Init +0
Ranged Atk
• fire burst +3 (1d14+1, 20')
AC 17
HD 3d6
MV 60
Act 1d24
SP 'breath' weapon, sideslip, perfect silence, morphing
Fort +5
Ref +8
Will +6
AL C
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 thing. 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).
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.
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.
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! —
Showing posts with label desert. Show all posts
Showing posts with label desert. Show all posts
14 January 2020
OCHRE SAND
18 September 2018
SUB-DIMENSIONAL KNIGHT & MOUNT
Init -4
Melee Atk
• battleaxe +4 (1d10-2)
• blackjack +4 [+9] (1d3-2 [2d6-2])
• akani stick +4 (1d6, special)
Ranged Atk
• bolter +4 (doubling cube, 40/80/120)
AC 11
HD 5d10+5
MV 60
Act 1d20
SP voiceless, backstab
Fort +2
Ref +5
Will +2
AL N
The crocodilian Knight is a demon hunter. He's journeyed here from his home dimension in search of the demons that infest this reality in order to exterminate them. His bearing suggests that he's been at this a long, long time and is well past the prime of his youth.
He is unspeaking, communicating only with icy stares, pointing with his weapons, and, rarely, nudging someone with an elbow. His silence and otherworldly appearance often makes him the target of suspicion and accusations.
What he lacks in physical strength is more than made up for in keen intelligence (equivalent of 3d6+6). He does not need to breathe and could survive indefinitely in a vacuum.
With his akani stick, an otherworldly polearm, he can cause his victims other sorts of grief in additional to physical pain and harm. Each of the results below is optional and only available to happen if he meets or exceeds the target's AC by the number shown:
Above
AC by Maneuver in addition to damage
2 Trip! Knock target prone, do an extra point of damage
4 Haikeba! Disarm target, do an extra point of damage
6 Phased! Target loses their next Action Die, do an extra 1d3 damage
8 Stunned! Target cannot act at all next round, do an extra 1d6 damage
He has befriended a dark-furred dog from this world, who travels with him loyally. The Knight will often play with the dog, as well as including her in the demon hunting process.
THE KNIGHT'S MOUNT
Init +3
Melee Atk
• fists +4 (3d5)
Ranged Atk
• maw laser +4 (1d8, 50/80/100)
AC 13
HD 4d8+8
MV 45
Act 1d20
SP -
Fort +3
Ref +3
Will --
AL C
Of animal Intelligence, the Mount seems to serve the Knight as if almost by accident, generally paying him lax heed except in the heat of pursuit or combat. When the Knight is injured, the Mount pays him little attention and shows no particular concern for the Knight's welfare. The Mount is aggressive, and agile for its size — consider it to have +3 on his Agility score, if you need to roll up one for it.
It can fire a beam of verdigris colored light from it's mouth, which causes damage and frostbite.
The Mount can reshape its cranium at will, modifying it into a wide variety of limbs, tools, receptacles, and so on, stretching, molding, compressing and splitting the mass of its head in any number of ways. In a fight or crisis, the Mount may re-shape his head to hold spare weapons or equipment for the Knight, and be ready to pass them into the Knight's hand instantly.
How the Knight and the Mount communicate is unclear, except that they very much act in tandem when on the hunt.
These creatures were created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Melee Atk
• battleaxe +4 (1d10-2)
• blackjack +4 [+9] (1d3-2 [2d6-2])
• akani stick +4 (1d6, special)
Ranged Atk
• bolter +4 (doubling cube, 40/80/120)
AC 11
HD 5d10+5
MV 60
Act 1d20
SP voiceless, backstab
Fort +2
Ref +5
Will +2
AL N
The crocodilian Knight is a demon hunter. He's journeyed here from his home dimension in search of the demons that infest this reality in order to exterminate them. His bearing suggests that he's been at this a long, long time and is well past the prime of his youth.
He is unspeaking, communicating only with icy stares, pointing with his weapons, and, rarely, nudging someone with an elbow. His silence and otherworldly appearance often makes him the target of suspicion and accusations.
What he lacks in physical strength is more than made up for in keen intelligence (equivalent of 3d6+6). He does not need to breathe and could survive indefinitely in a vacuum.
