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.
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! —
30 September 2012
NALVAENGUR
12 September 2012
NAKA
Init +3Melee Atk
• shortsword +2 (1d6)
• or other weapon
AC 12, or as per armor
HD 3d7
MV 30
Act 1d20
SP Sleep Magic
Fort +1
Ref +2
Will +2
AL L
Naka are a fanatically law-abiding, nomadic people, traveling in small bands or individually, and expertly versed in the laws of the lands they move through, often even more so than the inhabitants of those lands. They are very gregarious, often heartily calling strangers "friend" even when first sighted at range. However, they are especially reluctant to discuss themselves or their origins, changing the subject quickly if asked about such things.
Mysteriously, they are always found traveling from west to east, however circuitously...
The Naka are of nearly human height and build, with cat-like, over-sized eyes, and dusky skin thickly covered in short, bristly hair.
They are great raconteurs, able to talk for hours, as well as being a great resource for travelers who meet them on the road. They can often describe hazards and challenges in the area sufficiently well to indirectly aid others' passage.
But travelers should be wary of evil Naka -- they have a nefarious influence they can manifest as they speak, causing listeners to fall magically, deeply asleep. Their words drill into the brain, echoing, reverberating, and remove all sense of time and place from waking consciousness. Listeners can escape this effect by making a Will Save vs. DC 13 +1 per minute of oratory.
Evil Naka are friendly with ogres and may put their targets into powerful sleep in order to sell them outright to ogres, or to advance some more complex ogre-involved scheme... Their numbers can include wizards, and such wizards favor toads as their familiars.
Naka wizards will be featured in a later entry of this blog.
Labels:
civilization,
monster,
naka,
NPC,
wilderness
27 August 2012
ARCOELESTIS
Created and donated to the Appendix M blog by Colin from the Goodman Games forums! Art by yours truly.
Init +2
Atk bite +3 melee (1d6)
- or -
tail volley +5 missile fire (1d6), Range 10/20/30
AC 16
HD 2d8
MV 30'
Act 1d20
Fort +0
Ref +4
Will -1
AL N
Human in size, arcoelestis is a predator of striking appearance, an agile, bipedal reptilian with tough green scales and magnificent multi-hued feathers on its forearms and cresting its head. A merciless carnivore, it lures prey by mimicking the sounds of creatures it kills, attacking with a mouthful of ripping teeth and by flicking its tail forward, unleashing a small volley of long, sharp scales from the tip. Lacking in raw power and great speed, it relies on animal cunning, patience, and the weakness of its preferred prey, the weak, the injured, and the sick (lowest HP).
The name, by the way, is a mash-up of the Latin words for "rainbow" which seemed apt given its plumage.
Thank you, Colin!
Init +2
Atk bite +3 melee (1d6)
- or -
tail volley +5 missile fire (1d6), Range 10/20/30
AC 16
HD 2d8
MV 30'
Act 1d20
Fort +0
Ref +4
Will -1
AL N
Human in size, arcoelestis is a predator of striking appearance, an agile, bipedal reptilian with tough green scales and magnificent multi-hued feathers on its forearms and cresting its head. A merciless carnivore, it lures prey by mimicking the sounds of creatures it kills, attacking with a mouthful of ripping teeth and by flicking its tail forward, unleashing a small volley of long, sharp scales from the tip. Lacking in raw power and great speed, it relies on animal cunning, patience, and the weakness of its preferred prey, the weak, the injured, and the sick (lowest HP).
The name, by the way, is a mash-up of the Latin words for "rainbow" which seemed apt given its plumage.
Thank you, Colin!
23 August 2012
BHLESTIC
Init +0
Melee Atk
• bite +1 (1d4)
• fall +1 (1d4 to 2d5 depending on height)
AC 11
HD 1d6+1
MV 10
Act 1d16
SP Mimicry, Free-fall 20', Takes half damage from physical attack
Fort +2
Ref +2
Will +2
AL C
The blight known as the bhlestic is not much larger than the average sports ball. It waddles along on two bird-like feet, with it's thick, transparent carapace shifting back and forth like insane clockwork with each step. The thickness of that chitinous carapace means they take half damage from physical attacks. They can mimic voices heard in the past, with nearly pitch perfect accuracy.
