI6cilaX8G4o1D/s400/NEARLY-PEOPLE-2.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Public Domain Image</td></tr>
</tbody></table>
Init always 10 <br />
Melee Atk<br />
• tussle +0 (1d4)<br />
• by weapon -2 (-1d)<br />
Ranged Atk<br />
• by weapon -1d (-2d)<br />
AC 9<br />
HD 1d4<br />
MV 20 <br />
Act 1d20 <br />
SP startle, magic suppression. familiar budding, disturbance<br />
Fort +1<br />
Ref +0<br />
Will +1<br />
AL N<br />
<br />
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...<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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):<br />
<br />
<span style="font-family: "courier new" , "courier" , monospace;"> 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.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 2) Luck is suppressed, reduced by half for this phase of exposure.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 3) Subject cannot sleep well, and suffers a cumulative -1 to all Action Dice each <span style="font-family: "courier new" , "courier" , monospace;">48</span> hours.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 4) Subject does not eat well, suffering a -1 Stamina for any day they cannot succeed on a Fort Save vs. DC 15.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 5) Subject obsesses about having Nearly People along... Becomes increasingly irrational regarding Nearly person (RP).</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 6) All perception and skill checks are made at -1d cumulative per 3 days.</span><br />
<br />
<br />
* Such as: <i>Journey to quested site / Exploring site for object sought / Object obtained, exiting site / Return to home</i>, which represents 4 circumstances, thus calling for 4 such rolls.<br />
<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-61101679259170251362018-10-16T08:30:00.000-07:002018-10-16T08:30:01.559-07:00NEARLY PEOPLE (1)<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8IW5S1hurJGFqHFmzKYmf6LxUXYrJK0OutY1RtOrdnNlw7PFJwKNCBuFTBnwEyncGL8rWfHmWfL3MXDf_-AHXnBgybJi_JSjH2E_PFVK7fpZ9NIPwqaMQ1-xBY8b9kyH8ErDLMCangzsI/s1600/NEARLY-PEOPLE-1.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="653" data-original-width="800" height="326" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8IW5S1hurJGFqHFmzKYmf6LxUXYrJK0OutY1RtOrdnNlw7PFJwKNCBuFTBnwEyncGL8rWfHmWfL3MXDf_-AHXnBgybJi_JSjH2E_PFVK7fpZ9NIPwqaMQ1-xBY8b9kyH8ErDLMCangzsI/s400/NEARLY-PEOPLE-1.jpg" width="400" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Public Domain Image</td></tr>
</tbody></table>
Init always 0 <br />
Melee Atk<br />
• tussle +0 (1d3-1)<br />
• by weapon -3 (-2d)<br />
Ranged Atk • by weapon -4 (-3d)<br />
AC 8<br />
HD 1d4<br />
MV 20 <br />
Act 1d20 <br />
SP othersenses, Luck confusion, float<br />
Fort +0<br />
Ref +0<br />
Will +0<br />
AL N<br />
<br />
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...<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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:<br />
<br />
<span style="font-family: "courier new" , "courier" , monospace;"> 1) All Halflings in the party lose 1d6+1 Luck, as if Burned with no benefit.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 2) All Halflings in the party lose 1d4+1 Luck, as if Burned with no benefit.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 3) All Halflings in the party lose 2 Luck, as if Burned with no benefit.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 4) All Halflings in the party gain 1 Temporary Luck</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 5) All Halflings in the party gain 1d5 Luck</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"> 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.</span><br />
<br />
<br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-67043807457258842442018-10-09T08:30:00.000-07:002018-10-09T08:30:00.384-07:00SKULL SACK<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjege43SyAefsNDqAhn7878T2S4oLK5g3Hr71bAeSN7KGb3hregXXZsrcxx2YPlPnL2WKGOMtX4HAAut1k4SG4xtUHZDYTnwNMWzkHkzkMQJ6qnLJGCzlG3jPeVWZ7h5vTatdrBdkNVAe0S/s1600/skull-sack.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="475" data-original-width="310" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjege43SyAefsNDqAhn7878T2S4oLK5g3Hr71bAeSN7KGb3hregXXZsrcxx2YPlPnL2WKGOMtX4HAAut1k4SG4xtUHZDYTnwNMWzkHkzkMQJ6qnLJGCzlG3jPeVWZ7h5vTatdrBdkNVAe0S/s1600/skull-sack.jpg" /></a></div>
