Showing posts with label blogfest. Show all posts
Showing posts with label blogfest. Show all posts

Saturday, April 24, 2021

#AtoZChallenge2021: U is for Undine

John William Waterhouse - Undine
Well, I had not planned it this way, but I have another water spirit to go with the Kelpie, Merrow, and Nuckelavee.  This one though in nature is much closer to the Sylph. 

In occult and alchemical studies, especially ones that followed after Paracelsus, there were four elemental creatures that were comprised of the four classic elements.  They were the Sylph (Air), Gnome (Earth), Salamander (Fire), and the Undine (Water).

The Sylph will appear in my Basic Bestiary in a slightly altered form from what originally appeared in the Monster Manual.  Elemental Gnomes I have addressed in the past. Salamanders already have been covered well by others, so they don't need my input.  That just leaves the Undine.

There is undine, the water elemental and there is Undine, the proper name for a character the is more like a mermaid or merrow. There is also a class of water spirits, related to nereids and naiads. They also have a beautiful song similar to the sirens, but undines do not lure people to their deaths.  In fact much of the positive traits of the ancient mermaids have seemed to transfer to undines early on.  Today the myths of mermaids, minus the drowning of sailors, are nearly the same as those of the undine.

All these creatures, mythological speaking, had a lot in common.  To make a monster though I need to tease out the essentials.

Undine
Medium Elemental (Water)

Frequency: Very Rare
Number Appearing: 1d4 (1d8)
Alignment: Neutral [Neutral (Good)]
Movement: 90' (30') [9"]
  Swim: 240' (80') [24"]
Armor Class: 7 [12]
Hit Dice: 3d8*** (14 hp)
THAC0: 17 (+2)
Attacks: 1 Water whip
Damage: 1d4
Special: Song, invisible in water, magic, water shape
Save: Monster 3
Morale: 6 (8)
Treasure Hoard Class:  II x10 (Q x 10)
XP: 80 (OSE) 95 (LL)

Str: 9 (0) Dex: 16 (+2) Con: 10 (0) Int: 10 (0) Wis: 10 (2) Cha: 20 (+4)

Undines appear to be a type of water nymph or other mercreature, but they are in fact elementals from the plane of water. They do have some water fey in their ancestry, but these creatures are elemental spirits in corporeal form.  In their natural state, they appear as watery figures indistinguishable from the waters they swim in. This grants them complete invisibility.  When they take on a human form they always appear as attractive human or elf-like women.  In this form, they may move about on dry land but must return to their stream, pool, sea, or other body of water once per week. 

The undine is curious about land-dwelling folk but less so than their distant cousins the merrow or mermaids.  When confronted they will most often flee to their watery homes. But if attacked they can shape water into a water whip-like tendril and strike target up to 20 feet away.  They may also cast any water-based spell as a 5th level caster of the appropriate type. They most often have druid, magic-user, and witch spells.  

The undine does have a song that acts as a charm person spell.  The effects are not intentional, the undine does not choose to charm when she sings, but she can use her singing and her charm to her advantage if she chooses. An undine not wanting undue attention from amorous land dwellers will make sure that no one is around when she sings.

Undines have to return to their body of water once per week or lose points of Constitution at the rate of 1 per week. At 0 points she will die.  An undine cannot enter holy or hallowed ground.  She is not barred from doing so, it just makes them uncomfortable and it is treated as a failed morale check.  Clerics and priests believe they can turn undines as if they were undead. The undine will leave the area is a cleric present their holy symbol, but there is no compulsion behind this. Undines just do not like clerics.

Like many elemental creatures the undine does not have a soul, but a spirit instead. For this reason resurrection and raise dead spells will not work on them.  If an undine falls in love with a mortal and can get that mortal to profess their undying and true love to the undine then the undine may remain on land as a human woman and will "grow" a soul.  Though it is said that if their lover dies before them or if their lover discovers the truth about them they will return to the sea. 

--

I like this. She ended up being a little more powerful than her sister the sylph is but that is fine really.

I still really need to fix my treasure types. I might adopt the OSRIC model and just list out what everything is and avoid Treasure Types or Horde Classes altogether.  Much more work on my part, but it gives far more control over what I can give each one.

Here is what OSRIC lists for the Sylph:  

Treasure: 10d4 gems (50%), 1 misc. magic and 1 potion (60%)

I mean that is only one line.  I could easily convert what I have now to that.  OSRIC also divides the monsters by type.  So naturally, all the devils, demons, dragons and dinosaurs are all grouped together, as we see in the Monster Manual. But so are sylvan and Faerie creatures, as we would see in the BECMI Creature Catalog.  I like both styles.  I am more likely to go with alphabetical listings with some large groups.  Like the group I am talking about on Monday!

April 2021 A to Z


Friday, April 23, 2021

#AtoZChallenge2021: T is for Troll, Swamp

I enjoy trolls.  I have posted a few here and even did a Troll Week this past summer.  So yeah I am a fan.  For today I am doing a troll I have wanted to publish for a while, but I needed to rewrite it.

Troll
Troll, Swamp

Large Giant (Aquatic)

Frequency: Very Rare
Number Appearing: 1d4 (1d6)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
Swim: 180' (60') [18"]
Armor Class: 5 [14]
Hit Dice: 4d8+8* (26 hp)
 Large: 4d10+8* (30 hp)
THAC0: 12 (+7)
Attacks: 2 claws,  1 bite
Damage: 1d6+3 x2,  1d8+3
Special: Regeneration, amphibious
Save: Monster 4
Morale: 10 (10)
Treasure Hoard Class: XIX (D)
XP: 200 (OSE) 215 (LL)

Str: 18 (+3) Dex: 16 (+2) Con: 16 (+2) Int: 10 (0) Wis: 10 (0) Cha: 6 (-1)

The swamp troll is a semi-amphibious cousin of the troll found in dismal swamps, fetid bogs, and murky fens. They are slightly smaller in build but have larger jaws and claws. 

Swamp trolls are voracious eaters and will eat anything that walks, swims, or flies into their realms.  They attack with their large claws and bite.  Like their land-dwelling cousins, they regenerate (3 hp per round), but only while their body is touching the water.  A damaged swamp troll will retreat under the water of their swamp to heal and attack again. 

These trolls are often in the service of a Swamp Hag.

--

Ok. I like these guys. When I get some art for them I want a troll with a huge mouth full of sharp teeth. 

April 2021 A to Z

Thursday, April 22, 2021

#AtoZChallenge2021: S is for Skeleton, Electric

When I was young, like four years old young, I remember we had this Halloween decoration that we hung up in my parent's first house.  It was a skeleton with a lightning bolt coming from its forehead.  Now this would have been 1973 (we moved in 1974) so my memory of it is a little foggy, but I knew it was a skeleton with a lightning bolt. Why? Because my older brother Mike used to scare me with it. He told me that if you crack open the skull of a skeleton then lightning would shoot out.  Made sense to my 4-year old brain. I mean I knew electricity brought Frankenstein to life. 

