Showing posts with label Monstrous Mondays. Show all posts
Showing posts with label Monstrous Mondays. Show all posts

Monday, December 3, 2018

Monstrous Mondays: Blood Trees of Yule

Honestly. I couldn't resist.


Blood Trees of Yule
Hit Die: 3
AC: 8 [11]  (hardness)
Attack: 1 branch (1d6), blood drain 1d6 hp
Saving Throw: 14
Special: Cold resistance, fire vulnerability, Grab on natural 20 of 1d4 Con loss in blood
Move: 0 (see below)
Alignment: Chaotic
Number Encountered: 1d3 or 2d6
Challenge Level/XP: 4/120

The Winter Solstice, also known as Yuletide, is a time of rebirth amidst the surrounding chill of night, winter and death.   Witches of all traditions celebrate the return of the sun and rebirth of the Summer Lord who will reign until Midsummer.  People of all sorts stop and turn to each other and say "Well done. You made, half-way through the dark."

But not all Yuletide is celebrations. There are reminders that death still walks the lands.  Such are the Blood Trees of Yule.  Created by a powerful but evil and jealous witch these trees lure revelers to their death.  Once a creature, medium-sized or smaller is within a foot of these trees they will lash out with a branch to impale the unsuspecting victim. Impalement happens on a critical roll of a natural 20. Once so impaled they pull the victim into their branches where they are drained of all blood, 1d4 Con points per round.  The victim can be freed only on a successful Save modified by Strength.

These trees possess a rudimentary intelligence. They cannot move but they can bend and sway as much as 5 feet from their stationary position. The redder the tree the more evil and dangerous they are.

Encountering one such tree is usually the sign of some nearby corruption, the use of dark magics.  Encountering three or more is the sign malign witchcraft.  Encountering up to a dozen is a sign of the darkest, most evil form of witchcraft known.  The foulness of such trees is eclipsed only by the foulness of the witch that created them.

--
Speaking of blood.

This happened over the weekend:


I have not always been a fan of Lamentation of the Flame Princess, but James Raggi does do good work and I AM a fan of Elizabeth Chaipradikul.  She did the fantastic WITCH Fated Souls and the forward to my Green Witch book.
The book in questions above is She Bleeds.

James mentions that the warehouse in question could have destroyed copies they paid for, so he is looking into it now.  But the destruction of a book, any book, is anathema to me.

So show Liz your support. Pick up a copy of one of her books.  I can only imagine how this must feel to her.

Monday, November 26, 2018

Monstrous Mondays: The Almas

I am back from Thanksgiving break only to have the worst blizzard in two-three years hit the Mid-West.  My kids schools are closed and my office is even closed!  With all that snow outside it is a PERFECT day to do some more work on my Winter Witch book.

Today I want to feature a monster that has some significance to me.  The Almas is a cryptid that dates back at least to the 15th century.  I featured the almas as suspected antagonists, but later turned allies in the Ghosts of Albion adventure "Almasti". Here a tribe of Almas has come to London to stop the plans of the evil god Chernbog. 

For the Winter Witch I wanted something a little different, but close enough that it was obviously the same creature.

Almas
Hit Dice: 3 (4 for Shaman)
Armor Class: 7 [12]
Attacks: 2 fists (1d6) or by weapon type
Saving Throw: 13
Special: Fly, immune to cold, spells
Move: 12 / 24 fly
Alignment: Neutral
Number Encountered: 1d8
Challenge Level/XP: 6/400

Almas are the smaller, more intelligent cousins of the Yeti. Due to their smaller size, they do not have the yeti’s hug attack.  For every group of six almas, one will be a shaman who has the spellcasting ability of a 2nd level winter witch.  With the aid of the shaman, an Almas can fly on the boreal winds, but only after the sun has gone down.

They are immune to normal and magical cold.  Almas speak their own language and that of giants.

--

Working hard to get the Winter Witch to you in time for the holidays. 
Until then check out the Cyber Monday sales at DriveThruRPG. All my Swords & Wizardry witch books are on sale.

Monday, November 19, 2018

Monstrous Mondays: Wind Wraith

Interestingly enough this monster came up while playing Pokémon GO with my wife and kids at Gen Con this past summer.  Also based on some other ideas I have had over the years.

Wind Wraith
Hit Die: 5
AC: 1 [18]
Attack: 1 touch (1d6 + con drain)
Movement: - (Fly 24)
Save: 12
Alignment: Chaotic
Challenge Level/XP 9/1,100
Special: drain 1 point of Constitution with hit, magic or silver weapon to hit, ignores non-magical AC.

