Init +5
Melee Atk
• claws +4 (1d5+1 or grab)
AC 14
HD 3d6+5
MV 20, fly special
Act 1d20
SP carry, storm immune
Fort +2
Ref +7
Will +4
AL C
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).
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.
When bored, they will harass folks by stealing food and other significant objects.
They are always unhindered by storm winds despite the severity, and are sometimes heralded by such winds.
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.
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 flying. Show all posts
Showing posts with label flying. Show all posts
01 January 2020
HARPY (NEW YEAR)
Labels:
cavern,
civilization,
flying,
monster,
wilderness
20 August 2019
RIVAL PARTY - CLERIC
Init +2Melee 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
Labels:
civilization,
dungeon,
flying,
monster,
NPC,
rival party,
wilderness
06 August 2019
RIVAL PARTY - THIEF
Init +5Melee 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
Labels:
civilization,
dungeon,
flying,
monster,
NPC,
rival party,
wilderness
18 December 2018
WYVERN
![]() |
| Public Domain Image |
Melee Atk
• bite +4 (1d4 + poison)
• claw +1 (1d6+1)
AC 16HD 4d12
MV 60 fly 120
Act 1d20 + 1d16
SP gaze
Fort +7
Ref +6
Will +3
AL C
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.
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.
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.
A wyvern may be the final life-stage of an ancient dragon, reduced to a wizened body, non-intelligence and irrational behavior.
Labels:
civilization,
dragon,
flying,
monster,
wilderness
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.
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.
04 July 2018
FLOAT VINES — PLANET SHAPERS
Init +4
Melee Atk
• swordleaf +3 (1d8)
AC 17
HD 7d6
MV 0 [40]
Act 3d16
SP -
Fort +4
Ref +7
Will +3
AL N
This is a bio-engineered plant used by the Planet Shapers to guard any equipment they need to have with them, but which they don't need continually, such as their means of returning home. The Float Vine is generally placed in a woods, swamp, or any setting where things can be concealed. If your campaign is set in tundra or deserts, get clever, folks.
The equipment in question is held within an all-encompassing bundle of vines, leaves, and roots. Stretching out from that point in all directions are vines reaching up to 500' in length. These snake and weave through the landscape (so as not to "point" straight to the items they are guarding).
The vines float off the ground by about three to four feet. Anything coming into contact with them alerts the plant-mind. Aggressive actions or those tracing the vines toward their center will be attacked by the supple vines, in an attempt to eliminate the possible threat. The vines can contract and extend themselves in such a way as to engage in melee with more than one opponent at a time. The closer this occurs to the center, the more vines can join the melee quickly.
The center of the vine creature does not move (hence the zero), but the vines themselves can move around (hence the 40).
Doing 2d6 damage with a bladed weapon to any given vine will sever it, though the section still attached to the center can continue to act. The HD are for the main body of the creature in the center.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Melee Atk
• swordleaf +3 (1d8)
AC 17
HD 7d6
MV 0 [40]
Act 3d16
SP -
Fort +4
Ref +7
Will +3
AL N
This is a bio-engineered plant used by the Planet Shapers to guard any equipment they need to have with them, but which they don't need continually, such as their means of returning home. The Float Vine is generally placed in a woods, swamp, or any setting where things can be concealed. If your campaign is set in tundra or deserts, get clever, folks.
The equipment in question is held within an all-encompassing bundle of vines, leaves, and roots. Stretching out from that point in all directions are vines reaching up to 500' in length. These snake and weave through the landscape (so as not to "point" straight to the items they are guarding).
The vines float off the ground by about three to four feet. Anything coming into contact with them alerts the plant-mind. Aggressive actions or those tracing the vines toward their center will be attacked by the supple vines, in an attempt to eliminate the possible threat. The vines can contract and extend themselves in such a way as to engage in melee with more than one opponent at a time. The closer this occurs to the center, the more vines can join the melee quickly.
The center of the vine creature does not move (hence the zero), but the vines themselves can move around (hence the 40).
Doing 2d6 damage with a bladed weapon to any given vine will sever it, though the section still attached to the center can continue to act. The HD are for the main body of the creature in the center.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Labels:
alien,
flying,
monster,
planet shapers,
wilderness
26 June 2018
GERYON
![]() |
| Public Domain Image |
Melee Atk
• claws +11 (3d6)
• stinger +8 (3d5 + poison)
AC 20
HD 9d10+10
MV 20, fly 120
Act 2d20
SP -
Fort +15
Ref +7
Will +6
AL C
In life, Geryon was a trickster, defrauding anyone and everyone he could. Crossing the King of Elfland, he became a giant monstrous being upon his death, with a serpentine body ending with a stinger, raptors' wings, and leonine paws.
Anyone aligned with the King of Elfland who meets Geryon, Geryon must serve — he must confess as much, once he is aware of any degree of alliance with the King. Likewise, anyone who can recount the story of one of Geryon's misdeeds to his face will have his loyal service for 1d12 days (or a number of days determined by the Judge based on the severity of the fraud recounted; recounting the fraud perpetrated upon the King of Elfland himself may result in a year or more of service).
If Geryon is reduced to 0 hp, he dissolves, reforming somewhere in Hell, where from he must claw his way back to the mortal world to continue to pay his debt to the King of Elfland.
The poison of his stinger will completely paralyze anyone mortal for 1d24 hours, unless they can succeed on a DC 16 Fort Save, thereby only being affected for 1d4 rounds. Other sorts of beings will be affected to a different degree, or not at all, as preferred by the Judge.
When not in direct service to anyone, Geryon tends a large herd of red cattle.
