Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

14 January 2020

OCHRE SAND

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.


17 September 2019

RIVAL PARTY - ELF

Init +1d4
Melee Atk
 • dagger +0 (1d4)
Ranged Atk
 • sticky explosive +5 (1d7+2, special, 100')
AC 11+
HD 5d8
MV 40
Act 1d20
SP shapechanging, second head, life stealing, horn power
Fort +10
Ref +4
Will +3
AL L

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.

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.

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.

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.

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.

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.

Wollatha is motivated by extreme hedoniam.


The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG


03 September 2019

RIVAL PARTY - WARRIOR

Init +2
Melee Atk
 • razor bones +7 (1d6+2+1)
AC 11 +1
HD 10d6 +25
MV 40
Act 1d20
SP inert matter, auto-reciprocal attack, spells, perfect silence
Fort +9
Ref +2
Will +1
AL L

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.

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.

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.

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.

He can invoke the following magical effects by giving up his Action Die:

Force Manipulation (pg 143) at 1d10+18 once per hour, failing on a die result of "1".

Read Magic (pg 152) at 1d10+11 once per 8 hours, failing on a die result of "1".

Strength (pg 198) at 1d14+14 once per day, failing on a die result of "1".

Find Familiar (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.


The Rival Warrior's Familiars:

Miniature Knight, 14-inches tall, Guardian Familiar (+1 AC), 9 hp, AC 17, mini-sword +8 (1d6, crit 1d12 III), Saves +1

Giant Bee, 29-inches long, Guardian Familiar (melee damage +1), 10 hp,  AC 14, sting +8 (1d6+1, crit 1d12 III), Saves +1

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,

Note: The Knight can ride the Bee!



The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG


20 August 2019

RIVAL PARTY - CLERIC

Init +2
Melee Atk
 • touch +5 (1d8+1)
AC 21
HD 4d12+2
MV 60 teleport
Act 1d20
SP life stealing, mighty grab, lay on hands, spells, stupidity
Fort +1
Ref +4
Will +5
AL C

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

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.

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.

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...

The Rival Cleric is stupid and makes mistakes which can cost him and his Party.

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.


The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG



06 August 2019

RIVAL PARTY - THIEF

Init +5
Melee Atk
 • scythe +5 (1d6+2)
AC 13
HD 7d6
MV fly 90
Act 1d20
SP giant-sized, regeneration, smothering
Fort +5
Ref +8
Will +3
AL C

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

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.

He heals at a rate of 4 hp per round, from all kinds of attacks, and recovers from other sorts of damage comparably quickly.

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.

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.

The Thief is, as with all his kind, driven by acquiring gold and jewels.

The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG


01 August 2019

RIVAL PARTY - HALFLING

Init -1
Ranged Atk
 • spiked tongue +8 (1d10+2, 60')
AC 8
HD 2d6
MV 75
Act 2d20
SP shrinkability, multi-headed
Fort +2
Ref +4
Will +5
AL N

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.

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.

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.

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).

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.

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.

The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG

30 July 2019

RIVAL PARTY - WIZARD

Init +2
Melee Atk
 • brawl +6 (1d3+1)
 • acid kiss +4 (1d14+1)
AC 14
HD 4d8
MV 60
Act 1d20
SP redirect magic, shape-changing, spells
Fort +4
Ref +3
Will +6
AL C

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

With an athletic frame and the head of a giant slug, Beltram the Rival Wizard defends the group from magic. Any incoming spell, whether directed at the Wizard or at an ally within 10' can be 'caught' by the Wizard if he makes a Fort Save vs a DC of 10 + spell's level, modified by the caster's Luck. If this Save is failed, he can 'burn' a point of his Fort Save to deflect the spell harmlessly in a random direction.

The Rival Wizard can catch a 1st Level spell with one limb and re-direct it with another. His head counts as a limb for this purpose. To catch a 2nd Level spell, he must use two limbs to catch and a different two to release it again. A 3rd Level spell can be caught with three limbs and cast outward again with the remaining two limbs at a cost of losing a point of Reflex Save and AC. Catching and re-directing a 4th Level spell reduces the Reflex Save and AC by 2. These loses return at two points per 24 hours.

