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

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 believed to be is the oldest of all the Eodemons.  Leviathan is so ancient that even other demons seem in awe of “his” age and power.  It is 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.

Monday, September 19, 2016

Monstrous Mondays: Woodwose for Castles & Crusades

A couple of things came together for me this week.  First off I have been going through all my Castles & Crusades material.  My son is getting ready for the game he runs with his group so I have been cleaning my game room, reorganizing my shelves and reading a lot of C&C.

I have been wanting to do something cool with C&C for a very long time.  So I am torn as to whether I am going to use it for my "Second Campaign" or "War of the Witch Queens".  I have a lot of good in-universe reasons to use this for the Second Campaign, but there is SO much of what is native to C&C that make me really want to use it for War of the Witch Queens.
In particular, books like the Haunted Highlands and Codex Celtarum are just full of ideas.

Today I wanted to update a monster I did a while back that was also recently updated on the newbiedm.com blog; the Woodwose.

You can see my version for Basic Era games here:
http://theotherside.timsbrannan.com/2015/03/woodwose-for-basic-era-games.html

Newbie DM's version, based on a 2nd Edition version I knew nothing about here:
https://newbiedm.com/2016/09/12/monster-conversion-woodwose/

Here is a new version for Castles & Crusades.

Note: this is different that the Woodwose class found in the Codex Celtarum.

Woodwose
NO. ENCOUNTERED: 5–30
SIZE: Small
HD: 2 (d4)
MOVE: 20 ft.,
AC: 13
ATTACKS: Weapon
SPECIAL: Spell–Like Abilities,  Twilight Vision,  takes 2x damage from cold iron
SAVES: M
INT: Average
ALIGNMENT: Neutral
TYPE: Fey
TREASURE: 1
XP: 45+1

The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green.  These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall.   They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.

As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures, and their women.  Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler.   They are only brave in packs and rarely venture out of their burrows alone.  Despite their size a woodwose will attack any creature up to and including, ogre-sized, if they have the numbers.  Woodwose fear and avoid elves.

For every 6 woodwose encountered 1 will be a shaman capable of casting spells as a 2nd level druid.  For every 12 one of those 2 shamans will be 3rd level.  At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day.  They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.

Monday, September 12, 2016

Monstrous Mondays: 5E Monster Books

I LOVE Monster books. Always have.  One of the first, if not THE first, book I ever saw for an RPG was the AD&D Monster Manual.  My love for these books has never waned.

So of course, I am going to grab the new Monster books for 5e!


I am rather pleased with both of these, but Tome of Beasts from Kobold Press edges out in terms of things I want to use.  There are just a lot of really great monsters in this book.
Including some I will use in my current Come Endless Darkness game and some for the War of the Witch Queens.

They have their own version of Camazotz which I am dying to use.


I have not compared these stats to the ones I worked up a while back,  But I think I will use these new ones since the players did not kill Camazotz the first time.

There is also a new Witch Queen featured in the book.


She is based, somewhat, and named after the Scottish witch Nicnevin.   I will have to do a conversion of her sometime soon.  Having someone that is the "Daughter of Scáthach" is just too cool to ignore really.

I am not ready for a review of these just yet. But stay tuned.

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

Special thanks go out to +Justin Isaac for letting me know about this book and that it featured Camazotz.

Monday, August 22, 2016

Monstrous Mondays: Wendigo Matron

A while back I featured a Wendigo as part of my A to Z.  Well, my son has been running some games on his own with a group of his friends and he has been using Wendigoes as well.  This monster is one of his original creations.

Section 15: "Wendigo Matron" Copyright 2016 Liam W. Brannan.

Wendigo Matron
Armor Class:  2 [17]
Hit Dice: 10d8+5* (50 hp)
No. of Attacks: 2 claws / 1 bite / breath weapon / spell use
Damage: 1d6 / 1d6 / 1d6+3 / 1d8+5 (cold)
Special: breath weapon, fear, low-light vision (240’), scent, immunity to cold
Movement: 90’/180' (fly)
No. Appearing: 1
Saves As: Witch 10
Morale: 9
Treasure: None
Alignment: Evil (Chaos)
XP: 3,000

A windigo matron is if anything, more evil than the common wendigo.  This creature is te defacto leader of a any band of wendigo and she has powers above and beyond the already formidable powers of these foul creatures.
In addition to the physical attacks, breath weapons, and fear of a normal wendigo, the wendigo matron can also use the following spell-like powers 3 times per day:

Wind Walk
Fly
Invisibility 
Shape change

A common tactic of a wendigo matron is to shape change into a normal human woman and lead victims to the lairs of the wendigo. She will often pose as a rescued victim, or as a someone seeking vengeance against the wendigo that killed her "family".   There may be truth in both guises as the wendigo may in fact, have been her family.
The wendigo matron is also different in her origin.  While humans can become wendigo when confronted with the prospect of starvation and freezing to death, a wendigo matron chooses to become what she now is.
It is believed that there is a dark ritual where prospective wendigo matron cuts out her own heart with a flint dagger.  What is known that a wendigo matron can not be truly destroyed till she is reduced to 0 hp and her heart is burned.  Otherwise, she will rise again when the next snowfall occurs.
Like the lich and his phylactery, the wendigo matron keeps her heart in a safe place.