12 June 2018
MARSH GHOST
![]() |
| Public Domain Image |
Melee Atk
• hatchet +2 (1d6)
AC 10
HD 2d12
MV 60, fly 30
Act 1d20 + 1d16
SP ghostly
Fort +8
Ref +8
Will +3
AL C
Look, you just don't want to spend a night in the marsh. It's haunted!
The worst of it is the Marsh Ghost... s'like a man in a cloak and hood, must stand near eight feet tall, it does, and carries an axe what it hacks folks apart with...
If you try to run, it flies after you, or moves over the marsh faster than anything else could, coz it don't have to touch the ground, does it?
If you try to smash it with a stick, or a sword if you have one, more often than not, your weapon will just pass right through it, like 7 times out of 10. Unless you have a magical thing to strike it with, which it can't seem to avoid like other things.
But it can also just disappear and then reappear as it likes... in the same spot, or anything up to a hunnert feet away! (thrice a night)
They's some who say that even if you thinks you've kilt it, it jus' comes back after a few nights... You've just made yo'self what they call a reepreeve. No kind of lasting safety, I assures you.
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
21 August 2017
ROT-PIXIE
Init +0
Melee Atk
• spike +4 (1d6+)
AC 15
HD 4d8+2 (20 hp)
MV 10, fly 45
Act 1d24 + 1d16
SP blitzkrieg, light-absorbing
Fort +4
Ref +7
Will +2
AL C
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
If a rot-pixie's damage die comes up on a '6', re-roll the die and add that to the damage.
A rot-pixie can hit multiple targets with one attack roll, choosing a number of targets equal to it's HD, using one Action Die for the attack, and comparing that result to each target's AC. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit two targets.
Rot-pixies are repelled by wolf's bane. If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 1d7 hours.
Move: 180 feet/turn flying; 40 feet/turn walking
Hit Dice: 4
Armor Class: 4
Treasure Type: C
Alignment: chaotic evil
Attacks: up to 6
Damage: 2-7
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
They are repelled by wolf's bane.
A rot-pixie can hit multiple targets in one round, assuming those targets are within 30' of the rot-pixie at the start of the round. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit up to three targets.
If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 2-7 hours.
Derived using Zenopus' Monster Reference Table
Melee Atk
• spike +4 (1d6+)
AC 15
HD 4d8+2 (20 hp)
MV 10, fly 45
Act 1d24 + 1d16
SP blitzkrieg, light-absorbing
Fort +4
Ref +7
Will +2
AL C
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
If a rot-pixie's damage die comes up on a '6', re-roll the die and add that to the damage.
A rot-pixie can hit multiple targets with one attack roll, choosing a number of targets equal to it's HD, using one Action Die for the attack, and comparing that result to each target's AC. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit two targets.
Rot-pixies are repelled by wolf's bane. If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 1d7 hours.
BONUS!
BASIC STATS!
ROT-PIXIEMove: 180 feet/turn flying; 40 feet/turn walking
Hit Dice: 4
Armor Class: 4
Treasure Type: C
Alignment: chaotic evil
Attacks: up to 6
Damage: 2-7
Some forests are strong with Fae magic. When this magic is corrupted, the Fae creatures this magic produces are pestilent and twisted and decaying.
Pixies corrupted in this way are terrifying, frenzied monsters of destruction. They are nocturnal and absorb light, making it nearly impossible to see them. They fly with great speed and accuracy, protecting the very source of the corruption that has created them.
They attack by touching a target, whereupon a spike or stinger looking like an overlarge wasp or bee's sting shoots through the target. Instead of tearing and sundering flesh and bone, however, this horn-like spike passes through the body insubstantially, leaving the matter it has passed through in an advanced state of decay or rot. For every six points of damage suffered, assume that a major bone or organ is affected, and damage an appropriate attribute by one point.
They are repelled by wolf's bane.
A rot-pixie can hit multiple targets in one round, assuming those targets are within 30' of the rot-pixie at the start of the round. It can fly and attack at the same time, zipping with great accuracy between targets. If it is damaged, reduce the number of targets it can hit, e.g., if down to half of it's normal hit points, it can only hit up to three targets.
If the source of corrupting magic is neutralized or destroyed, rot-pixies will be destroyed within 2-7 hours.
Derived using Zenopus' Monster Reference Table
Labels:
BASIC,
faerie,
flying,
monster,
wilderness
12 June 2017
OWLSHARK
Init +0
Melee Atk • bite +4 (1d10)• tail slap +3 (1d6, only in water)
• wing-rasp +2 (1d8)
AC 16HD 4d7+4
MV fly 30, swim 45
Act 2d20
SP drag down
Fort +6
Ref +3
Will +1
AL C
The owlshark can be sighted from coastlines or at sea, distinguished by its dorsal fin and it's wing tips breaking the water's surface.
It will attack small watercraft as well as individuals or small groups of people on beaches.
If its bite attack exceeds the target's AC by 5 or more, it has gotten enough of a bite to maintain a grip on the individual (Str 18) and will attempt to dive back into the ocean to devour them, thrashing them for additional bite damage each round when under water (no need to roll to hit).
BONUS!
BASIC STATS!
OWLSHARK
Move: 120 feet/turn flying; 180 feet swimming
Hit Dice: 4 +1
Armor Class: 5
Treasure Type: nil (see notes)
Alignment: neutral
Attacks: 2
Damage: 2-12 bite, 1-6 for the others
Reference the above for the monster's behavior. While it has no treasure of its own, if it has been actively preying upon humanoids in an area, there may be much those folks had upon them which may now be scattered along the beach, just off shore...
19 January 2017
THE SHAPELESS GOD
Init +3Ranged Atk
• move by +20 (1d30+1d24)
• bone spear +11 (1d30, 170')
AC 14
HD 24d24+16
MV 60
Act 3d20
SP teleportation
Fort +20
Ref +1
Will +20
AL C
Worshiped by a distant tribe or village, The Shapeless God has adopted these peoples for as-yet unknown purposes, and defends them fiercely.
