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

Monday, June 29, 2020

Monstrous Monday: Demon Lord, Ahrimanes (BECMI)

We are coming to our very last week of BECMI month and it has been an education for me.  The biggest surprise was the inclusion of demons in the BECMI Immortal rules. It makes sense of course, demons are the ultimate in evil, chaos, and entropy in nearly every myth.

Let's start off Immortals week with a new version of the Demon from my home games.  Presented here in BECMI Immortal format.

Lord Ahrimanes (Immortal)
Sphere: Entropy
Status: Eternal
Power Points: 7,500
Anti-Magic: 90%
Armor Class: -5
Hit Dice: 35**
Hitpoints: 555
Move: 120' (40')
  Flying: 180' (60')
Attacks: 2 claws
Damage: 2d8+5, 2d8+5
No. Appearing: 1 (Unique)
Save As: Eternal 3
Morale: Special
Call Other: See below
Treasure Type: B, H, I
Alignment: Chaotic
XP Value: 6,405,000 (640 pp)

Lord Ahrimanes was once a servant of Law and Good (Thought) until he chose Chaos and Evil (Entropy). Believed to be one of the most powerful of the forces of evil, his own disgust for nearly all others leaves him alone and without allies. Even demons that would normally despise one another would join forces to defeat or thwart the plans of Ahrimanes.  There is a particular hatred between Lord Ahrimanes and Duke ʾIblīs.

He is a great admirer of science and knows all the natural sciences. When he writes his writing always appears upside-down. Some scholars point to the Demon Abraxas and note that he is master of all the magical arts and his writing always appears backward as a sign of the relationship between the two.
His realm is known as Ahriman-abad and it is said to lie “between the stars.” 

He can appear as a handsome man with a high domed forehead, inquisitive eyes, and thoughtful demeanor.  He will appear garbed as a scholar or philosopher of an earlier age but yet his physique is athletic.  When he is enraged, which happens easily and at the barest slight, his demonic form is revealed.  He stands 10’ tall with dark red skin covered in patches of thick, coarse black hair and scales.  His face becomes twisted in rage and seven horns grow from his head which now has numerous heads, eyes, and mouths.  His hands, which had previously looked like the hand of a scribe, now twist into giant claws.

Lord Ahrimanes attacks with claws, usually too enraged to consider using a weapon.  Due to his nature all magic has a 90% of failing when around him.  Any magic that does get past his anti-magic shield is still subject to a saving throw.  He cannot use magic himself.  Additionally, Lord Ahrimanes has all the resistances and vulnerabilities of all demons.

Lord Ahrimanes is so despised that he cannot summon other demons except for his seven “sons” which appear as Howling Demons / Type III / Glabrezu of the largest size and maximum hp. 

--

Not too bad.  A bit powerful for an AD&D or OSR game, but certainly great for a BECMI game.

Monday, June 8, 2020

Monstrous Monday: Sea Dragons (BECMI special)

It's another BECMI Monstrous Monday.  This is Expert Week and few creatures really exemplify the Expert experience to me (either B/X or BECMI) than sea monsters and dinosaurs.

As it turns out, the Field Museum agrees with me.
https://blockclubchicago.org/2020/02/28/move-over-t-rex-field-museum-is-bringing-in-ocean-dinosaurs-for-special-exhibit/

Or. At least they were going too.  Back when I planned this posting Covid-19 had not yet hit.

Sea Dragons are some of my son's favorite creatures.  As before I am going to go with the BECMI format for the monster stat block.

Dragon, Sea
Armor Class: 3
Hit Dice: 12**
Move: 30' (10') Sea dragons are slow and clumsy on land.
   Swimming: 270' (90')
Attacks: 1 bite + 1 breath weapon (steam)
Damage: 5d8+5
No. Appearing: 0 (1d4)
Save As: Fighter: 12
Morale: 10
Treasure Type: H
Alignment: Neutral
XP Value: 2,700

Breath Weapon: Cloud of steam, 60' x 40'

Sea Dragons are an ancient type of dragon that some scholars believe are among the first of dragon kind.  They are known to swim in the deepest of seas where they make meals of all but the largest of sea creatures.

Sea Dragons also attack boats that swim into their territory.  They attack with a bite only and a dangerous breath weapon of superheated steam.  The steam is stored in a pressurized organ in the dragon's body.  This allows it to survive at depths that would crush other creatures.  It also allows the steam to become hot enough to melt soft metals.  Protection from fire, magical, or otherwise offers no protection from this breath weapon.  Damage taken is equal to the number of current HP the dragon has, save vs Dragon Breath Weapon for half.