With his akani stick, an otherworldly polearm, he can cause his victims other sorts of grief in additional to physical pain and harm. Each of the results below is optional and only available to happen if he meets or exceeds the target's AC by the number shown:
Above
AC by Maneuver in addition to damage
2 Trip! Knock target prone, do an extra point of damage
4 Haikeba! Disarm target, do an extra point of damage
6 Phased! Target loses their next Action Die, do an extra 1d3 damage
8 Stunned! Target cannot act at all next round, do an extra 1d6 damage
He has befriended a dark-furred dog from this world, who travels with him loyally. The Knight will often play with the dog, as well as including her in the demon hunting process.
THE KNIGHT'S MOUNT
Init +3
Melee Atk
• fists +4 (3d5)
Ranged Atk
• maw laser +4 (1d8, 50/80/100)
AC 13
HD 4d8+8
MV 45
Act 1d20
SP -
Fort +3
Ref +3
Will --
AL C
Of animal Intelligence, the Mount seems to serve the Knight as if almost by accident, generally paying him lax heed except in the heat of pursuit or combat. When the Knight is injured, the Mount pays him little attention and shows no particular concern for the Knight's welfare. The Mount is aggressive, and agile for its size — consider it to have +3 on his Agility score, if you need to roll up one for it.
It can fire a beam of verdigris colored light from it's mouth, which causes damage and frostbite.
The Mount can reshape its cranium at will, modifying it into a wide variety of limbs, tools, receptacles, and so on, stretching, molding, compressing and splitting the mass of its head in any number of ways. In a fight or crisis, the Mount may re-shape his head to hold spare weapons or equipment for the Knight, and be ready to pass them into the Knight's hand instantly.
How the Knight and the Mount communicate is unclear, except that they very much act in tandem when on the hunt.
These creatures were created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
18 September 2017
GIANT TAR SPITTER
Init +1
Melee Atk
• bite +13 (1d24, 10' dia.)
Ranged Atk
• tar spray +16 (1d50, 30' distant, 30' radius)
AC 28
HD 24d30+24 (396 hp)
MV 80, fly 80
Act 3d24 + 2d20
SP Control Fire (+16)
Fort +23
Ref +1
Will +4
AL C
Snake-like, the Giant Tar Spitter is over 200 feet long, the equivalent of 6-8 fire trucks in length. It dwells in a secluded corner of a vast (grand?) canyon, seldom seen, but always feared by anyone with half a brain.
It can control fire, as per the spell.
When it attacks other creatures, it uses its bite to pierce their flesh, but does not eat them, drinking most of their blood over 1-3 rounds instead.
When resolving the effect of it's tarry breath, the one attack roll should be compared to the AC of each target in the area, but the damage should be rolled separately for each target hit, the spray being uneven and unpredictable.
Produced using Monster Extractor III: Giants & Giant Creatures
Melee Atk
• bite +13 (1d24, 10' dia.)
Ranged Atk
• tar spray +16 (1d50, 30' distant, 30' radius)
AC 28
HD 24d30+24 (396 hp)
MV 80, fly 80
Act 3d24 + 2d20
SP Control Fire (+16)
Fort +23
Ref +1
Will +4
AL C
Snake-like, the Giant Tar Spitter is over 200 feet long, the equivalent of 6-8 fire trucks in length. It dwells in a secluded corner of a vast (grand?) canyon, seldom seen, but always feared by anyone with half a brain.
It can control fire, as per the spell.
When it attacks other creatures, it uses its bite to pierce their flesh, but does not eat them, drinking most of their blood over 1-3 rounds instead.
When resolving the effect of it's tarry breath, the one attack roll should be compared to the AC of each target in the area, but the damage should be rolled separately for each target hit, the spray being uneven and unpredictable.
Produced using Monster Extractor III: Giants & Giant Creatures
31 January 2017
THE GIANT STONE THING
Init +0
Ranged Atk
• roar +12 (1d30, special)
• breath weapon (1d24 snakes)
AC 27
HD 18d30+18
MV 70
Act 5d20
SP breath weapon, 1 spell, mighty leap
Fort +28
Ref +2
Will +3
AL C
The Giant Stone Thing is a terror of arid wilderness regions. It is not known to hunt prey, or do anything a normal creature would do to survive — the dominant theory is that it is controlled by some high wizard for purposes known only to whomever that may be... or that whoever controlled the 120-foot creature is long-since dead, and yet the Thing remains, acting in an unpredictable fashion.