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

Monday, August 15, 2016

Monstrous Mondays: Stranger Things

If you play D&D or ever played it and read this blog chances are really good that you have already heard of (or have watched) Netflix's Stranger Things.

It is the biggest hit of the summer and made huge stars not just of the great young cast, but also D&D. In fact it is being credited with helping D&D sales.

Beyond all that it is just great story telling and a fantastic tale.

Plus it has a cool monster.

The Monster, called "Demogorgon" after our favorite two-headed demon prince, is a true monster.  It is hard to see, hunts and kills people and can smell blood anywhere.  I am not going to spoil it if you have not seen it, but sufice to say it is a great monster.

Great enough in fact for AD&D.  Here it is, with some artistic liberties taken.

The Monster
AKA: The Demogorgon
Frequency: Very Rare
No. Appearing: 1 (believed unique)
Size: Large 7" (L)
Armor Class: 5 [14]1
Movement
 Basic: 180' (60')
 Advanced: 18"/27"
 3e: 45ft
Hit Dice: 8d8+4 (40 hp)
% in Lair: 50% (hunting at night, hiding in the Border Ethereal)
Treasure Type: None
Attacks: 3 (claw/claw/bite)
Damage: 1d6+4/1d6+4/1d6
Special Attacks: Scream (as fear spell)
Special Defenses: Ethereal Projection; Immune to all gaze attacks, blindness; regeneration
Save As: Witch 102
Magic Resistance: none
Morale: 103
Alignment: Chaotic evil (animal)
Level/XP: 8/4,250 + 12/hp

STR: 19 INT: 10 WIS: 8 DEX: 16 CON: 20  CHA: 6

1 Descending and [Ascending] Armor classes are given.
2 This is used for Basic games, and S&W. Also for monsters that I think need to save a little differently than others.
3 Morale is "Basic" Morale and based on a 1-12 scale. Multiply by 1.6667 for 1-20 scale.

The Monster, known by locals as "the Demogorgon" is not a demon, or even related to demons.  It is a native of the Border Ethereal known as "the Upside-Down" and really not much more than an animal.  It is a rather terrifying animal with hunting abilities similar to that of a shark.  It has no eyes, it's entire head opens up to a large mouth, it can smell and even taste blood on the air like a snake or shark would.

The Monster is a nocturnal hunter, not because of fear of light, but it is when it has advantage over it's prey.  It seeks out it's prey, large warm blooded creatures, and drags it back to it's lair in the Border Ethereal.  There it can feed at it's leisure.

The Monster can heal itself at the rate of 2 hp per round.


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

Monday, August 8, 2016

Monstrous Mondays: Dirds and Meowls

I did not forget Monster Monday!  I have just been really busy at work today and I just got around to it now.

So spend and any time on the Internet and you will soon realize that people are ... well ... really fucking crazy.  I say this in all sincerity.  Go pack and look at the original Monster Manual and you will see such monsters as the iconic Owlbear (based on a plastic figure) and the Peryton (based on a mythological creature).

Well not to be outdone the Internet gives us Dirds and Meowls.

Dirds and Meowls
No. Enc.: 1 (3)
Alignment: Nuetral
Movement: 90' (30') / Fly 180' (60')
Armor Class: 5
Hit Dice: 1
Attacks: 3 (claw/claw/bite)
Damage: 1d2/1d2/1d4
Special: Very rare
Save: Monster 1
Morale: 10
Hoard Class: NA
XP: 100


Meowls and Dirds are a magical crossbreed. Often thought to be the same sort of deranged arcane experiments that gave us the Owlbear, the results of this experiment are less malign.
Dirds are a cross between birds and dogs, while meowls are a crossbreed of cats and owls.

Dirds typically have animal intelligence with the senses of both dogs and birds.
Meowls typically have slightly higher intelligence.

Both creatures make for good animal companions and even better familiars.   Any wizard or witch can gain a meowl or dird on a result of "Special" on their Find Familiar rolls.  Where an Imp or Quasit would be chosen for an evil spellcaster a Neutral one can choose a Dird or Meowl.