Between my mom's horror stories, my dad's love of old monster movies, and my older brothers telling about skeletons made of lightning and giant spiders living in the backseat of my dad's old 1934 Hudson it's no wonder I am still writing stuff like this.

So for my late brother Mike who used to love to scare the shit out of me, here is this one.

Man fighting skelleton
Skeleton, Electric

Medium Undead (Corporeal)

Frequency: Very Rare
Number Appearing: 1d2 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
Armor Class: 6 [13]
Hit Dice: 2d8** (9 hp)
THAC0: 18 (+1)
Attacks: 2 claws + or special
Damage: 1d6 x2 + electrical discharge
Special: Undead, immune to Charm, Hold, and Sleep magic. Electric discharge
Save: Monster 2
Morale: 12 (12)
Treasure Hoard Class: None
XP: 30 (OSE) 38 (LL)

Str: 10 (0) Dex: 10 (0) Con: 10 (0) Int: 4 (-2) Wis: 4 (-2) Cha: 8 (-1)

Electric Skeletons are the remains of people who died while being subjected to terrible experiments using elemental electricity instead of necromantic powers.

These skeletons look like normal skeletons, save that they appear to have been burned down to the bone. Their eyes flicker with an evil light. They are faster than normal skeletons and can attack with two claws per round. They are mindless and attack without regard to whom they are attacking, just as long as who they are attacking is alive.

Attacking these skeletons with an edged weapon such as a sword or spear will result in a discharge of electricity that deals 1d4 damage to the attacker (saving throw vs. paralyzation for half). Attacks using electricity, such as lighting bolt or shocking grasp, do no damage. These creatures are Turned as zombies or 2 HD creatures.

--

Not bad. They don't need to be fierce or huge or even terribly deadly, they are from the fears of a four-year-old.  

April 2021 A to Z

Wednesday, April 21, 2021

#AtoZChallenge2021: R is for Rakshasa

The demon Kumbhakarna
Going to the other side of the world from where I have been spending most of my time in the A to Z of monsters to one that always fascinated me back in my younger days.  Flipping through the Monster Manual  I recognized many of the creatures from myth and story, but one was new to me (ok there were more than one, but this one stood out).  

The Rakshasa of Indian myth was new one.  I had read a total of two Indian myths by this time so the Rakshasa was new to me.  Looking at the entry in the Monster Manual you would be excused for thinking they were some sort of cat-headed humanoid.  Much like the similarity named Rakasta from the D&D Expert module Ilse of Dread. 

In my naïve understanding of the differences between what was Advanced Dungeons & Dragons vs to what I was playing Basic Dungeons & Dragons, I tried to reconcile many concepts, and the Rakshasa / Rakasta was one of the round peg in a square hole that got me thinking maybe these, in fact, different creatures and different games.

Now a day I just mix and match as I see fit.

But that was not the last time the Rakshasa was going vex my efforts. 

Soon after I reconciled the whole Basic vs. Advanced D&D thing the next question, and one that stayed with me for a while, is why aren't these guys Devils?  Certainly, they felt like devils, they were Lawful Evil outsiders. They liked Illusion magic.   I played around with that idea for a while but never got it right.  It wasn't until I dropped the whole "Demon vs. Devil" and embraced the "Fiend" idea did it come to me. WotC would end up doing the same thing in D&D 5 in 2014.

Back in 2013 I reclassified these creatures as Yaksas and I was pretty happy with this.   That is until I began my research for my One Man's God series.  For India, I went back and reread the Ramayana. Rakshasas in these are much more complicated. Especially named Rakshasa like Ravana and his sister Shurpanakha.  Plus I learned more about Yaksas.

So. Where does that leave me today?  Well.  I want to do more research, but I think the classification of Rakshasa as a fiend belonging to the group of Asuras, who are sometimes referred to as "anti-gods."

Is this my final take on it?  No.  I am still doing more research and going back to the myths and stories, but I feel like I am on a good path now.

The three headed Rakshasa
Rakshasa
Medium Fiend (Asura)

Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Lawful Evil]
Movement: 150' (50') [15"]
Armor Class: -4 [23]
Hit Dice: 7d8+21** (53 hp)
THAC0: 13 (+7)
Attacks: 2 claws, 1 bite or special
Damage: 1d3+1 x2, 1d6+1
Special: Illusory appearance, special magic resistance, spell-like powers
Save: Monster 7
Morale: 10 (10)
Treasure Hoard Class: XVII (F) 
XP: 1,250 (OSE) 1,300 (LL)

Str: 14 (+1) Dex: 17 (+2) Con: 18 (+3) Int: 13 (+1) Wis: 16 (+2) Cha: 20 (+4)

Rakshasas belong to a group of evil outsider spirits known as Asuras.  These creatures are an ancient primordial race of fiends that are sometimes known as the "anti-gods".  Their main diet is human flesh and they use deception to get it.   They often appear as animal-headed humanoids, with baboon and tiger being the most common, but they and also appear as multi-headed demons with long tongues and huge tusks.  Regardless of the form they take a curiosity of the rakshasa is that its palms will always appear to be inverted; that is their palms on the "tops" of what humans would consider their hand and thus their fingers appear to bend backward. 

When first encountered a rakshasa will use its ESP to detect whomever the victim trusts, then use illusion to assume that form. Once the victim lets his or her guard down the rakshasa will reveal its true self and attack. They are immune to normal weapons and magical weapons below +3 only do half damage.  The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has a +2 on saving throws against all other spells and magical effects.  A rakshasa would prefer to avoid combat, but when they do choose to fight they are vicious, enjoying the taste of blood as they fight.

All rakshasa have the following spell-like abilities:

  • At will: detect thoughts, disguise self, mage hand, minor illusion
  • 3/day each: charm person, detect magic, invisibility, major image, suggestion
  • 1/day each: dominate person, fly, plane shift, true seeing

Rakshasas are evil but not unintelligent. They will know when to attack and when to hold back.  A poisoned cup of tea takes care of an enemy just as well as claw to the neck.

Multi-headed Rakshasas: It is believed that the more head a rakshasa the more powerful it is.  Each head would increase the creature's HD by 2 levels and Intelligence by 1 point for each head.  Rakshasas with five or more heads become Large creatures.

--

There is likely a lot more I can say and do with these guys, but this is a great start.  I am pretty happy with this as it is, but I know I am going to discover more.

April 2021 A to Z

Monday, April 19, 2021

#AtoZChallenge2021: P is for Púca

It began with Harvey. 

A little odd piece of trivia for you. Back in High School and College my knick-name was Harvey. Not because of the movie of the same name, but for other reasons too long to get into here. But people always asked me if it was because of the movie. I got tired of hearing about it so I watched the movie, as was my habit, with my dad.  He loved it of course, it had been a you man (younger than I am now) when it came out so he had good memories of it.  I enjoyed it too, but I enjoyed mostly because my dad did.  But that was my first introduction to a "Pooka."