Init +0 <br />
Melee Atk<br />
• explosive discharge +4 (1d6+2, 30' radius)<br />
• bite +4 (1d8+1)<br />
AC 11<br />
HD 4d6<br />
MV 70 <br />
Act 1d20 <br />
SP strategic, branded, voice thief<br />
Fort +3<br />
Ref +1<br />
Will +3<br />
AL L<br />
<br />
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.<br />
<br />
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.<br />
<br />
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. <br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
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<br />
This monster was created using <b>Monster Extractor V: Deadly Monsters Now<i>!</i></b> — available through <a href="http://www.rpgnow.com/browse.php?keywords=monster+extractor+inner+ham&x=0&y=0&author=&artist=&pfrom=&pto=" target="_blank">RPGNow.com</a><br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-75917904262434470272018-10-02T08:30:00.000-07:002018-10-03T07:45:53.501-07:00XERELVU, THE INVISIBLE DEMI-GOD OF DEATH (THE 101st MONSTER)Init +18 <br />
Melee Atk<br />
• touch +9 (2d10, Fort Save vs. DC 16 or lose all hp)<br />
Ranged Atk<br />
• flame throwing +8 (2d30, 10' wide line, 50/100/200)<br />
AC 24<br />
HD 10d20+50<br />
MV 50<br />
Act 1d30 + 2d24 <br />
Magic Resistance 85%<br />
Worshiper's Alignment: Any (C)<br />
Symbol: A Bloody Hand<br />
Native Plane: The World (<b>Á</b>ereth, for example)<br />
Class Equivalencies: Clr 5, War 8, Hlf 4<br />
Favored Weapons: caestus, swordbreaker, any sword, barehands<br />
Unholy Creatures: Lawful races and tribes, dragons, giants, pregnant creatures<br />
SP invisible, murder-derma , indeterminate form, demi-god, two-weapon fighting, un-dead control<br />
Fort +15<br />
Ref +20<br />
Will +18<br />
AL C<br />
<br />
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.<br />
<br />
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?<br />
<br />
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.<br />
<br />
To touch the demi-god unbidden is to die, unless a successful Fort Save vs. DC 28 is made.<br />
<br />
Xerelvu is aware of and can command or control any and all un-dead creatures within 5 miles. <br />
<br />
<br />
<br />
<i><b>New Weapons</b></i><br />
<br />
Caestus* . 1d7 . 8 gp<br />
Swordbreaker** . 1d4 . 6 gp <br />
<br />
* 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.<br />
** 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.<br />
<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-23182780364033952872018-09-25T08:30:00.000-07:002018-09-25T08:30:00.126-07:00RABBLE<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0D9MzMulaix12yPlJaYA7HsinI6pYC3igzhI2tHdyOC29RIAb0QaN90fJHY4VlD08Fk3toSOpGTHeE8ZZ8W_2UC5TEz9rSqVNufH-96t9ZnEt4O-XgmDdia5Cwso4nKTrcvwP5MhuA_Q1/s1600/rabble.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="578" data-original-width="463" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0D9MzMulaix12yPlJaYA7HsinI6pYC3igzhI2tHdyOC29RIAb0QaN90fJHY4VlD08Fk3toSOpGTHeE8ZZ8W_2UC5TEz9rSqVNufH-96t9ZnEt4O-XgmDdia5Cwso4nKTrcvwP5MhuA_Q1/s400/rabble.jpg" width="320" /></a></div>
Init +1d8 <br />
Melee Atk<br />
• mayhem +1d6 (1d4 + attack bonus)<br />
• vengeance +1d8 (1d7 + attack bonus)<br />
• fury +1d10 (1d10 + attack bonus) <br />
Ranged Atk<br />
• improvised weapons +1d4 (1d4*1d3, 10/20/30)<br />
AC 5<br />
HD 20d6<br />
MV 25 <br />
Act 5d20 <br />
SP -<br />
Fort +8<br />
Ref +2<br />
Will +6<br />
AL C<br />
<br />
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.<br />
<br />
Depending on the degree of their intent, use the attack level you deem appropriate.<br />
<br />
Each round, as they envelop the subject of their anger, roll 1d3 and consult the following:<br />
<br />
