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

Monday, July 15, 2019

Monstrous Monday: Scorpion Men

I first ran into Scorpion Men, not in the pages of an AD&D Monster Manual (which still would not appear till 2nd Edition Monstrous Compendiums, though I do seem to recall them in a module for 1st ed, can't remember right now), but in the pages of the infamous "Simon" Necronomicon from the 80s.  You remember this one.  It was sold in books stores right next to the D&D books near the occult books.   Hell. We treated it AS a D&D book!

We used them a bit back then, often as reskinned Driders, using the Necronomicon name, "Akrabu".

Later they popped up again in 2nd Ed under the name Tlincalli and Manscorpion.   Though I never really used them then since I was deep into Ravenloft and these creatures didn't fit what I was doing at the time.

Much, much later I revisited these guys and used them in my Buffy/Willow&Tara/Unisystem game The Dragon and the Phoenix.   Here I went past the rather thin details in the Simon Necronomicon and included more detail from Babylonian/Sumerian/Akkadian myths.  Here they were called Aqrabuamelu or Girtablilu, names later picked up by later D&D authors and homebrewers.

Whatever the name these creatures all shared a number of traits.  They were huge scorpions with the centaur-like upper bodies of men, covered in red chitin like that of giant scorpions.  Some had human hands, others had the pincers of scorpions.  The first ones were created by Tiamat to avenge the death of her consort Apsu.  They are one of the creatures that were responsible for her name "Mother of Monsters".   Later it is said they guard the gates of Darkness so the Sun God may enter at the end of the day. Their site is terrible to behold and they cause death with a glance.

Additionally, there were the "Tzitzimime" of the Aztecs which were believed to be the spirits of fallen gods (demons?) that took the form of scorpion men.  Hedetet of the Egyptians was a scorpion headed goddess who would later be absorbed by Isis.

Here are the Scorpion Men for the Blueholme Journeymanne Rules, my current "Basic" of choice these days.

SCORPION MEN
AC: 3
HD: 10d8
Move: 45
Attacks: 2 claws, 1 sting, or 1 weapon
Damage: 1d6 (claw) x2/ 1d4 (sting) or 1d8 (weapon)
Special: Sting save vs. Poison 4d8 (half with save)
XP: 1,700  (2,200 xp for Scorpion Women)
Alignment: CE
Treasure: None
Abilities: +2 Strength, -3 Charisma
Climb Surfaces +15%, Hear Noise +5%, Read Languages +5%, Read Scrolls +5%, Use Wand +5%



And for D&D 5e.

Scorpion Man
Large monstrosity, chaotic evil

Armor Class 16 (natural armor)
Hit Points 90 (10d10 + 40)
Speed 45 ft., climb 45 ft.

STR DEX CON INT WIS CHA
18 (+4)     16 (+3)     18 (+4)     13 (+1)     14 (+2)     8 (-1)    

Skills Perception +5, Stealth +9
Senses darkvision 120 ft., passive Perception 15
Languages Draconic, Undercommon
Challenge 6 (2,300 XP)


Spider Climb. The scorpion man can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Walker. The scorpion man ignores movement restrictions caused by webbing.

ACTIONS

Multiattack. The scorpion man makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a sting attack.

Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 18 (4d8) poison damage.

Longsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d8 + 3) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.

Description

Scorpion Men (and Women) are horrid creations from the dawn of time.  Believed to have first been created by the Goddess Tiamat, they have since moved on into the service of other gods.  Set is known to employ many of these creatures and ones that are less evil serve Hedetet.
Standing over 7 feet tall and 9 feet long these creatures are large and strong.
They can attack with their claws or weapon as some (50%) have scorpion claws for hand and others (50%) have humanoid hands that can hold weapons.  All possess a stinging tail like that of a scorpion that can sting one attack per round.  The attack does 1d4 points of damage plus poison. The poison of the attack can do 4d8 points of damage or half with a save vs. poison/Constitution.   Those immune to poison attacks take no poison damage.
Scorpion Men are often used as elite guards. They typically armed with a long spear, a khopesh sword or a longbow.

Scorpion Women: These creatures appear as their male counter-parts save for a scorpion's head on top of a female torso. Their lower parts are still that of a scorpion.
Due to their connection to both Tiamat and Hedetet, they make excellent magic-users and witches.
They may cast spells as a 7th level witch or magic-user.   Scorpion women are much rarer than males, being outnumbered 1 to 10.

Monday, June 10, 2019

Monstrous Monday: Keres, Daughters of the Night

Thought I was done with Classical Mythology but I was rereading my notes and found this.  Shifting gears so I can post these horrors closer to their cousins.

