Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Monday, November 21, 2022

Monstrous Monday: The Magaga Beast

Magaga Beast
A special one today. I was inspired by recent events for this one.

The Magaga Beast

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 60' (20') [6"]
Armor Class: 3 [16]
Hit Dice: 20d8+80***** (170 hp)
  Hit Dice (Gargantuan): 20d20+80***** (310 hp)
To Hit AC0: 4 (+15)
Attacks: Trample, Bite (every other round)
Damage: 4d12+2
Special: Cause confusion (speech), Immune to mind-affecting magics, Regeneration, Summon drumpfs 
Languages: Common*
Size: Gargantuan
Save: Monster 20
Morale: 12 (NA)
Treasure Hoard Class: See below
XP: 7,750 (OSE) 8,000 (LL)

Str: 17 (+2) Dex: 9 (0) Con: 20 (+4) Int: 5 (-2) Wis: 5 (-2) Cha: 3 (-3)

Once every four years, the dreaded Magaga Beast will rise up out of its dismal lair to attack the countryside, eating everything in its path. Standing 45' tall, the bloated Magaga Beast, and thankfully there is only one, lumbers through the countryside eating, babbling on, and worse summoning other horrible creatures to its side. It appears as a behemoth creature, vaguely humanoid in shape, though it lower half is obscured by its massive flesh. Two arms stick out with tiny, useless hands. It has slapped a large bit of yellow straw onto its own head in a close approximation to hair.

It is large and virtually unstoppable, but slow and slow-witted. It babbles on in something resembling common, but any who listens to it becomes confused. Its main attack to just trample over everything in its path. It can reach down with its giant maw and attack to eat. On a critical bite attack, it can swallow a person whole. It can only bite once every other round.

Its worse trait is it attracts a large number (2d20) of drumpf goblins to its side to encourage it on. In the presence of the magaga beast, drumphs have a moral of 12 and are more prone to violent behavior to "protect" what they see as their lord and god. The magaga beast will happily eat any drumph that gets too close to its mouth. Nearly as bad is the trail of offal it leaves behind. This offal trail can cause sickness for any that do not save vs. poison. A fail means they are incapacitated for 2d6 days. Success means they can not breathe unless they move at least 10 ft. away

The magaga beast is immune to any mind-affecting magic. Simply put there is not enough of a mind here to be affected. The magaga beast regenerates 5 hp per round, even if reduced to 0 hp it will regenerate. Though if it is brought down to 0 hp it will hibernate for another four years, stirring as soon as two years if disturbed. 

Various communities have tried different means to defeat or sway the magaga beast. Giving it food only makes it demand even more. Others have sent various warriors for justice at it. But sadly it just keeps coming back. Even when reduced to 0 hp it finds a way to come back.

--

The resemblance to any real person is purely conjecture.

Monday, November 7, 2022

Monstrous Monday: Year of the Monster and Mastodon

I am at a pivot point with my Monstrous Mondays.

I have a bunch of projects I am desperate to get out because I am tired of them languishing on my hard drives and instead need to be on my, and hopefully your, game shelves.

So much so that I am dubbing 2023 "The Year of the Monster." I just have so much I want to do.  I ma hoping to have the first thing in your hands by December 26, 2022, the last Monday of the year. But I really need to get my butt moving on that.

In other news, I have a new place to scream into the void. I set up an account on Mastodon. I don't have much there right at the moment.  Now I have no intention nor no desire to leave Twitter. So you can still find me there.

Ok, let's bring this all together for a post.

One of the coolest things about living in Illinois is the number of mastodon fossils that can be found here. My uncle dug some giant molars from my maternal grandparent's property 60 years ago and we still have them now. I also used to love going to the Illinois State Museum in Springfield to see the Mastodons and other Ice Age fauna on display.  So why not an ode to my new social media account, one of my oldest favorite ice age creatures, and all for the newest iteration of my oldest favorite game.

Mastodon at the Field Museum of Natural History, Chicago, IL

Mastodon, Undead

For Old-School Essentials

Undead remains of an ancient elephant species. Prized mounts of winter warlocks and sought-after guard animals of frost giants.

AC: 4 [15], HD 12 (45 hp), Att 2 x tusk (2d6) or 1 x trample (4d8), THAC0 10 [+9], MV 120' (60'), SV D8 S9 P10 B10 S12 (8), ML 10, AL Chaos XP 1,900, NA (0) (1d4), TT Tusks

  • Charge: In the first round of combat. Requires a clear run of 60 feet. Tusks inflict double damage.
  • Trample: 3-in-4 chance of trampling each round. +3 to hit medium (human-sized) or smaller creatures.
  • Ivory: Each tusk is worth 2d6 x 100 gp.
  • Undead: Makes no noise until they attack. Immune to effects that affect living creatures (poisons, gases). Immune to mind-affecting magics (charm, hold, sleep).  Turns as a 7-9 HD monster. 

Mastodons are larger than elephants but smaller than Mammoths.

Monday, September 19, 2022

Monstrous Mondays: Pathfinder Bestiary 4

Still working my way through a bunch of different monster books. Been spending the month of September on Pathfinder, but today is something a little different.  Let's get to it!

Pathfinder Bestiary 4 and Box

Pathfinder Bestiary 4 and Box

Today I am going to cover the Pathfinder Bestiary 4 and the Pathfinder Bestiary 4 Box.  We grabbed these back in 2015 or so I believe.  My oldest was running his D&D 5e game and wanted to add more Mythos monsters to it.  We grabbed the Bestiary 4, which has quite a lot of them, and then got the box of monster pawns to go with it.  By then we had also discovered the Cthulhu Wars game at GenCon and bought a bunch of those minis for him to use. So the box has been sorely underused.

Pathfinder Bestiary 4
Pathfinder Bestiary 4

PDF and Hardcover book. 320 pages. Full-color cover and interior art. For this review, I am considering the hardcover I bought in 2014 and the PDF I got from Paizo's webstore.

We grabbed this book for the mythos monsters. There are over 250 monsters in this book, so there were plenty of reasons to grab it.

This Bestiary gives us Kaiju. This book introduces them and there are more in the Pathfinder Mythic Realms books. There are 11 kaiju mentioned and three are detailed here.  They are all mostly Chaotic Neutral, with some suspected at Chaotic Evil. All are CR 26 and higher. 

Among the Mythos creatures, which are known as Elder Mythos here, are the bhole, colour out of space, elder thing, flying polyp, mi-go, nightgaunt, ratling, Spawn of Yog-Sothoth, Star-spawn of Cthulhu, and an whole collection of "Great Old Ones" that include Bokrug, Cthulhu, Hastur, and even Dagon as a Demon prince.

I can finally do my big "Godzilla vs. Cthulhu" idea!

