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

Monday, April 22, 2019

Monstrous Monday: Killer Rabbits & Blink Bunnies

It's Easter Monday.  Not that this means much to me, but it is an excuse to talk about rabbits and bunnies!  There is the Ostara connections too, but I'll delve into those at some point.

In the meantime, here are some rabbits to add to your Basic Era D&D games.

Killer Rabbits
Armor Class:  8
Hit Dice (HD): 2d8 (9 hp)
No. of Attacks: bite or by weapon type
Damage: 1d4 or 1d6
Special Attacks & Defenses: Surprise
Move: 120’ (40’)
No. Appearing: 1d4 (1d6)
Save As: Fighter 2
Morale: 6
Treasure Type:  Nil
Alignment: Chaotic (Neutral)
Killer rabbits are huge, 7' tall when standing upright, rabbits.  They are intelligent creatures and have none of the timidness associated with the much smaller normal rabbits.  These creatures often wait by roads in out of the way areas where they will surprise a lone traveler.  They will beat the traveler with clubs or maces or sometimes bite.  Despite their name, they do not often kill their victims.  Instead, they will beat them and then rob them.  They don't seem to have use for the gold they steal and often unload it a little more down the road, but they are fond of wine, spirits, and pipeweed.  They enjoy attacking traveling clerics since friars, brothers and other holy men often travel with wine.
Killer rabbits will only attack if they feel the odds are in their favor.



Blink Bunnies
Armor Class:  9
Hit Dice (HD): 1d8 (4 hp)
No. of Attacks: bite
Damage: 1d2
Special Attacks & Defenses: Teleport ability, speech.
Move: 120’ (40’)
No. Appearing: 1d4 (1d6)
Save As: Normal Human
Morale: 4
Treasure Type:  Nil
Alignment: Neutral
Blink Bunnies are small rabbits, most often white, that are used as messengers between Magic-Users.  They are often confused with the magic-user' familiar,  but they are more akin to the messenger birds used by some kingdoms.
The bunny can remember a message of up to 12 words.  If more information is needed then most bunnies should be sent.  They can teleport to any location they have been before with no error.
Otherwise, their ability is exactly like the Magic-user spell teleport.
Blink Bunnies expect to be fed once they arrive to deliver their message.



New Spell

Summon Blink Bunny
Level: Magic-User1, Witch 1
Range: Special
Duration: Special
This spell summons a Blink Bunny, a type of faerie creature that looks like a small white rabbit.  The rabbit can be given a small message, no more than 12 words, and then sent to someone the caster knows.  If the location is well known to the caster then the teleportation is done without error.   If the location is unknown then the caster uses the same table for the magic-user spell teleport.
If the cast has an object belonging to the place to blink bunny is to visit or something from the person the bunny needs to communicate the message too then the teleport is improved by one step.
Material Components: A bit of carrot and some lettuce.


Monday, April 15, 2019

Monstrous Monday: Ghūl and Ghūla

This was inspired by some recent readings and thought it would be fun to try out.  More Basic D&D fun!

Ghoul, Demonic (Ghūl)
Armor Class:  4
Hit Dice (HD): 5d8+7 (29hp)
No. of Attacks: 2 claw, 1 bite, + Paralysis and Ghoul Fever
Damage: 1d4, 1d4, 1d6
Special Attacks & Defenses: Ghoul fever, paralysis (2d6 turns), shapeshift, undead
Move: 90’ (30’)
No. Appearing: 1d2 (1d3)
Save As: Fighter 5
Morale: 10
Treasure Type:  B, C
The demonic ghoul also called a ghūl or ghūla, is a much more dangerous version of the ghoul and ghast. This creature appears to be more monstrous than the common ghoul, though there still plenty of similarities to attest to their relationship. Demonic ghouls are believed to be corpses with a demonic spirit inhabiting their body. Similar in a way to vampires.
The demonic ghoul has the hindquarters of a donkey, sans tail, and sometimes the horns of a goat.  They have the same ability to paralyze others, including elves, and are given away by their stench.
Where ghouls and ghasts feed on corpses, the demonic ghoul is not above providing their own corpses by hunting and killing humanoids.  They are also known to eat living children.
The demonic ghoul can also shapeshift into hyenas and can assume the form of the last person they devoured.
The female demonic ghoul, the ghūla, can also pass as a living human woman. It is said they will lure prey back to her lair to seduce and then feed on them.  Children born to these women are still-born but will grow up to become ghouls on their own. 
Demonic Ghouls are undead and turn as Mummies.
Ghoul Fever is a disease caused by the bite of demonic ghouls.  The victim must make a save vs. Poison or become infected. One full day after this failed save the victim loosed 1d3 Constitution and 1d3 Dexterity points.  At this point, they must make two consecutive saves vs. Death to survive.  A fail on one save adds one more day to the disease and another loss of points. Two fails results in death.
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Ghoul fever is also present in 10% of all ghouls and 25% of all ghasts.