Wind wraiths are the spirits of mortals that die in one of the elemental planes and become hopelessly lost and can't move over to the other side.  They return to the Mortal Plane to haunt others and steal their lifeforce (as represented by constitution points).
The successful touch of a wind wraith will cause 1d6 points of damage and drain 1 point of Constitution.  A saving throw is allowed to prevent this drain, but the damage is always taken.
More horribly the wind wraith ignores all but magical armor.  The foul creature's clawed hand will pass through the hardiest plate mail as it does through leather or cloth.  All are treated as having an AC of 9.
If the armor is magical then the magical enchantment can be added to the character's AC, but not the armor itself.  So +1 Plate mail would confer an AC of 8 while +3 leather armor would be treated as an AC of 6.
Wind Wraiths appear as they did in life from the torso up. Their lower halves fade into mist and vapor.  They typically haunt areas of strong magic in hopes to find a way to a permanent death.  They are also found in the elemental planes.
They can be turned as Spectres.

Monday, November 12, 2018

Monstrous Mondays: Snow Golem

I want to do this on Friday but the day job had me really busy.

Last week we had our first real snow in Chicagoland this season.  I thought it might nice to share another new monster from my upcoming Winter Witch book. 

Snow Golem
Hit Dice: 5 (22 hp)
AC: 7 [12]
Attack: 1 body slam (1d8 plus 1d6 cold)
Move: 12 / 24 over ice
Save: 11
Alignment: Neutral
CL/XP: 8/800
Special: Breath weapon, cold, immunity to cold, immunity to magic, double damage from fire

Snow Golems are amongst the simplest of golems that can be made by a witch.  The material to make them, snow, is easily available to them and easily molded into a humanoid shape.  All that is required in the casting of the spell is some magical fetish to focus the energy.  This can be nearly anything, but it is often a hat or a scarf.
Once animated the golem can perform routine duties can be ordered in a dozen words or less. Such orders would include "let no one pass but me." or "guard this treasure and let no one take it."
Snow golems are susceptible to weather conditions.  If the temperature rises above 32 degrees their movement is halved and their attacks are at half damage.

Snow Golem, Awakened
Among the awakened golems (Flesh, Clay, and Druthers) snow golems seem the least likely to have an awakened form, but because they are so easy to make young witches will often put more of their own energy or their own life force into their golems and they will spontaneously awaken.
The golems are often Lawful in alignment and have a child-like nature to them.  This is particularly true for snow golems brought to life by young, but very powerful Winter Witches.

These golems are also created at special times of the year.  If snow falls on Samhain then those snows can be used.  These awakened snow golems often have the spirit of the recently departed, but they usually can't recall their previous life.  These golems are typically Chaotic in nature.
Awakened snow golems constructed on or near Yule or the Winter Solstice are among the most powerful (HD 10, hp 40, move 18/36).

Regardless of type snow golems rarely live out a season and the magics holding them together will give out on the Spring Equinox.  There are some protections against this, and even an awakened snow golem can come back again someday.

Monday, June 25, 2018

Monstrous Mondays: Scarecrow for Dark Places & Demogorgons

"Rain on the Scarecrow.  Blood on the plow.
Blood on the scarecrow. Blood on the plow" 

- John Mellencamp, Scarecrow



Is there anything more ubiquitous to the midwest than the cornfield?  How about that lone scarecrow in that field.  Standing silent vigil throughout the summer and into the fall.  Are you sure he is not watching you?

Scarecrow
Scarecrows are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrows are bound to a post. A Scarecrow can use their paralyzing gaze to imprison any trespassers (save vs. Courage, fail means victim remains rooted to the spot).
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal-like in appearance that walks into its territory unless otherwise instructed by their creator.
A scarecrow is immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrows are extremely vulnerable to attacks from fire. They take triple damage from all fire attacks.

Armor Class: 10
Hit Dice: 3 + 1
Move: 12
Attacks: 1
Attack Damage: Slam 1d4+4 or Slap 1d4+1
Special:  Paralyzing Gaze.  Courage roll required if victim meets the gaze of a Scarecrow. They can't move for one moment.
Bonuses: +1 to hit, +4 to hide in corn or soy fields.
Terror: 8
HDE: 4

Monday, April 2, 2018

Monstrous Mondays: AI Generated Monsters

Over the weekend I was reading about scientist Janelle Shane feeding a bunch of 2nd Ed Monsters into a neural network...the results are, well... here Dr. Shane to tell us her results.


Personally, I think these are great!

My faves are "Owlborn", "Spectral Slug" and "Vampire Bear".

But my heart goes out to, "Durp Snake" and I am dying to know what the hell a "Spectral Woof Greepy" is.

She is doing more. She has some Google forms you can add your own information too.






Monday, March 26, 2018

Monday Mail Call: Monsters of Mayhem #1

It's Monday of my Spring Break.  I am getting a lot done over here but wanted to take a break and show off what came in the mail today.


+Mark Taormino's Monsters of Mayhem #1

While I have had the PDF for a little bit now I was waiting on this print version to sing its praises.   First off if you loved his adventures then you will low this monster book.

36 pages and 48 new monsters, each one more deadly than the last and just tons of fun.

You won't find these monsters in the Fiend Folio or Monster Manuals, nor even in the pages of Dragon.  But you will find them all here.

I have been waiting for a good reason to use a Demonica Gigantica against my players now for a while.



According to the book this is a small one.


