12 June 2013

WATER OF YSS

YSS MINION
Init +0
Melee Atk
 • claw +2 (1d4)
 • grab +4 (1d2 and Held)
AC 10
HD (1d5)d8+1d5
MV 30
Act 1d20
SP un-dead, dire breath
Fort +4
Ref +1
Will +12
AL C

Water of Yss can form anywhere, but it is more common in deep recesses of dungeons and partially raided tombs. That is not to say that Water of Yss is in any way common.

The Water is formed when exotic, volatile and rare items, as typically carried by spell-casters, alchemists and the like, are left behind to coagulate and intermix at random generally when the bearers of such items have succumbed to the hazards of exploration. Mixing at the bottom of some pit trap or other, these components can combine under just the right circumstances to create Water of Yss.

The corpses of the original component-bearers usually form the minions of the Water. These skeletons will claim further victims to feed to the Water and allow it to grow in size. They particularly seek out targets bearing alchemical substances and the like.

The skeletal minions can be recognized from other un-dead by the kelp-like strands that grow right from their bones. They have an endless stamina and will pursue victims tirelessly within the confines of the Water's lair. It is not entirely clear whether the bones of a destroyed minion that fall back into the Water are not simply and quickly re-assembled by the Water, and the 'new' minion immediately sent after more prey...

The longer the bones of the minions have rested in the Water of Yss, the more resilient they become (hence the variable number of Hit Dice).

The minions can exhale a toxic, ochre-colored gas, once per day. This gas first lays out in a thick layer on the ground or onto the top of the Water, but soon expands and rises to fill whatever space the minions occupy (up to a 30-foot cube in volume). Mortals breathing this thick gas take 2d3 points of damage each round (Fort DC 13 for half damage) and take 1d3 points of damage (same Save) for a number of rounds after leaving the cloud equal to half the number of rounds spent in the cloud (round up). Holding one's breath is treated like leaving the area of gas, but of course they must then deal with not breathing at all until they can escape the area. Visibility within the cloud is reduced to nearly zero, except for the minions, who are completely unimpaired and unaffected by it.

Destroying the Water of Yss is a complex matter, involving advanced alchemical or arcane knowledge. Obviously, care needs to be taken to avoid accidentally increasing it's power, rather than neutralizing it.

The Water of Yss and it's minions first appeared on the cover of Crawl! #7.

30 May 2013

UR-MEN

Init +3
Melee Atk
 • spear +2 (1d6+2)
Ranged Atk
 • ur-ray +3 (1d2 Con/Stm)
AC 13
HD 2d8+2
MV 30
Act 1d20
SP infravision 40', metalshaping
Fort +4
Ref +1
Will +1
AL N

The Ur-Men live in spaces deep underground, sometimes in abandoned mines, sometimes in natural cavern formations. They were once either human or dwarven, but have been altered by prolonged exposure to the rare metal called Ur, which glows in the dark and possesses strange properties.

These Ur-Men stand less than five feet tall, and are lithe, but sturdy of limb. They eat next to nothing and seem to subsist off of proximity to the Ur metal, which they have an almost reverential awe for, wishing only to remain near it and keep others from mining it or disturbing it.

The changes wrought upon them by the strange metal include severe anatomical and mental changes, including a kind of near-amnesia of their former lives. They can shape metals with their bare hands, though not instantly without tremendous fatigue, and use this ability to create tools and weapons. Their minds are nigh-immune to all but the most powerful forms of domination; they get a +8 to Save versus any sort of mind-controlling effects.

They can also shoot beams of bright white light from their hands that weaken their targets (doing Constitution or Stamina damage, depending on your game system). If used against inanimate matter, these beams can splinter and crack them (1d6 damage against such things). These Ur rays, can only be employed every other round, as it takes time for the body to gather and channel the energy. They can also spread these beams of light to attack two adjacent targets, by reducing their "to hit" number by one, and that result being the DC for a Reflex Save to avoid the damage entirely. After a spread, an Ur-Man must wait an additional round for the power to return.

An Ur-Man found beyond his Ur metal-laden lair will be slower than normal, suffering a -4 to Initiative, a reduction in Movement by 10, a -2 to Reflex Saves, and using a 1d16 for their Action Die.

By Odin's shiny eye-patch, I feel like I've lifted the visual design of these guys whole-cloth from Jack Kirby -- but I can't figure out from what. I may have amalgamated elements of various Kirby creations into this creature (the crazy-deep perspective is an homage, for one thing), but the idea that I just blindly swiped them nags me... If you can identify where I'm (possibly) unconsciously snagging these creatures from, please let me know -- I certainly don't mean to infringe on his creations (nor the copyrights thereof)!

