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

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.

Friday, December 18, 2009

Cu Sìth

“I will summon a guardian for you while I investigate this matter further.” Bodicea had said. She put two of her long fingers to her mouth and let a whistle of the likes I scarcely believed she was capable of. At her side a large dog with white fur and one white ear and one red ear materialized. The dog, who was the size of a small horse, jumped around her as if he were a playful puppy. She nuzzled him and spoke to him in Gaelic.

She looked up to me and the dog focused all his attention on us, standing between us and his beloved mistress.

“This is Bogle. He was given to me by the Lady of the Spring. So loyal he followed into death. He will be loyal to you as well in my absence.” The ghostly queen said.

William cleared his throat, “Nice doggie, I see.”

“No.” Bodicea said back, “He is not.”
- From the Journal of Tamara Swift

The Celts were well known for their love of dogs. But the Cù Sìth or “Fairy Hound” has a special place in Celtic lore. Often described as a large hound that is either all green or all white with red ears. They have been alternately seen as bad omens, a horrible stealer of children or a fierce and loyal protector the Cù Sìth (“coo shee”) features in many tales.

One such tale deals with Queen Bodicea herself.

The Queen, when young and alive, went to a sacred well to mourn the death of her infant son. While there she discovered a bag and inside was a half-drowned puppy. She rescued the puppy, who was all white save for one red ear. She named him “Bogel” The dog grew to be as large as a small pony and became a fierce protector of her and her two daughters. When Bogel died at a ripe old age, she was given the gift a puppy from a local farmer. The puppy was one of the many offspring Bogel had fathered but was the exact image of his sire. This dog, also named Bogel, went on to serve his mistress such as the one before until Bodicea herself had died.
- Source: Marion Zimmer Bradley’s “Ravens of Avalon”

Other tales feature the Cu Sìth as a spectral hound, one that forebodes doom like the Barghest, though those hounds are more often black in color and their malevolence is more universal than that of the Cu Sìth. Also the Cu Sìth is more commonly associated with the Faerie and sometimes valiant, but tragic, warriors and the Barghest is more closely associated with witchcraft.

The Cu Sìth can be found most often near or around fairy mounds. A good sign that a mound is in fact a faerie mound is the proximity of a Cu Sìth to it.

Cu Sìth can also interbreed with other dogs which will typically produce one Cu Sìth per liter; sometimes more, sometimes less. Odd are the ways of the faerie folk.

Cu Sìth pups are rarely if ever tamed. If one wishes to remain with a non-faerie then it is of their own choosing.

Cù Sìth
Ghosts of Albion, Unisystem

Creature Type: Faerie Animal
Life Points: 30
Drama Points: 1

Attributes
Str: 4
Dex: 4
Con: 3
Int: 2
Per: 4
Will: 3

Ability Scores
Muscle: 14, Combat: 14, Brains: 6
Special Abilities: +15 to Brains Score for smell and hearing sensing, Blink, Faerie, Hard to Kill, Lesser Sensing, Iron Vulnerability

Manoeuvres
Name Score Damage Notes
Bite +14 11 Slash/stab
Deflect +9 - Magic defence action; deflects spell 45˚

Cù Sìth
Savage Worlds (Rippers / Gaslight)

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Notice d8, Stealth d6, Survival d4, Tracking d10
Pace: 8; Parry: 5, Toughness: 9
Special Abilities:
• Fleet Footed: Cu Sìth have a d10 running die.
• Go for the Throat: If a Cu Sìth gets a raise on its attack roll, it strikes its opponent’s least armoured location.
• Weakness (Cold Iron): Faerie take +4 damage from cold iron weapons.

Cù Sìth
Victoriana 2nd Edition

Rank: 2 (Generalist)
Physical competence: 6
Mental competence: 9
Health: 5 (10)
Signature Skills: Athletics +3, Conceal +5, Hide & Sneak +4, Perception +5,

Traits: Faerie, Night Vision
Armour: 1 (thick fur)
Combat Abilities: Bite (2 dice)
Damage: Bite (3d)