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

Monday, July 25, 2016

Monstrous Mondays: D&D 5e Homebrew Tumblr

Typically I don't pay much attention to Tumblr. But this is something that has popped up a few times on my feed that is too cool to ignore.

The D&D 5e Homebrew Tumblr page has a ton of really nice material for a D&D 5 game.  Including a lot of monsters.


The pages are well done and there is a lot of material here.
Including some new dragons:


http://dnd-5e-homebrew.tumblr.com/post/147797832343/how-to-train-your-dragons-nightfury-by


Princess Mononoke/San

http://dnd-5e-homebrew.tumblr.com/post/144553345402/spirit-of-the-wolf-by-jonoman3000


It's fun blog and worth your time if you play D&D5 at all.


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

Monday, July 18, 2016

Monstrous Mondays: Baby Bestiary Vol. 1

Baby Bestiary Handbook Vol 1

A while back I posted support for the Baby Bestiary vol 1 and 2.  Volume 1 is now up for the Best Interior Art and Best monster/adversary ENnies and it is no surprise.  The book is absolutely gorgeous.

+Andreas Walters has put together a fantastic book that is part monster manual, part field guide, part ecology book and a huge part art book.

The book is a densely packed 81 full-color pages.  Easily one of the best-looking books to be nominated for an ENnie.   Each monster description comes with details on what the young of each monster is called (a baby Hippocampus is known as a "fry" for example), how hard it is to train the young and other vital facts such as danger and intelligence levels.

The book would make for a great coffee table book really and I hope there is a nice leatherbound option in the future collecting both volumes.
Of course, the obvious choice here is the older gamer that has kids that LOVE monster books.
I have forgotten how many times I have had to go on rescue missions to my kids rooms to find my D&D books.  I still have a Pathfinder book that I can't account for in fact!  For younger kids a "baby monster" game, ala Pokemon, gotta catch them all, would be fantastic.
Since there is little to no "crunch" in this book it is compatible with a wide variety of games.  Play your favorite game, use this book as your guide and go monster hunting with your kids.

In any case, this is a really fun book and I am really looking forward to Volume 2.

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

---
I am up for an Ennie this year for Best Blog!
Please click on the link and vote "1" under "The Other Side".


Monday, July 11, 2016

Monstrous Monday: Camazotz & Weekend Round-up

This weekend I took the Order of the Platinum Dragon through the classic module C1 The Hidden Shrine of Tamoachan.  I ran it semi-tournament style. That is I focused on the areas from tournament play where suggested, but I did not keep the scoring.  Given the trap crazy nature of this module I also gave XP for clever ideas on how to defeat the traps.

I changed it a bit to fir the current "Come Endless Darkness" storyline. The party was teleported there after the Council of Greyhawk scryed for anything that might help them re-ignite the sun.  The crystal pointed here and off the party went.
They appeared in a jungle with a pyramid of into the distance and an opening in front of them.

Yeah, so it was an Egypt project my son did...
Entering the tunnel the soon where confronted with traps of a sort.

I played up the "Temple of the Sun" bits and focused a lot on the various god depictions in the dungeon. In particular the ones with the bison, coyote, bear, serpent and eagle heads.   They encountered the evil neried and decided to drain all the water out of the room with a portable hole. That convinced her to tell the party what was a "safer" route.

They mangaed to find their way up to the temple where a sight of horror was found.  On the temple floor were hundreds of dead humans and among them four dead gods. Each god was dressed in Olman garb wearing sylized headgear of the bison, coyote, bear, and serpent.  All of their hearts had been cut out.  On the altar was a god wearing the Eagle head gear, his heart was also cut out.
They party recognized the gods not only as the gods from the frescoes, but also they were the Cinco Hermanos, their retainers from the Keep on the Borderlands.  Standing over Eagle/Cinco/Ixion was the demon bat god Camazotz.  In his hand was the heart.


The paladins attacked right away and managed to force Camazotz back to his home plane of Xibalba in the Abyss.  But Cinco (as always played by Danny Trejo) was dying.  He told the Order that he tricked Camazotz into taking his liver instead of his heart (gods can do the sort of thing), but he was dying anyway.  He convinced them to take his heart so they could use to relight the Forge of Moradin.  This would give them enough magic to at least keep the world from frezzing to death.

The forge was relit with the help of the only surviving members of Greyhawk's great wizards, Bigby, Tenser and Mordenkainen. But at the cost of their own magic.

Now the Order has been sent to investigate the possible outbreak of attacks by a group of giants.

This adventure was a big one.  It set up the next act of the campaign, it brought back the Cinco Hermanos (though only for them to die) and revealed the Orcus connection to the death of all the Gods of the Sun.