Now how about 5e conversion Mark?

Monday, February 26, 2018

Monster Monday: Eretica

Been a while since I have done one of these.  Here is a rare type of vampire that was a witch in her former life. For Basic-Era games.


Eretica*

Armor Class: 3
Hit Dice: 7** (M)
Move: 120' (40')
 Flying: 180' (60')
Attacks: 1 touch or special
Damage: ld10 + double Con drain or special
No. Appearing: 1d3 (1d6)
Save As: W7
Morale: 10
Treasure Type: F
Intelligence: 12
Alignment: Chaotic
XP Value: 1,750
Monster Type: Undead, Enchanted (Very Rare)

Vampires are among the most feared of the undead.  Eretica are witches that have returned from the dead as a horrible vampire.  Believed to be the followers of Hecate the eretica are also created when witches denounce the predominant religion of the area and are cursed by a local cleric.
The eretica can appear as attractive young women, but their true form is that of an ancient hag in rags.

Abilities: All eretica are unaffected by sleep, charm, and hold spells, and can only be hit with magical weapons. An eretica may take the form of a human, a dire wolf, a giant bat, or as a mote of moonlight at will. Each change takes 1 round.

Whatever its form, an eretica regenerates 3 hit points per round, starting as soon as it is damaged. Like the vampire, if the eretica is reduced to 0 hit points it does not regenerate, but becomes moonlight and flees to its coffin.

In dire wolf or giant bat form, the eretica's move, attacks, and damage are those of the animal.
The eretica's AC, Hit Dice, morale, and saving throws remain unchanged. In moonlight form, an eretica cannot attack but can fly at the speed given above and is immune to all weapon attacks.

In human form, an eretica can attack by gaze or touch or can summon other creatures. The touch of an eretica inflicts a double energy drain (removing 2 points of Constitution) in addition to damage. The creature's gaze can charm. Any victim who meets the gaze may make a saving throw vs. spells to avoid the charm, but with a - 2 penalty to the roll. To the charmed victim the eretica appears to be a beautiful young woman. To others she is still a monstrous hag.

The eretica may summon any one of the following creatures, which will come to its aid if they are within 300 feet (300 yards outdoors):

Rats 6-60 Giant rats 4-16
Bats 8-80 Giant bats 3-18
Wolves 3-18 Dire wolves 2-8

Any character slain by an eretica will return from death in three days, as a wraith under the control of the eretica who slayed them.   Only witches killed by an eretica can become eretica in death this way.

Since eretica were witches in life they still can cast witch spells.  They are treated as 7th level witches, but they do not have any Occult Powers.

Weaknesses of the eretica: The eretica shares the same weaknesses and vulnerabilities of the vampire. A eretica cannot come within 10 feet of a strongly presented holy symbol, although it can move to attack from another direction. The odor of garlic repels an eretica; the creature must make a successful saving throw vs. poison or stay at least 10 feet away from the garlic during that round.

The eretica cannot cross running water, either on foot or flying, except at bridges or while in their coffins. During the day, an eretica usually rests in its coffin; failure to do so results in the loss of 2d6 hit points per day. These hit points are not regenerated until the eretica has rested in its coffin for a full day. An eretica casts no reflection and avoids mirrors.

The only way to truly destroy an eretica is burn the body at the stake or to stake her in the heart with a stake of aspen.

The eretica are Turned as Vampires.

Monday, October 2, 2017

Rosaleen Norton: The Witch of Kings Cross at a 100

Rosaleen Norton would have been 100 years old today.

She was an occultist, artist, nude model, bi-sexual, and self-proclaimed witch all in a time when women barely had the same civil rights as men.

I first discovered her art back, like many things with me and witches, in the 70s at my local public library.
I am not sure what book it was.  I was convinced that she had done a lot of drugs to get these images onto canvas, but I certainly underestimated her.

Recently I had read a bio about her, not a very long one, and how she seemed to have been born to create the life she really wanted. She had numerous obstacles thrown at her, but none of those kept her from being who she was.
You have to respect that.

Even if you do not know her name it is likely you know her art.  She had painted a number of images over the years including one of my favorite pictures of Lilith (below). 

She had even been charged with obscenity in Austrailia.





Does this remind anyone of Orcus?

You can find out more about her here:
http://www.nationalgeographic.com.au/history/the-witch-of-kings-cross.aspx

Fohat
One of Rosaleen Norton's most controversial images was that of a demon she called Fohat.  Representing male sexual power the demon has a goat's head, a man's upper body and a snake for a phallus.  Describing this work, she stated that "The goat is the symbol of energy and creativity: the serpent of elemental force and eternity."  Needless to say, it got her into some trouble.

In the writings of Theosophy Fohat is a force of male sexual potency. Norton obviously knew this background.  The question for us though is Fohat a unique demon or a species?  He is likely an incubus, but given the proper name, I am going with "the Lord of Incubi". 

Here is for use with my Swords & Wizardry Warlock book.