There are even some old favorites here like the Leanan Sidhe, Nosferatu and Swan Maidens. Even really old ones like the Lurker Above and the Trapper (Monster Manual 1 AD&D) favorites get an update here. Spoiler: They are from the same family of creatures, no shock there. 

So yeah, for a "4" in the series, this one still has great monsters to give us.

Pathfinder Bestiary 4 Box

The Pathfinder Bestiary 4 Box is filled with cardboard cut-outs of *most* of the monsters listed in the Pathfinder Bestiary 4 book.  

They are study and work fine in places where you don't have a dedicated mini.  Also, the price of the box is much more economical than getting all of these minis. 

Pathfinder Bestiary 4 Box
Pawns and mini comparison.

Pathfinder Bestiary 4 Box


Pathfinder Bestiary 4 Box

There are no minis for the Kaiju or Great Old Ones. Which is one of the reasons we grabbed it.

Should have checked the back of the box I guess.

Bestiary Box contents

Still, this is great to have to fill out the places where I don't have the right mini.

Demons. Undead. Kaiju and Old Ones? Yeah, no wonder my oldest loves this one.

Thursday, September 8, 2022

In Search of Nocticula

I want to introduce what I hope will be a new semi-regular feature here at the ole' Other Side.  

"In Search of" will delve into odd, esoteric topics from my games in search of their origins and their relationship to myths, legends or even just a good story.  The obvious tribute to the old 70s-80s TV series "In Search of..." featuring Leonard Nimoy.  I am going to go back and retag some posts with this new "In Search of" label since this is not really a new idea for me.  My hope here is this takes the place of "One Man's God" in my rotations of posts.

Nocticula

Let us start my first In Search of looking for a demon who captured my attention back in the 1980s.

Back in the Monster Manual II days, we were treated to a long list of demons that were also powerful members of the abyssal Hordes. These included a few demon lords (L) and oddly enough some that were tagged as being female (F).  It seems odd to call that out now, but this was the 1980s.  

But that is not why I am posting today.  I was cleaning up some minis the other days and noticed one in particular.  Maybe because I have been thinking of various monsters and monster books I decided to go back to an old search.

Who Is Nocticula: Part 1 History

Nocticula

This is the mini and an entry in question.

Originally she was obviously some sort of demon related to the night.  She is not listed as a "Lord" so we assume she must be of higher rank along with Lolth and Zuggtmoy. 

Obviously, the name caught my attention then as it does now.  Though there is almost nothing about her in any products outside of the MMII. 

She does get name-dropped in the 1981 made-for-TV horror movie Midnight Offerings. When I saw it back in 2019 I wondered at the time if Gygax/TSR got the name from the movie. Though now it seems likely the name came from various occult books from the 1970s.

It would not be until the 1990s that I would run across her again.  

My first encounter with her was during the Netbook craze of the Pre-OGL Internet.  While many people were still blissfully unaware of what the Internet could do AD&D players were on LISTSERVs on Bitnet sharing "Netbooks."  These fan mad creations often lacked any sort of editorial control, art, or often even playtesting. But they made up for all of that in pure enthusiasm.  If you were lucky you found one that had been formatted like a "real book" in Microsoft Word 2.0.  One such book was "The Complete Netbook of Demons and their Relatives." This ancient and dusty tome was full of new demons.  It was a great little treasure, to be honest.  It did have an entry for Nocticula and Socothbenoth (I'll get to why that is important later).  Their entries were:

Nocticula(F)-a patron of witches. Could only find one reference on her.
...
Socothbenoth-Another female (harem) like deity turned into a male demon.

Mastering Witchcraft: A Practical Guide for Witches, Warlocks, and Covens
That obviously had my attention. So I was already doing deep dive research into witches at this point for my "Netbook of Witches and Warlocks" so I added her name as one to be on the lookout for.  Now keep in mind that at this time people were very, very wary of being sued by TSR for any copyright violations.  So I had no real plans to use Nocticula in my books, I was just curious about her.

In my reading, I came across "Mastering Witchcraft: A Practical Guide for Witches, Warlocks, and Covens" by Paul Huson, 1970.  Nocticula is mentioned many times. Likely as a "dark aspect" of Hecate or Habondia (or Habundia). That name is not in my "Dictionary of Classical Mythology" by J.E. Zimmerman. Huson adds that Noctiula is "Ruler of the Dead and Warden of the Tower Adamantine" and she walks at night.  He also claims that the title of "Nocticula" meaning "little night" comes from the 12th century.

I do have to admit that the paperback cover of Mastering Witchcraft makes for a good depiction of Nocticula. 

Gerald Gardner, the father of modern Wicca, even mentions her in his "Witchcraft Today" (1954). He also associates her with the figure of Bensozia. I guess that removes the fear of copyright issues, but I was still hesitant to use her preferring to come up with my own.

While all this is going on I got a copy of Dungeon #5 and found the adventure with Shami-Amourae, the demon queen of Succubi. She, along with Nocticula and Malcanthet have all been contenders for the title "Queen of the Succubi."

This bit didn't last long really and with the publication of Green Ronin's Armies of the Abyss and later the Book of Fiends we get a new look on Nocticula. 

Nocticula and Socothbenoth
Part 2: Green Ronin & The d20 Years

Green Ronin brought Nocticula into the new Millennium with the various fiend books. Chris Pramas had worked on a few Planescape and devil-related books for Wizards of the Coast in the waning years of TSR.  So he was in a great position to bring all of that knowledge to Green Ronin during the d20 boom.  Armies of the Abyss (2002) covered demons and introduced us to a new Nocticula. Or rather, gave us Nocticula since so little detail had really been published about her so far.  (Note. I am coming back to the Armies of the Abyss later in this series.)

Here she is demon lady of night yes, but also of women, dark fey, the natural world, psychotropic drugs, and earthly sensuality.  Known as the Princess of Moonlight she revels in all things pleasurable, earthly, and chaotic. She very much is the patroness of "living deliciously."  The description of her followers can only be described as "witches."

She has a twin brother, Socothbenoth, the demon lord of perversion, with whom she has an incestuous relationship with. Socothbenoth is basically the mind of Aleister Crowley in the body of Lord Byron and the sexual appetites of both.

I have used him before as a witch's patron based on the movies Byleth: The Demon of Incest (1972) and Il Sesso Della Strega (1973).

She only gets a mention in Fiendish Codex I: Hordes of the Abyss, a little more than what she got in the MMII nearly 20 years prior.  She gets the title "The Undeniable" and her concerns are "Night" and she makes her realm on the 72nd layer of the Abyss called Darklight.

Part 3: Pathfinder

Our Queen of the Night fares better in her Pathfinder version where she is a major Demon Lord.  Her history is largely that of what was seen in the Green Ronin books. Indeed all of that is kept to the extent the OGL will allow. However, she is taken further in Pathfinder when she is given the ability to kill other demon lords. This gives her a connection to assassins.  