It can leap up to 9 miles at a time (using all of it's movement and Action Dice to initiate the leap).
It can give up 1d6 of it's Action Dice to create an effect like that of the spell Snake Trick, casting with a d24 at +11.
The Giant Stone Thing roars with the sound of two gargantuan blocks of stone grating against each other. So powerful is the sound that it harms everything within range. Out to 20', it does 1d30 points of damage. Out to 40', it does 1d24 points of damage. Out to 60', it does 1d20, and out to 80' it does 1d16. Finally, out to 100', it does 1d12 damage. Each subsequent result cannot exceed the previous die roll.
It can breathe out a torrent of snakes, as a breath weapon. Up to 1d24 1 HD snakes are generated each time, and they can bite at a +1 on the attack, for 1-6 points of damage. The burst of snakes covers from zero to 40' out from the Giant Stone Thing's mouth. Have everyone in range roll vs. their Luck, and for every point they are above their Luck score, they are attacked by that many snakes. No one has discovered if there is a limit to the number of times it can do this, or not...
Produced using Monster Extractor III: Giants & Giant Creatures
Ranged Atk
• roar +12 (1d30, special)
• breath weapon (1d24 snakes)
AC 27
HD 18d30+18
MV 70
Act 5d20
SP breath weapon, 1 spell, mighty leap
Fort +28
Ref +2
Will +3
AL C
The Giant Stone Thing is a terror of arid wilderness regions. It is not known to hunt prey, or do anything a normal creature would do to survive — the dominant theory is that it is controlled by some high wizard for purposes known only to whomever that may be... or that whoever controlled the 120-foot creature is long-since dead, and yet the Thing remains, acting in an unpredictable fashion.
It can leap up to 9 miles at a time (using all of it's movement and Action Dice to initiate the leap).
It can give up 1d6 of it's Action Dice to create an effect like that of the spell Snake Trick, casting with a d24 at +11.
The Giant Stone Thing roars with the sound of two gargantuan blocks of stone grating against each other. So powerful is the sound that it harms everything within range. Out to 20', it does 1d30 points of damage. Out to 40', it does 1d24 points of damage. Out to 60', it does 1d20, and out to 80' it does 1d16. Finally, out to 100', it does 1d12 damage. Each subsequent result cannot exceed the previous die roll.
It can breathe out a torrent of snakes, as a breath weapon. Up to 1d24 1 HD snakes are generated each time, and they can bite at a +1 on the attack, for 1-6 points of damage. The burst of snakes covers from zero to 40' out from the Giant Stone Thing's mouth. Have everyone in range roll vs. their Luck, and for every point they are above their Luck score, they are attacked by that many snakes. No one has discovered if there is a limit to the number of times it can do this, or not...
Produced using Monster Extractor III: Giants & Giant Creatures
Labels:
cavern,
desert,
gigantic,
monster,
wilderness
04 May 2015
WAJAAS
Init +0
Melee Atk
• kick +0 (1d3-1)
• zap gun +1 (1d4+1)
AC 12
HD 1d6
MV 20
Act 1d20
SP golemcraft
Fort +1
Ref +2
Will +0
AL C
Wajaas have a scavenger culture, pilfering when they think they can get away with it, but always wandering and searching for discarded items. They speak only their own un-learnable language, but seem to be able to understand all others, and to make themselves broadly understood by sputtering out a lengthy stream of chitters and hacks (usually accompanied with wild, flinging gestures).
Some civilized folks find them useful, acting something like garbage haulers. But most find them distasteful and disgusting pests, the houseflies of the humanoid races.
The discarded items the Wajaas collect are amassed in their home-burrows, which usually include access into subterranean caverns.