Fohat
Hit Dice: 13
Armor Class: -1 [20]
Attacks: 2 claws (1d6+3) or 1 weapon (1d10+3)
Saving Throw: 3
Special: Magic resistance (35%), immune to fire, Lilim Abilities, dual forms, Wisdom  drain, blood drain, magical abilities, +2 magic weapons to hit, charming voice
Move: 12
Alignment: Chaos
Challenge Level/XP: 24/5,300

Fohat is the Lord of Incubi. They revere him, not due to his ability in combat, but by the number of warlocks he has at his command.  There are others though that do challenge his title, but none that are willing to go to war over it.
Fohat appears as a lare man with a goat's head, a man's upper body and the lower portion of a goat. His phallus is a large snake.
While evil, Fohat is the epitome of a "Lover, not a fighter" and he would rather charm his way out of a situation than fight his way out.  His voice acts as if hee had a constant Charm Person spell cast and anyone listening to it must save vs. Charm at a -3 or be unable to physically attack him.  Even races immune to charming magic can be affected.
His numerous offspring are all Tieflings of a demonic sort.

Fohat is difficult to classify. He shows all the same abilities of one of the Lilim races, but also appears to be part of the Shedim race of demons.  He is old, but none (so far) have postulated that he is an Eodemon.

Pacts with Fohat
Fohat takes on young warlocks willingly.  Some even say enthusiastically.  While he prefers female warlocks, he will take on the odd male warlock with high charisma.  The initiate must summon Fohat into a circle. Typically other warlocks of Fohat will summon him with the initiate warlock placed in the circle.  The pact is sealed with an act of sexual intercourse with the demon.  Warlocks and Witches may form a Grand Coven dedicated to Fohat and they are expected to partake in a Bacchanal on every new moon.
The pact with Fohat is a demonic pact and has all the features of a demonic pact as described on page 7.  Additionally, Fohat's warlocks may impose a -2 penalty to anyone attempting to make a saving throw against their charm spells.   Warlocks of the Lord of Incubi may also cast the "Bewitch" spells normally available only to witches.




Monday, September 11, 2017

Monstrous Monday: Imp of the Perverse

"We have a task before us which must be speedily performed. We know that it will be ruinous to make delay. The most important crisis of our life calls, trumpet-tongued, for immediate energy and action. ... It must, it shall be undertaken to-day, and yet we put it off until to-morrow, and why? There is no answer, except that we feel perverse, using the word with no comprehension of the principle. ... The clock strikes, and is the knell of our welfare. At the same time, it is the chanticleer-note to the ghost that has so long overawed us. It flies—disappears—we are free. The old energy returns. We will labor now. Alas, it is too late!"
- Edgar Allen Poe, The Imp of the Perverse

The Imp of the Perverse is a small invisible imp that can be summoned much as any other demon to cause someone harm.    The imp is small, no larger than a rodent really, and invisible to all but those with the ability to See*.
(*Eldritch sight, detect magic, detect curse, detect invisible, or other such magical sights.)

Imp of the Perverse
Basic-era stats
No. Enc.: 1 (1)
Alignment: Chaos (Chaotic Evil)
Movement:  120'(40')
    Fly: 120' (40')
Armor Class: 9 [10]
Hit Dice: 1+1
Attacks: 1 (bite)
Damage: 1d4
Special: Invisible, Suggestion of Harm, only hit my magic weapons
Save: W1
Morale: 10
Hoard Class: None
XP: 50

The Imp of the Perverse is a small demonic creature that can be summoned and attached to another victim. Once done so the Imp will sit on the victim's shoulder while holding onto their ear. The imp will then whisper in the victim's ear convincing it to harm themself.

The victim must first make a saving throw (vs. Spells, see below). If this save is made the imp does not latch on and is free to roam about to find another victim (those victims will then need to save) until it tries and fails three (3) victims or the magic-user that summoned it returns it.

If the victim fails to save the imp is latched on and becomes completely invisible.  No amount of detection on the part of the victim will reveal it attached. Others might.  The imp can only be removed with a Remove Curse, Exorcism or a properly worded Holy Word or Banishment spell.

Until then the victim makes a saving throw every day to see it they do something to harm themself. A failed save means that something occurs that seems natural that will cause them harm.

On the first failed save they will take 1d6 total damage. On each failed save after that they will take an additional 1d6 hp of damage; so 2d6, 3d6 and so on until the victim is dead or the imp removed.
Once an imp has been removed or it's victim is dead will it become visible once again and can be attacked.

Summon and Bind Imp of the Perverse
Level: Cleric 3**, Wizard 3, Witch /Warlock 3  (**evil/chaotic clerics only)
Duration: 24 hours
Range: Special
By means of this spell, the caster can summon an Imp of the Perverse from the Demon Realms to latch onto a victim.  The victim must be known to the casters and some item of the victim must be present when the summoning and binding are complete. The familiarity of the victim is helpful to the caster to prevent the victim from saving against the attack.