Since then I have run into the pooka in other places. Robin Goodfellow of the Bard's Midsummer Night's Dream is another fine example. The creature always seemed perfect for D&D yet I can't find many examples of it outside of Celtic-focused gamebooks.

Puck (Fuseli, 1810-1820)
Púca
AKA Phooka, Puka, Pwca
Small or Medium Fey (Chaotic)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Neutral [Chaotic Neutral]
Movement: 120' (40') [12"]
Armor Class: 7 [10]
Hit Dice: 2d8+2* (11 hp)
   Small: 2d10+2* (9 hp)
THAC0: 9 (+10)
Attacks: 1 bash 
Damage: 1d6-1
Special: Fey, invisibility, shape-shifter, vulnerable to cold iron
Save: Monster 2
Morale: 10 (NA)
Treasure Hoard Class: None 
XP: 35 (OSE) 47 (LL)

Str: 8 (-1) Dex: 16 (+2) Con: 14 (+1) Int: 12 (0) Wis: 10 (0) Cha: 14 (+1)

The púca (pl. púcaí) is a shape-shifting fey creature related to both goblins and to brownies. The natural shape of the púca is debated by scholars, but it is believed to be a small fey creature with animal-like features such as rabbit years, whiskers and pronounce front teeth.  It is suggested that they even have little horns.

While not an evil creature, the púca delights in causing all sorts of mischief. They can take the shape of any animal they choose from Small to Large. They can even shapeshift into a medium humanoid creature. They will appear human, or elflike, but will have some feature of an animal such as goat legs, rabbit ears, or a tail.  A favorite trick of a púca is to shift to a magnificent horse and tempt humans to ride it. Once the rider is on they burst into breakneck speeds and give their rider a terrifying ride. They will then deposit the confused and worn-out rider miles away from where they started. Another favorite trick is to shift into a small adorable animal such a baby bunny or kitten. When a human picks them up they will begin to yell at them in common speech and shift to a small, but ugly goblin. The púca delights in these pranks and never means to cause injury or harm. 

The púca prefers to avoid all combat situations. They are not strong fighters at all and will use their invisibility to stay out of most fights. They can become invisible at will and remain invisible until attacked. If force they can usually bask with a fist or head bash. The púca's innate fear of iron prevents them from picking up and using any weapon.  Iron weapons cause double damage to a púca.

Púcaí though can be bribed and even befriended if presented with their favorite blackberry wine.  A drunk púca can foretell the future in a limited fashion, resulting in anyone sharing wine and stories with one a +1 on any roll between the sunrise the next day and the next new moon. A drunk púca though is a handful as it randomly shape-shifts throughout the night.

There are tales of evil púca the eat humans or drink their blood. But this is likely some other creature. 

--

So not a creature you are going to go out to pick a fight with.  Not that you can't but there is not much point in that.  While I am keenly aware that D&D can often devolve into a game of just fighting monsters (and I have enjoyed those games in the past too), monsters don't have to exist just to be killed by the PCs.   Our púca here is a good example of that.


April 2021 A to Z


Saturday, April 17, 2021

#AtoZChallenge2021: O is for Orc, Desert

Given I kicked off this whole idea with a detailed round-up of the Orc across the editions, it behooves me to at least stat one up.  But which one?  I have a few.  In truth, there is one I have been sitting on for long while now and I should pull it out for a special occasion.  I think that day is today.  Plus I have done so many water-based creatures, time for something different.  

So here is a monster that I talked about in the first days of this blog nearly 12 years ago! The Desert Orc.

Orc, Desert

He was an orc. That was obvious. Though there was something different about him and the others.  What I had originally taken to be smaller, younger orcs were in fact elves. Orcs and elves! Traveling together across this great expanse of desert. More than that, they acted as if they were kin!  They invited us to their tents where one orc and one elf who referred to each other as “brother” went about an elaborate tea ritual where we were served first. The orc and the elf then presented to each other their cups of tea in something akin to prayer or benediction. Once they drank they turned and smiled at each other. Ritual satisfied, they turned to us. The orc, Nom’dosh Thurgash and his elven brother Nom’dosh Etain, both greeted us in the most cultured elven I have heard outside of the Silver Forests.

“Welcome fellow travelers. How may the humble members of the Nom’dosh Clan aid you?” 

- From the Journal of Larina Nix

Male Orc by Jacob Blackmon
Male Orc by Jacob Blackmon
Medium Humanoid (Orc)

Frequency: Rare
Number Appearing: 2d12 (3d20) with roughly an equal number of Desert Elves
Alignment: Neutral [Lawful Neutral (Good)]
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 1d8+2 (7 hp)
THAC0: 16 (+3)
Attacks: 1 weapon (halberd) 
Damage: 1d8+2
Special: Can move about in sunlight with no penalty
Save: Monster 1
Morale: 10 (12)
Treasure Hoard Class: I (P) 
XP: 15 (OSE) 15 (LL)

Str: 16 (+2) Dex: 12 (0) Con: 16 (+2) Int: 10 (0) Wis: 10 (2) Cha: 12 (0)

Desert Orcs appear to be normal orcs. However, these orcs have more than just a glint of intelligence in their eyes. While their faces are still animal-like, the fierce scowl has been replaced with a stoic set to their jaw, a purpose in their eyes, and a bearing that can't be described as anything else but noble.  These orcs, with their sandblasted faces and long pale hair strike you as something new and different. 

Desert Orcs are nomads, their ancestral homes in the deserts were destroyed centuries ago by humans. Though they fought back and shook off the yokes of slavery and tyranny by the humans.  They travel with the only other people that helped them in their great revolution, the desert elves.  Desert elves and desert orcs now consider themselves as one people.  They are brothers and every clan has orc and elf members that are equal in all things. 

Once united they then discovered that they had skills that were mutually beneficial to each other. Orcs are still militaristic with small war cadres connected to powerful elf families. For an orc, it is an honor to serve since the more powerful the elf family the stronger their own cadre is respected. The stronger the orc cadre, the more respected the family is and the more likely they will get goods to trade. An elf sultan will travel without his wife for example, but never without his orc escorts.

For every 10 desert orcs, there will be a cadre leader of the 2nd to 4th level.  For every 50 there is an additional war chieftain of 5th to 7th level. For every 100 there is a marshall and for larger groups a general.  Cadres will still fight against each other in mock skirmishes, and while damage will be done they are rarely fatal.  A desert orc will never raise a blade against an elf and likewise, a desert elf will never raise a blade against a desert orc.  Over 1000 years of mutual respect and fighting side by side has torn down the ancient hatred that has infected their rest of their brethren worldwide.