Keres
No. Enc.: 1 (1d6)
Alignment: Chaotic Evil
Movement: 60’ (20’)
Fly: 240’ (80’)
Armor Class: 4 [16]
Hit Dice: 8d8+16 (52 hp)
Attacks: 3
Damage: 2 claw (1d6+4) + 1 bite (1d6)
Special: Flight, +1 or better weapons to hit, immune to death magic
Save: F8
Morale: 12
Hoard Class: Nil
XP: 2,340

Keres are the daughters of Nox, the personification of Night and are the Sisters of Death.  They are spirits that inhabit battlefields to carry off the newly dead to Tartarus.  They can be attacked, but only with magic items.  Any magic that affects demons also affects Keres.
Keres will attack mortals if they attempt to stop their business of carrying off souls. They are very fond of human blood.

A description of the Keres can be found in the Shield of Heracles (248-57):
The black Dooms gnashing their white teeth, grim-eyed, fierce, bloody, terrifying fought over the men who were dying for they were all longing to drink dark blood. As soon as they caught a man who had fallen or one newly wounded, one of them clasped her great claws around him and his soul went down to Hades, to chilly Tartarus. And when they had satisfied their hearts with human blood, they would throw that one behind them and rush back again into the battle and the tumult.
There is a possible relationship between these demons, the demoness Vanth, and the Erinyes. All appear to be similar creatures; female demon-like monsters with dark feathered wings.  Some scholars even point to their relationship among the Greek/Roman Gods for their similarity.


Monday, June 3, 2019

Monstrous Monday: Gargantua Demons

We had tickets to see the new Godzilla: King of Monsters movie this weekend so we made a day of it. Went out and played Pokémon Go as a family and we all caught a Tyranitar in a raid.  We all renamed them after Kaiju, except for my youngest who in his typical fashion named his "Greg".

We saw the movie. It was great fun and everything you want a Godzilla movie to be; giant monsters beating each other up while leveling a city.  Then we went out to have sushi and another round of Pokémon.

Of course, this got me thinking about my Gargantua Demons of my game world.  I thought I should update them for today.

Orcus with a Gargantua

Gargantua

Gargantuan outsider (demon [Calabim]), chaotic evil

  • Armor Class 26 (Natural Armor)
  • Hit Points 656 (32d20+320)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
 30 (+10)   11 (0)   30 (+10)   8 (-1)   8 (-1)   25 (+7) 

  • Vulnerabilities Radiant
  • Damage Immunities fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, frightened, paralyzed, poisoned
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Abyssal (understand simple commands)
  • Challenge 30 (155,000 XP)

Special Traits


  • Legendary Resistance (3/Day): If the gargantua fails a saving throw, it can choose to succeed instead.
  • Magic Resistance: The gargantua has advantage on saving throws against spells and other magical effects.
  • Siege Monster: The gargantua deals double damage to objects and structures.
  • Actions


    • Multiattack: The gargantua can use its Frightful Presence. It then makes four attacks: one with its bite, two with its claws, and one with its tail. It can use its Swallow instead of its bite.
    • Bite: Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the gargantua can’t bite another target.
    • Claw: Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 28 (4d8 + 10) slashing damage.
    • Tail: Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
    • Frightful Presence: Each creature of the gargantua’s choice within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the gargantua is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the gargantua’s Frightful Presence for the next 24 hours.
    • Swallow: The gargantua makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the gargantua, and it takes 60 (20d6) acid damage at the start of each of the gargantua’s turns. If the gargantua takes 80 damage or more on a single turn from a creature inside it, the gargantua must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the gargantua. If the gargantua dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
    • Breath Weapon (Recharge 5–6):  The gargantua exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 82 (15d10) fire and necrotic damage on a failed save, or half as much damage on a successful one.
    • Legendary Actions


      • The gargantuan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The gargantua regains spent legendary actions at the start of its turn.
      • Attack: The gargantua makes one claw attack or tail attack. 
      • Move: The gargantua moves up to half its speed.
      • Chomp (Costs 2 Actions): The gargantua makes one bite attack or uses its Swallow.

These horrors are destruction incarnate. These demons stand over 50 feet tall and are horrible to behold.  Each one is unique, but all have characteristics in common.  They are typically humanoid in shape but could be covered in scales, leathery skin, fur, chitin, or any combination of these. Their intellect is below that of animals and like all calabim demons, they exist only to destroy.

Powerful Baalor or even Arch Fiends can control them, but it is difficult to do.  Mostly they are sent somewhere where everything must be destroyed or eaten.  Gargantua will even fight and kill other demons.