Familiarity Save Bonus/Penalty
Unknown +3 bonus to saves
Known by name +2 bonus
Know each other (can identify each other) +1 bonus
Know well -1 penalty
Know intimately -2 penalty
Same blood or kin -3 penalty

Material Components: The caster needs a personal item from the victim: clothes, a bit of hair, fingernail, drop of blood, and the like.  A bit of copper wire and loadstone.  The items are tied to the loadstone with the copper wire.


Monday, August 14, 2017

Monstrous Monday: The Olitiau

The Olitiau are giant bats. Large enough and strong enough to serve as a steed for those that know how to summon them. Most often witches, fey, and goblinoids.
Orcs will sometimes use the larger and more monstrous varieties as steeds in battle. These are often called "Orc War bats".

Olitiau (Monstrous Riding Bat) 
Basic-era stats
No. Enc.: 1d12 (4d6)
Alignment: Neutral (Chaos)
Movement: 180' (60')
            Fly: 360' (120')
Armor Class: 5
Hit Dice: 5
Attacks: 1 (bite) or Sonic shriek
Damage: 1d8 or see below
Save: F4
Morale: 10
Hoard Class: None
XP: 135

Olitiau are giant bats. Found in deep, dark caves these creatures can be used as steeds for those that know the secrets of summoning them or for subterranean races that speak their language.
Like Giant Bats (qv) these creatures can also be vampiric, though the percentage is much higher, 45%.  The bite of an Olitiau will not cause a living creature to rise as a vampire though.
The Olitiau have a bite attack and sonic shriek.  They can use one or the other once per round.  The sonic shriek is a cone 5' at it's base (mouth) and extends 120' long and 40' wide.  Creatures caught in this area take 1d6 points of damage and must save vs. Paralyzation or be stunned (unable to attack) for 1 round.  The Olitiau can extend this range to 360' long and 120' wide, but only creatures of less than 1 HD are affected then.
Olitiau do not fare well in sunlight and are at a -2 on all attacks.  They are unaffected by darkness of any sort including magical darkness.


Summon Olitiau
Level: Druid 2, Wizard 2, Witch /Warlock 2
Duration: 24 hours
Range: 60 miles
By means of this spell, the caster can summon one* Olitiau to serve it for 24 hours.  The olitiau must be treated well and given its body weight in fresh meat to eat.  The olitiau will operate as the steed for the caster and even attack whomever the caster directs it to attack.   Most often the olitiau are summoned as steeds and can carry 300lbs of weight.
The olitiau can only be summoned at night or underground where it is dark.
At higher levels the caster can summon more Olitiau.
At 7th level the caster may summon two, at 9th 3 may be summoned and so on for every other level to a maximum of 8 olitiau at level 19.

Monday, July 31, 2017

Monstrous Monday: The Umbral

Regardless of alignment or patron followed there is one philosophical belief that unites all witches. All witches believe in the cycle of life, death, and rebirth. Witches, all witches, are born, live, die and are reborn anew.  The most horrible thing to a witch then is to come back as an undead creature. Forever removed from the cycle of life, death, and rebirth an undead witch is a pitiable creature like no other.

A witch returning as an undead creature is known as an Umbral.

Umbral**
No. Appearing: 1 (1)
Move: 90' (30')
  Flying: 180' (60')
Armor Class: 7 [12]
Hit Dice: 4d8+2 (20hp)
Attack: Wail of Lament
Damage: CHA drain
Save: Witch 4
Morale: 12
Treasure Type: nil
Alignment: Chaotic (some Neutral)
XP: 300 (450 xp if fully destroyed)

An Umbral is a witch that has died and come back to unlife. Typically this is due to some great sadness or sorrow that prevents her from moving on.  The umbral is incorporeal and can only be hit by +1 or better weapons. A weapon of cold iron blessed by a cleric can also be used.
The umbral is locked to the area of their death or some other significant area.  Sages once tell of a Umbral that haunted the grounds her coven stood even though she had been killed many miles away.
The only attack of the umbral is a wail of lament.  All within 120' (240') that hear it must make a save vs. Death or loose 1 point of Cha.  The trauma of such an attack leaves a noticeable mark on the on the physical and emotional well being of the victim.   The Charisma damage can be restored by any magic that restores lost levels.
An umbral that is "killed" returns on the next new moon.  To fully destroy an umbral her mortal remains must be burned. This is why, sages say, so many witches are burned. To prevent their umbrals from haunting them.

Scholars also mention a greater umbral creature, a Shade.
In the same tomes that describe these creatures also describe a ritual to return an undead to life.

The umbral is turned as a spectre.  A turned umbral returns in three days. Destroying an umbral, even by dispelling/disruption still requires the burning of it's mortal remains.

Monday, July 3, 2017

Monstrous Monday: The Drumpf

EDITED TO ADD: I forgot to attribute Scott Woodard for his original version of Drumpf for D&D 5e.  He had the art below commissioned.  Scott, please accept my sincere apologies for this oversite.
The Drumpf below is not a conversion, but it would not be here without Scott's original post.