The Wajaas have a little-known ability to craft golems out of the detritus that they collect. The size and life-span of each golem determines how long it will take the Wajaas to create it, as follows:
Biggest Time
Dimension to Create
6" 1d3 hours
1' 1d8 hours
5' 1d3 days
10' 1d10 days
20' 1d30 days
Additional
Life-span Creation Time
1d3 hours none
1d3 days 1d4 hours
1d3 weeks 1d4 days
1d3 months 1d14 days
indefinite 1d30 days
These golems can generally perform 3-6 distinct tasks, such as:
• serve food from the kitchen
• clear the table
• wash the dishes
• shelve the dishes
• you have three masters (lord, lady, child)
OR
• defend this doorway
• pursue whoever goes through the doorway
• attack those you pursue
• accept exceptions, only from your master
• you have only one master
Those designated as a golem's master can create new instructions as needed, until the golem expires or is destroyed. The Wajaas themselves can also 're-instruct' and re-engineer a golem of their creation at any time.
Sample Wajaas Golems:
Battlefield Weapon Remnant Golem
Init +4
Melee Atk
• blade claws +6 (2d8)
Ranged Atk
• arrow launch +3 (1d6, 3 shots)
AC 16
HD 2d16
MV 30
Act 2d20
SP
Fort +5
Ref +3
Will +0
AL C
Standing 7 feet tall, these clockwork warriors are constructed from broken weapons and armor from the site of a massive battle between two kingdoms. They exist only to fight, and take 1d30+1d6 days to create, lasting until destroyed.
Household Golem
Init +0
Melee Atk
• punch -3 (1d3-1)
AC 10
HD 1d4
MV 20
Act 1d16
SP
Fort +0
Ref +0
Will +0
AL C
These golems take care of simple, repetitive tasks around a large household, supplementing living staff. They stand between 3 and 4 feet tall, are made to look pleasing to the eye, and take 1d30+3 days to create.
Melee Atk
• kick +0 (1d3-1)
• zap gun +1 (1d4+1)
AC 12
HD 1d6
MV 20
Act 1d20
SP golemcraft
Fort +1
Ref +2
Will +0
AL C
Wajaas have a scavenger culture, pilfering when they think they can get away with it, but always wandering and searching for discarded items. They speak only their own un-learnable language, but seem to be able to understand all others, and to make themselves broadly understood by sputtering out a lengthy stream of chitters and hacks (usually accompanied with wild, flinging gestures).
Some civilized folks find them useful, acting something like garbage haulers. But most find them distasteful and disgusting pests, the houseflies of the humanoid races.
The discarded items the Wajaas collect are amassed in their home-burrows, which usually include access into subterranean caverns.
The Wajaas have a little-known ability to craft golems out of the detritus that they collect. The size and life-span of each golem determines how long it will take the Wajaas to create it, as follows:
Biggest Time
Dimension to Create
6" 1d3 hours
1' 1d8 hours
5' 1d3 days
10' 1d10 days
20' 1d30 days
Additional
Life-span Creation Time
1d3 hours none
1d3 days 1d4 hours
1d3 weeks 1d4 days
1d3 months 1d14 days
indefinite 1d30 days
These golems can generally perform 3-6 distinct tasks, such as:
• serve food from the kitchen
• clear the table
• wash the dishes
• shelve the dishes
• you have three masters (lord, lady, child)
OR
• defend this doorway
• pursue whoever goes through the doorway
• attack those you pursue
• accept exceptions, only from your master
• you have only one master
Those designated as a golem's master can create new instructions as needed, until the golem expires or is destroyed. The Wajaas themselves can also 're-instruct' and re-engineer a golem of their creation at any time.
Sample Wajaas Golems:
Battlefield Weapon Remnant Golem
Init +4
Melee Atk
• blade claws +6 (2d8)
Ranged Atk
• arrow launch +3 (1d6, 3 shots)
AC 16
HD 2d16
MV 30
Act 2d20
SP
Fort +5
Ref +3
Will +0
AL C
Standing 7 feet tall, these clockwork warriors are constructed from broken weapons and armor from the site of a massive battle between two kingdoms. They exist only to fight, and take 1d30+1d6 days to create, lasting until destroyed.