A spell that has been caught, can be cast outward on the Rival Wizard's action at a new target or targets, using the original Spellcheck result to determine all effects.

The Rival Wizard can assume alternate forms, assuming any form on the Chaotic Familiars chart from the Rulebook. To assume a new form takes 1-2 Turns for a slow transformation, looking like a weird, shrinking (or growing) hybrid until the transformation is complete. During the transformation, the Rival Wizard is limited to either a Move action or the use of an Action Die. Use the Familiar stats for the Wizard while in the assumed form, except for hit points and Saves.

Any victim who dies from the Rival Wizard's acid kiss is injected with 10-50 slug eggs, which incubate within the target's body (even if the victim is revived by the usual means). This is extremely nasty. A revived victim will succumb to fever and weakness, losing 1 from a random physical Attribute each day until on the 1d4+6th day the slugs painfully emerge, doing 2d4 damage.

Paranoid in the extreme, the Rival Wizard has many suspicions and crackpot theories. These generally exempt his fellow party members, while the strength of the combined party is to his advantage, at least. Clerics are Wizards in disguise so as to steal knowledge from other Wizards. Elves are an abomination not to be tolerated, causing the downfall of all mankind within this decade if not fought. Halflings should be destroyed as an inferior offshoot of mankind, polluting the culture. The Judge should freely add additional cases of paranoia as suits the campaign.

The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG





01 April 2019

GROVER

With apologies to Michael Smollin and Sesame Workshop...
Init last
Melee Atk
 • hold back +6 (stops movement for one round)
AC 8
HD 2d4
MV 10-20
Act 2d16
SP zip, damage avoidance, resources
Fort +0
Ref +0
Will -2
AL L

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.

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.

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.

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.

23 October 2018

FLESH NIGHTMARE

Init +5
Melee Atk
 • hammer hand +7 (1d6+2)
 • pours down throat (1d4 Stamina)
AC 11
HD 6d12+3
MV 70 special
Act 4d16
SP magic to hit
Fort +3
Ref +9
Will +1
AL N

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

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.

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 is hovering in a new location.

Magical items, weapons and spells are required to damage the flesh nightmare.



This monster was created using Monster Extractor V: Deadly Monsters Now! — available through RPGNow.com



BONUS!
BASIC STATS!

Move: 260 feet/turn
Hit Dice: 6+1
Armor Class: 8
Treasure Type: Q
Alignment: lawful evil
Attacks: 4 hammer blows
Damage: 2-7

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.

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.


17 October 2018

NEARLY PEOPLE (2)

Public Domain Image
Init always 10
Melee Atk
 • tussle +0 (1d4)
 • by weapon -2 (-1d)
Ranged Atk
 • by weapon -1d (-2d)
AC 9
HD 1d4
MV 20
Act 1d20
SP startle, magic suppression. familiar budding, disturbance
Fort +1
Ref +0
Will +1
AL N

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...

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.

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.

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.

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.

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.

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):

 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.
 2) Luck is suppressed, reduced by half for this phase of exposure.
 3) Subject cannot sleep well, and suffers a cumulative -1 to all Action Dice each 48 hours.
 4) Subject does not eat well, suffering a -1 Stamina for any day they cannot succeed on a Fort Save vs. DC 15.
 5) Subject obsesses about having Nearly People along... Becomes increasingly irrational regarding Nearly person (RP).
 6) All perception and skill checks are made at -1d cumulative per 3 days.


* Such as: Journey to quested site / Exploring site for object sought / Object obtained, exiting site / Return to home, which represents 4 circumstances, thus calling for 4 such rolls.


16 October 2018

NEARLY PEOPLE (1)

Public Domain Image
Init always 0
Melee Atk
 • tussle +0 (1d3-1)
 • by weapon -3 (-2d)
Ranged Atk • by weapon -4 (-3d)
AC 8
HD 1d4
MV 20
Act 1d20
SP othersenses, Luck confusion, float
Fort +0
Ref +0
Will +0
AL N

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...