Have not done one of these in a while.  Been saving this one for a special occasion too.

I just wrapped up my big review of Blue Rose and will be moving over to Fantasy AGE as well., figure I can try my hand as a nasty little beastie.

The Drumpf
Art by Trash Mobs

Abilities (Focuses)
1 Accuracy (Brawling)
1 Communication (Deception, Persuasion)
1 Constitution
3 Dexterity
1 Fighting
-2 Intelligence
1 Perception (Touching)
1 Strength
1 Willpower

Speed 14
Health 14
Defense 10
Armor Rating 0 (Thin skin)

Weapon Attack Roll Damage
Club +2 1d6+2

Special Qualities
Favored Stunts: Skirmish
Pack Tactics: If a drumpf is attacking with at least three other drumpf, they may perform stunts for 1 less SP than normal.
Equipment: club, red hat

Threat: Minor

Drumpfs are related to goblins but claim they are a new and superior race.  They are often loud and very obnoxious, but not much of a threat when encountered alone.  In groups, they bolster each other's morale and can be a threat.  Many warriors have underestimated them to their cost.  The battle cry of the Drumpf, "Maga! Maga!" can be heard for miles.

Drumpfs have a difficult time telling lies from facts. This is most evident when you hear them talk about their own conquests, homes and/or accomplishments.   Their homes are always "the best, the hugest", their accomplishments are "the greatest, no one is better".  Many even claim to have the most beautiful nymphs as wives.   As a consequence drumpfs are far more susceptible to illusion arcana.  They receive a -2 on all tests.  Any failed test will cause the drumpf to claim the illusion they are seeing is not only real, but evidence to the contrary is itself an illusion.

As with many goblins, drumpfs are obsessed with gold. When possible drumpfs will cover any surface they can with gold.  They are also fond of self-portraits that feature themselves as great warriors and leaders.

Monday, April 24, 2017

Monstrous Monday: Leviathan

Have not done one of these in a long time.

I thought it would be nice to present a monster from my new Warlock for Swords & Wizardry book.

In the book I introduce some new demonic races including the Eodemons or the Proto-demons.  These are creatures that lived in the lower planes long before the devils were cast down or the demons were there.  Warlocks can beseech the Eodemons for power, but there is always a danger.

Here is the Eodemon Leviathan.
Leviathan has featured in a number of my games and is the destroyer of worlds. "He" eats magic and is attracted to worlds full of magic. "He" has destroyed a number of worlds already in my multi-verse and he hungers for more.
Warlock can choose the Leviathan as a Patron, but doing so makes the Leviathan aware of the warlock's own world.  Some warlocks believe that tapping into the Leviathan's power weakens him and keeps him in a sedated state.

Leviathan
Hit Dice: 25 + 19 (131 hp)
Armor Class: -6 [25]
Attacks: 1 bite (4d6)
Saving Throw: 3
Special: Capsize, digestive acid, swallow whole, dominate and summon water-borne creatures, spells, +2 or better weapon to hit, immunity to fire, electricity, and poison, magic resistance (100%), telepathy 100 ft.
Move: 24 (swim) / 9 (ground)
Alignment: Chaos
Challenge Level/XP: 34/8,600
This monster is supposed that this is the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It assumed that it is a he though there is no evidence to suggest either way. Leviathan exists only for one purpose; to feed.  Leviathan can be found in the Astral realms devouring entire worlds.
"He" spends his time in the deepest parts of the oceans of the worlds that Leviathan visits. Here he consumes all living forms and is drawn to the world with strong magic.  After devouring 800,000 levels/hd of magical life Leviathan will then be strong enough to destroy the entire world.  From there he moves to a new world where he rests before starting the cycle anew.
Leviathan is completely immune to all magical attacks. Consequently, he is incapable of using magical attacks or spells.

Leviathan can appear as a large sea monster, whale or other great gargantuan creature.

Powerful Warlocks that share Leviathan's desire for the destruction of magic and the world can become his Exarchs.  The Hand of Leviathan and the Voice of Leviathan are his heralds.  The Hand appears first to destroy and sacrifice powerful spell casters. The Voice proclaims the return of their lord and opens the gate to allow Leviathan to swallow a world whole.
Killing these heralds does not stop the coming of Leviathan, but it does slow him down.


Monday, November 28, 2016

Monstrous Monday: Campaign Idea - Monster Naturalists

It is no secret that I am a huge fan of the Harry Potter universe. The books, the movies, pretty much everything.  So it was with great joy I went to see the new "Fantastic Beasts and Where to Find Them" movie.

So happy in fact I went back and this last weekend in 3D.


Between this, playing a lot of Pokemon with my kids and this past weekend's gaming I came up with an idea.

Why not have a D&D-ish game (it really could be any system) where the characters are not out to be murder-hobos and instead be something else.  The characters can work for a mage school or something similar with high ideals, to collect various magical creatures and bring them back to their employer.