Tea Ritual

There is a ritual that all desert orcs and desert elves will practice.  When camp is made the sultan of the elves and the war chieftain of the orcs will meet in their open tent. The sultan will help the chieftain remove his armor while the war chieftain prepares the tea.  When both tasks are complete, and to do this correctly requires practice so both are done at the same time. The sultan and the chieftain offer each other the tea with the renewed promise that their lines will continue to fight and honor each other. Then the remaining elves and orcs will complete their camps.  If guests are present then they are served first but no elf or orc are allowed to drink until their respective leaders complete their oaths and drink.

The only species they truly distrust are humans. They both recall the tales of depredations at the hands of the Necromancer Kings.  Although humans approaching their camps or caravans with respect will be heard.

--

Ok. So yeah I did it. I made "Good" Orcs.  In fact, I made them 12 years ago.  I also did "Good" kobolds.

Orcs are like Klingons.  Yes, they were two-dimensional and evil in the TOS days, but now we are in the Next Generation and Orcs can be more.  Are violent? Of course! Do they still kill people? They sure can!  Are they inherently evil?  No. Not these orcs.  I have other orcs that are every bit as evil as are demons, but individuals can and do vary.

Likewise I am almost at a point in my games where Drow are going to split off into two separate factions, the evil demon-worshipping one and a less evil faction that wants reunification with the other elves.  

So if Orcs are my Klingons, then to use a metaphor I have been using since the early 80s, elves and drow are my Vulcans and Romulans.  Just like them the Vulcans and Romulans are now a new species, the Nivar.  I don't have a name yet for my combined elves.

I am also adding an occasional bit to some entries, "From the Journal of Larina Nix." Or how these creatures are from the point of view of an adventurer.  I figure my iconic witch is as good as any to present these details.

April 2021 A to Z


Friday, April 16, 2021

#AtoZChallenge2021: N is for Nuckelavee

Much like the Merrow, this creature has been rummaging around in the back of my mind for the better part of 25 years.  I just never could get it the way I wanted it. I think today is that day! One of the true monsters of Celtic myth and legend, I present to you the Nuckelavee.

Nuckelavee by James Torrance (1859–1916)
Nuckelavee
Large Monstrosity (Aquatic)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Neutral Evil]
Movement: 90' (30') [9"]
   Swim: 180' (60') [18"]
Armor Class: 6 [13]
Hit Dice: 8d8+8* (44 hp)
   Large: 8d10+8* (52 hp)
THAC0: 9 (+10)
Attacks: 2 claws or weapon + Breath Weapon
Damage: 1d4+3 x2 or 1d8+3, 
Special: Breath weapon (fetid gas), dark vision
Save: Monster 8
Morale: 10 (NA)
Treasure Hoard Class: None 
XP: 1,200 (OSE) 1,240 (LL)

Str: 18 (+3) Dex: 13 (+1) Con: 15 (+1) Int: 10 (0) Wis: 10 (0) Cha: 4 (-2)

The nuckelavee is a monster in the truest sense of the word. It appears to be a large horse with a human rider, but closer inspection reveals the true horror of the creature.  The "rider" and "horse" are the same creature.  The "human" part has a huge grinning mouth with arms that are so long that its claws drag the ground.  The "horse" part has legs that end in both fins and hooves, giving it the ability to move about on land and the sea. The "horse" head has one huge eye in the middle of its forehead.  The entire creature is skinless and the muscles and sinew are visible. The creature is covered in black blood.

The nuckelavee hates all life and will attack anything in its path.  It prefers to stay in the salt-water sea, freshwater is treated like acid to it (1d4 hp of damage per vial), so it will not come ashore when it is raining.  It hates the smell of burning seaweed and will come ashore to put out any fires burning seaweed and kill whoever is doing the burning.

Nuckelavee will attack with their claws most times. They are capable of wielding weapons and will choose a club or spear, but they prefer to use their own claws. They are strong (Strength 18) but only average intelligence (10).  The worst attack of the nuckelavee is their fetid breath.  From their horse head, they can breathe out a fetid poisonous gas that affects all in a 60' long, 30' wide (5' base) cone. Victims must save vs. Poison.  Those at or under 7 HD must save or take 4d8 hp damage (save for half), those over 7 HD save or take 2d8 hp of damage (save for none).  Anyone failing the save will incapacitate for 2d8 rounds and unable to move or attack. 

Nuckelavee prefer the flesh of warm-blooded creatures. It ignores merrows and selkies, though they can usually out-swim the nuckelavee in the sea and outrun them on the land.  

Water Horses

The nuckelavee would be a natural enemy to the kelpie and likewise, save for the fact that nuckelavees can not enter fresh water and kelpies rare venture out into the sea. There seems to be a relationship between the nuckelavee and the each-uisge.  The nuckelavee is also related, somewhat distantly, to the nøkk, though both creatures refuse to acknowledge this.  The best way to offend a nøkk is to ask if it is a nuckelavee.  Kelpies, each-uisge, nuckelavees, and nøkks are all either descended from a common creature or have all adapted similar forms as a means of capturing prey.  

--

Returning today are the Ability scores. I played around with them a bit more and have been getting some feedback so I wanted to pull them back out.  I think I am going to keep them in the stat block.

This creature is large and therefore has two lines for HD/hp.  In my games I will use the increased hp total. 

All in all I am happy with this one!

April 2021 A to Z




Wednesday, April 14, 2021

#AtoZChallenge2021: L is for Lilith

Lilith by Isra Llona
Lilith by Isra Llona
Last verse, same as the first.

This one should not be a surprise really. I have done Lilith many times before in my April A to Z. She was in my A to Z of Demons (2013),  A to Z of Witches (2014), and my A to Z of Vampires (2015).  So naturally, I want to bring her back for my A to Z of Monsters.

Lilith is fantastic. I am a sucker for any story she is in, and if she shows up on a TV show, even better.

In my A to Z of Demons (2013) I talked about how she is the mother of the Lilim Demons and what they all are.  In many, many ways she is not just the mother of demons, she is the mother of Basic Bestiary II: Demons & Devils.  It was because of the Lilim that I wanted my own demon monster book.

While the Lilim have appeared in other books of mine, namely Eldritch Witchery (with Lilith on the cover), The Warlock, and The Daughters of Darkness, I have been tinkering with them for much longer than that.  

In 2014 I talked about her relationship with witches and then expanded on that in Daughters of Darkness.  Here I listed her as "Chaotic Evil."  In Eldritch Witchery she is just "Evil" and in The Warlock she is "Chaotic."  This is all well and good, but it doesn't really fit with her does it?  Lilith certainly has a lot of chaotic attributes, but I see her more as Neutral Evil.  She may not have started out as Evil, but as they say, sometimes you play the hand dealt to you.  I am still going back and forth on NE or CE at the moment.