<span style="font-family: "courier new" , "courier" , monospace;"> 1) Employ only half of their Action Dice and restrict them to half of their movement.</span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br /> 2) Employ all of their Action Dice, but any result of an odd number is considered as <i>no action taken.</i></span><br />
<span style="font-family: "courier new" , "courier" , monospace;"><br /></span>
<span style="font-family: "courier new" , "courier" , monospace;"> 3) Employ all Action Dice.</span><br />
<br />
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.<br />
<br />
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.<br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-67127852442059512062018-09-18T08:30:00.000-07:002018-09-18T08:30:00.250-07:00SUB-DIMENSIONAL KNIGHT & MOUNT<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin5RvNpvN6gZQJFIIAis8O5SuucJAU3GpsEOEoFm7F0nYQpku2oueJ_ponEVtg7CBQtmrP-VHvItDbyzc-FVnja0gZakqGdYzfpkdW2b9YIwPY8ds50_gdlEYeP2v2zHMJqrwhvAHWWToI/s1600/sub-dimensional-knight.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="510" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin5RvNpvN6gZQJFIIAis8O5SuucJAU3GpsEOEoFm7F0nYQpku2oueJ_ponEVtg7CBQtmrP-VHvItDbyzc-FVnja0gZakqGdYzfpkdW2b9YIwPY8ds50_gdlEYeP2v2zHMJqrwhvAHWWToI/s1600/sub-dimensional-knight.jpg" /></a></div>
Init -4 <br />
Melee Atk<br />
• battleaxe +4 (1d10-2)<br />
• blackjack +4 [+9] (1d3-2 [2d6-2])<br />
• akani stick +4 (1d6, special) <br />
Ranged Atk<br />
• bolter +4 (doubling cube, 40/80/120)<br />
AC 11<br />
HD 5d10+5<br />
MV 60 <br />
Act 1d20 <br />
SP voiceless, backstab<br />
Fort +2<br />
Ref +5<br />
Will +2<br />
AL N<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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:<br />
<br />
<span style="font-family: "courier new" , "courier" , monospace;">Above</span><br />
<u><span style="font-family: "courier new" , "courier" , monospace;">AC by Maneuver in addition to damage</span></u><br />
<span style="font-family: "courier new" , "courier" , monospace;">2 Trip! Knock target prone, do an extra point of damage</span><br />
<span style="font-family: "courier new" , "courier" , monospace;">4 <i>Haikeba!</i> Disarm target, do an extra point of damage</span><br />
<span style="font-family: "courier new" , "courier" , monospace;">6 Phased! Target loses their next Action Die, do an extra 1d3 damage</span><br />
<span style="font-family: "courier new" , "courier" , monospace;">8 Stunned! Target cannot act at all next round, do an extra 1d6 damage</span><br />
<br />
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.<br />
<br />
<br />
<br />
<b>THE KNIGHT'S MOUNT</b><br />
Init +3<br />
Melee Atk<br />
• fists +4 (3d5)<br />
Ranged Atk<br />
• maw laser +4 (1d8, 50/80/100) <br />
AC 13<br />
HD 4d8+8<br />
MV 45 <br />
Act 1d20 <br />
SP -<br />
Fort +3<br />
Ref +3<br />
Will --<br />
AL C<br />
<br />
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.<br />
<br />
It can fire a beam of verdigris colored light from it's mouth, which causes damage and frostbite.<br />
<br />
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.<br />
<br />
How the Knight and the Mount communicate is unclear, except that they very much act in tandem when on the hunt.<br />
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<br />
<br />
<i>These creatures were created using </i><a href="http://www.rpgnow.com/product/244566/Monster-Extractor-IV--Aliens--Manufactured-Beings-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank"><b>Monster Extractor IV: Aliens & Manufactured Beings</b></a><i>, available from RPGNow.</i><br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-46117545602643202142018-09-05T08:30:00.000-07:002018-09-05T08:30:01.184-07:00MINING BOT CONTROLLER<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SnlDU2MFX6-FKSKNvCJ4NZ3i1ZGsbM8gyIc5kqNhoI2hGZd9kTLqw50EUsL1FzCfbLGuxX5WU3ecgVZIBw4kWDaD_AlMe_uTblK3szUcsM09hyphenhyphenhhsAGvqRD2fHn7Hj68FCejVjmmw3k3/s1600/mine-bot-controller.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="490" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-SnlDU2MFX6-FKSKNvCJ4NZ3i1ZGsbM8gyIc5kqNhoI2hGZd9kTLqw50EUsL1FzCfbLGuxX5WU3ecgVZIBw4kWDaD_AlMe_uTblK3szUcsM09hyphenhyphenhhsAGvqRD2fHn7Hj68FCejVjmmw3k3/s1600/mine-bot-controller.jpg" /></a></div>