Unlike other dragons, Sea Dragons do not cast spells or speak. They can speak, but typically only to other dragons.

Sea Dragons keep treasure in undersea lairs, usually inaccessible to surface dwellers.

Sea Dragons are believed to honor ancient immortal members of their species called Apsû and Tiamat, representing the Sweet and Salt waters respectively.

Monday, June 1, 2020

Monstrous Monday: Grimlock (BECMI Special)

For all of June, I am going to be focusing on the BECMI rules, the only* D&D I never really played.
(*I played a lot of Holmes, Moldvay, Cook and Marsh Basic through Expert and used some BECMI books.)

For my June Monster Mondays (and there are 5 of them!) I am going to focus on a monster that would have been appropriate for the boxed set I am reviewing that week.  Also, I want to pick monsters I would have been likely to have used then OR ones I actually created back then.  Thankfully for this I have been "given" my youngest son's old game computer (wait...didn't I buy this??) and it has the only DVD-ROM drives in the house now.  I have been digging through some wonderful treasures I had semi-forgot I had.

So for this week, I want to do a creature that would have felt at home in the D&D Basic Set.  My general rule today is if I could have encountered them in the Caves of Chaos, then they are good.

I was talking to my oldest son about this and he suggested Grimlocks.  Honestly, it is perfect.

A lot of my own D&D world-building was built on the classics, and what is more classic than The Time Machine, both the book and the great 1960 George Pal directed film.   The Grimlocks of D&D have a spiritual ancestor in the Morlocks of the H.G. Welles classic.  Both creatures are essentially a human species that has "devolved" into a barbaric state.  They even share some literature (and not literal) DNA with similar creatures from H.P. Lovecraft or Richard Sharpe Shaver's "deros".  They would have been right at home in the Cave of Chaos.  Especially since they fill an "uncomfortable" niche of what happens to humans who dedicate themselves to darkness and chaos.  The Morlocks would have been still fresh in my mind in my early D&D days from the almost forgettable (expect by meI guess) 1978 Time Machine TV Movie.

I also like them for the witch connection.  Grimlocks were popular monsters on Charmed where they are essentially low-level demons.

In my games, Grimlocks are much the same as they are in all sorts of D&D games.  Save they are demon-worshipping cultists and their distrust of all other races (and their cannibalism) keep them from forming strong bonds to really rule the underworld.

Grimlock
Armor Class:  7
Hit Dice: 2+2*
Move: 120' (40')
Attacks: 1
Damage: 2-7 (1d6+1)
No. Appearing: 2-20 (0)
Save As: Fighter 4
Morale: 8
Treasure Type: Nil
Alignment: Chaos
XP Value: 30

Grimlocks are a blind subterranean race that attacks anyone and anything they do not know.   They are descended from a group of human cultists that worshipped the foulest demons.  Whether they were driven underground or sought it out on their own they have since moved far away from their original humanity into something more akin to a monster.

Their skin coloration is a dull gray and their milky white eyes appear to dull and sightless. Indeed the Grimlock is blind, but their senses of smell and hearing are so acute that they can still "see" in the complete darkness.  They can sense vibrations so they are capable of spotting and attacking enemies, even invisible ones, up to 120' away.  They do not use missile attacks and prefer to fight with clubs or rocks.  Most are bald, but some have sparse dark hair on their heads, especially the females.
Grimlocks are stronger than average, 15 Strength, but they also have lower than average intelligence and wisdom (usually 9 or 8).

Grimlocks have lived in small isolated communities for centuries.  They will keep prisoners to replace fallen members, at least until such prisoners can produce new Grimlocks for them.  Prisoners, fallen Grimlocks, or any other enemy, once they are dead are eaten.  Grimlocks have no use for, or understanding of, treasure save for weapons.

Despite being blind and immune to any effect that requires sight (a medusa attack for example) they loathe the sun and will avoid going to the surface world save for nights of the new moon.

Special Grimlocks can advance as far as the 4th level as a Warlock to a demonic cult.

Grimlocks and Troglodytes hate each other and will attack the other to the exclusion of all other enemies.

Some scholars believe that the human cultists that spawned the grimlock race had intermingled with lower demons to produce the first grimlocks.  So far none of these scholars have ventured out of their lofty towers of learning, with plenty of sunlight, to put their theories to the test.