Monday, March 25, 2019

Monstrous Mondays: Lady Midday

One of my favorite games is Leagues of Adventure along with the Leagues of Gothic Horror setting.   It is a Ubiquity power game and it gives me the same feeling I get from Cinematic Unisystem.  So I was quite pleased to see three more books are coming out for it;  Guides to Faeries, Hags, and Walking Dead.

I'll post more about this later in the week, but today I wanted to update a monster I have used in the past, but have not featured here before.  Since I am on a Basic-era kick, let's do stats for Basic D&D (esp. as presented by Blumeholme and B/X Essentials) and Ubiquity.

Poludnitsa, Lady Midday


The Poludnitsa or Poludnica, also known as Lady Miday, is a relative of the more common Hag races. She is a creature of faerie (like all hags).  Unlike the more common hags, Lady Midday is very beautiful, unearthly so, and is only encountered on midday on hot summer days (thus her name). She appears as a very tall, beautiful pale woman with long white hair wearing a long white dress. Though it is said her true form is that a sundried corpse.

She will often appear in the middle of fields of wheat, barley or rye carrying a large set of antique looking shears or a scythe.  She will stop to ask anyone working in the field a question. If they fail to answer to it or answer incorrectly she will cut off their heads with the shears.
She is also known to kidnap girls under the age of 12 to take them back to her lair where she teaches them witchcraft if she doesn't eat them first.
Those she doesn't kill she can curse with madness or the "Heat Sickness".  Those that are not treated will die.

Poludnitsa lives in vast underground complexes, filled with ovens and roaring fires. Her captured slaves fulfill her wishes, roasting sheep and baking bread for her, all day long. Poludnitsa exits her underground lair only during sunlight hours. She usually perches in the immediate vicinity of her lair, waiting for unwary travelers to pass.

She is not commonly encountered, but parents of children commonly warn about her. Any child that wanders off, especially into fields of rye, run the risk of being captured by Poludnitsa. Parents will often warn “Don’t go to the rye, Poludnitsa will eat you!” or “Poludnitsa will burn you up!”

It is unknown if she is a unique creature or if there are many such creatures, but very, very rare.

Poludnica’s Sheep
The sheep Poludnitsa keeps are anything but ordinary. Each is a Large sized monstrosity, with wool the color of fresh blood.

Poludnitsa Basic-era stats
AC: 5
HD: 6d8 + 12hp
Move: 30'
Attacks: 1 weapon + Heat Madness
Damage: 1d8* (beheading on a natural 20) + Special
Alignment: CE
Treasure: none
XP:  1,280
Abilities: Strength +1, Intelligence +1, Charisma +2

Poludnitsa can only appear during the hour before and the hour after midday.  During the Sumer Solstice though she can appear during all hours of daylight. 
She may only attack those that refuse her questions or answer them incorrectly.  Once that has happened she will attack with her shears or scythe.  They are treated as "vorpal" weapons in her hands (treated as normal weapons in anyone else's).

Once per day, usually at the height of noon or moment of greatest temperature, she can curse one humanoid creature with heat madness.  They must make a saving throw vs. Death or be strickened.  A successful save means the creature is dazed and cannot attack for two round.  If the save is failed then the victim suffers the full effect of the heat madness. They are treated as if they had a combination of Slow and Feeblemind spells cast on them. Failing the first save means they will need to make another Death save in one full day or die.  Failing the first save and making the second means the victim is bedridden for four (4) days, minus their Con adjustment.  A Bless, Heal or Remove Curse spell will remove the heat madness.

Poludnitsa is immune to all heat and fire based attacks. She takes double damage from any cold-based attack.

A witch or cleric can "turn" (but not destroy) Poludnitsa as a Vampire if they present a Moonstone.