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.

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.

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.

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.

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.

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:

 1) All Halflings in the party lose 1d6+1 Luck, as if Burned with no benefit.
 2) All Halflings in the party lose 1d4+1 Luck, as if Burned with no benefit.
 3) All Halflings in the party lose 2 Luck, as if Burned with no benefit.
 4) All Halflings in the party gain 1 Temporary Luck
 5) All Halflings in the party gain 1d5 Luck
 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.




09 October 2018

SKULL SACK

Init +0
Melee Atk
 • explosive discharge +4 (1d6+2, 30' radius)
 • bite +4 (1d8+1)
AC 11
HD 4d6
MV 70
Act 1d20
SP strategic, branded, voice thief
Fort +3
Ref +1
Will +3
AL L

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.

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.

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.

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.

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.

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.


This monster was created using Monster Extractor V: Deadly Monsters Now! — available through RPGNow.com


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.



05 September 2018

MINING BOT CONTROLLER

Init +4
Ranged Atk
 • thought +7 (1d8, line of sight)
AC 9HD 8d10
MV 40
Act 2d20
SP vulnerable to fire, high STR, Immune to magic
Fort +3
Ref +6
Will +3
AL N

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.

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.

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.).



This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.


04 September 2018

MINING BOT

Init +1
Ranged Atk
 • plasma arc +2 (1d10, 10/20/30)
AC 18HD 4d8 +3
MV 20
Act 1d20
SP surface cling, vulnerable to cold, TK, aqua-adaptation
Fort +8
Ref +4
Will--
AL N

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.

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.

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.

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.



This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.



07 August 2018

HYDRA

Public Domain Image
Init +1.5/per head
Melee Atk
 • bite +#HD (1d6)
Ranged Atk
 • ice breath +5 (1d7+1, 20/40/60)
AC 14
HD (# of heads)d12+(#)
MV 120
Act (#HD/3)d20+(#HD/2)d16
SP deadly blood
Fort +5
Ref +9
Will +2
AL C

This multi-headed creature is found guarding 'mythic' sites, such as the entrance to the Underworld or the City of Immortality or the Heaven of the Unborn.

It will have anywhere from 4 to 9 heads, each of which may resemble a different earthly or unearthly animal, such as a snake, boar, goat, bandersnatch, unicorn, jubjub bird, or vole.

It's blood is so virulent that once exposed to air, it can kill those nearby. Anyone within 10' x the number of HD the Hydra has suffered in damage* must make a Fort Save vs. DC 10+#HD or suffer 1d7+1 Ability damage, randomly split between two random Abilities. The effect remains and a new check must be made for each round of exposure. The DC increases by 1 for every extra 10' of range. If damage is caused by means that logically would not spill the blood, then do not count it toward this total. If you put bludgeoning-type weapons in this category, a subsequent (or previous) strike that would spill blood means the bludgeon effect still counts — internal bleeding becomes external, thereby. Judge this approximately; don't worry about the math if it's giving you a headache.

The Hydra can use it's icy breath to freeze objects in place, or target a warrior's hand so it become "useless" in the fight (until healed or otherwise counteracted). Consider the hand as employing an Action Die one step down the Dice Chain. If they Hydra freezes someone's feet into place, they may only move at half speed once freed, until healed or significant time passes.


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* For ease of arriving at this number, before anyone attacks the Hydra write down the result of the total hp divided by the number of heads.



02 August 2018

SCOUT DRONE — DEVICE OF SELVOTH AZAVATO, BLOODSPORT RECRUITER

Init +0
Ranged Atk
 • darts +4 (1d6)
AC 14
HD 6d14
MV fly 40
Act 1d20
SP Immune to magic
Fort +4
Ref +2
Will --
AL N

Selvoth Azavato's Scout Drone hovers over civilized regions, seeking any sort of fight or conflict to observe. It can recognize folks carrying weapons and armor, and assume they may be on their way to a fight. It can differentiate between a drunken brawl in an alley between amateurs and a battlefield fight between skilled, experienced fighters.