Lilith by John Collier
Lilith
aka Mother of Demons, Mother of Monsters, the First Woman, Queen of Night
Medium Fiend (Lilim)

Frequency: Unique
Number Appearing: 1
Alignment: Chaotic [Neutral Evil]
Movement: 90' (30') [9"]
 Fly: 180' (60') [18"]
Armor Class: 6 [13]
Hit Dice: 19d8+76***** (162 hp)
THAC0: 7 (+12)
Attacks: special (see below)
Damage: See below
Special: See below
Save: Witch 19
Morale: 12 (-)
Treasure Hoard Class: Special
XP: 7,750 (OSE) 8,000 (LL)

Lilith was the first human woman. She rebelled against the gods that created her and now controls armies of demons.  The gods won't work against her or strike her down because she knows all their True Names. This makes her the most dangerous creature in the universe. Long and ancient pacts between Lilith, demons, devils and the gods keep an uneasy balance of power.  If Lilith were to truly seek out the power just within her grasp, the gods themselves would know fear.

Lilith is also the mother of monsters.  She is the mother of demons, having spawned so many, but she is also the mother of vampires and many say, witches. She rejects these titles and her many offspring.  The only ones she is even remotely interested in are the Lilim, the so-called Daughters of Lilith. 

Queen Lilith never openly attacks.   She considers combat beneath Her and will not partake in it.  Her arena is intrigue, guile, and deception.  Why fight when a cup laced with poison or a dagger in the night is much quicker.  If forced into combat she can summon pretty much any demon she likes except for the Baalor and Baalroch demons.  If it comes down to it, Lilith can cast spells as 20th level Witch of the Demonic Tradition, though she has access to every witch spell known.

As the mother of all Lilim, she shares their powers and weaknesses.

Damage types: Acid (Full), Cold (Half), Electricity/Lightning (None),  Fire, magical (Half), Fire, non-magical (None), Gas, poisonous (None), Iron Weapon (Full),  Magic / Arcane Blast (Full), Poison (None), Silvered Weapon (Half).  

Powers (at will): Charm person or Charm monster, Darkvision, ESP, Hold Person, Immune to fear, Night Vision, Shapeshift (human, demonic, spirit), Suggestion, Telepathy, and Teleport.

Three times a day she can cast fireball, lightning bolt, and wall of fire. One a week she can grant a wish. She can see perfectly in darkness of any kind. Lilith can summon 1d4+4 lilitu demons with a 100% chance. 

She always appears as a young, very attractive woman.  Most often with long flaming red hair.  It is claimed her true form is that of an ancient hag with long, but sparse wild black hair, talons, fangs, and the wings and the feet of a predatory bird.  Either or neither could be her true form. She can shapeshift to any form she likes at will. Her telepathy allows her to assume a form the viewer most desires.

Lilith has no true friends because most fear her.  She is known to ally herself with the Goddess Ereshkigal since both have similar portfolios and areas of concern.  Some even claim that Lilith spent some time as Ereshkigal's handmaiden.  Others claim she served Astártē or Ishtar. She was once the chief consort of Hell, but even the Baalseraph fear her.

--

OK! My first major demon.  REALLY gets me into the mood to work more on the demon book.  But I still have the BB1 to finish first.  Plus doing this entry makes me realize how much more groundwork needs to be done on the demons and the regular monsters still. 

Her AKA line includes her titles, whether she likes them or not.

In the Hit Dice line she has 5 stars, which means she has five special abilities that contribute to her combat power and thus raise her XP value.  I am not sure if she is 5 or not.  Once I get done with all my monsters I will survey them and edit them appropriately. 

There are details here, such as her Lilim powers, that will be offloaded from her entry and put into the Lilim entry proper.  I just needed it here for now.

April 2021 A to Z

Tuesday, April 13, 2021

#AtoZChallenge2021: K is for Kelpie

Another "revised" monster today.  This one though is a revision of a monster that appeared back in the AD&D Fiend Folio from 1981.   Now I loved the Fiend Folio. While the Monster Manual was the first D&D book I ever looked at, the Fiend Folio was the first hardcover monster book I ever bought.  I would use it with my Basic and Expert Sets (Moldvay/Cook) and that would be my game.

One creature though I more or less ignored until I began reading Celtic myths was the Kelpie.

Now in the Fiend Folio, the monster Kelpie is a plant-like creature that is only superficially related to the Scottish Kelpie.  In fact, the creature in the FF has more to do with kelp (as in seaweed) than a kelpie.  So I figure I would update the creature a bit.

The Kelpie by Thomas Millie Dow, 1895
Kelpie
aka Water Horse
Medium Fey (Aquatic, Monstrous)

Frequency: Very Rare
Number Appearing: 1 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
   Swim: 120' (40') [12"]
Armor Class: 3 [16]
Hit Dice: 6d8+6* (33 hp)
THAC0: 12 (+7)
Attacks: grab
Damage: NA
Special: Charm, Shapeshift, Water breathing
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: XIX (D) 
XP: 650 (OSE) 680 (LL)

The kelpie, also known as a water horse, is a shape-shifting creature of the fey that lures men to their watery lairs to their deaths.  The kelpie can appear as a beautiful woman, a handsome lad, a magnificent horse, or in its true form, a skinless, blood and slime-coated monster that combines the features of both humanoid and horse.   They live in dark and dangerous rivers and fast-moving streams.

The kelpie can only attack with its charming song which attacks like a powerful Charm Person spell. The kelpie will charm the person to approach her, in either her nymph or horse form. Once she gets her victim into the water she wraps herself around them with her strong limbs and drags them to the bottom of her lair where they drown. Victims are allowed a save vs. Spells at a -2 due to the power of the kelpie's song.  Once in the "arms" of the kelpie, the victim will need to make a simple Strength check (roll a d20 to roll under their strength score). They may attempt this in the first round they are underwater. They may recheck each round at a cumulative +2 penalty (added to their roll) each round hereafter. So +2 in round two, +4 in round three.  Once the penalty is greater than the victim's strength they drown.  

A kelpie in humanoid or horse form can move about the land but are recognizable by a few signs. In humanoid form, their hair always seems wet and they will wear a silver chain around their neck. In equine form, their hooves will appear to be backward from that of normal horses. They must return to their watery lair each new moon.  While in their humanoid or equine shape they may be "turned" by a cleric.  This turning treats them as a 6 HD creature, but they are not undead.  On a successful turning check, the Kelpie will revert back to their normal form and must get to her watery lair. All charm effects she has cast at that point end.

The Kelpie appears to be related to the nøkk of colder more northern waters.  They share a certain number of similarities, but the nøkk is not evil. 

Each-uisge. This creature is related to the kelpie and is if anything more monstrous and evil. Where the kelpie lives in rivers and streams, the each-uisge lives in lakes (lochs).  While it is unknown what the kelpie does with the humans she kills, the each-uisge has been known to eat its prey.

--

Updates.  

In the description line, the kelpie gets both an Aquatic and a Monstrous descriptor.