It also allowed me to bring in Camazotz as a demon lord.
Here are the stats I used, Maybe not 100% accurate for 5th edition, but it worked yesterday and the kids did not have to fight him much.

Bat King by FangWangLlin
Still getting the hang of these monster stats, but they are based on my Labrynth Lord/Petty Gods stats for Camazotz and the D&D5 stats for Yeegnohu.

All in all I like it.  Can't wait for the kids to run into him again in Throne of Bloodstone!


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

Monday, June 27, 2016

Monstrous Monday: Beasties from Night Owl Workshop

I like my Monstrous Mondays to be flexible.  Sometimes a monster, other times something monster related or in this case a review.

Now I have gone on the record, many, many times, talking about how much I love monster books. My first glimpse into D&D was way back in 1978-79 when I first saw and read the Monster Manual.  Very few books have come close to that feeling of unlimited potential.  So when a new monster book comes out, I have to take a look and usually grab it.

Beasties from Night Owl Workshop has something of a pedigree in my mind.  The art and text are from none other than +Thomas Denmark.  He is responsible for some of my favorite art during the d20 boom, in particular Citizen Games "Way of the Witch".

Beasties is an 84 page, digest sized, black and white interior book of new monsters.  According to the sales text on DriveThru the book contains:
27 Monsters
6 NPC's
37 Drawings!
5 Maps
1 "Megadungeon" sample.

It certainly punches above its weight class in terms of monsters and content.  All the art is by Denmark himself, as is the text with additional text by Terry Olsen.

The book is designed for "Original Fantasy Rules" but plenty of conversion notes are given for OSRIC and Basic Fantasy.  There are also some conversion notes for Nite Owl Workshop's other games Colonial Troopers, Guardians and Warriors of the Red Planet.

Monsters are typically presents with stats and description on one page and the art on the next.
Many of the monsters have a distinct "old school" or even pulpy feel about them.  Indeed, I certainly can see many of these working great with WotRP above.
There are a lot of new undead monsters to add some interesting challenges to your players too.

I love the "Flying Locust Citadel" to be honest. There are just not enough flying mega-dungeons in D&D as far as I am concerned.

Plus the entire work is released as "Open" under the OGL so that is a nice touch.

Bookmarks in the PDF would have been nice as well as a table of contents. All in all a good book for the price.

Sinderan Witches
Of course, these two caught my attention right away.  I'd love to hear more about "Sinder's ancient past" and how these two groups of witches came to be.  I'd also love to hear how the "Sinderan Light Witch" became the evil, youth stealing witch and the "Sinderean Shadow Witch" became the good protectors of the innocent.    I could build an entire tradition out of these two.



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

Monday, June 20, 2016

Midsummer Monstrous Monday: Fire Nymph

Today is the first day of summer, also known as Midsummer.

I know I was planning to do a review today, but a few things conspired against me. Work is really busy, plus today is midsummer and the RPG Blog Carnival this month is about faeries and the faerie realm. Also, my game over the weekend dealt with the disappearance of a character. This character's backstory is tied to today's monster.

Back in the early d20 days the Tome of Horrors hit the shelves and it had a number of old monsters updated for the then 3.0 d20 system and a few new ones as well.  The Fire Nymph was one of those new ones, but also struck me as something that should have been created earlier. Nymphs are fae creatures that also have elemental properties. Plus we have water nymphs, tree nymphs, air nymphs, earth nymphs, fire seemed to be the only one missing.

Since then the Tome of Horrors has been updated, converted to Pathfinder (and here) and to Swords & Wizardry.

What we don't have yet is a 5th edition version.

Fire Nymph

This creature appears as a very attractive and beautiful female with long, flowing fiery-red hair. Her eyes are pale blue and her skin is lightly colored with a cinnamon hint to it.

A fire nymph is a very beautiful creature that dwells on the Plane of Fire. It is akin to the nymph and dryad, though its origins obviously lie elsewhere. Fire nymphs rarely visit the Material Plane, though mages are known to request their company on occasion. A fire nymph is most easily summoned on Midsummers' Eve where they can walk about and interact with mortals and other fey. A fire nymph usually wears translucent robes of white or ash.

Summoning a fire nymph is relatively easy, but not without dangers.  The nymphs' passionate nature causes her to move from one emotional extreme to the next very quickly. When a fire nymph is angry her hair will burst into flames.

Also due to their passionate nature there are many gifted pyromancers that claim to be the offspring of a wizard and a fire nymph.

Fire Nyphs are also known as Pyroeads in some arcane circles.
--
Still working on creating 5e monsters.

Happy Midsummer!

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