Here she appeared in a number of Pathfinder products, in particular the Book of the Damned, which covered the demons and devils of the Pathfinder game.

Nocticula for Pathfinder

At some point, she grew tired of killing demon lords and sought out redemption as the Goddess of Artists. I am not sure I completely like this idea, but hey Pathfinder can do what they like really.

Now to be fair, Pathfinder added a ton of material to Nocticula, and a lot of it is good. I could easily use any amount of it, to be honest.  

Part 4: Nocticula in my World

I have a lot of great information and details. But not all of them are great for my games. So. How can I rebuild Nocticula for my games and in particular my War of the Witch Queens campaign?

Part of her background is she was one of the first Succubi. That's fine and all, but I feel there is a tendency to make a female demon a type of succubus. Sure I get it and her background supports it to a degree, but it feels lazy to me. I mean there are SO MANY "first" Succubi. There is MalcanthetShami-AmouraeXinivrae, and Lynkhab. Do we need Nocticula to be a succubus? Not really.

I do like keeping Socothbenoth as her brother/lover. I like keeping them both as being fairly depraved as well. They are demons after all.  I even like the assassin idea from later Pathfinder books. Given her name I would like to get back to her association to the night and things of the night. In some ways the evil counterpart to my Nox.

In this, Nocticula is the demon lord of Night. She is honored by witches, warlocks, prostitutes, and assassins. Anyone committing an evil act at night will say a benediction to Nocticula. She is the daughter of Nox by Camazotz, the demon lord of bats and vampires (or maybe Orcus?). She is the twin sister to and lover of the demon lord Socothbenoth (the demon lord of perversion). 

Given that her first "D&D" appearance was in the Monster Manual II from 1983, I would draw on sources from 1982 and before for my influences on her. 

Obviously, I would need to write her up for AD&D 1st Edition.  I would use some of her Pathfinder details (what is allowed under the OGL) and go back to the earliest ideas about her. 

--

Nocticula
NOCTICULA 

FREQUENCY:  Unique (Very Rare)
NO.  APPEARING:  1 
ARMOR CLASS: -2
MOVE: 18" / 24" (MC: C)
HIT DICE:  13+39 (97 hp)
%  IN  LAIR:  0%
TREASURE  TYPE:  Q (x10), U
NO.  OF  ATTACKS:  2
DAMAGE/ATTACK:  Whip 1d6+1d4 (fire) (x2)
SPECIAL  ATTACKS:  Witch spells
SPECIAL  DEFENSES: +2  or  better weapon to hit
MAGIC  RESISTANCE:  25%
INTELLIGENCE:  Genius
ALIGNMENT:  Chaotic Evil
SIZE:  M  (6')
PSIONIC ABILITY:  See below
LEVEL/X.P. VALUE: IX/8250 +  18/hp (9,996 xp)

Nocticula is the Demon Lady of the Night. Witches, warlocks, assassins, and all those who make illicit trades or bargains under the cover of darkness are her followers. She hears their prayers when none of the gods will. She is also the patron of creatures of the night like vampires, shadow creatures, and even alu-demons and succubi.

She will always appear as a very attractive member of the gender and species the observer prefers. In a mixed company, she will attempt to provide as many attractive qualities as she can.  She can do this via a limited form of telepathic awareness that is not quite ESP.  It is a subtle power, like many of her gifts, and can only be blocked by magic or psionic ability specifically designed to do so. It also gives her the ability to speak any language known.

Nocticula is a lover, but also a capable fighter. She wields a whip of fire that she can attack with twice per round. The whip will do 1d6 points of damage and the fire an additional 1d4.  She can cast spells as a Mara Witch of the 13th level. 

She also has the following spell-like powers.

  • At will: Detect Good (Law), Detect Invisible, Detect Magic, Darkness 10' Radius, Glamour, Telekinesis (250 lbs / 25,000 GP weight), Tongues.
  • 3 times per day: Astral Projection, Charm Monster/Person, Read languages, Read magic, Shape change, Teleport without Error, Trap the Soul.
  • 1 time per day: Gate, Polymorph any object.

Like all demons, she is affected by acid, iron weapons, magic missiles, and poison, (full).  Cold, electricity, fire (dragon, magical), and gas (half). She has 25% magic resistance, but this does not apply 

She has wings, but these can be hidden away. Despite her appearances and appetites, she is not a succubus or any sort of Lilim. She does have many succubi attendants and servants.  Her preferred servants though are humans and some elves and fae. She may gate in 1d6 Succubi or 1d8 alu-demons to aid her. These are from her personal retinue and not easily replaced. She can also summon 2d8 shadow demons to do her bidding. Either of these can be done once per day (1/day). She can compel any vampire she encounters (as a charm-like ability they are not immune to) to do her bidding, but she can't summon vampires.

Rumors of her always appearing nude when summoned were created by clerics and scholars who rarely left their scriptoriums. However, to approach her in her layer in the Abyss one must be completely unclothed. This includes armor and weapons. 

Relationships

Nocticula has the best relationship with her brother and lover Socobenoth, the Demon Lord of Perversion. It is a good relationship as far as two chaotic evil demons can have.  She respects Lilith, the Demon Queen as the two are fine as long as they remain out of each other's business. Her rivalry with, and enmity of, Malcanthet is legendary. Equally so is her distaste of the demon Lord Graz'zt but none remember how this all began. Her relationship with Camazotz is one of pure hatred and each hates the other's claim as the demonic patron of vampires.  A hatred she does not extend to Lilith or even Orcus, whom she refers to as "Grandfather." Whether this is an acknowledgment of paternity or an honorific is unknown.  Orcus also extends this recognition to Nocticula. 

Unknown to most, Nocticula is an assassin of demon lords and even a minor god. She has discovered that when she kills them she can take on their powers. She successfully assassinated Vyriavaxus, the former demon lord of shadows. Now shadow demons begrudgingly show her patronage.  Presently Nocticula sits and carefully plans her next kill.

--

Looking forward to seeing what I can do next in my new In Search Of feature.

--

Links

Monday, September 5, 2022

Monstrous Mondays: Pathfinder Bestiary 1

Pathfinder Bestiary
Last week I talked about the last of the D&D 3.x monster books to be published, but that was not the end of the d20 "3rd Ed era" monster books by a long shot.  When Wizards of the Coast moved on to D&D 4th Edition, Paizo (who had been publishing d20 material this whole time) came back with Pathfinder. 

The Pathfinder core combined the Player's and Game Master's material into one place and there was a rumor that the book would also have monsters. That was not to be and that was good in retrospect since it would have given us a 900+ page book.

Pathfinder Bestiary

Print and PDF. 328 pages. Color cover and interior art. For this review, I am considering the hardcover I bought in 2010 and the PDF I got from Paizo's webstore.