Since the Kelpie has better than average strength (14 in this case) I updated my THAC0 calculations to support Strength bonuses. This will not change most of my monsters since most have average strength.  But it will change others and give monsters in this book an edge over their counterparts in other books.   Of course, the Kelpie doesn't cause HP damage so her strength is not a factor in that.   

This is also one of the first "Variations" I have posted that don't require a full second set of stats, like the Faun and Greater Faun from last Wednesday.  The each-uisge is essentially the same creature, stats-wise, just from a different location and temperament.

Contrast this with the nøkk which is a similar creature but of a completely different temperament and nature.  While I could have used the same stats (and they are similar) they are different enough to make them a completely separate entry.  This means I should do a Nuckelavee too.


April 2021 A to Z


Friday, April 9, 2021

#AtoZChallenge2021: H is for Hag, Chaos

Hags a huge part of any stories around or about witches and witchcraft.  Nearly any fair tale witch can be or has been described as a hag.  While through the various versions of the game a Hag has either been their own kind of creature, a giantess or even a monstrous humanoid, they have eventually settled on the place I have always thought they work best, as a type of Fey creature.  Sure they are evil, no question about that, but this also gives them a bit more.

Hag, Chaos
aka Chaos Crone
Medium Fey (Chaos)

Frequency: Very Rare
Number Appearing: 1 (1d3 only with other types of hags)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 7 [12]
Hit Dice: 6d8+6** (33 hp)
THAC0: 13 (+6)
Attacks: 2 claws, 1 bite or special
Damage: 1d6+2 x2, 1d4+2
Special: shape change, charm, witch magic, hag powers, fey qualities
Save: Witch 6
Morale: 10 (12)
Treasure Hoard Class: VII (V) 
XP: 950 (OSE) 980 (LL)

Str: 16 (+2) Dex: 12 (+2) Con: 14 (+1) Int: 16 (+2) Wis: 15 (+1) Cha: 12 (0)

Chaos hags are among the smallest, least physically powerful of all the hags.  What they lack in physical prowess they make up for in deviousness and cunning. 

Chaos Hags live to disrupt and cause chaos. The favorite form and tactic is to disguise themselves as a beautiful and innocent woman who has suffered some tragedy.  She will insert herself into a family, village or town.  Small enough that everyone knows everyone, but large enough to give her options.  She will then attempt to charm and seduce anyone she can to bring about distrust.  She will cause all sorts of seemingly unrelated mischief.  She won't be able to help herself though and sooner or later someone will get killed, either by her hand or someone she has charmed to do so. 

Once she has the area in a complete uproar she will try to get the most upstanding citizen to "run away with her" so they can be together.  If this citizen is a lawful cleric or good paladin then even better.  While in the lover's embrace she will then transform to her normal hideous state and kill and eat her former lover.  The next phase of her chaos will arise when leaves any children from this union at the doorstep of a good and lawful family.

The children appear normal at first. The girls are even quite beautiful but over time the boys will become Calibans (qv) and the girls will become a random type of hag when they reach 60 years of age. Despite their normal looks, they will be fully chaotic evil creatures and will continue in their mother's footsteps.

The chaos hag can attack with her claws and teeth like many other hags and she can command the spells of a 5th level witch. She can control animals to do her bidding as per the spell Animal Control. She can cast a Charm Person up to three times per day.  She is immune to sleep, charm and hold spells and only takes half damage from the cold.  She is vulnerable to cold iron and takes double damage from that.  She cannot enter holy ground unless invited and singing makes her angry. 

Given that she can birth other types of hags leads scholars to believe that they are a step between the common hags, the night hags, and the Urhags.  But no scholar has thus far been willing to test their theories.  A Chaos Hag can live anywhere in any climate.  When she is not causing trouble she can be found in a particularly dark and desolate cave. 

--

Another feature I am trying out are ability scores for each monster.  These have become commonplace now for the last 20+ years of the game.  I do have all of these and use them to help figure out pluses to HP due to constitution, damage due to strength, and AC due to dexterity. 

While I do have these for every monster I am not 100% I need them. What are your thoughts.

April 2021 A to Z


Wednesday, April 7, 2021

#AtoZChallenge2021: F is for Faun

My interest in RPGs and D&D, in particular, came from my love of Greek myths.  I was already a fan of Greek myths when I first picked up a copy of the AD&D Monster Manual all the way back in 1979.   So I could not in good conscious even think about bringing a new monster book to life if it did not somehow honor both my love for those old myths and that original book.   So to that end, here is the Faun, a creature from Greek/Roman myths and related to the satyr of those myths and the Monster Manual.

Faun by Pál Szinyei Merse

Faun
Medium Fey

   Faun  Greater Faun
Frequency:   Very Rare  Very Rare
Number Appearing:   1d4 (1d8)  1d2 (1d6)
Alignment:   Neutral (Chaotic Good)   Neutral (Chaotic Neutral)
Movement:   120' (40') [12"]  180' (60') [18"]
Armor Class:   6 [13]  4 [15]
Hit Dice:   1d8+1* (6 hp)
 4d8+4* (22 hp)
THAC0:   18 (+1)  15 (+4)
Attacks:   1 weapon, song  1 weapon, song
Damage:   1d6  1d6+1
Special:   Song, fey qualities   Song, fey qualities
Save:   Elf 1  Elf 4
Morale:   8 (8)  8 (10)
Treasure Hoard Class:   XVI (G)  XVI (G)
XP:   15 (OSE), 15 (LL)   200 (OSE), 215 (LL)

Fauns are fae people of the forest who love to entertain guests and go on dangerous quests. They can be rash and temperamental, and sometimes are reckless with the powers of their music. They are friendlier to men than most faeries, though are quickly angered by the destruction of woodland.  Fauns, like satyrs, are the male counterparts to nymphs and dryads.  When not playing music or drinking they are usually found chasing after nymphs.  The offspring of a faun and nymph is a satyr if male and a nymph if female.  As a creature of the fey, the faun is vulnerable to iron. They take double damage from any weapon made from cold iron.  Additionally, they are immune to the effects of charm, sleep or hold spells unless they are cast by another fey creature of greater level/HD.

Fauns are the wilder cousins of the satyr.  Like satyrs, they are rarely surprised (1 on a 1d8).  Fauns all play musical instruments like pan pipes, flutes, or drums.  If a faun plays everyone that hears must make a save vs. Spells or be affected by an Irresistible Dance spell. If the faun is with a mixed group of satyrs then their song of charm, fear, or sleep can also be in effect, with separate saves.  

A faun will engage in combat to protect their lands, their fellow fauns, and nymphs or their herds of goats.  Typically a faun is very much the stereotype of a lover and not a fighter.  They can be bribed with wine, the stronger the better.  