Once it has found outstanding combatants, uniquely powered individuals, or even terrain that makes a fight more interesting, it will send a homing signal back to Selvoth Azavato, while tracking those individuals so that Azavato can recruit them for bloodsport games back in the Magenta Dimension.

If it's not obvious so far, the PCs are the most interesting combatants that the drone has detected in a long, long time...



This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.



15 May 2018

CONFUSION CRAWLER

Init +3
Melee Atk
 • bite +3 (1d6 plus poison)
AC 13
HD 8d5+3
MV 40
Act 1d20
SP hallucination aura 20'
Fort +8
Ref +2
Will +0
AL C

Exceedingly deadly, the Confusion Crawler emanates a gas that causes humanoids to hallucinate. Anyone within 20' of the Crawler must roll a Fort Save vs a DC 13 or suffer the hallucination effect. Anyone who makes the Save must continue to roll the Save each round they are in the scope of the effect. Sooner or later, they will succumb....

The hallucinations include distortions in temporal and spatial acuity and false visions (things that aren't there or not seeing things that are there). Roll for each affected character each round:

1. Does "nothing" -- lost in the previous moment as if it were still occurring.
2. Act as "normal" but move up the Dice Chain one step -- hyper-lucid perception
3. Act as "normal" but move two steps down the Dice Chain -- distorted perception
4. Act as "normal" but actions are redirected by the Judge (randomly or otherwise) to affect something or someone other than intended.
(Dice Chain shifts affect all dice, Action Die, damage dice, Saves, etc.)

The hallucination effect continues while in range, or lasts for 1d5+3 rounds if removed from the radius.

The Crawler's bite includes a poison which causes targets to simply lay down and not move, unless they can succeed at a Will Save vs. DC 10. Those affected will lay down peacefully, limp and listless, for 2d12 rounds.

The Confusion Crawler is semi-intelligent and can manipulate objects with it's tiny "hands". It is 20 feet long.


The Confusion Crawler is easily part of Hangmoor Prison, an entry in the One Page Dungeon Contest for 2018. 


BONUS!
BASIC STATS

Move:160 feet/turn
Hit Dice: 5 + 1
Armor Class: 6
Alignment: chaotic Evil
Attacks: 1
Damage: 1-6
Treasure Type: O x3, Q

The hallucination requires a save vs. poison, as does the poison from the bite. Hallucination effects are the same as above, but any reference to the Dice Chain is simply a +1 or -2 adjustment to die rolls, as appropriate.


01 May 2018

FOLGOSS

Init +5
Melee Atk
 • decay aura +3 (1d6, 5' radius)
 • wrestling -1 (1d3)
AC 17
HD 2d8
MV 35, fly 35, swim 15
Act 1d20 + 1d14
SP only hit by magic, tireless
Fort +1
Ref +3
Will +1
AL C

The folgoss originate in one of the weirder corners of Faerie (and that's saying something). They've been brought to the mortal realm by the smengites, who have enslaved them.

Folgoss have a tireless capacity to do work and physical exertion. They stand about 2 feet high.

Their aura of decay is a necrotic energy that they can emit in a web-like or net-like aura around themselves.



SMENGITES

Init +6
Melee Atk
 • headbutt +0 (1d4)
AC 18
HD 1d8
MV 20
Act 1d20
SP move through
Fort +1
Ref +2
Will +1
AL C

A smengite stands barely above one-foot tall and has the surface appearance of polished, petrified wood. Between their diminuative size, agility, and carapace they are difficult to harm.

They can move through solid materials up to 5' thick by using their Action Die with their normal move. They can't perceive what's inside that solid material, so this ability is of limited use to them when exploring.

They have long enslaved folgoss to act as both general servants and as a fighting force. They find no distress in this situation, since it favors themselves in every way, despite the oppression of the folgoss.

Their main endeavor is the recovery of gold from ancient civilizations. Long ago, the smengites were driven off from rich veins of gold by mankind. Now they seek to re-discover this gold and horde it for themselves out of nothing but cultural pride.