I am thinking that the entire idea revolves around the premise that these creatures are to brought back alive for study and care.  So not killing them and not even really seeing them as evil; more as something that would be collected and studied.  I would include monsters like Owlbears, Basilisks, Leucrottas, Perytons and the like.    I would certainly use the Baby Bestiaries vol 1 & vol 2; the books are too good not to use.

I'd have to figure out some non-fatal means to capture monsters.  Magic ropes, cages and the like.  Plenty of hazards would be manifest too. Bandits, other monsters, not to mention the competition from other groups hired by the same employer or competition.

Sounds like a lot of fun to be honest.

Monday, November 7, 2016

Monstrous Monday: 2nd Edition Monstrous Compendiums

So no new monster today.  Been pretty busy this last week or two.

But some things I am working are a couple of auction and Craigslist scores.




For all four binders, I think I have now paid something like $25.  They are not in great condition and there are a lot of duplicates.

Like so much of my D&D material, I lost my originals sometime in the 90s.  I have not picked these back up till now because 2nd Editon is the edition I am least likely to play anymore.

But I really couldn't pass these up and they are still compatible with 1st ed for the most part.

So I have a lot of sorting and digging through my own material to see if I have any other pages.  I think I keep all the demons and devils from the Planescape sets, and I have all (or at least most) of the Mayfair Demons ones.  Not sure if I'll try to complete the collection, kinda like keeping them like this.

Who knows maybe one day I'll play some more 2e.

Monday, October 31, 2016

Monstrous Mondays: The Piasa Bird for 5e

Welcome back to Monstrous Mondays!
Today I want to add a monster from stories of my childhood.  If you grew up in Central or Southern Illinois you heard stories of the Piasa Bird.   I featured this monster in one of my earliest posts here and thought I really need to bring it back.

The following text is considered Open for use under the OGL.


According to the diary of Louis Joliet, the Piasa Bird "was as large as a calf with horns like a deer, red eyes, a beard like a tiger's, a face like a man, the body covered with green, red and black scales and a tail so long it passed around the body, over the head and between the legs."

Piasa Birds in the game are a larger and resemble a manticore or a dragon.
They do not keep treasure. They are only interested in killing for meat and sport.

Story of the Piasa Bird 
The following story appeared in the Alton Telegraph (1836) by John Russel. It is claimed that this is story told to Father Jacques Marquette and Louis Joliet by the Indian tribes of the valley.

When Marquette and Joliet came down the Mississippi river in 1673 they encountered a bluff on the east side of the river with the painting of a giant monster. When they asked the Indians what this monster was, they retold for them the story that had been handed down to them for generations. Marquette named the monster "Piasa," pronounced Pie-a-saw, which means "the Destroyer."

The Legend of the Piasa bird that was related to Marquette and Joliet went something like this. Many years ago a great bird roamed the land. Every morning the people would wake in fear to the shrill screams of the great Bird. The bird awoke hungry and would carry off dozens of boys and girls to its cave to be eaten. Chief Ouatoga [OO-wa-toe-ga] was getting old. He wanted to destroy this terrible monster before he died. He called his braves to a meeting and told them he was going to ask the Great Spirit what to do.

He went up on the highest bluff. He spoke with the Great Spirit. The Great Spirit told the Chief, "Dip your arrows deep into the poison of a copperhead snake and shoot them into the body of the Bird. They will cause its death." He returned to the camp and told his people what the Great Spirit had told him. He gathered up a small army of the strongest braves and set out to hunt the Bird. Chief Ouatoga told his braves that the plan was for someone to stand on the cliff to lure the Bird down. When the great monster swoops down they were to shoot it with their poison arrows.

The braves all begged their chief to be the one to sacrifice themselves. But the chief told them no, he would be the one, since he was older. While the braves practiced with their bows, Chief Ouatoga spoke with the Great Spirit. "Think not of my life," he said, "but the lives of the children."

The next morning the chief stood tall waiting for the great bird to come. Its screams could be heard as flew down the river looking for victims. The bird saw the old chief and swooped down on him with a terrible scream.

Just as the monster was ready to attack the braves shot their arrows and all 100 met their mark. The monster fell into the Mississippi river and died. The braves carried the broken and bruised body of their chief back to the tribe. The medicine man healed him and he awoke the next day surrounded by his grateful people. In remembrance of the act the returned to the site and painted a life-size picture of the monster. Every time an Indian went down the river after that, he fired an arrow at the bluff.
In alternate versions of the story, the youngest brave stands on the cliff instead of the Chief. When he is healed the next day he becomes the new Chief.

The rare female Piasa Bird.   
Section 15: "The Piasa Bird for 5e". Copyright 2016 Timothy S. Brannan.


Don't forget to include the hashtag #MonsterMonday  on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Monday, October 17, 2016

Kick Start Your WEEK: Monstrous Monday Edition

Today let's Kickstart Your Week and have out Monstrous Monday all in one.

Up on Kickstarter is Monsters - A Sourcebook for Chill Third Edition Horror RPG.