A faun appears to be much like a satyr.  They are medium-sized with human-like broad hairy chests and muscular arms.  Their lower half is that of a goat.  Their faces are a combination of elf and goat with elongated faces, goat-like years and horns, and a beard. 

Greater Faun:  Greater Fauns are the larger and wilder varieties of fauns and satyrs.  They are stronger and tougher than normal fauns and will act as leaders.   Greater Fauns will claim descent from some god, typically Pan or some other primal nature diety. 

Each greater faun has a True Name. Anyone that knows the True Name of a greater faun has power over him as per the spell Suggestion

Some greater fauns are shamans and can also cast spells as a 2nd level druid.

--

So a tabled monster block today with two varieties.  These are proper fae creatures so they have the vulnerability to iron. 

Doing this table has pointed out some deficiencies in my approach though.
For starters, my Treasure Type/Horde Class needs some work.  While XVI (G) makes sense to anyone that plays Labyrinth Lord and/or OSE, it is fairly inelegant. One, XVI or G would suffice.  I guess I could just put the treasure types in the back of the book and work it out that way. 

Secondly, and this is related to the same larger issue, my XP values are also a bit of an eyesore.  Yes I am happy with the numbers I am getting.  But while OSE and LL are covered this does nothing for the GM using say Swords &Wizardry or AD&D.  I could just leave it blank, but XP listings are one of the really great things about later books and editions of the game.

Likely there will be a table in the back of the book with all the monsters listed with their XP values for various systems.  That makes the most sense.  But likely I will leave at least one there. 


April 2021 A to Z


Friday, April 2, 2021

#AtoZChallenge2021: B is for Barghest

Here is an old favorite of mine that I have done a couple of different versions of in various postings and books.  Is this the final version? No idea! But it is getting close.

This one is a nasty little beastie from English lore.

Barghest
Large Beast (Demonic)

Frequency: Very Rare
Number Appearing: 1d6 (1 or 1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 180' (60') [18"]
  Humanoid: 120' (40') [12"]
  Hybrid: 150' (50') [15"]
Armor Class: 3 [16]
Hit Dice: 6d8+12** (39 hp)
   Large 6d10+12** (45 hp)
THAC0: 13 (+6)
Attacks: 2 claws (humanoid/hybrid) or 1 bite (dog/hybrid)
Damage: 1d6 x2 claw or 2d4 bite
Special: Stare, hit by silver or magical weapons.
Save: Monster 6
Morale: 10 (10)
Treasure Hoard Class: None
XP: 950 (OSE) 980 (LL)

Barghest

A Barghest is an evil shape-changing fiend that hungers for the souls of mortals. A barghest may appear as a huge demonic black dog the size of a bear, or in a humanoid form nearly seven feet tall, resembling a goblin or wingless gargoyle, or a combination of both forms. A barghest never uses weapons, even in its humanoid form, preferring to feel the blood of its enemies run down its claws. It is tenacious; if a barghest fails its morale check and flees, it will return in 1d6 turns to attack again.

Anyone who meets the gaze of a barghest will feel the heat of the monster's stare; such characters must save vs. Paralysis or be paralyzed in terror for 1d6+1 turns (or until the barghest is slain). A character is deemed to have met the gaze of the barghest if he or she faces it in combat, or if the character is surprised by the monster. Fighting a barghest with gaze averted results in a penalty of -4 on all attack rolls. Those who succeed at the saving throw are immune to the monster's gaze for the remainder of the combat (at least one full turn at the minimum).

Although it is not undead, a barghest is inherently unholy and can be Turned by Clerics (as a spectre). They can only be harmed by silver or magical weapons. A barghest generally speaks Common as well as the languages of infernals, goblins, hobgoblins, and bugbears, and can communicate with wolves. One can sometimes be found ruling over goblins or hobgoblins, but most commonly a barghest haunts a lonely stretch of road, preying on travelers.

Barghest lairs will only have a single creature or a creature and up to three whelps.  A barghest whelm is weaned at one year and kicked out of the lair.  If encountered by a parent or siblings it will be attacked. Barghests have no sense of family and hate all creatures except for themselves.

Their coats are of the darkest of blacks and often matted with blood. Their eyes burn red and it is said the fires of hell can be seen in them. 

--

What's new today?

This creature has a few more things going on.

First, it is a Large Beast (Demonic). Let's break that down.   
In my Basic Bestiary, I am going to give different HD for different sized creatures.  A Large creature will use a d10.  Medium creatures will still use a standard d8, Small a d6, and Tiny a d4.  On the other side of things, a Huge creature will use a d12 and a Gargantuan creature will use a d20.  This is much the same as D&D 5e uses

For the purists, you can continue to use the d8 but I will include both numbers as I am doing above.  AD&D First Edition only used Small, Medium, and Large creatures.  The vast majority will be these three sizes. 

It is a beast, but also Demonic.  So it's intelligence is higher and has some demonic traits.  In this case, it can change shape, can only be hit by magic or silver, and has a special gaze attack.

I am also including a THAC0 line with a BAB in parentheses. 

Things are shaping up.


April 2021 A to Z


Thursday, April 1, 2021

#AtoZChallenge2021: A is for Allip

“El sueño de la razon produce monstruos”  Francisco Goya, 1799
“El sueño de la razon produce monstruos”
The sleep of reason produces monsters.
Francisco Goya, 1799

It is April and that means it is time for the AtoZ Challenge for 2021. I didn't do this for a few years, but this year I wanted to give it a go again to see how it has changed, see what is new, and mostly to motivate me to get all my monsters done!

My monster book idea grew from my love of monster books in general.  I have spoken about my love for the original Monster Manual here a few times. I have talked about other monster books too.  For me it was monsters that were my gateway to D&D. I still love them.

This year is the A to Z of Monsters. I am working on completing a couple of different monster books. One focused on monsters of fairy tales, myths, and legends and in particular monsters related to witchcraft. The other is a massive tome of demons and fiends of all sorts.  The first book will feature all sorts of creatures, right now there are a large number of undead monsters.  Makes sense when you consider that I spend a lot of time writing and playing horror games.   

Some creatures have appeared in my witch books.  Some are completely new.  Many have come from challenges like this and my Monstrous Mondays posts.  Some are even like today's beastie.  A d20 conversion of a 3.5 monster to OSR-like stats.

As I have been discussing here I am working on my "universal stat-block."  Today though I am going to start with the one I have been using in my Monstrous Mondays and tweak it from here.

Allip
Medium Undead (Incorporeal)

Frequency: Very Rare
Number Appearing: 0 (1d4)
Alignment: Chaotic [Chaotic Evil]
Movement: 60' (20') [6"]
  Fly: 60' (20') [6"]
Armor Class: 5 [14]
Hit Dice: 4d8+2** (20 hp)
Attacks: Special
Damage: NA See below
Special: Suprise, touch deals 1 point of Wisdom drain, only hit by silver or magical weapons.
Save: Monster 4
Morale: 12 (12)
Treasure Hoard Class: None
XP: 275 (OSE) 290 (LL)

Allips are shadowy, incorporeal undead that mutter and speak with the voice of madness from beyond the grave. The voice acts as a Suggestion spell upon anyone hearing the quiet mutterings: the suggestions of an allip are usually senseless but sinister.