All gargantua have massive claw and bite attacks in addition to tail, horn or other weapon attacks.  Occasional on a bite attack a victim can be swallowed whole.  Every gargantuan also has a breath weapon attack. Typically fire, but lighting and wind are also common.

Human wizards and warlock have been known to try to summon these creatures but the destruction they cause usually outweigh any perceived benefits they may offer.  The spells to do so are carefully guarded.

Monday, May 20, 2019

Monstrous Monday: Orthrus, Dioskilos and the Death Dogs

Rain interrupted our gardening for Saturday.  So I decided to come back inside and relax to the original 1981 Clash of the Titans.  This was such a touchstone movie for a young mythology fan getting heavily into D&D.  Plus it fits in nicely with my whole Back to Basics theme this year and my current One Man's God theme.

Orthrus
According to Apollodorus, Orthrus was a two-headed dog that guarded Geryon's cattle.  He, like Cerberus, was the offspring of Echidna and Typhon.   He was the first of the semi-divine "death dogs" and was killed by Heracles.  This creature appeared as a mastiff with two heads.

Dioskilos
Was a two-headed dog that appeared more like a wolf.  While smaller, he is also believed to be the offspring of  Echidna and Typhon.  This creature, according to mythographer Harryhausen, guarded the temple of Medusa.

Death Dogs
Death Dogs are any of numerous offspring of Orthus, Dioskilos, Cerberus and various other creatures, typically Hell Hounds. Others, usually more powerful ones are the offspring of Typhon and Echidna.
Due to their semi-divine and underworld natures, they are affected by any spell that also damages demons, devils or other evil outsiders.

Death Dog
No. Enc.: 1d6 (1d8)
Alignment: Chaotic (Chaotic Evil, Neutral Evil)
Movement: 150’ (50’)
Armor Class: 4 [15]
Hit Dice: 2d8+4 (13 hp)
Attacks: 2 and special
Damage: 1d8 / 1d8 (bite) and Rotting Death (see below).
Save: Fighter 2
Morale: 11
Hoard Class: Nil
XP:  100
Death dogs are two-headed, mastiff-like hounds; nocturnal killing machines that hunt their prey without hesitation across the desert sands and wastelands. Death dog packs have been known to share territory with little friction, although they do engage in dominance battles in leaner times when hunting is difficult. Victims of the death dog’s bite must pass a saving throw or come down with the rotting death, losing 1d6 points of constitution each day until they succeed at a poison saving throw at a -5 penalty.
Victims who lose all their points of constitution die. Constitution points can be restored with powerful healing magic or complete bed rest, with one point of constitution returning with each week of rest.


Section 15: Death Dog from the Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc., published and distributed by Frog God Games;
Author Scott Greene, based on original material by Underworld Oracle.

Monday, May 6, 2019

Monstrous Monday: Review Monsters of Mayhem #1

This has been sitting on my desk forever begging me to review.  Today seems like a good day for it.

Review: Monsters of Mayhem #1
Monsters of Mayhem #1 is the latest monster tome from the Mad Wizard himself, Mark Taormino.  Mark has made a good name for himself in the Old School D&D scene producing some top rated gonzo adventures.  So it should only seem natural that he would turn his attention to making an equally gonzo and fun monster book.  Which is exactly what he did.
Monsters of Mayhem is 36 pages of monsters for old school games using OSRIC, coughAD&Dcough.
I am reviewing both the physical book and the PDF.
The book is black & white with color covers and "blue map" inside covers.  There are 48 monsters here, most illustrated.
The monsters themselves are all fun and all of them are very deadly, or at least they could be in the hands of a sadist DM.
Many have appeared in his adventures, but there are some new faces here as well.  Also many will invoke a feeling of nostalgia for anyone that played AD&D back int he 80s.  Some are fun, like "The Little Green Bastards" (aliens), some are nostalgic like the "Astral Drifter" and "Star Spawn", and others are just plain disgusting (in a great way) like the "Block of Hungry Flesh".  Others still are very deadly like the infamous "Vampire Lich".
Our cover girl is a Demonia Gigantica which was one of the very first monsters I used from this book.



The style reminds you of the old school, early 80s, style of books.  Save for how over the top everything is it could pass for an 80s book. Well, that and the production values are top-notch.

I high recommend this book.

There is a lot packed into 36 pages here.
For $10.00 you get a lot and will really spice up your game a little.

If you want to pick up a dead-tree version then check out Mark's newest Kickstarter, Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master.


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.

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)