23 May 2013

HOUND OF VULTAASH (DEMON)

Init +5
Melee Atk
 • punch +6 (1d6+4)
 • bite +5 (1d4+1)
 • sword-arm +7 (1d8+2)
 • jelly-hand +4 (1d4+2 heat)
Ranged Atk
 • thrown rock +4 (1d6+6)
 • sonic shriek (3d6+3, see below)
 • seekers +7 (2d10, see below)
 • tracking mites +4 (vs. 'touch' AC; special)
AC 18
HD 10d10+10
MV 50
Act 2d20
SP damage ablation, seeker bombs, tracking mites, ultravision 80'
Fort +9
Ref +5
Will +6
AL C

This beast is the metaphorical right-hand of the destroyer demon-god, Vultaash, and precedes him upon any world he aims to destroy. The Hound's purpose is to weaken the opposition to Vultaash's coming, by eliminating beings or sources of power from the world before the demon-god arrives. Even if the Hound cannot overcome powerful denizens of a world, all information gathered by the demon-thing is transmitted directly to Vultaash, no matter how many worlds may separate the Hound from his master.

The Hound stands nine-feet tall, and has been changed and mutated over the millennia by the many worlds it has visited and helped destroy. It has also been thus rewarded with numerous powers. It is an intelligent creature and uses its powers to the best of its ability. its goal is to evaluate and destroy (if it can). But once it has good intelligence on an opponent, if the opponent seems capable of killing the Hound, it won't risk itself to eliminate that opponent, content that the important knowledge now rests with Vultaash himself.

To be useful to Vultaash as a gauge of opposition, the Hound can ablate damage each round it is engaged in combat. The amount of damage the creature can ignore is lower each subsequent round, until it reaches a point that it is taking the full damage dealt to it. The Hound can ignore damage from any source as follows: 21 points in round one, 18 points in round two, 15 points in round three, and so on, until it can ignore only 3 points of damage in round seven, and on round eight it begins taking full damage whatever the source. Thus a fireball that caused 25 damage in round one, would only deal 4 damage to the Hound's hp (if he failed the Save). That same fireball in round five would cause the Hound to lose 16 hp (again, if he failed the Save). So long as the beast is alive, this ability re-sets within one hour after the end of a skirmish.

It has a semi-gelatinous arm and hand that burns mortal flesh on contact. Anchored into this arm is a sword-like blade; it is rare that it can employ this blade at the same time as its burning touch. Once the hand hits, it takes a Strength check vs. DC 16 to break free. The Hound can also choose to disengage his grip as a free action, if he sees fit.

Its mechanical shoulder regenerates up to three deposits of tracking mites. When deployed (at will, by mental command) these mites, tinier than the tiniest terrestrial fly, will swarm an area and attach themselves to any mobile creatures. The Hound can than track these creatures easily later, knowing the exact direction, distance and elevation to reach them. The mites can even provide information on barriers crossed since attaching themselves to their hosts, although they cannot provide any information on changes that have occurred in the meantime (e.g., if the host enters a cave and seals it off, the mites can report as much; if the host leaves the cave entrance open, but two days later an ogre collapses the cave entrance, the mites cannot convey this to the Hound.). The mites can operate for 1d8+10 days before slowly losing transmission range over another 2d6 days, whereupon they cease to function.

The "tail" of the Hound (which is actually an extension of its head-spine) ends with a structure that is both its main sensory organ and where it grows additional weapons. There are five large thorn-like objects growing around the sensory pod. These can be launched individually, collectively or in any number. They can be aimed at a specific target, exploding to deal 2d10 damage to that target and 1d10 to any adjacent targets. However, the Hound tends more to using these weapons tactically. They can be launched and made to hover at any point the Hound chooses, moving 100 feet per round. They will then explode upon being approached, dealing primary damage to those who set it off, and the lower amount of damage to anyone who may be a bit further back. In this way the Hound can block exits, or limit access to control panels, fallen comrades or the like.

Opponents may wish to sever the tail of the beast, if they notice it seems to 'notice' events first, even before the Hound's body turns to react, or even just if they notice the seeker bombs being launched from the tail. The Hound can regrow a severed tail within 1d3 days, adjusted up by one if the damage dealt in severing it was above the average of the roll. If the Hound's sensory pod is severed, adjust attacks, damage, Reflex saves and initiative by -4; reduce movement by 20; tracking mites are unaffected; deployed seeker bombs are unaffected; un-deployed seeker bombs become inert.

The Hound's sonic shriek attack affects a wide line, 80 feet by 15 feet wide, doing half damage to those who make the Will Save vs. DC 14. Those failing the Save will also be deafened for 1d4-1 rounds (minimum 0). After making this sonic attack, the Hound must wait 3d5 rounds before using it again.

The Hound does have some weaknesses, owing to its haphazard amalgamation. The creature is top-heavy, and thus slightly easier to trip or to topple over than a comparably sized creature. Targeting its metal-and-gelatinous arm with effects like severe cold or heat may do additional damage and/or render the arm temporarily useless. Its gelatinous hand has limited ability to manipulate objects.

The Hound does not fear death, because when Vultaash is manifest, it can re-summoned back into existence by the will of Vultaash. But it does fear failing Vultaash in its task...