An allip is usually only seen out of the corners of the eye.  Thus they can surprise on a roll of 1-4 on a d6. Elves are surprised only on a roll of 1-3.  Once it attacks it is visible to all. 

The allip’s touch does not deal damage but causes the victim to lose 1 point of wisdom. If a victim’s wisdom falls to 0, it dies and will become a shadow within 2d6 days. Allips can only be hit with magical or silver weapons.

It is believed that allips are caused by people who have died in a state of profound despair.  Now they seek revenge on the living for their current state. They are always found where they died.  They are turned as a 4 HD undead.

--

So here is a start! 

You can find all the other participating blogs and their social media links on this Google Sheet.

I also have a growing Twitter List here of everyone participating on Twitter.

**Please Note. I have 'Comment Moderation' turn on. I have been getting hit with a ton of spam.**

April 2021 A to Z


Wednesday, March 10, 2021

A to Z Blogging Challenge Theme Reveal

I am considering doing the A to Z Blogging Challenge again this year.  It's been a couple of years since I have done it.  I was feeling I was alienating my regular readers with it in favor of people just coming through from the Challenge.

A to Z reveal

So this year I wanted to do something that any and all readers would enjoy.   This year I am doing Monsters.

The idea here is to give me some external motivation to get my two monster books done.

For new readers, there will monsters which are always fun. Since many come from the tales of fantasy,  myth, and folklore maybe there will be something they can use for their own writing or just enjoyment. For my regular readers, new monsters with stats.  I am also looking for all sorts of feedback on not just the monsters, but the stat blocks as well.

The one I have been using on my Monstrous Mondays has been working well for me, but I am sure I can tweak it some more.

The monsters for April A to Z will likely favor the Basic Bestiary I, covering all sorts of witchcraft-related monsters with plenty of fae and undead, but I am not ruling out some demons for Basic Bestiary II.

Both books will come in softcover (Basic red) and hardcover (orange spine) versions.  So they will work with whatever version of the game you are playing.  The interiors are the same with stat blocks designed to work with both the "Basic" and "Advanced" versions of the game.

Basic Bestiary cover, version 1 Basic Bestiary cover, version 2

So far Basic Bestiary has over 330 monsters with 156 of them complete.  The others are various points. 

Basic Bestiary II, Basic coverBasic Bestiary II, Advanced cover

Basic Bestiary II has over 500 demons, devils, and related monsters.

I am also going with my own compatibility logos on these since they really have gone beyond one system or the other.  They are still largely "Basic" in nature, but as you can see from my Monstrous Mondays stat blocks they have a little bit of everything in the OGC.  I am going to use this month to experiment.

You can see others doing their theme reveal over at the A to Z Blog until March 20.


Friday, January 1, 2021

Character Creation Challenge: NIGHT SHIFT

Welcome to 2021! Happy New Year and here's to a better year.  I am going to start this year with the Character Creation Challenge. 

A lot of people will be doing this and that is fantastic.  So if you are doing this on your blog, Twitter, YouTube, or wherever you have an open invitation to post a link to you creation in the comments section below.  I have moderation turned on to stop the spammers, but I'll approve your post.

For me, I am going to do witches. That's my thing and it is why so many people come here I think. Plus it is a challenge for me to take a game and make a witch, Rules As Written.  In every post I will give a little bit of detail about the RPG used and then the character I make and how they might fit into my world or campaigns.

Today I want to start with a game very near and dear to my heart. 

The Game: NIGHT SHIFT Veterans of the Supernatural Wars

NIGHT SHIFT Veterans of the Supernatural Wars is a modern supernatural monster hunting game written by Jason Vey and myself.  We took all of the work we have collectively done with Old-School RPGs along with all the experiences we had while working on Buffy, Angel, Army of Darkness, Ghosts of Albion, and All Flesh Must Be Eaten and poured it into this new game.  My personal goals here were to make a game that I could play any type of witch I wanted and to fill the Buffy-shaped hole in my life.  I feel I succeeded in both.  

NIGHT SHIFT is available from the Elf Lair Games website (hardcover) and from DriveThruRPG (PDF).

The Character: Sabrina Spellman

Last night the fourth (and sadly the last) season of Chilling Adventures of Sabrina was released. I am only up to episode 5 so far, but I have all day today.  Plus Sabrina gives me the chance to see how well NIGHT SHIFT holds up to my design goals.

Sabrina Spellman
4th level Female Witch (Supernatual)* 
(In Sabrina's world a witch is a different species of human and different than a "mortal."  Sabrina is also the daughter of Lucifer Morningstar.)

Strength: 10
Dexterity: 15 
Constitution: 13
Intelligence: 12
Wisdom: 12
Charisma: 17

HP: 8
Alignment: Neutral (Good Tendencies)
AC: 9 [10]

Check Bonus: +3 (Primary) +2 (Secondary) +0 (Tertiary)

Familiar: Salem (Cat)

Arcane Powers
Supernatural: Astral Travel (to Hell only)
Witch: Innate Magic (Glamour), Telepathic Transmission

Spells 
First: (3) Command, Mind Obscure, Obscurement
Second: (2) ESP, Produce Flame

It's hard to nail down her spells really. She has shown she can cast teleport, exorcism, astral projection and more.  Some of this is plot-focused, others are one-shot abilities.  All I can explain with the use of my ritual magic rules from my Basic-era books.

This version stacks up well with the Swords & Wizardry version and the Cinematic Unisystem version I posted a while back.

I think this is a pretty good build for her to be honest. NIGHT SHIFT really works well for both of my design goals, and a great start to this challenge.



Tuesday, September 24, 2019

Blog Ahead October Challenge 2019

I have not done a Blogfest/Challenge like this in a while.  Sure there was RPGaDAY back in August, but this is a purely Blogging challenge.

Anna over at Herding Cats & Burning Soup is hosting her annual Blog Ahead October Challenge.

The idea is to stack up some pre-written posts and get them ready to go for October.  The goal, of course, is to give me more time to put into future posts.  So am I not worrying about what to post on each day.  The posts will feel less like a driveby and hopefully be more engaging.

At least that is my goal.  I am going to be doing the October Horror Movie Challenge as well and those I like to write as soon as I can while the movie is still fresh in my mind.

Right now I have about 20 posts queued up, ready to go.  I am supposed to add 31 to that (for daily blogging) and end up with 51 posts for October.  Ok.  Let's see if I can make that!

You can see who else is participating and join your self if you like.
SIGN UP-- Blog Ahead October Challenge 2019







I am looking forward to it and hope I see some new readers.