Init +4 <br />
Ranged Atk<br />
• thought +7 (1d8, line of sight)<br />
AC 9HD 8d10<br />
MV 40 <br />
Act 2d20 <br />
SP vulnerable to fire, high STR, Immune to magic<br />
Fort +3<br />
Ref +6<br />
Will +3<br />
AL N<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.).<br />
<br />
<br />
<br />
<i>This creature was created using </i><a href="http://www.rpgnow.com/product/244566/Monster-Extractor-IV--Aliens--Manufactured-Beings-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank"><b>Monster Extractor IV: Aliens & Manufactured Beings</b></a><i>, available from RPGNow.</i><br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-33249490435263813572018-09-04T08:30:00.000-07:002018-09-04T08:30:01.673-07:00MINING BOT<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6yMAL1rCd65HcJ1DSHVs81z8cL_q_CeHAh9I-1LxAf0-kjxr-A3enaBU2sNt6RduNmOayPlmqVMp5Sh47gMMvrSLhApZBz61hbApa4mm6p2_Tg-7LVURTav2tVOJMUR-ilIPauh2-CCFa/s1600/mine-bot.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" data-original-height="510" data-original-width="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg6yMAL1rCd65HcJ1DSHVs81z8cL_q_CeHAh9I-1LxAf0-kjxr-A3enaBU2sNt6RduNmOayPlmqVMp5Sh47gMMvrSLhApZBz61hbApa4mm6p2_Tg-7LVURTav2tVOJMUR-ilIPauh2-CCFa/s1600/mine-bot.jpg" /></a></div>
Init +1 <br />
Ranged Atk<br />
• plasma arc +2 (1d10, 10/20/30)<br />
AC 18HD 4d8 +3<br />
MV 20 <br />
Act 1d20 <br />
SP surface cling, vulnerable to cold, TK, aqua-adaptation<br />
Fort +8<br />
Ref +4<br />
Will--<br />
AL N<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
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.<br />
<br />
<br />
<br />
<i>This creature was created using </i><a href="http://www.rpgnow.com/product/244566/Monster-Extractor-IV--Aliens--Manufactured-Beings-for-DCC-Dungeon-Crawl-Classics-RPG--INNER-HAM" target="_blank"><b>Monster Extractor IV: Aliens & Manufactured Beings</b></a><i>, available from RPGNow.</i><br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0tag:blogger.com,1999:blog-131050372108017345.post-41210603466490005592018-08-21T08:30:00.000-07:002018-09-20T08:06:04.593-07:00MERMAID<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDYmjYf_uxDU5V60YW3p_jMHWa1NeYva3P8t-6wKozmwiCjonZTs5bZhQdQRuK2JUfQPRtHTJ1Gfx6aC2iGjBkjf7c9DWV7CUqmltRbDewUwPHKBDBO0ECg6fHTDp1Z7aRVvaRjYHShDmR/s1600/MERMAID.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" data-original-height="895" data-original-width="640" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjDYmjYf_uxDU5V60YW3p_jMHWa1NeYva3P8t-6wKozmwiCjonZTs5bZhQdQRuK2JUfQPRtHTJ1Gfx6aC2iGjBkjf7c9DWV7CUqmltRbDewUwPHKBDBO0ECg6fHTDp1Z7aRVvaRjYHShDmR/s400/MERMAID.jpg" width="285" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Public Domain Image</td></tr>
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Init +5 (under water) <br />
Init +0 (at water's surface) <br />
Melee Atk<br />
• tail slap +3 (1d7)<br />
AC 13<br />
HD 3d6+9<br />
MV 20 on surface, swim 150 <br />
Act 1d20 <br />
SP lay on hands<br />
Fort +3<br />
Ref +4<br />
Will +3<br />
AL N<br />
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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.<br />
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They often appear after severe storms, floods, extreme tidal events, or other aquatic disturbances, as well as being drawn to shipwrecks and drownings.<br />
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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.<br />
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Mermaids will share tales of their oceanic environment, truthfully if they are beneficent and falsely if they be malevolent.<br />
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<a href="https://en.wikipedia.org/wiki/Mermaid" target="_blank">wikipedia — Mermaid</a><br />
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<br />bygrinstowhttp://www.blogger.com/profile/02935507280015810333noreply@blogger.com0