The Hound of Vultaash can be used in conjunction with my entry into the 2013 One Page Dungeon Contest... Arena of Blood.

28 April 2013

TAHN-RU THE TRAPMASTER (WIZARD)

Init +0
Melee Atk
  • staff +3 (1d4+5)
Ranged Atk
  • sling +4 (1d4)
AC 14
HD 5d4+3
MV 30
Act 1d20
SP bonus spell
Fort +3
Ref +1
Will +4
AL C

His visage abhorrent to behold, his flesh slowly flowing down his skull, Tahn-Ru can make mighty men pale and falter. His spells are for hire, and he specializes in entrapping nobles, travellers, and persons of note, keeping them alive for his paymasters. He has a mighty intelligence that he turns to devising intricate, irresistible situations that lead to the collection of his targets. He is more than willing to play a long game in pursuit of his pay.

Mortals upon first laying eyes on Tahn-Ru's disgusting, slack visage, need to make two Will Saves vs. a DC 17, such is the horror show of his face. Failing one leaves the subject to throw all dice at one die-step lower for the next 1d3 rounds. Failing both, the penalty is two die-steps for 2d3 rounds. Non-leveled characters failing one save are dumbstruck, unable to act (with the sole option of fleeing) over the next 1d8 rounds, and those failing both saves flee indiscriminately for 1d14 rounds.

Tahn-Ru casts the following effects by rolling a d30 and matching or exceeding the target number indicated for each effect. This d30 roll replaces his d20 Action die. Any result of a natural 1 on the d30 causes Tahn-Ru excruciating pain that immobilizes him for 1d5 rounds. Saves against Tahn-Ru's spells should be made against the referenced result, not the result of the d30 roll.

Wizard Sense (25) - As per result of 20 on Page 245.

Sleep (24) - As per a result of 20 on Page 155.

Eternal Champion (24) - As per result of 18 on Page 214.

Haste (21) - As per result of 22 on Page 221.

Invisible Companion (20) - As per result 26 on Page 173.

Knock (17) - As per result 22 or lower on Page 175. Tahn-Ru can also reverse the effect and lock/fasten any or all items in range.

Color Spray (17) - As per result 18 on Page 135.

Ventriloquism (15) - As per result 28 or lower on Page 158.

Once per week, he can cast a second spell within a single round, or both cast as normal and use his Action die for some other task.

He also carries the Staff of Tahn-Ru with the following properties:

• Negates some or all natural light in a 40-foot radius, at will, at up to a range of 100 feet. This effect can be moved at will, even keeping a moving target within it's effect (until they move out of range).

• The staff is considered a +1 magical weapon.

• The staff adds +2 to the AC of the wielder.

• All saves for spells cast while the staff is held are at +1 difficulty.

• Tahn-Ru takes 3d4 damage if the staff is destroyed. The staff has 6 hp, and an effective AC of 16 for striking it in combat in such a way as to harm it.


01 April 2013

KOBOLD

Init +0
Melee Atk
 • punch/kick +0 (1d2)
AC 10
HD 1d4
MV 20
Act 1d16
SP small, spirit contact, alternate form, & others
Fort +8
Ref +8
Will +8
AL C

A kobold is a creature of the spirit realm. They are merely two to three feet in height, and have the features of wizened old folk. Their legs are reversed from those of mortal folk, one of which is as black as soot. They emit light from their chests, and they are able to vary this light from a dim glow to a bright torch light.

They are incorrigible mischief makers, liable when found to be amidst one of the following deeds:

• Robbing nappers of food or coin.

• Moving objects around in a home while residents are away (sometimes placing the objects in the home of another).

• Removing important municipal items or replacing those items 24 hours after having taken them.

• Seeking care and comfort from humans in the form of an animal -- often a distressed animal, such as a soaking wet house cat, or a snake bit hen.

They can also perform good deeds such as raising an alarm to impending trouble, making known structural damage of a ship or a home, or waking sleepers in a burning building.

They have several abilities that they can use once per day each:

• They can move as a bright blue streak of light for quadruple their normal movement (they must drop stolen or other borne items in this form).

• They can shoot a blast of fire from their finger tips (2d6 fire damage, which each are re-rolled if they come up '6', with the new roll added to the original result).

• They can assume the form of a common animal, often a small domestic animal.

• They can assume the form of an object, often a household object.

• They can turn invisible, except for the light emitted from their chest.

• 1-in-3 Kobolds can assume the form of an adult human.

Kobolds are the spirits of deceased children who died long, long ago, but who have remained in the mortal world and become warped by centuries of existence. As such, they have one foot in the spirit realm (hence the coal-black leg), and are in contact with ghosts, revenants and ethereal echos. If they were killed by a weapon, they will be carrying a version of that weapon and can use it ably.

They are often linked to a home or other place important to the child or to his family, such as a ship, a mine, a road or a pasture.