Monday, May 11, 2020

Monstrous Monday: Cù Sìth and Monster book Progress

Last week I spent some time going over my proposed monster book.  Presently I have about 240 monsters and sitting at 170 pages without art.  Respectable but I am certain to make some cuts.   I have gone through all my Witch books and the majority of Monstrous Mondays.

The biggest issue at the moment is that I have done Monstrous Mondays for so long there are at least five OSR systems I have used, not to mention original monsters I created for other systems.  I can use those monsters, but just like the OSR ones I need to convert everything to a single system.

For a while, I was working on the notion that I should do this as an "Advanced" era book.  Trouble is I really don't see a lot of Advanced era books for sale on DriveThru.  It is pretty much dominated by Labyrinth Lord and Swords & Wizardry.  I want to make the book I want, but if I want to pay for art it also needs to be a book people will buy.

Advanced Labyrinth Lord seems like the best compromise, but even then it is missing a couple things I want. Well. That is where Monstrous Mondays come back in!

I think I'll use this space to workshop a few monster stat blocks that work with what I want.
In particular, I want to have something similar to what I was doing in the early 80s; the free mixing of "Basic" and "Advanced" eras.

Something that plays like this.



I could start with a standard Labyrinth Lord stat block, add-in ability scores or ability score adjustments like Blueholme does.  Maybe include some of the OGC elements I like best from Adventures Dark and Deep Bestiary and OSRIC.

To be honest, I have not quite made up my mind just yet.
But let's try something out.

Here is a good test. I'll convert a Ghosts of Albion creature to this new format.  A good choice is one that was inspired by a 1st creature that was in turn inspired by the mythical fairy creature.
So here is my Monstrous Monday version of the Cù Sìth.

Cù Sìth
Cu Sith by NyssaShaw
Faerie Animal
Frequency: Very Rare
No. Enc.: 1 (1), Pack 1d4 (1d6+1)
Alignment: Lawful (Chaotic Good)
Movement: 150' (50') [15"], Run 210' (70') [21"]
Armor Class: 7 [12]
Hit Dice: 4d8+4 (22 hp)
Attacks: 1 (bite)
Damage: 1d6+5
Special: Blink, Detect Magic, Hide (5 in 6), takes 2x damage from cold iron
Size: Large
Save: Monster 4
Morale: 12
Treasure Hoard Class: Nil
XP: (working on this, see below)

The Celts were well known for their love of dogs. But the Cù Sìth (“coo shee”) 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, horrible stealers of children, or a fierce and loyal protector, the Cù Sìth features in many tales.

Tales feature the Cù 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 Cù Sìth. Also, the Cù Sìth is more commonly associated with the Faerie and sometimes valiant, but tragic, warriors and the Barghest is more closely associated with witchcraft.

The Cù 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 Cù Sìth to it.

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

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

--
OK.  Let's talk through this stat block.

Creature Type: Faerie Animal

I am going to include a creature type. This will be a short-hand for a few things.  Faerie in this case means can speak elven and sylvan, takes double damage from iron and *maybe* need silver or magic weapons to hit.

Frequency: Very Rare

I like frequency.  One of my favorite Advance era stats that we don't see in Basic era.

No. Enc.: 1 (1), Pack 1d4 (1d6+1)

Fairly self-explanatory.

Alignment: Lawful (Chaotic Good)

I want to include the Good-Evil axis along with the Law-Chaos one.  Both will be listed.

Movement: 150' (50') [15"], Run 210' (70') [21"]

Movement is listed for Basic era Turns and (Rounds) and [Advanced era].  Special moves will be spelled out.  So no //# /# to confuse anyone.

Armor Class: 7 [12]

Armor Class is listed with both Descending and [Ascending] types.

Hit Dice: 4d8+4 (22 hp)

For HD I am going to include the die type, any extra hp and hp (the average of the die type).

Attacks: 1 (bite)
Damage: 1d6+5

Attacks and Damage are split up.  Though I could easily put these on one line.

Special: Blink, Detect Magic, Hide (5 in 6), takes 2x damage from cold iron

Special attacks, moves, and defenses are here.  This is vaguely Basic era, but also from other games I have used.

Size: Large

I like including size here. Also, I am considering using size to change HD type as it does in newer games.

Size HD Type Space Examples
Tiny d4 2½ by 2 ½ ft. Imp, sprite
Small d6 5 by 5 ft. Giant rat, goblin
Medium d8 5 by 5 ft. Orc, werewolf
Large d10 10 by 10 ft. Hippogriff, ogre
Huge d12 15 by 15 ft. Fire giant, treant
Gargantuan d20 20 by 20 ft. or larger Kraken, purple worm

Save: Monster 4

Most often monsters save as monsters, but sometimes a class might be used for special cases.