At this point, people were calling Paizo's Pathfinder "D&D 3.75."  It was an update, via the OGL, of the D&D 3.5 rules with many of their own rules added on. Not sure if it was a coincidence or choice but both Pathfinder and D&D 4 featured cover art from Wayne Reynolds. This helped what came to be known as the "Dungeon Punk" style and gave us Pathfinder's unique-looking goblins, kobolds, and trolls.  

Wayne Reynolds Monster Books

This bestiary features 309 monsters. Like their godfather, D&D 3.x all the monsters feature robust stat blocks and full-color art.  Like 2nd Ed AD&D before and 4th ed D&D currently, each monster is present on a single page. Again the value add for me is the ability to print the PDFs and place them in the order I like along 3rd party Pathfinder monsters.

The stat block of the Pathfinder monsters is easy enough to read for native D&D 3,x players.  There is some reorganization and added details that greatly improve both the readability and playability of these monsters. 

Nearly all of the "classics" and "usual suspects" monsters are here. What makes this book so much fun is seeing how a familiar creature changes between the D&D 3.x worlds to the Pathfinder ones.

I would argue that anyone playing D&D 3.x can get a lot of value out of the Pathfinder Bestiary books.  The rules are not so dissimilar as to have problems. And unless I am misreading here, it really does appear that ideas in this book would later manifest in D&D 5e.

Monster books

The value of the Pathfinder Bestiaries comes not in so much how they are alike the other "Monster Manuals" or even monster books derived from the SRD, but how they are different. At some level, these differences are cosmetic or even campaign world specific. It will be interesting to read the future ones and see what they have to offer outside of this core set of monsters.


Monday, November 29, 2021

Monstrous Monday: Tiâmat

I have talked about Tiamat since the earliest days of this blog.  No surprise really given my love of mythology and my oldest son's obsession with dragons.  It really is a natural fit for me.  I was working on this post a lot over my Thanksgiving break and I went back and forth on a lot of different ideas.  But circumstances came together and I finally decided, last night, what to post.

My oldest started Descent into Avernus this weekend for his 5e group.  We thought that a nice early Christmas present would be the new Gargantuan Tiamat miniature. 

Tiamat "mini"
The Tiamat "mini." Feiya and Larina for scale.

This thing is, well, gargantuan!

Up till now, we had been using the Aspect of Tiamat, the D&D Icon of the Realms Tiamat, and the Mage Knight Apocalypse Dragon (more on that guy in a bit). The Queen of Dragons enters a lot into our games. 

This also got me thinking about how I handle dragons in my Old-School games.  In particular how I want to handle them in my Basic Bestiary.   Over the years here I have experimented with various ways to present dragons so they are a constant challenge to any party regardless of size or levels.  There have been some really good innovations over the years starting with the dragons in AD&D 2nd Ed and into 21st Century forms of D&D.  I want to capture the best of the best design principles and also allow them to fit into the design I have already been using with my own monster stats.

I am not really 100% there yet.  

But I am at a point where I can present unique dragons like Tiamat (or Tiâmat as I am presenting her).  I still have a few issues to work out, but since I want to get my money's worth out of that figure here she is.

Tiamat
Tiâmat

Gargantuan Dragon (Evil)

Frequency: Unique
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 90' (30') [9"]
  Fly 180' (60') [18"]
  Swim 180' (60') [18"]
Armor Class: 0 [19]
Hit Dice: 30d8+240****** (375 hp)
 Gargantuan: 30d20+240****** (555 hp)
To Hit AC 0: -2 (0) (+21)
Attacks: 5 bites + 1 tail lash or breath weapons or spell + special
Damage: 3d6+7 x5, 1d6+7 or Breath Weapons or spell
Special: 
Save: Monster 30
Morale: 12 (NA)
Treasure Hoard Class: Special
XP: 30,250 (OSE) 30,250 (LL)

Str: 30 (+7) Dex: 10 (+0) Con: 32 (+8) Int: 28 (+7) Wis: 24 (+5) Cha: 22 (+5)

Tiâmat is the mother of all dragons, good and evil.  She was destroyed by her grandson Marduk and was cast out.  Formerly a god she now represents the primordial chaos of the deep sea or even the infinite abyss.  For this reason, she is often seen with the heads of all the major evil dragons, Black (Acid), Blue (Electric), Green (Poison), Red (Fire), and White (Cold). Fittingly, the mother of dragons makes her home in the depths of the Abyss in a layer known as  Têhom, or the "deep".  She is also considered to be the mother, or at least the Grandmother, of all evil and chaotic monsters.

Tiâmat can attack with all five heads per round.  Each head can bite, use their respective breath weapons, or use spells. The bite attacks do 3d6+7 hp of damage each, but the individual heads cannot attack the same Medium-sized or smaller victim at the same time.  A Large or larger-sized target can be attacked by two heads at the same time.  Tiâmat can attack up to five (5) separate targets this way.  Each head can also use their respective breath weapons doing 10d8 (45 hp) up to three times per day.  She will typically attack with her breath weapons first, to overwhelm and awe her opponents and then resort to spells and bite attacks.  Tiâmat believes that opponents need to be dealt with in the quickest, most deadliest, of ways.

Her aura of dragon fear is such that all, even true dragons, have to make a saving throw vs. magic or fall under the effects of a Cause Fear spell. This will affect all creatures regardless of HD/level.  Each head can additionally cast a Magic-user/Wizard spell per round in lieu of a physical attack.  The white head can cast 2 first-level spells and 1 second-level spell.  The black head can cast 2 second-level and 1 third-level. The green head can cast 2 third-level and 1 fourth. The blue head can cast 3 fourth, 2 fifth, and 1 sixth-level. Finally, the red head can cast 3 sixth, 2 seventh, and 1 eighth-level spell.  Tiâmat chooses her spells at the start of her day. She typically opts for spells of control, damage, and ones that can summon support. She does not need somatic or material components for her spells, they come naturally to her. 

Due to her size, Tiâmat cannot make claw attacks while on the ground.  She can attack with her foreclaws when she is flying or swimming.  She is immune to charm, hold, mind-affecting magic, and sleep effects.  She is additionally immune to all sorts of poison. She takes half damage from acid, cold, and fire. She also has 75% magic resistance.

As the Queen and Mother of Dragons Tiâmat she is served by five consorts. These are dragons of largest size and greatest age of their respective dragon types, White, Black, Green, Blue, and Red.  Each one is utterly loyal to Tiâmat, failure to be anything but this will result in their immediate death and their skins put on display.  Tiâmat can summon 2d6+1 evil dragons of any type once per day.