With a diameter of over 50 feet, it hovers above the town, city, or village its wards occupy. When needed, it moves by teleportation, creating a swath of flashing lights in its path. When it wills it, these lights cause severe damage (as indicated above) which is distributed among all creatures and objects in its path of travel (roll the dice and divvy up the damage generated; don't roll the dice for each target. Though it could direct most of the damage to a single, large threat, it can't send all of it to one target).
Its teleport power also allows The Shapeless God to hover in mid-air, since it does not have solid appendages for standing. It has no need to breathe, so it is also comfortable in water of any type.
The Shapeless God can also generate bone-like calcified spear-like objects, which it can shoot from its tendrils with deadly accuracy.
Created with Monster Extractor III: Giants & Giant Creatures
Labels:
alien,
civilization,
flying,
gigantic,
monster
13 June 2016
BONE-LEECHER (BONE VAMPIRE)
Init +0
Melee Atk
• intersect +0 (1d10 special)
AC 13 (special)
HD 2d8+2
MV fly 40
Act 1d20
SP ethereal
Fort +4
Ref +3
Will +7
AL C
The alien Bone-Leechers arrive from another realm of existence to feed on vertebrates on this world. Here they are ethereal, floating through objects at-will without hindrance, including living creatures. As they pass through living creatures, they impart a bonus of 1d4 Intelligence per round (to a maximum of 5), which fades at one point per round after the intersection ends. The effect is energizing and invigorating to the victim.
They are averse to mithril, however. Clever persons can herd them using mithril items. If they are made to intersect with mithril items of any size, the metal inflicts 1d4 damage to them per round, regardless of the size of the items or the number of attackers. Two or three assailants with mithril devices can effectively entrap a Bone-Leecher, even if they can't completely surround it, as if it can't perceive a direction to move in that would allow it to escape. Use roll-under Luck checks to see if the herders can entrap the creature; as long as any of them succeed in their roll, the creature is held.
They feed by intersecting with the living. While occupying the same space, the Bone-Leecher absorbs nutrients from the bones of its target, making the victim's skeletal structure weaker and weaker from within. The damage rolled is tracked by the Judge, but not applied to the character immediately. The effect of multiple rounds of damage are added together. For every 10 points in total, the character suffers 1 hp of damage, probably not realizing they are being damaged until they start to feel it in this way. Whether the character knows they have taken it or not, this damage heals at a rate of one point per day (however, if the character is suffering from Ability score loss, which also recovers at a rate of 1 point per day, the character cannot recover both Ability score loss and damage from the Bone-Leecher; the Judge may roll randomly to determine which is recovered on any given day). "Hidden" damage can only reach a maximum of the character's total hit points.
Subsequent to taking this damage, if the victim fumbles in combat, is hit by a blunt or bludgeoning weapon for 4 or more points of damage, suffers a fall from any height, is in a vehicle that brakes hard or collides with another object, or is physically impacted in any major way, consult the following chart. The effect represents fractured and broken bones.
Points of Damage / Effect
1-30
Roll 1d24; the amount rolled is suffered as immediate damage up to the maximum amount unhealed. This heals at a rate of one point per day.
31-50
Roll 1d50; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.
51+
Roll 1d100; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.
• If the victim suffers an impact, but does not 'discharge' all of their "hidden" damage, that damage is healed after the "exposed" damage, and may become exposed by subsequent impacts, falls, fumbles, etc.
• The Judge and player should feel free to invent other hindrances for the character, based on the amount of this damage that is in effect currently.
Lay On Hands Effects: For each die of healing, roll 1d10 and subtract that from not-in-effect damage first, with overflow and subsequent healing results applying to the currently-in-effect damage. Note that the use of LoH to this specific condition assumes the caster is aware of this specific condition. If they are not aware, they cannot target this damage with a LoH.
A dead Bone-Leecher fades back to it's home dimension within 1d3 rounds.
[Presented as an option for the One Page Dungeon Contest entry The Umber Woods from 2016]
Melee Atk
• intersect +0 (1d10 special)
AC 13 (special)
HD 2d8+2
MV fly 40
Act 1d20
SP ethereal
Fort +4
Ref +3
Will +7
AL C
The alien Bone-Leechers arrive from another realm of existence to feed on vertebrates on this world. Here they are ethereal, floating through objects at-will without hindrance, including living creatures. As they pass through living creatures, they impart a bonus of 1d4 Intelligence per round (to a maximum of 5), which fades at one point per round after the intersection ends. The effect is energizing and invigorating to the victim.
They are averse to mithril, however. Clever persons can herd them using mithril items. If they are made to intersect with mithril items of any size, the metal inflicts 1d4 damage to them per round, regardless of the size of the items or the number of attackers. Two or three assailants with mithril devices can effectively entrap a Bone-Leecher, even if they can't completely surround it, as if it can't perceive a direction to move in that would allow it to escape. Use roll-under Luck checks to see if the herders can entrap the creature; as long as any of them succeed in their roll, the creature is held.
They feed by intersecting with the living. While occupying the same space, the Bone-Leecher absorbs nutrients from the bones of its target, making the victim's skeletal structure weaker and weaker from within. The damage rolled is tracked by the Judge, but not applied to the character immediately. The effect of multiple rounds of damage are added together. For every 10 points in total, the character suffers 1 hp of damage, probably not realizing they are being damaged until they start to feel it in this way. Whether the character knows they have taken it or not, this damage heals at a rate of one point per day (however, if the character is suffering from Ability score loss, which also recovers at a rate of 1 point per day, the character cannot recover both Ability score loss and damage from the Bone-Leecher; the Judge may roll randomly to determine which is recovered on any given day). "Hidden" damage can only reach a maximum of the character's total hit points.