Poludnitsa Ubiquity Stats
Patron 1
Archetype: Hag
Motivation: Survival
Style: 1
Primary Attributes:
Body 3, Dexterity 3, Strength 3, Charisma 2, Intelligence 2, Willpower 3

Secondary Attributes:
Size 0, Move 6, Perception 4 (8), Initiative 4, Defense 6, Stun 3, Health 8, Horror n/a (human form) or 4 (corpse visage form)

Skills: Athletics 5, Brawl 5 (Grapple 6), Intimidation 8, Stealth 5 (Hiding 6)
Talents: Fearsome 2 (Can temporarily frighten foes)
Resources: None
Powers: Madness, Immune to Fire and Heat based attacks.
Weaknesses: Cold vulnerability (She takes x2 damage from any cold-based attack.)
Flaws: Thirst for Flesh (+1 Style point when its unholy appetite reveals its true nature)
Weapons: Shears 7L


Monday, March 11, 2019

Monstrous Monday: Beasties II from Night Owl Workshop

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

Beasties II from Night Owl Workshop has something of a pedigree in my mind.  The art and text are from none other than Thomas Denmark.  He is responsible for some of my favorite art during the d20 boom, in particular, Citizen Games' "Way of the Witch".   Plus I LOVED Beasties I so grabbing this was a no brainer for me.

Beasties II is a digest-sized book. 90 pages with black & white art. According to the sales text on DriveThru the book contains:
27 Monsters
8 NPC's
40 Drawings
1 Map
Article on Goblinology

The book follows the same format as Beasties I. Like the first Beasties it certainly punches above its weight class in terms of monsters and content.  All the text and art is by Denmark himself. 

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

The definition of "monster" is certainly very old-school too, with some traps, "minor monsters", and NPCs included for good measure. 

But the REAL reason to get this book is goblins.  There are several goblin hybrids; Blorc, Bugbearzerker, Gnomblin, Hoblin, Hoblin (Cruel), Koblin, Zoblin and a whole article on Goblinology or the Ecology of the Goblin.  Frankly, the book is worth it for all of this alone. 
Seriously. If you like goblins then grab this now.

There are also some undead and some really fun fiends.  The Drumph gets a full publication so that is now.  A new aquatic humanoid race is introduced, the Shahatha.  I rather like them to be honest and will be porting them over to my 5e game.

The NPCs are also a lot of fun.  One, Isaina Lyd’ar, reminds me of the work he did for Way of the Witch.  So much so I might convert to a White Box Witch.   She looks like she would be fun to play. Maybe she is a Sinderan Witch tradition.



So a lot of great content for $4.  Plus the entire work is released as "Open" under the OGL so that is a nice touch.

Bookmarks in the PDF would have been nice as well as a PDF clickable table of contents, but that is a minor thing really.

If you love monsters get this book.
If you love goblins you REALLY need to get this book.

Monday, February 25, 2019

Monstrous Monday: The Social Justice Witch

File Under: Well...it was only a matter of time really.

EDITED TO ADD: Check out Justin Ryan Isaac's version for Vigilante City.

This is for those guys on Reddit who seem to be easily irritated at what I post!

Alexandria  Ocasio-Cortez and the Freshman Force: New Party Who Dis?
Thought I might do something a little different for my Monstrous Monday.  This is not really a monster in the classical sense but would make for a great NPC who battles injustice, the local patriarchy, or whatever mouthbreathing douches are in your game.

Plus I was inspired by these articles:
Here are some of the fun bits from the video.  Remember there are people that believe this is 100% true.
The good news about the midterm elections is that there is a great opportunity for evil to be exposed in the days and weeks to come,” he said. “It’s been widely publicized that there is a coven of witches that cast spells on President Trump 24 hours a day, seven days a week. This particular coven is found in the southern portion of New York City.”
...
“So, right in the middle of all of this, the southern district, in the middle of where these witches are doing the 24/7 spell-casting, we find the territory of Alexandria Ocasio-Cortez,” Kubal added. “Her district is in the center of all of this going on. Is this a coincidence? Maybe … Is there an evil thread running through this area, trying to dispel diabolical power?”
So how about it.  Let's make a Social Justice Witch!

Alexandria Ocasio-Cortez
7th level Witch Aiséiligh Tradition
Lawful (Good)

Strength 12
Dexterity 15
Constitution 15
Intelligence 18
Wisdom 16
Charisma 18

hp: 32
THAC0: 17
Saving Throw: 9

Occult Powers
Familiar: Small blue bird named "Twitter".
1st level power: Healing Touch
7th level power: Immune to Fear

Spells
First (3): Feel My Pain, Glamour, Minor Fighting Prowess
Second (2): Burning Gaze, Mind Obscure
Third (2): Call Lightning, Witch Wail
Fourth (1): Instant Karma

Yeah, I like it.  Give them Hell AOC!

Monday, January 28, 2019

Monstrous Monday: Bionic Bigfoot

The Kickstarter for the Dark Places & Demogorgons Cryptid Manual is doing well.

Justin Isaac is also a huge fan of DP&D and has been creating some great material for it on his blog Halls of the Nephilim. He just recently gave us another version of Bigfoot to go with the ones found in the Cryptid Manual; the BMX Bigfoot.  It's fun and really works well with DP&D to be honest.