Tiâmat's home plane is known as Têhom, or the "deep." Here there are seven distinct areas that represent the preferred habitat of each of the five evil dragon types. Each one is governed over by her consorts. The sixth area is an ocean, so deep and so dark that no bottom has even been seen.  Tiâmat makes her home here along with sea dragons of all sorts. It is rumored that the great dragon Leviathan also resides here. The seventh and last area is an island that Tiâmat often visits. Here her treasure horde can be found. This land is populated only by undead dragons.

Tiâmat as a Patron
Dragon Tradition Witches and Draconic Pact Warlocks take Tiâmat as their patron.  Chaos mages also look to the Mother of Monsters as their patron, inspiration, and even Goddess.  All dragons, good and evil, regard her as their mother or the first of their kind but only evil dragons and dragon-kin worship her. 

--

Notes

I like this stat block quite a lot.  I can look at it though and tell I still need to define my demons and dragons both a little better. There are ideas I want to express that I am currently not doing.

She is a Gargantuan creature.  So because of that, I am going to be using my alternate HP calculations. A gargantuan creature uses a d20 for HP determination, not the standard d8.  Even with this she is at 30 HD so in standard games she ends up with 375 hp. In my games that is boosted to 555 hp.

A bit on that HD.  Yeah, she has 30 HD.  She is big and bad and is not a monster you find on level 20 of some random dungeon. This flows from the level setting I was doing in One Man's God. Tiamat is not just on the top of the scale, she should be the top.  A former Goddess now cast into the Abyss, that means two things for me. One she is powerful and two she should be a demon of some sort.  She is obviously something more. I have her listed as "Gargantuan Dragon (Evil)" but she would certainly also be an Outsider or even a Fiend possibly. She could even be an Eodemon

Alignment.   I have been playing Tiamat as "Chaotic Evil" since I first started reading Chaos Theory back in the 90s. It always made far more sense to me.  Plus she never really fit into the hierarchy of Hell as far as I was concerned.  I do borrow a page from Paradise Lost and say she was there when the Devils fell.  But that was only one of her lairs in the cosmos. 

What about that Apocalypse Dragon?  Well, I still want to get my money's worth out of him.  So he has been redubbed as Leviathan.  Fitting, given the history my games have had with him.  I will need to revisit my stats for him though. 

Tiâmat and Leviathan
Tiâmat and Leviathan

Links

Links to other Tiamat postings here on the Other Side.

Monday, November 22, 2021

Monstrous Monday: Glory Hound (A Wolfenoot Special)

Once again it is Happy Wolfenoot Everyone!

What, you don't know about Wolfenoot, the holiday to celebrate all that is cool about the wolf and dogs?  Well get yourself over to Wolfenoot.com to find out more then come back here.  Even DriveThruRPG is in on the fun this year with their Wolfenoot sale.

Glory Hound

So the last Wolfenoot I did the lycanthropic Wolf-Witch, this year I am also looking to a book I read for inspiration.  Back in High School, I had to take English from this teacher I was looking forward to having but quickly came to despise.  He was such an arrogant asshole and treated his students like shit. Very much of the type to belittle students for mistakes.  Anyway, the books he has us read were ones that had been on the curriculum for gods know how long. I hated them all and nothing connected with me.  So being a pretty fast reader I would do the assigned reading in the class ad then read something else.  We had this book of short stories and it seemed to me that he would pick the most boring, moronic stories for reading and leave the others alone.  One story I found that I actually rather enjoyed was Emma-Lindsay Squier's "The Soul of Caliban." 

I knew Caliban from Shakespeare's Tempest because of Kalibos in the "Clash of the Titans" movie.  The story focused on an ugly dog, which I imagined looked like Cujo, living somewhere in Canada. He belonged to man who began to treat him poorly after he got married. The story went on from there, but the important part was at the end.  The man came back to his home to see his new baby gone and Caliban limping and covered in blood.  The man reacts and kills Caliban only to discover the dead wolf and the baby pulled away to safety.  The last scene is of Caliban in Heaven being treated by St. Peter (not St. Bernard) saying, (something like) "Mon Dieu Caliban, comme tu es devenu beau !" or "my God Caliban, how beautiful you have grown!"  I thought it was a good story. Certainly written for a Freshman English class to discuss issues like "do dogs have souls?" and so on.

Fast forward to 1989 and the movie "All Dogs Go to Heaven" is out.  I never saw it, but from the title, I thought it might have been the same story.  It wasn't, but that is fine. 

Fast forward again to more recent times and we now get the "All Dogs Go to Sto'Vo'Kor" meme.  Ok, ok I get it.  No need to beat over the head with it anymore.

So for this year's Wolfenoot, I give you the Glory Hounds.  You will excuse me if I also want to slip a little more of The Bard into my games. 

Glory Hounds
Medium Outsider (Angel)

Frequency: Very Rare
Number Appearing: 1d6+1 (2d6+2)
Alignment: Lawful [Lawful Good]
Movement: 180' (60') [18"]
  Fly 180' (60') [18"]
Armor Class: 4 [15]
Hit Dice: 5d8+15*** (38 hp)
To Hit AC 0: 13 (+6)
Attacks: 1 bite + special
Damage: 1d6+1
Special: Bark, cause fear, detect evil, fly
Save: Monster 5
Morale: 12 (12)
Treasure Hoard Class: None 
XP: 750 (OSE) 860 (LL)

Str: 15 (+1) Dex: 16 (+2) Con: 18 (+3) Int: 12 (+0) Wis: 13 (+1) Cha: 16 (+2)

Glory Hounds are the souls of mortal dogs and wolves who died from an ultimate act of bravery and self-sacrifice.  They ascended to the Heavens and were given forms that matched their brave deeds.   All glory hounds appear as majestic, proud versions of their type of canine. Their head is noble and their visage is one of calm serenity.  That is until they sense evil.  They appear to become fierce and frightening, causing fear (as per the spell) to all around them (10' radius).

Glory hounds exist for one purpose, to destroy evil.  They are sent to the mortal planes to hunt down and destroy all evil influences they can, saving a special hatred for demons and those that abuse children.  A glory hound will unerringly seek out evildoers and attempt to destroy them.  The ancient pacts made by Angels do not apply to glory hounds so they are free to roam the mortal realms as they see fit. Because the pacts between creatures of the upper planes and creatures of the lower planes do not apply to glory hounds they also can not be summoned.  Often glory hounds will be in the company of other angels, typically like a hunting party.  Woe to any evil creature hunted by a dirae with a pack of glory hounds at her sides. 

The glory hound attacks with their bite using pack tactics to the best of their abilities.  They also can bark 3 times per day.  This bark is a loud sonic wave of damage that sounds like a thunder crack.  It will do 5d6 points of damage (save vs. petrification for half) to all in a 120' long (60' wide at the end) cone from the glory hound.  They cause fear against all chaotic (evil) creatures at all times, and can once per day increase this power to all creatures.  