Subsequent to taking this damage, if the victim fumbles in combat, is hit by a blunt or bludgeoning weapon for 4 or more points of damage, suffers a fall from any height, is in a vehicle that brakes hard or collides with another object, or is physically impacted in any major way, consult the following chart. The effect represents fractured and broken bones.
Points of Damage / Effect
1-30
Roll 1d24; the amount rolled is suffered as immediate damage up to the maximum amount unhealed. This heals at a rate of one point per day.
31-50
Roll 1d50; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.
51+
Roll 1d100; the amount rolled is suffered as immediate damage, up to the maximum amount unhealed. This heals at a rate of one point per day.
• If the victim suffers an impact, but does not 'discharge' all of their "hidden" damage, that damage is healed after the "exposed" damage, and may become exposed by subsequent impacts, falls, fumbles, etc.
• The Judge and player should feel free to invent other hindrances for the character, based on the amount of this damage that is in effect currently.
Lay On Hands Effects: For each die of healing, roll 1d10 and subtract that from not-in-effect damage first, with overflow and subsequent healing results applying to the currently-in-effect damage. Note that the use of LoH to this specific condition assumes the caster is aware of this specific condition. If they are not aware, they cannot target this damage with a LoH.
A dead Bone-Leecher fades back to it's home dimension within 1d3 rounds.
[Presented as an option for the One Page Dungeon Contest entry The Umber Woods from 2016]
29 April 2016
THE BEAST WAITING (IN THE BUSHES [of love])
Init +8
Melee Atk
• flailing claws +9 (1d16)
• rasping tail +8 (1d14)
AC 19
HD 8d12
MV 60, fly 10
Act 3d20+2d16
SP life-tether, allsense, green-stealth
Fort +10
Ref +12
Will +10
AL C
"Forty-nine times we fought that beast..."
The Beast Waiting only attacks those who love. Whether that is a romantic emotion, or paternal, or filial or otherwise, only those who exhibit a strong bond to another being can be targeted by this creature. Beings that exhibit no attachment to anyone else (not even a pet) can attack the creature, but the creature cannot attack them back.
When it attacks it's target, the thing brings strong and cherished emotions to the surface of the target's mind. The target may not understand what is happening. The Beast Waiting has no need to fight to the death; harrying it's targets is good enough for it.
It can perceive equally well in all situations: daylight, night, fog, smoke, loud environs, underwater, obscuring magic, and so on.
The Beast Waiting can hide in foliage with near perfect concealment (29-in-30). Even the most expert woodsman could walk right by, say, a bush the thing is hiding in and not notice it was there. It can move among flora with great stealth, being undetected on an 11-in-12 (alternately, use a DC 22 check to detect it hiding, and a DC 20 check when it moves).
When it flies it is nearly silent — but looks for all the world as if it is struggling to get away from something that has snared it.
It cannot simply be killed. When reduced to zero hit points, its towering body melts into a tarry goo, which quickly turns to ash and drifts away on the wind. Because love still exists, it comes back into existence 1d30 days later.
To finally destroy the thing once and for all, the thing's target must concentrate on those they love while fighting the beast. This is something they are going to have to realize for themselves. This concentration must be intense enough to reduce all Action Dice for the round by one step down the Dice Chain. This weakens the thing's life-tether, meaning it can be truly destroyed if killed within the next 1d3 rounds. If a character concentrates so hard as to reduce their Action Dice more than one step, and additional 1d2 rounds of weakening occurs for every additional step down the Dice Chain they take. They must be within 20' of the thing for this weakening to occur.
They say everyone of us has something waiting in the bushes for us.
Below is a chart of suitable details for whenever the thing kills a target...
Killing Strike Details Table
1 - Face removed
2 - Groin sundered
3 - Impaled in three places
4 - All limbs removed
5 - Spatchcocked
Melee Atk
• flailing claws +9 (1d16)
• rasping tail +8 (1d14)
AC 19
HD 8d12
MV 60, fly 10
Act 3d20+2d16
SP life-tether, allsense, green-stealth
Fort +10
Ref +12
Will +10
AL C
"Forty-nine times we fought that beast..."
The Beast Waiting only attacks those who love. Whether that is a romantic emotion, or paternal, or filial or otherwise, only those who exhibit a strong bond to another being can be targeted by this creature. Beings that exhibit no attachment to anyone else (not even a pet) can attack the creature, but the creature cannot attack them back.
When it attacks it's target, the thing brings strong and cherished emotions to the surface of the target's mind. The target may not understand what is happening. The Beast Waiting has no need to fight to the death; harrying it's targets is good enough for it.
It can perceive equally well in all situations: daylight, night, fog, smoke, loud environs, underwater, obscuring magic, and so on.
The Beast Waiting can hide in foliage with near perfect concealment (29-in-30). Even the most expert woodsman could walk right by, say, a bush the thing is hiding in and not notice it was there. It can move among flora with great stealth, being undetected on an 11-in-12 (alternately, use a DC 22 check to detect it hiding, and a DC 20 check when it moves).
When it flies it is nearly silent — but looks for all the world as if it is struggling to get away from something that has snared it.
It cannot simply be killed. When reduced to zero hit points, its towering body melts into a tarry goo, which quickly turns to ash and drifts away on the wind. Because love still exists, it comes back into existence 1d30 days later.
To finally destroy the thing once and for all, the thing's target must concentrate on those they love while fighting the beast. This is something they are going to have to realize for themselves. This concentration must be intense enough to reduce all Action Dice for the round by one step down the Dice Chain. This weakens the thing's life-tether, meaning it can be truly destroyed if killed within the next 1d3 rounds. If a character concentrates so hard as to reduce their Action Dice more than one step, and additional 1d2 rounds of weakening occurs for every additional step down the Dice Chain they take. They must be within 20' of the thing for this weakening to occur.