Spend any time here and you know there are two things I REALLY love.  The Chill RPG and Monster books.
This gives me both in one great book.


https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr

The new Chill is a joy to read and it is visually stunning.  I am expecting no less from this book.  A quick look at the art also assures me this will be the case.

Chill Vampires remains one of my most favorite sourcebooks to this day.  If this book is half as good as that, then it is well worth the price.

Monday, October 3, 2016

Monstrous Mondays: Street Faeries for Victorious/Castles & Crusades

I am going to spend some quality time with Victorious over the next week or so as I continue with my work on Castles & Crusades and then move into Victorian-era games.

I thought it might be good to bring back this little dollymop.
You can see other Street Fae here:
Ghosts of Albion and Rippers/Savage Worlds,
Victoriana 2nd Ed,
Victoria and
Swords & Wizardry.

Michael Thomas, Victorian Gothic Fairy
Street Faerie

NO. ENCOUNTERED: 1-3
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 10
ATTACKS: Spark* (
SPECIAL: Spell–Like Abilities (glamour, blink),  Twilight Vision,  takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1


XP: 45+1

Sreet Faeries are fae that have chosen to live in the urban sprawl of large cities rather than the normal sylvan glades and woods that one typically associates with their kind.

A typical street faerie stands about 3' high, but can glamour themselves to be taller or shorter by 2' in either in direction.  They have peppered moth wings that they can hide when needed.  Many will live in cities and disguise themselves as children or young humans.

A Street faerie can also "Blink" as per a Blink Dog or a Dimension Door spell.

Their only attack is a Spark which is a spell-like attack (no save). They can cause a spark of electricity to shoot from their fingers causing 1d4 hp of damage.
A typical attack of a Street Fae will consist of a spark attack and then them blinking away.

Don't forget to include the hashtag #MonsterMonday on Twitter or #MonsterMonday on Google+ when you post your own monsters!

Monday, September 26, 2016

Monstrous Mondays: Giants in the Mist

or fog as the case may be...

Since I am going to combine some Cloud Giant adventures and have a floating castle, I figure I should have at least one encounter with their land-dwelling cousins.  Fog giants first appeared (well for me anyway) in the 1st Edition Fiend Folio.

These creatures can be added to any giant-themed adventure.


D&D 5th Edition


Castles & Crusades

NO. ENCOUNTERED: 1-6, 1-10*
SIZE: Large (16'-18')
HD: 14 (d12)
MOVE: 40 ft.,
AC: 24
ATTACKS: Weapons; Greatclub (5d6) or rock (3d8)
SPECIAL: Spell–Like Abilities,  Mist (Twilight) Vision, Scent
SAVES: P
INT: Average
ALIGNMENT: Neutral Good (50%) or Neutral Evil (50%)
TYPE: Giant
TREASURE: Horde
XP: 4750 + 12

*Any group of 10 Fog Giants will include a Cloud Giant noble.

From the 2nd Edition Monstrous Compendium.

Description
Cousins to the cloud giants, these large rock-hurlers are more intelligent and stealthy than portrayed in story or song. Fog giants are huge and husky, with tree-trunk sized legs, and over-developed arms muscled by constant throwing games and exercises. They have milk-white skin which aids their natural ability to blend into fog (80% chance). Their hair is silvery white and flowing, with ample hair on the arms, legs, and chest. They grow no facial hair whatsoever. They prefer to wear no armor, counting on their high natural Armor Class.  They love massive, ornate clubs made from bleached and polished wood or bone.

Habitat/Society
Fog giants are proud of their strength and fighting skills, often playing games when on hunting forays in an attempt to best one another. Their favorite such game is called “copsi” and consists of the giants pairing off to toss larger and larger boulders to their partners until one of the pairs misses its throw.

The fog giant families live in caves, canyons, or thickets, in the most inaccessible areas of marsh, swamp, forest, or coast. The men usually hunt in groups, ranging up to a dozen miles from their homes. The groups generally are formed of giants of similar alignment.

By tradition, a young giant may not mate until he has obtained at least one large ornament of silver. Usually, the young giant joins with several others in a quest to find one (or acquire enough treasure to buy one).

Fog giants do not often mix well with other creatures or races, although they can often be persuaded to perform services for a fee, or barter goods with groups of similar alignment. Fog giants will happily barter goods and services for refined silver.

Territorial disputes sometimes flare up between groups, especially in times of bad hunting. Friendly disputes can sometimes be resolved by a game of copsi or an arm-wrestling match. Fog giants fighting amongst themselves will generally throw rocks and fist-fight, rather than use swords.

Fog giants are fond of all sorts of cooked meats, particularly hoofed creatures such as horses, cows, deer, elk, and centaur. They often cook meat by building a large fire, then impaling chunks of meat on their swords and holding them over the open flame. Fog giants prefer fruits and sweets for dessert, and will also down large quantities of spirits if available to them. They do not distill their own spirits or liquors.

They also sometimes smoke fresh milkweed pods in wooden pipes, though the taste is too bitter for humans and demihumans to enjoy.
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