Glory hounds can only be hit by magical weapons.  They take half damage from magical fire and no damage from mundane or non-magical fire.  They are immune to charm, hold and sleep magic or other mind-affecting magic.  They take full damage from lightning and cold. A slain glory hound will discorporate and return to the Heavens.  It will be seven years before that particular glory hound will be powerful enough to return to the mortal realms.

Glory hounds are the natural enemies of hell hounds and vargr.  Attacking these creatures on sight.  Unless accompanied by another angel they will abandon their current mission to fight with hell hounds and vargr.  

Glory hounds will not attack Lawful (good) or Neutral creatures unless attacked.  If Chaotic (evil) creatures are not acting in a way that is overtly evil then they will be ignored as well.

--

Don't forget to howl at the moon tonight!

Monday, November 15, 2021

Monstrous Mondays: Illinois Hominids

The weekend before last I drove down to my parent's house to see my dad before his 92nd birthday (his doctor told him he'll likely live to a 100) and my sister for her 51st birthday.  Picked up a few books my sister had for me, mostly older occult books.  But driving through the state and back got me thinking about some more local horrors. I mean there HAS to be something interesting hiding in all those corn and soybean fields.  I also thought about how these creatures would work well in all the occult games I was talking about last week.  

Another thing is I love Bigfoot legends.  I don't believe any of them for a moment, but they are so great for games. Bringing these all together really helps capture the feel of the games I wanted to play in the early 80s. So for that D&D-loving kid in Central Illinois back in the 1980s who loved Bigfoot stories, this is for you. And by "you" I mean "me."

Sassy

Illinois Hominids

When one hears about Illinois the first thing that comes to mind are cornfields, Chicago, and spectacularly corrupt politicians.  One doesn't typically think of 10 ft. tall hominids.   But for the residents of Illinois, these creatures are not unheard of.  They have been spotted all over the state from the northernmost points to the far south point, nearly 400 miles. 

In nearly all cases these creatures try to avoid humanity.  Their great size and obvious strength would make them a threat to any group of investigators, but thankfully they have so far shown no particular desire to attack.  

Illinois Hominids like all species of sasquatches are large, nocturnal creatures that walk upright like humans.  It appears to be omnivorous but its preference is for vegetables and fruits found in the wild.

For this posting, I am going with "Illinois Hominids" as opposed to "Bigfoots" or "Sasquatches" since both of those terms are more associated with creatures of the Pacific Northwest.  "Skunk Apes" are more commonly referring to creatures in the Southern United States. 

I am also grouping creatures together that may, or may not, be classified as Sasquatches in other Bigfoot lore. Most of these creatures have only been reported once.

Dogmen of McHenry County

These creatures are 7" tall creatures that appear to be some sort of simian/canine/hominid hybrid.  Their defining feature is their dog-like faces.  Similar creatures have been sighted in adjoining Cook County, and as far south as Christian (nearly 250 miles to the south) and Woodford Counties. They are noted for their howls in the night.  Many scholars classify these as separate sorts of creatures. 

Cole Hollow Road Monster

Found in central Illinois this creature has been sighted near Peoria, IL, and might be related to the similar Farmer City Monster found further to the east.  This creature is grayish in color and stands 7"-8" tall.  It is quite reclusive and can hide in natural environments with 95% effectiveness and can never be surprised.  

Swamp Hominids of Southern Illinois

Several creatures occupy the lands at the far end of the state. Unlike the other hominids featured here these usually range to about 10' tall and tend to live near swamps or other wetlands.  They also have a smell that can be detected for a 100 yards, any closer and investigators suffer a -3 (or roll with disadvantage) on any attacks.  They share this feature with the Skunk Ape of the southern part of the country. 

These creatures include the Tuttle Bottoms Monster of Harrisburg, IL which also has an elongated snout.  Nearby Enfield in White County also has The Enfield Horror, a fast-moving hominid. 

The Abominable Swamp Slob, also known as the A.S.S., are found in Jackson County near the Shawnee National forest. It can emmit an ear-shattering shriek.  The most famous of these is the Murphysboro Mud Monster and "Sassy" the Shannee Sasquatch. 

RPG Stat Blocks

Basic Bestiary
Illinois Hominds
Basic Bestiary

Frequency: Very Rare
Number Appearing: 1d4 (1d6)
Alignment: Neutral [True Neutral]
Movement: 180' (60') [18"]
Armor Class: 6 [13]
Hit Dice: 6d8+18* (45 hp)
  Large: 6d10+18* (51 hp)
To Hit AC 0: 8 (+11)
Attacks: 2 fists or rock throw
Damage: 1d6+5 x2 or 2d8+5
Special: Camouflage, Howl (cause fear), Odor
Size: Large
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: None 
XP: 650 (OSE) 680 (LL)

Str: 22 (+5) Dex: 18 (+3) Con: 19 (+3) Int: 10 (+0) Wis: 13 (+1) Cha: 8 (-1)

The hominid can attack with two fists or throw boulders, much like a giant.  The hominid can also howl.  This howl causes fear (as per the spell) to all that hear it who fail a saving throw vs. Paralysis.  Those that fail the save are too frightened to attack or move.

Dark Places & Demogorgons
Illinois Hominids
DP&D, We Die Young

Armor Class: 15
Hit Dice: 6+6 (27 hp)
Move: On Foot - 18 (ignore rough terrain)
Actions: 2
Morale: 8
Terror: 12
HDE: 7

Attack Damage: Fist (d8), Slam (d8), 
Special: Large creature, 20 STR, Toughness +4, can run x4 Move, scream or howl can cause fear.

Bonuses: +5 to Melee attacks, +5 to Melee damage, +5 to Spot, +6 to Listen, +8 to Stealth, +2 to Initiative, +4 to Track.

Hug Attack: In combat, if he attacks with his fists and both hit, he will deliver a bone-crushing hug attack for an additional 2d6+4 hp damage.  A successful DEX check by the target will grant half-damage.

NIGHT SHIFT
Illinois Hominids
NIGHT SHIFT

No. Appearing: 1-3
AC: 6
Move: 40ft.
Hit Dice: 6-8
Special: 2 attacks (fist) Strength, Camouflage, Howl (cause fear), Odor
XP VALUE: 240 (6HD) 480 (7HD)  960 (8 HD)

Camouflage: The hominid can hide with 90% effectiveness.

Howl: The howl of the hominids causes a fear reaction to any that hear it. This is treated like the cause fear spell. This happens only when the hominid is first heard, subsequent encounters with the same creature do not have this fear effect.

Odor: Anyone coming within 10 feet of a hominid must succeed at a Constitution saving throw or be at -3 to all actions due to the overpowering stench.