They say everyone of us has something waiting in the bushes for us.
Below is a chart of suitable details for whenever the thing kills a target...
Killing Strike Details Table
1 - Face removed
2 - Groin sundered
3 - Impaled in three places
4 - All limbs removed
5 - Spatchcocked
Labels:
civilization,
faerie,
flying,
monster,
wilderness
11 April 2016
LIVING CLOUD
Init +5
Melee Atk
• fetch & chew +15 (5d30)
• bludgeon +15 (2d24)
AC 10
HD 10d30
MV 100, fly 100
Act 4d24
SP undying, dispersal, varying size
Fort +15
Ref +15
Will +15
AL N
The Living Cloud is a marauder, roaming the land and collecting samples of everything it encounters. It is comprised of millions upon millions of impossibly tiny organisms, which can each act independently or collectively with a single thought process. These miniscule organisms can break away singly or in small groups, doing so for defense or to carry away samples collected.
The Living Cloud is dark grey in appearance, and while it can float and change shape as does a fog bank, to touch it is like touching something part way between a foam pad and a gelatin. The Living Cloud can also change consistency to a rigidity like iron or disperse completely into invisible nothingness, reforming elsewhere when it sees fit. It has an approximate volume of 30' cubed on average, though this very gradually reduces over time as small portions fly away with samples to unknown regions. It can compress down to a volume of 8' cubed, and expand to 100' cubed and still be visible and effective.
Whether the Living Cloud is animal, vegetable, magic, phantom or illusion, no man knows. The samples it collects are so small as to be unnoticeable (though were it to focus on a single item, it's multitudinousness could completely dismantle it; it could remove a lake, tiny droplet by tiny droplet, undetectably).
There is no discernible pattern to the Living Cloud's roaming. It can pass through a village or city in haphazard fashion and resume rolling over the countryside. There is likewise no pattern to the objects and beings it crosses over; it is as likely to pass through a blacksmiths as a bakery as it is a stable. There is in fact, only one known substance it seems to behave differently around: diamonds.
When discovering diamonds of any size, the Living Cloud will wrest the entire gem away, and a portion of itself will carry off the diamond. Lately, some climbers have found diamonds systematically arranged on the peaks of the highest mountains, but what significance this has no one has been able to determine.
If threatened, the Living Cloud will defend itself by grabbing at it's attackers with a pseudopod-like projection and pulling the attackers into itself. Generally, they are ejected seconds later with their bodies mangled and mashed together into a single mass. If attacking multiple targets who are reasonably close together, the Cloud makes a single attack roll, but divides its bonus among the targets equally, and rounds all fractions up. So if striking at three targets, its attack roll would be 1d24+5, vs. each target's AC.
NB: Stats are provided for those who wish to treat the Living Cloud like a creature that can be fought — while the intention is to treat the thing more like an alien force of nature. Large-scale effects may have some impact on the Living Cloud, as the Judge prefers, but a simple sharpened blade or projectile should have no discernible effect on the thing.
From Olaf Stapledon's Last and First Men:
"...the cloud's progress ceased, and its outlines became vague and ragged. Fragments of it actually drifted away on the winds and dissipated themselves. Almost as soon as the message was completed, the cloud began to define itself again, and lay for a quarter of an hour at rest. A dozen bold young men from the town now approached the dark mass out of curiosity. No sooner did they come face to face with it, round a bend in the valley, than the cloud rapidly contracted, till it was no bigger than a house. Looking now something between a dense, opaque fume and an actual jelly, it lay still until the party had ventured within a few yards. Evidently their courage failed, for they were seen to turn. But before they had retreated three paces, a long proboscis shot out of the main mass with the speed of a chameleon's tongue, and enveloped them. Slowly it withdrew; but the young men had been gathered in with it. The cloud, or jelly, churned itself violently for some seconds, then ejected the bodies in a single chewed lump."
Melee Atk
• fetch & chew +15 (5d30)
• bludgeon +15 (2d24)
AC 10
HD 10d30
MV 100, fly 100
Act 4d24
SP undying, dispersal, varying size
Fort +15
Ref +15
Will +15
AL N
The Living Cloud is a marauder, roaming the land and collecting samples of everything it encounters. It is comprised of millions upon millions of impossibly tiny organisms, which can each act independently or collectively with a single thought process. These miniscule organisms can break away singly or in small groups, doing so for defense or to carry away samples collected.
The Living Cloud is dark grey in appearance, and while it can float and change shape as does a fog bank, to touch it is like touching something part way between a foam pad and a gelatin. The Living Cloud can also change consistency to a rigidity like iron or disperse completely into invisible nothingness, reforming elsewhere when it sees fit. It has an approximate volume of 30' cubed on average, though this very gradually reduces over time as small portions fly away with samples to unknown regions. It can compress down to a volume of 8' cubed, and expand to 100' cubed and still be visible and effective.
Whether the Living Cloud is animal, vegetable, magic, phantom or illusion, no man knows. The samples it collects are so small as to be unnoticeable (though were it to focus on a single item, it's multitudinousness could completely dismantle it; it could remove a lake, tiny droplet by tiny droplet, undetectably).
There is no discernible pattern to the Living Cloud's roaming. It can pass through a village or city in haphazard fashion and resume rolling over the countryside. There is likewise no pattern to the objects and beings it crosses over; it is as likely to pass through a blacksmiths as a bakery as it is a stable. There is in fact, only one known substance it seems to behave differently around: diamonds.
When discovering diamonds of any size, the Living Cloud will wrest the entire gem away, and a portion of itself will carry off the diamond. Lately, some climbers have found diamonds systematically arranged on the peaks of the highest mountains, but what significance this has no one has been able to determine.