Morale: 12

I really enjoy Basic era style morale.

Treasure Hoard Class: Nil
XP:

These two are trickier since they rely a lot more on the game they are emulating AND the specific rules.  For the book I might create my own Treasure Type but I am also considering just going with the LL Horde Class and repeating the table in an appendix.

XP will really vary from system to system.  I have a Google Sheet that calculates for different games based on HD, special abilities, and the like.

Here is the output for the Cù Sìth for various games.

Base+hp*/ SA1**/ SA2***/SA3Total
Basic75123070187
Advanced75783070253
LL802405555430
BF24004040320
OSRIC75783070253
SW1200120120360
SS4010420300194
OSE755050175
289mean
253median
253mode

Not at all the same is it.

I might forgo putting in XP and letting Game Masters calculate it themselves based on their game of choice.  Mind you there might even be some error in my sheet above.  I built it years ago and have added to it but I have not back-checked my math in a while.

How often do you all use the XP line?

So I have ways to go just yet.

Monday, April 27, 2020

Monstrous Mondays: Horror of the Hodag for NightShift and more!

Been wanting to do this beastie for a while!



The Hodag

In the wilds of Wisconsin there lives, or rather lived, the fiercest to ever run on stubby little legs.  The Hodag.  This monster has a wide face full of razor-sharp fangs. Its head is topped with a pair of horns and spikes running down it's back.  It's four legs are short (and it has no knees) and also end in razor-tipped claws.  It is fierce, vicious, and mean-spirited.

The hodag is seven feet long and about two-and-half feet tall. It is almost supernaturally strong, but are not fast runners.  They have to sleep leaning against a tree since it has no knees and their own spikes would impale them if they were to lie down. Because of this, they can't be surprised. This also might explain why they are so cranky.

Hodags are believed to have died out due to a lack of their primary food source, pure white bulldogs.

Hodag (NightShift)
No. Appearing: 1
AC: 4
Move: 30ft.
Hit Dice: 6
Special: 4 attacks (2 claws, bite, 1 tail spike), can't be surprised
XP VALUE: 150


Hodag (Old-School Essentials)
Armor Class 4 [16]
Hit Dice 6 (27 hp)
Attacks [2 × claw (1d6), 1 × bite (2d6)] or 1 × tail spike (1d6) or 2 x horn gore (1d4+1)
THAC0 14 [+5]
Movement Rate 90' (30')
Saves D10 W11 P12 B13 S14 (6)
Morale 11
Alignment Chaotic
XP for Defeating 500
Number Appearing 1 (1)
Treasure Type None

  • Horns. The hodag can rush an opponent to attack.  The horns are sharp and cause piercing damage.
  • Nasty Mood. Hodags are always in a foul mood. They can't be charmed nor subdued. They always attack.
  • Tooth and nail. The preferred attack of a hodag. Razor-sharp claws and fangs.


Hodag (shadow creature) (Blue Rose)

Abilities (Focuses)
3 Accuracy (Claws)
1 Communication
3 Constitution
2 Dexterity (Stealth)
1 Fighting (Fangs)
-1 Intelligence
2 Perception (Smell)
3 Strength
2 Willpower

Speed 16
Health 40
Defense 14
Armor Rating 0

Weapon Attack Roll Damage
Claws +3 1d6+1
Fangs +2 1d6+2
Horns +1 1d6

Special Qualities
Favored Stunts: Defensive Stance, Lightning Attack

Threat: Moderate


Night Shift: Veterans of the Supernatural Wars

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Monday, April 20, 2020

Monstrous Mondays: Magiphagous Rust Monster

Rust Monsters are a great threat to low-level characters.  Nothing scares a group of fighters as much as a rust monster.  Orcs, kobolds, goblins, even trolls can be dealt with when you know what is going on.  But a rust monster never fails to put fear into most players.  Just not for the reasons the other monsters do.

Plus I have to admit I have always loved these weird little dudes. Especially after I learned of their true origins!

So here is a version of the rust Monster my oldest is using in his games.  Helps keep the fear of these guys alive, even when characters have gone up a level. Maybe even more so that they have gone up in levels.


Rust Monster, Magiphagous

Appearing as a paler and larger version of the rust monster, these creatures are otherwise exactly the same as rust monsters, save for one detail.   These creatures only eat magical metals.