Dark Street & Darker Secrets
Illinois Hominids
Dark Street & Darker Secrets

Dogmen of McHenry County  6HD

Cole Hollow Road Monster, Farmer City Monsters 7HD

Tuttle Bottoms Monster, Enfield Terror, Abominable Swamp Slob 8HD

Special Abilities: Howl causes fear. Stench causes disadvantages to attacks. Very strong, +4 to all attacks. 

Illinois Hominids avoid the cities at all costs.  

Links

Monday, October 18, 2021

Monstrous Monday: Sennentuntschi

This particular creature has been on my list to do for a bit.  I had read about this creature in connection to the succubus many years ago but never could find anything else about it.  Mostly I think due to my inability to remember how it was spelled. 

Thankfully I now have the movie to help me out. 

Sennentuntschi
Sennentuntschi

Medium Construct (demonic) 

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 9 [10]
Hit Dice: 3d8+3*** (23 hp)
To Hit AC 0: 14 (+5)
Attacks: 1 fist or by weapon
Damage: 1d6+2 or by weapon+2
Special: Charm, illusion, immune to mind-affecting magic, immune to poison and gas, only harmed by fire
Save: Monster 3
Morale: 12 (12)
Treasure Hoard Class: None
XP: 125 (OSE) 170 (LL)

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

Sennentuntschi, which is believed to mean "shepherd's wife" or "herdsmen wife," is a type of construct inhabited by a demonic spirit. The creature is created by making a life-sized doll out of clothes, straw, and whatever is on hand and then animated with the demonic spirit. 

The sennentuntschi, once animated, will act as the "wife" of the shepherds who animated her.  She will cook, clean, and even share their bed at night.  She cannot speak but casts a powerful charm and illusion effect on all around her.  The men who created her automatically fail their saving throws. To them and all others who fail, she will appear as a beautiful young woman.  If the save is made, then she will appear as a grotesque collection of rags and straw in a human shape.  Clerics of pure and good intent (Lawful, Lawful Good) gain a +3 bonus to their saving throw against this charm.

The goal of the sennentuntschi is to kill the men that animated her and return to her native plane with their souls. She can't though just kill them outright. The men must first commit an act of violence against her. This can be as simple as one of the men slapping her, though usually, the violence escalates from there.  Each of the men that animated her, typically three, must commit this act. Once that is complete she will seek to kill them or have them kill each other.  As a construct, she is immune to all mind-affecting magic but is vulnerable to fire. Cold, electricity, gas, or poison has no effect on her.

If anyone attacks the sennentuntschi anyone charmed by her will do anything to protect her including killing others.  If the sennentuntschi is destroyed then the charm is broken. It is rumored that if a sennentuntschi is created and no violence is perpetrated against it for the season then the magic holding it together dies and no souls are damned.  This is a very rare occurrence.

Animating a Sennentuntschi:  A sennentuntschi can be animated by a folk magic ritual (0 level Witch spell) known to the shepherds and herdsmen of the mountains. 

Sennentuntschi
Create Sennentuntschi
Witch Ritual Level: 0
Ritual Casters: Three shepherds
Duration: One Season, typically Summer
Range: One Sennentuntschi poppet

The ritual to animate a sennentuntschi is typically handed down from older shepherd to younger in the form of a story about how the first sennentuntschi was animated.  All that is needed is a life-sized poppet to house the sennentuntschi spirit and the three men to summon it.  

Typically this is an older shepherd, a younger one, and a boy; each representing the stages of life for a man. The ritual is then performed, usually with the imbibing of much alcohol, and the spirit is summoned.

Many occult scholars believe that the demonic spirit inhabiting the poppet is akin to the succubus or other Lilim. 

Monday, October 11, 2021

Monstrous Monday: Doppelgänger, Pod

Again today's monster seems like the logical choice. There was a similar creature in Ravenloft for AD&D 2nd Ed, but I am going to ignore that one in favor of something a little different.  

Dante Gabriel Rossetti - How They Met Themselves
Doppelgänger, Pod
Medium Plant (Shape-shifter) 

Frequency: Very Rare
Number Appearing: 1d6 (2d6)
Alignment: Chaotic [Chaotic Evil]
Movement: 120' (40') [12"]
Armor Class: 8 [11]
Hit Dice: 6d8+6*** (33 hp)
To Hit AC 0: 10 (+9)
Attacks: 2 claws or by weapon
Damage: 1d6+3 x2 or by weapon+3
Special: Charm, regeneration, shape-shift, telepathic communication, only harmed by fire
Save: Monster 6
Morale: 8 (10)
Treasure Hoard Class: None
XP: 1,250 (OSE) 1,280 (LL)

Str: 18 (+3) Dex: 18 (+3) Con: 14 (+1) Int: 14 (+1) Wis: 14 (+1) Cha: 5 (-2)

The doppelgänger is known and feared by many veteran adventurers, but it is usually a single creature at a time.  The Pod Doppelgänger, named for the giant pods they grow out of, is a different sort of danger altogether.

While not related to the common Doppelgänger, these creatures share many of the same characteristics.  They use their shape-shifting powers to impersonate others.   The pod doppelgänger will lure unsuspecting creatures to where their seed pods lie.  

They will attack and attempt to subdue, but not kill, humanoid creatures (humans being their preferred targets). Once they have these humans they will place them into a pod where they are absorbed to feed the mother plant.  The pod will reopen 8 hours later and the new doppelgänger will walk out, a perfect copy of the human that was absorbed.  They will have their memories, their knowledge, and even combat skills. Doppelgänger cannot cast spells, they do not have the necessary connections to the magic that other living creatures do.  Likewise, they cannot lay on hands like a paladin nor Turn Undead as a cleric.  

Once someone is copied the pod doppelgänger has all their memories and the original creature will be gone.  

The pod doppelgänger has a limited charm ability effective on humans with a save at a bonus of +1.  Other species such as elves, dwarves, halflings gain a +2.  Goblinoids and orcs and other related creatures gain a +3 to their saves.  Pod doppelgängers have a sort of telepathic communication with all others from the same mother plant.  Pod doppelgängers regenerate 1 hp per round and can even "come back from the dead" of negative hp.

The only effective way to destroy these creatures is by fire.  Damage dealt by fire-based attacks is not regenerated. 

Mother Plant: In the pod doppelgänger's lair lives the mother plant.  She cannot attack, has an AC of 9, and a number of HD equal to the number of pods she has created (determined by the number appearing in lair).  Likewise, only fire can destroy her.  Her "children" will defend her to the very end.  

--

Might need a little more tweaking to make it work a little better.  Plus I should add some horror effect when seeing a pod duplicate a person.  That can't be a pretty sight.

Monday, October 4, 2021

Monstrous Mondays: Alchemical Zombie

Ah. Monstrous Mondays in October.  Nothing goes better together. They are peanut butter cups of my regular series postings.  So let's get this first Monday in October started off right with a monster that screams Halloween monsters to me.  Zombies.