If threatened, the Living Cloud will defend itself by grabbing at it's attackers with a pseudopod-like projection and pulling the attackers into itself. Generally, they are ejected seconds later with their bodies mangled and mashed together into a single mass. If attacking multiple targets who are reasonably close together, the Cloud makes a single attack roll, but divides its bonus among the targets equally, and rounds all fractions up. So if striking at three targets, its attack roll would be 1d24+5, vs. each target's AC.
NB: Stats are provided for those who wish to treat the Living Cloud like a creature that can be fought — while the intention is to treat the thing more like an alien force of nature. Large-scale effects may have some impact on the Living Cloud, as the Judge prefers, but a simple sharpened blade or projectile should have no discernible effect on the thing.
From Olaf Stapledon's Last and First Men:
"...the cloud's progress ceased, and its outlines became vague and ragged. Fragments of it actually drifted away on the winds and dissipated themselves. Almost as soon as the message was completed, the cloud began to define itself again, and lay for a quarter of an hour at rest. A dozen bold young men from the town now approached the dark mass out of curiosity. No sooner did they come face to face with it, round a bend in the valley, than the cloud rapidly contracted, till it was no bigger than a house. Looking now something between a dense, opaque fume and an actual jelly, it lay still until the party had ventured within a few yards. Evidently their courage failed, for they were seen to turn. But before they had retreated three paces, a long proboscis shot out of the main mass with the speed of a chameleon's tongue, and enveloped them. Slowly it withdrew; but the young men had been gathered in with it. The cloud, or jelly, churned itself violently for some seconds, then ejected the bodies in a single chewed lump."
Labels:
alien,
civilization,
flying,
monster,
wilderness
29 January 2015
VOOTHUS
Init +0
Melee Atk
• tail lash +5 (1d6)
Ranged Atk
• bellow +3 (1d3, move back 1d30')
AC 16
HD 4d10
MV 30, fly 40
Act 3d16
SP stealth, darkvision
Fort +14
Ref +2
Will +9
AL N
Voothus is the scout for a non-humanoid gang. His role is to observe a possible target, gather as much information as he can, and report back to his friend, Tivvig.
The usual operation involves tailing travelers through a woods or jungle, with Voothus hovering high above them, thanks to helium bladder he can inflate on his back. Despite his immense size (18' tall if he stood up straight), he can maneuver through the canopy with great stealth (silent on a 5-in-6), and use the foliage to his advantage to conceal himself (concealed on a 9-in-10). He can also hover high above a party camping in the open at night to perform his job (silent on a 7-in-8).
While he has never spoken humanoid languages, he seems to understand them perfectly well, noting details about where a party may be going, their strengths, and what they intend to do next. Needless to say, his hearing is excellent.
If pushed to fighting, and escape is not an option (even when spending all Action Dice for extra movement), Voothus can swipe with his tail, and cry out with a forceful, resonant bellow that can force foes to retreat (this targets all individuals within a 40' arc, and up to 30' away). But escape will remain a top priority, and his attacks will almost always be made to improve his chance of escape, or to protect his friends.
Melee Atk
• tail lash +5 (1d6)
Ranged Atk
• bellow +3 (1d3, move back 1d30')
AC 16
HD 4d10
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| Click to enlarge |
Act 3d16
SP stealth, darkvision
Fort +14
Ref +2
Will +9
AL N
Voothus is the scout for a non-humanoid gang. His role is to observe a possible target, gather as much information as he can, and report back to his friend, Tivvig.
The usual operation involves tailing travelers through a woods or jungle, with Voothus hovering high above them, thanks to helium bladder he can inflate on his back. Despite his immense size (18' tall if he stood up straight), he can maneuver through the canopy with great stealth (silent on a 5-in-6), and use the foliage to his advantage to conceal himself (concealed on a 9-in-10). He can also hover high above a party camping in the open at night to perform his job (silent on a 7-in-8).
While he has never spoken humanoid languages, he seems to understand them perfectly well, noting details about where a party may be going, their strengths, and what they intend to do next. Needless to say, his hearing is excellent.
If pushed to fighting, and escape is not an option (even when spending all Action Dice for extra movement), Voothus can swipe with his tail, and cry out with a forceful, resonant bellow that can force foes to retreat (this targets all individuals within a 40' arc, and up to 30' away). But escape will remain a top priority, and his attacks will almost always be made to improve his chance of escape, or to protect his friends.
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.
26 December 2012
AUROC
Init +0
Melee Atk
• slash +5 (1d6-2; 2d7 gp)
• claw +3 (grab)
AC 16
HD 1d8 + 1d4 + 2
MV 40
Act 1d20
SP treasure sense
Fort +4
Ref +2
Will +2
AL N
The auroc is a bird-like creature with a wing-span of nearly six feet, inhabiting caves, caverns and dungeons, subsisting off of veins of precious metals. The membranes of their wings sparkle in torch light like veils of glitter, greatly contrasting the dull grey of the rest of their bodies. They have powerful necks and backs and their beak features a dense, pick-shaped end, with which they chip away at rock and soil, in search of gold, silver and copper.
They can detect such metals, apparently by smell, through up to 40 feet of rock, and much further over open spaces. Men seeking valuables within ancient tombs may by attacked by aurocs if they are carrying coinage on their person. When an auroc attacks an individual, they do so by slashing quickly as they fly by, targeting the metals carried. Damage inflicted to the bearer is a secondary by-product, and such a strike may inflict no physical damage at all. It may take an initial pass for the auroc to damage whatever receptacle the metals are contained in, before it can actually get coins into it's gullet on subsequent fly-bys. It can swallow anything up to an apple-sized piece of metal, and it's digestive juices act quickly to corrode and breakdown the metal, making any retrieval an urgent and nearly impossible task.