He then challenged me to do my own and suggested I do the Bigfoot from the Six Million Dollar Man.  So I said yes in a heartbeat! I mean how could I not?

I grew up watching the 6M$M fairly religiously. So yeah I had to jump on this.

Bigfoot in the 6M$M was not just a Bigfoot, but he was also bionic! And an alien! And played by none other than Andre the Giant in the first Bigfoot episodes and then Ted "Lurch" Cassidy.  I mean really? Could anything be more 70s than this?

The Bionic Bigfoot would fit in perfectly into any DP&P game.  Bionic, alien, either with his memory intact or still erased he would make for a fun ally or enemy.

Bionic Bigfoot
Armor Class: 14
Hit Dice: 5+4
Move: On Foot - 18 (ignore rough terrain)
Actions: 2
Morale: 9
Terror: 12
HDE: 7

Attack Damage: Fist (d8), Slam (d8), Rock Throw (d6)

Special: Bionic creature, 20 STR, Toughness +4, Immune to Cold, can run x4 Move

Bonuses: +5 to Melee attacks, +5 to Melee damage, +8 to Spot (bionic eye), +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.

The Bionic Bigfoot is not a natural creature, but one created by an alien race as their protector.  The creature is unnaturally strong, even more so than other Bigfoot creatures due to it's bionics.  If the creature is discovered in it's normal state it will be intelligent and generally passive,  though it will lead anyone away from the aliens he protects.  If he is discovered in a damaged state (75% of the time) he will think and act like a normal sasquatch.




Monday, January 21, 2019

Monstrous Mondays: From Hell it Came! Tabonga the Tree Monster

Spent the weekend doing a combination of X1 Isle of Dread and I1 Dwellers of the Forbidden City.  They finished up the city and then continued down the east coast of the island.


They got to the village Tanaroa where I essentially had them in my version of King Kong.  Save instead of a gargantuan ape I had them fight a gargantuan troll-like monster I alluded was Vaprak the Destroyer (which is just an aspect of Demogorgon in my games, and I have an LJN AD&D Troll toy to use for him) and the Blood Apes.


But the monster that I was most excited for was FINALLY getting to use something I have wanted to use for years; pretty much ever since I had a copy of Isle of Dread.  Tobonga the Tree Monster.

If have talked about Tabonga before. This stupid thing scared me so much as a little kid that to this very day I get gifts of tree monsters from my brothers and sisters on Halloween as gag gifts.

Well, this past weekend my sons' group the Treasure Hunters killed his demonic wooden ass.

Tabonga
The demonic monster known as a Tabonga is the cursed soul of a murder returned from the dead.  The first tabonga was buried within the trunk of a tree, believing that the spirit of the tree would prevent the murderer from coming back. However, the demonic influences on the tree caused it to return as a twisted mockery of both human and tree.  No longer fully human, plant or undead the monster is now demonically driven to commit more murders starting with the ones that condemned it to death.

Tabonga attack with two slam attacks.  It will attack until it's chosen victims are dead.  Usually, nothing but fire will prevent it from pursuing or attacking its victims.

Some tabonga have a unique kill. Some can only be killed by using the same knife, sword or axe that originally condemned them to death. Others may be killed normally via fire or radiant damage.



Tabonga
Basic/Expert Stats
Armor Class: 3
Hit Dice: 11
Move: 45' (15')
Attacks: 2 blows
Damage: 2-12/2-12
No. Appearing: 0 (1)
Save As:  Fighter 11
Morale: 12
Treasure Type: Nil
Alignment: Chaotic

Special: Save vs. Paralysis or be affected as per a Cause Fear spell.
When not moving the tabonga is 90% indistinguishable from a tree.

Tabonga

D&D 5e Stats
Huge plant (demon), chaotic evil
  • Armor Class 16 (Natural Armor)
  • Hit Points 142 (13d12+60)
  • Speed 25 ft.
 STR         DEX       CON       INT         WIS         CHA     
23 (+6)     8 (-1)     21 (+5)     12 (+1)    16 (+3)     10 (+0) 
  • Vulnerabilities Fire, Radiant
  • Damage Resistance Bludgeoning, Piercing
  • Senses passive Perception 13
  • Languages Abyssal, Common
  • Challenge 10 (5,900 XP)
  • False Appearance. While the tabonga remains motionless, it is indistinguishable from a normal tree.
  • Fear. The tabonga can cause fear as per the spell. The Wisdom save DC is 14.

Actions


  • Multiattack. The tabonga makes two slam attacks.
  • Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (3d6 + 6) bludgeoning damage.

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