After watching the Re-Animator trilogy this one is a, pardon the pun, a no brainer.

Zombie
Zombie, Alchemical

Medium Undead* 

Frequency: Very Rare
Number Appearing: 1d8 (1d12)
Alignment: Chaotic [Chaotic Evil]
Movement: 150' (50') [15"]
Armor Class: 7 [12]
Hit Dice: 3d8+12*** (26 hp)
To Hit AC 0: 13 (+6)
Attacks: 2 claws, 1 bite
Damage: 1d6+3 x2, 1d4+3
Special: Fast, immune to turning, special abilities (see below)
Save: Monster 3
Morale: 12 (12)
Treasure Hoard Class: None
XP: 125 (OSE) 170 (LL)

Str: 19 (+3) Dex: 16 (+2) Con: 20 (+4) Int: 3 (-3) Wis: 1 (-4) Cha: 3 (-3)

Alchemical Zombies are created not by dark necromantic powers, but by forbidden sciences and alchemical means.  They look like normal zombies, but the similarities end there.   An alchemical zombie is fast, rolling normally for the initiative.  While they are a form of undead, they are not reanimated by necromancy or evil magic, therefore they can not be turned by a cleric.   

An alchemical zombie is mindless in its attacks.  It will seek out any living creature and attack it with claws and bites.  It will not stop until the living flesh it is attacking is torn to pieces.  Some alchemical zombies will eat the flesh, but they do not need to do it for sustenance, but instead only as a dim reflection of memory of enjoying food.  They do not rot beyond what their decomposed flesh has already done before their conversion and can last indefinitely.  Even hacked-off limbs will continue to seek out warm blood and flesh to tear and rend.  If there are no living creatures around the zombies will go into a passive stupor. They will "awaken" once a living person or creature comes within 60 ft of them.

In the process of making an alchemical zombie, alchemists discovered that by adding certain potions or chemicals can impart special powers on the zombie.  These powers and their sources are detailed below.

Roll d20 Potion/Chemical Effect
 1-3  Contol Undead  Summons 1d4 normal zombie per day
 4-5  ESP  +1 to attacks, saves and AC 
 6-7  Fire Resistance  +2 to saves vs. Fire damage   
 8-9  Giant Strength  +4 to damage per attack
 10-13  Healing / Troll Blood  Regenerates 2 hp per round
 14-15  Heroism  +2 to attacks
 16-17  Invulnerability  +4 bonus to AC 
 18-19  Speed  2 extra claw attacks every other round
 20  Super Heroism  +4 to attacks

In all cases, these powers are reflected in the XP values above.

Only fire can truly destroy these creatures and they must be reduced to ash. 

--

For today's entry I thought it might work if I returned the "To Hit AC 0" line to the stat block.

Monday, September 20, 2021

Monstrous Mondays: Opinicus

A little slow on the posts today.  Back from Gen Con and all.  Got to play a lot of great games last week. 

This beastie has been on my mind since playing some Blue Rose. 

Opinicus
Opinicus

Large beast (magical)

Frequency: Rare 
Number Appearing: 1d4 (2d4)
Alignment: Neutral [Lawful Netural]
Movement: 120' (40') [12"]
  Flying 240' (120') [24"]
Armor Class: 5 [14]
Hit Dice: 5d8+10* (33 hp)
  Large 5d10+10* (38 hp)
Attacks: 2 claw, 1 bite
Damage: 1d3+1 x2, 1d8+1
Special: 10% chance of speaking  
Save: Monster 5
Morale: 8 (10)
Treasure Hoard Class: II/Q
XP: 400 (OSE) 460 (LL)

Str: 15 (+1) Dex: 15 (+1) Con: 16 (+2) Int: 9 (0) Wis: 12 (0) Cha: 10 (0)

The opinicus is a cousin of both the griffon and the hippogriffs.  They are smaller than griffons and a bit longer.  Like the griffon, they feature the body of a lion and the wings and head of a large hawk. Unlike the griffon though, the opinicus has all four limbs of a lion.

Unlike the griffon, the opinicus is a vegetarian, its preferred method of feeding is to swoop down into the back alleys of cities to eat the fruits and vegetables tossed out after market days.  Opinicus makes their homes in the tops of tall steeples and towers.  They feature as animal in many coats of arms.

The opinicus has a 10% of talking. They speak the local languages of the urban areas they live in. They have been known to help homeless humans find sources of shelter and food.  The opinicus has little use for treasure, but they do keep gems they find.

The female opincus lays a clutch of 2-8 eggs roughly the size and shape of a coconut.  Juvenile opinici do not have wings, developing them after their first year.  Opinici can live 50 to 60 years. 

NOTE: The Opinicus from Monster Manual II are considered to be Eastern Opinicus.

Monday, September 6, 2021

Monstrous Mondays: Hamingja

Let's get back to this!  A month off has made me a little rusty in my monster-making skills.  Today's monster comes to me from a few sources.  I spent my summer rereading a lot of my old psych textbooks and I decided to take a break and pick a bit of fluff about a guardian angel.  I had no intention of doing anything with it, just a little a bit of enjoyable fluff.

Also, I am going to be spending a lot of time with some Norse myths and I wanted a creature today that I had not already done or seen a hundred times.  The answer came to me in the form of the Hamingja.

Hamingja
Hamingja

Medium Outsider (Angel)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Lawful [Chaotic Good]
Movement: 120' (40') [12"]
  Flying 180' (60') [18"]
Armor Class: 5 [14]
Hit Dice: 10d8+40**** (85 hp)
Attacks: 1 weapon (sword +1)
Damage: 1d8+3
Special: Astral projection, etherealness, fly, invisibility, luck, magic resistance 40% 
Save: Fighter 10
Morale: 12 (NA)
Treasure Hoard Class: None
XP: 3,700 (OSE) 3,800 (LL)

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

Hamingja are akin to guardian angels. They appear as do valkyries, strong beautiful warrior women.  But where the valkyries guardian the souls of the dead, the Hamingja are guardians of the living.  

Each Hamingja exists to protect one family.  They provide protection against supernatural and mundane attacks that target the family.  They have an innate sense of which attacks are in need of their protection and which ones are not.  So do not defend every attack, only ones that will ensure their charge does not die until their time as decreed by the Norns. 

Unless they are needed the Hamingja will remain invisible. They will remain hidden in this way until they are needed.  They typically act by increasing the ambient luck of their charges.  Typically this translates to general +1 or +5% to any rolls their charges rolls. If their charge is attacked and the Norns have decreed this is when they will die the Hamingja will stay invisible until their charge is dead.  They will then fly their soul to their appropriate place in the afterlife. They will then return to serve another member of the same family.  If the Norns have not so decreed, then they will defend their charge with their swords.  

The name Hamingja name means "happiness" or "joy" and their overall goal is to make the lives of their charges happier.