An auroc will also be drawn to such things as silver daggers, or other similarly plated accouterments. It may try to grab at such larger pieces and wrest them from the weilder, flying off to nip pieces from the items to eat them, possibly making them completely useless, even if rescued.
They are skittish things, and if caught will frantically thrash about, attempting to fee themselves. They may well expend their life in the effort to get free.
Many a treasure seeker has been disappointed upon finding a long-lost dungeon, only to discover that aurocs have gotten there before them and have bored holes through all the walls and into all the rooms that formerly contained great treasures. One adventurer famously described an ancient labyrinth as having been "swiss-cheesed". The auroc has no interest in gems and precious stones, so such items may remain after aurocs have laid them bare -- if no one else has claimed them first.
Melee Atk
• slash +5 (1d6-2; 2d7 gp)
• claw +3 (grab)
AC 16
HD 1d8 + 1d4 + 2
MV 40
Act 1d20
SP treasure sense
Fort +4
Ref +2
Will +2
AL N
The auroc is a bird-like creature with a wing-span of nearly six feet, inhabiting caves, caverns and dungeons, subsisting off of veins of precious metals. The membranes of their wings sparkle in torch light like veils of glitter, greatly contrasting the dull grey of the rest of their bodies. They have powerful necks and backs and their beak features a dense, pick-shaped end, with which they chip away at rock and soil, in search of gold, silver and copper.
They can detect such metals, apparently by smell, through up to 40 feet of rock, and much further over open spaces. Men seeking valuables within ancient tombs may by attacked by aurocs if they are carrying coinage on their person. When an auroc attacks an individual, they do so by slashing quickly as they fly by, targeting the metals carried. Damage inflicted to the bearer is a secondary by-product, and such a strike may inflict no physical damage at all. It may take an initial pass for the auroc to damage whatever receptacle the metals are contained in, before it can actually get coins into it's gullet on subsequent fly-bys. It can swallow anything up to an apple-sized piece of metal, and it's digestive juices act quickly to corrode and breakdown the metal, making any retrieval an urgent and nearly impossible task.
An auroc will also be drawn to such things as silver daggers, or other similarly plated accouterments. It may try to grab at such larger pieces and wrest them from the weilder, flying off to nip pieces from the items to eat them, possibly making them completely useless, even if rescued.
They are skittish things, and if caught will frantically thrash about, attempting to fee themselves. They may well expend their life in the effort to get free.
Many a treasure seeker has been disappointed upon finding a long-lost dungeon, only to discover that aurocs have gotten there before them and have bored holes through all the walls and into all the rooms that formerly contained great treasures. One adventurer famously described an ancient labyrinth as having been "swiss-cheesed". The auroc has no interest in gems and precious stones, so such items may remain after aurocs have laid them bare -- if no one else has claimed them first.
18 October 2012
DRYAD, TRUE
Init +5
Ranged Atk
• harrowing +8 (1d6)
AC 19
HD 4d6+4
MV fly 60
Act 1d20
SP fleeting, limited telepathy
Fort +6
Ref +6
Will +8
AL N
A Dryad is the guardian of a forest or grove, an aethereal, feminine embodiment of the life force of the flora. They come into existence when a forest has been used for evil purposes, or when great harm has been done to a forest, spawning in a like way as anti-bodies form in the blood to fight illness. Having no solid physical form, dryads are only visible as fleeting movement in the canopy and branches of a forest.
They move freely under and within the canopy with great speed. They can briefly appear in a semi-corporeal from in front of the trunk of a great tree. However, if two or more observers are positioned around the tree, the dryad will appear to be before the tree for each observer, even if the observers are on opposite sides of the tree.
If men enter a dryad-guarded wood with malice or mischief in their hearts, the dryad can sense this. She will then aim to intercept the intruders and harry them into leaving her woods. Dryads can recall the pain of any who have suffered in their groves, and can call the echo of such pain to harrow intruders. The damage thus inflicted comes with the full intensity of the original pain, and causes hit point damage. This damage is negated as soon as the target leaves the dryad's woods. Thus, the dryad may cause someone to feel the fear and pain of a person abducted into the woods and beaten savagely a year earlier, or the pain of someone trapped in the woods by fire a century ago; the powerful memories so inflicted cause hit point loss, until such time as the target leaves the woods whereupon the memories lessen as memories do, and the hit points are restored. Any being reduced to zero hit points will enter a coma, not awakening until the dryad allows them, or until they have been removed from the woodlands.
Targeting a dryad with arrow, stone or spell is no easy feat. Restless, furtive creatures, each round anyone trying to attack a dryad, or even someone merely attempting to speak to one, will have to make an ability check to find the dryad, either Intelligence-based, Luck-based, or as adjudicated otherwise by the GM to fit the specific situation.
The wood of trees, even fallen trees, from within a dryad's protection can be used for special purposes by those who know how to unlock their unique properties. A dryad may make a bargain with collectors seeking such samples; she may allow the taking of such things, if the collector promises to right a wrong previously inflicted in her grove. Being far from human, the only way the dryad has to help a collector do such a thing is to use her harrowing power to bring the memories to the collector, painful though they will be... And she can only hope that the collector may glean enough clues from such memories to champion the subject of the wrongdoing....
It is not unheard of that a particularly hallowed grove or ancient forest might have multiple dryads guarding it.
Ranged Atk
• harrowing +8 (1d6)
AC 19
HD 4d6+4
MV fly 60
Act 1d20
SP fleeting, limited telepathy
Fort +6
Ref +6
Will +8
AL N
A Dryad is the guardian of a forest or grove, an aethereal, feminine embodiment of the life force of the flora. They come into existence when a forest has been used for evil purposes, or when great harm has been done to a forest, spawning in a like way as anti-bodies form in the blood to fight illness. Having no solid physical form, dryads are only visible as fleeting movement in the canopy and branches of a forest.