Created by some unknown sorcerer of distant ages, the bhlestic is the scourge of all elves. Designed to harry the fey race, bhlestic most often congregate around Elven tombs, slowly increasing their numbers if left alone. Easy to clear away if dealt with regularly, they may appear in the dozens or even in the hundreds if the area of a tomb has gone undisturbed for a generation or more.
They will generally silently roost in high places around a tomb, if possible. They climb slowly, in a manner similar to geckos, but much less gracefully. If they detect potential prey approaching, they will use their mimicry to draw prey closer. They can then drop down on prey from a height of up to 20 feet without taking any damage themselves from the fall. If faced with a party of mixed race, they will swarm over elves first, other demi-humans next, and humans last of all.
For the ease of handling large numbers of bhlestic attacking a single character, determine how many are able to effectively attack and divide by three. Add that number to a single attack roll and damage roll for a 'single' creature (i.e., the statistics above). Woe to any explorer who falls prone in range of a swarm of bhlestic!
Melee Atk
• bite +1 (1d4)
• fall +1 (1d4 to 2d5 depending on height)
AC 11
HD 1d6+1
MV 10
Act 1d16
SP Mimicry, Free-fall 20', Takes half damage from physical attack
Fort +2
Ref +2
Will +2
AL C
The blight known as the bhlestic is not much larger than the average sports ball. It waddles along on two bird-like feet, with it's thick, transparent carapace shifting back and forth like insane clockwork with each step. The thickness of that chitinous carapace means they take half damage from physical attacks. They can mimic voices heard in the past, with nearly pitch perfect accuracy.
Created by some unknown sorcerer of distant ages, the bhlestic is the scourge of all elves. Designed to harry the fey race, bhlestic most often congregate around Elven tombs, slowly increasing their numbers if left alone. Easy to clear away if dealt with regularly, they may appear in the dozens or even in the hundreds if the area of a tomb has gone undisturbed for a generation or more.
They will generally silently roost in high places around a tomb, if possible. They climb slowly, in a manner similar to geckos, but much less gracefully. If they detect potential prey approaching, they will use their mimicry to draw prey closer. They can then drop down on prey from a height of up to 20 feet without taking any damage themselves from the fall. If faced with a party of mixed race, they will swarm over elves first, other demi-humans next, and humans last of all.
For the ease of handling large numbers of bhlestic attacking a single character, determine how many are able to effectively attack and divide by three. Add that number to a single attack roll and damage roll for a 'single' creature (i.e., the statistics above). Woe to any explorer who falls prone in range of a swarm of bhlestic!
20 August 2012
KHAMBILAEUS
Init +0Melee Atk
• hoof +5 (1d6+5)
AC 17
HD 10d4+5
MV 60
Act 3d20
SP Camouflage, Shade form, Charging attack
Fort +6
Ref +2
Will +4
AL N
Fewer creatures are less nimble than the khambilaeus, but what it lacks in dexterousness, it makes up for in speed and brute strength. A monstrosity that looks something like a couple of draft horses put together the wrong way (with parts left over), it roams underground passages, looking to satisfy it's insatiable hunger.
It greatly prefers to have all of it's bulky limbs able to reach surfaces all around it, so it will not enter larger chambers or passages than it is adapted to, unless powerfully motivated. All of it's limbs are double-jointed, leaving no defensible angle of approach.
The khambilaeus absorbs traces of its environment through it's hooves, so that it takes on the coloring of it's surroundings, effectively making it nigh-invisible when more than 50 feet away, with a 3-in-6 chance to surprise explorers. Further, it can become shadow-like, whereupon it is nearly invisible in low-light situations, surprising potential prey on a 6-in-7 chance. It cannot attack in this form, and can only be hit by magic or spells.
When charging into melee, it can deal double it's normal number of attacks, if entering with surprise. The khambilaeus described here is large enough to nearly fill a ten-by-ten corridor; others suited to other sizes and shapes of passage have been rumored...
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