Household Golem
Init +0
Melee Atk
• punch -3 (1d3-1)
AC 10
HD 1d4
MV 20
Act 1d16
SP
Fort +0
Ref +0
Will +0
AL C
These golems take care of simple, repetitive tasks around a large household, supplementing living staff. They stand between 3 and 4 feet tall, are made to look pleasing to the eye, and take 1d30+3 days to create.
Labels:
cavern,
civilization,
desert,
monster,
NPC,
ruins,
wilderness
13 January 2014
DIRT DIVER
Init +1Melee Atk
• tendril lash +5 (1d6, poison)
• undermine +5 (1d8)
AC 22
HD 8d10
MV burrow 35, jump/fly 35
Act 1d20+1d16
SP vibration senses, paralysis poison, dessication
Fort +5
Ref +2
Will +3
AL C
The Dirt Diver lays in wait a few feet under the surface of the ground, ready for the vibration of stock animals or horsemen or large troupes of humanoids to pass above it. It can then burst up through the ground, lashing out at the creatures that created the vibration. It sails through the air, able to re-direct itself to strike more targets on the way down, before re-entering the ground. It then travels underground, re-emerging to start the attack all over again.
The Diver can only accomplish this in relatively loose soil. It's attacks tear up the terrain, creating hazards to movement; after a couple of rounds, it may take a simple Dex check to not be stopped mid-move when moving over areas torn up by the Diver.
When attacking, the Dirt Diver should generally finish it's round up at the apex of it's leap into the sky, descending and attacking again on the following round, finishing with burrowing again into the earth. It then spends a round under the earth, repositioning and burrowing deep enough to again launch itself into the air, striking again on both the rise and fall.
The paralysis poison dealt by the tendril attack is not injected with each blow. When the damage die for the tendril attack comes up with from 2 to 6, it simply deals that damage, a severe lashing. When it comes up with a 1 -- a precision strike -- the poison is injected. It is not a powerful poison, and it takes only a Fort Save vs. DC 10 to shake it off. Failing the Save, the paralysis lasts for 1d3 Turns.
If the creature strikes someone down or manages to paralyze them, it will settle over them and begin to absorb all fluids from their body (1d8-5 Stamina [or Con] damage per round).
The body of the Diver is thin and leathery, covered in millions upon millions of tiny cilia. When it dives into the ground, it leaves no tunnel -- like a piece of parchment able to pull itself into the soil.
They frequently hunt along roads and near natural watering holes.
27 August 2012
ARCOELESTIS
Created and donated to the Appendix M blog by Colin from the Goodman Games forums! Art by yours truly.
Init +2
Atk bite +3 melee (1d6)
- or -
tail volley +5 missile fire (1d6), Range 10/20/30
AC 16
HD 2d8
MV 30'
Act 1d20
Fort +0
Ref +4
Will -1
AL N
Human in size, arcoelestis is a predator of striking appearance, an agile, bipedal reptilian with tough green scales and magnificent multi-hued feathers on its forearms and cresting its head. A merciless carnivore, it lures prey by mimicking the sounds of creatures it kills, attacking with a mouthful of ripping teeth and by flicking its tail forward, unleashing a small volley of long, sharp scales from the tip. Lacking in raw power and great speed, it relies on animal cunning, patience, and the weakness of its preferred prey, the weak, the injured, and the sick (lowest HP).
The name, by the way, is a mash-up of the Latin words for "rainbow" which seemed apt given its plumage.
Thank you, Colin!
Init +2
Atk bite +3 melee (1d6)
- or -
tail volley +5 missile fire (1d6), Range 10/20/30
AC 16
HD 2d8
MV 30'
Act 1d20
Fort +0
Ref +4
Will -1
AL N
Human in size, arcoelestis is a predator of striking appearance, an agile, bipedal reptilian with tough green scales and magnificent multi-hued feathers on its forearms and cresting its head. A merciless carnivore, it lures prey by mimicking the sounds of creatures it kills, attacking with a mouthful of ripping teeth and by flicking its tail forward, unleashing a small volley of long, sharp scales from the tip. Lacking in raw power and great speed, it relies on animal cunning, patience, and the weakness of its preferred prey, the weak, the injured, and the sick (lowest HP).
The name, by the way, is a mash-up of the Latin words for "rainbow" which seemed apt given its plumage.
Thank you, Colin!
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