They move freely under and within the canopy with great speed. They can briefly appear in a semi-corporeal from in front of the trunk of a great tree. However, if two or more observers are positioned around the tree, the dryad will appear to be before the tree for each observer, even if the observers are on opposite sides of the tree.
If men enter a dryad-guarded wood with malice or mischief in their hearts, the dryad can sense this. She will then aim to intercept the intruders and harry them into leaving her woods. Dryads can recall the pain of any who have suffered in their groves, and can call the echo of such pain to harrow intruders. The damage thus inflicted comes with the full intensity of the original pain, and causes hit point damage. This damage is negated as soon as the target leaves the dryad's woods. Thus, the dryad may cause someone to feel the fear and pain of a person abducted into the woods and beaten savagely a year earlier, or the pain of someone trapped in the woods by fire a century ago; the powerful memories so inflicted cause hit point loss, until such time as the target leaves the woods whereupon the memories lessen as memories do, and the hit points are restored. Any being reduced to zero hit points will enter a coma, not awakening until the dryad allows them, or until they have been removed from the woodlands.
Targeting a dryad with arrow, stone or spell is no easy feat. Restless, furtive creatures, each round anyone trying to attack a dryad, or even someone merely attempting to speak to one, will have to make an ability check to find the dryad, either Intelligence-based, Luck-based, or as adjudicated otherwise by the GM to fit the specific situation.
The wood of trees, even fallen trees, from within a dryad's protection can be used for special purposes by those who know how to unlock their unique properties. A dryad may make a bargain with collectors seeking such samples; she may allow the taking of such things, if the collector promises to right a wrong previously inflicted in her grove. Being far from human, the only way the dryad has to help a collector do such a thing is to use her harrowing power to bring the memories to the collector, painful though they will be... And she can only hope that the collector may glean enough clues from such memories to champion the subject of the wrongdoing....
It is not unheard of that a particularly hallowed grove or ancient forest might have multiple dryads guarding it.
30 September 2012
NALVAENGUR
Init +6
Melee Atk
• claws +5 (2d6+5)
AC 16
HD 3d6+4
MV 10 (on ice), Fly 40
Act 1d20
SP Cold immunity, dazing sight
Fort +3
Ref +2
Will +1
AL N
"Nalvaengur" translates from the language of the North as "needle-wing". These near-arctic dwelling, bird-like creatures roost on frozen lakes and ponds, awaiting unwary prey through the weeks-long nights of the North. They are highly territorial about the frozen waters on which they nest, attacking anything that moves onto the ice, or that simply gets too near.
They swoop down at their targets from above, black creatures charging from out of a black sky, the claws on the front of their bodies held out, ready to flay the meat off the bones of threats to their nest. Their eyes become highly luminescent during attack frenzy, and can dazzle men and fey races alike. The target and those within 10 feet of the target able to see the bird must make a DC 15 Will saving throw to avoid losing AC; failure means the target is momentarily startled and gives up their Agility bonus to AC, as well as an additional 2 points.
Nalvaengur are coated in a slimy hair, that does not freeze; this also has the effect of making them hard to grasp and keep a hold on. When at rest, they fold their legs under themselves, with their long claws held below and pointing to the back. On these they roost, and can even skate, after a fashion, to move about on the ice.
The creatures are resistant to the cold, their natural climate. They can easily handle temperatures well below freezing, and this fortitude means they can reduce any cold damage, even of a magical nature, by 25 points per event.
Locals prize, almost revere, nalvaengur and, on those occasions when they manage to kill one of the things, will make great use of every part; the claws make very durable needles for the sewing together of tough hides, the slimy hair makes unbeatable insulation, the upper part of the beak is used as a ritual drinking vessel, the lower part a fine tool for scraping hides, the tongue is an edible delicacy offered to honored guests, the eyes even after death will glow for a time when shaken, and so on.
Melee Atk
• claws +5 (2d6+5)
AC 16
HD 3d6+4
MV 10 (on ice), Fly 40
Act 1d20
SP Cold immunity, dazing sight
Fort +3
Ref +2
Will +1
AL N
"Nalvaengur" translates from the language of the North as "needle-wing". These near-arctic dwelling, bird-like creatures roost on frozen lakes and ponds, awaiting unwary prey through the weeks-long nights of the North. They are highly territorial about the frozen waters on which they nest, attacking anything that moves onto the ice, or that simply gets too near.
They swoop down at their targets from above, black creatures charging from out of a black sky, the claws on the front of their bodies held out, ready to flay the meat off the bones of threats to their nest. Their eyes become highly luminescent during attack frenzy, and can dazzle men and fey races alike. The target and those within 10 feet of the target able to see the bird must make a DC 15 Will saving throw to avoid losing AC; failure means the target is momentarily startled and gives up their Agility bonus to AC, as well as an additional 2 points.
Nalvaengur are coated in a slimy hair, that does not freeze; this also has the effect of making them hard to grasp and keep a hold on. When at rest, they fold their legs under themselves, with their long claws held below and pointing to the back. On these they roost, and can even skate, after a fashion, to move about on the ice.
The creatures are resistant to the cold, their natural climate. They can easily handle temperatures well below freezing, and this fortitude means they can reduce any cold damage, even of a magical nature, by 25 points per event.
Locals prize, almost revere, nalvaengur and, on those occasions when they manage to kill one of the things, will make great use of every part; the claws make very durable needles for the sewing together of tough hides, the slimy hair makes unbeatable insulation, the upper part of the beak is used as a ritual drinking vessel, the lower part a fine tool for scraping hides, the tongue is an edible delicacy offered to honored guests, the eyes even after death will glow for a time when shaken, and so on.
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