Rust Monster, Magiphagous  (Old-School Essentials)
Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on the remains of magical metals.
AC 2 [17], HD 7 (31hp), Att 1 × feeler (rusting), THAC0 13 [+6], MV 120’ (40’), SV D11 W12 P13 B14 S15 (5), ML 9, AL Neutral, XP 175, NA 1d4 (1d4), TT None

  • Rusting: Magical metal that touches a rust monster (e.g. weapons that hit it, or armour struck by a feeler) crumbles instantly to rust.  Each time a magic item is affected, it loses one “plus”.  Each item gets a base saving throw of 13, plus any "pluses" the magical item has.
  • Mundane damage immunity: Can only be harmed by magical attacks.
  • Smell metal: Attracted by the scent of magical metals such as weapons, armors and artifacts.


Rust Monster, Magiphagous (Fantasy Age and Blue Rose)

Abilities (Focuses)
1 Accuracy (antennae)
–3 Communication
2 Constitution
1 Dexterity
2 Fighting (Claws)
–3 Intelligence
1 Perception (Smelling)
2 Strength
1 Willpower

Speed 14
Health 20
Defense 12
Armor Rating 4

Weapon Attack Roll Damage
Antennae +4 1d6+2

Special Qualities
Favored Stunts: Knock Prone

Eat Magic: The Magiphagous Rust Monster eats magic from metal magical items leaving behind useless rust.

Threat: Minor


and for 5e D&D



Rust Monster, Magiphagous

Large monstrosity (magical), unaligned

Armor Class

 
15 (natural armor)

Hit Points

 
52 (7d10 + 14)

Speed

 
40 ft.

STR

14 (+2)
 

DEX

12 (+1)
 

CON

14 (+2)
 

INT

2 (-4)
 

WIS

13 (+1)
 

CHA

6 (-2)

Senses

 
darkvision 60 ft., passive Perception 11

Languages

 

Challenge

 
1 (200 XP)

Magic Scent.

 The rust monster can pinpoint, by scent, the location of magical metal within 30 feet of it.

Rust Metal.

 Any magical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.

Actions

Bite.

 Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

Antennae.

 The rust monster corrodes a magical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch. Bonuses to save per plus of the item's enchantment.
If the object touched is either metal armor or a metal shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.

Monday, April 13, 2020

Monstrous Monday: The Jackalope

There are few creatures that say "Americana" than the Jackalope.  Created from the same tall tales that gave up Paul Bunyan, Captain Stormalong, Piasa Bird and the Hodag. Stories I enjoyed as a kid.

The Jackalope, of course, has had the "advantage" of taxidermy where several stuffed Jackalopes can be purchased across the US.  I have lost track of the number of truck stops, gas stations or diners I have stopped in from California to New York that had at least one stuffed Jackalope for sale.  Though I admit I have never had the desire to own one.

Though having a Jackalope in my games?  Yeah, that is doable.

Jackalope
These creatures seem to be a magical crossbreed of a large rabbit and either a deer or antelope.  The jackalope is a large creature, larger than a rabbit, about the size of a large dog.  Its head comes up to about 2-3 feet, with its antlers adding another 12-18 inches.  Some are smaller but rarely larger.
The jackalope is an intelligent creature, capable of speech and is even known to sing.  It is fond of singing in the evening just as the stars are coming out.
When relaxed the jackalope is a cordial creature and good company. It will even share stories of other magical animals it has met in its life.
When hunted, the jackalope is a fierce opponent.  He will run towards hunters to attack with its antlers. The jackalope is also very fast and can outrun most opponents.


Jackalope (Old-School Essentials)
A large jack-rabbit like creature with antlers and intelligent eyes.
Armor Class 2
Hit Dice 3 (13)
Attacks 1 antlers (1d6+2)
THAC0 17 (+2)
Movement Rate 120' (40')
Saves D12 W13 P14 B15 S16 (3)
Morale 10
Alignment Neutral
XP for Defeating 50
Number Appearing 1
Treasure Type none (Jackalopes have no need for treasure)
  • Antlers. The jackalope can rush an opponent to attack.  The antlers are sharp and cause piercing damage.
  • Fast. Jackalopes are very fast when escaping they can double their speed once per day.
  • Speaking. Jackalopes can speak and sing.

Jackalope (Rhy-creature) (Blue Rose)

Abilities (Focuses)
1 Accuracy (Antlers)
3 Communication (Performance)
2 Constitution
2 Dexterity (Stealth)
1 Fighting (Antlers)
2 Intelligence
2 Perception (Hearing)
1 Strength (Jumping)
2 Willpower

Speed 16
Health 30
Defense 12
Armor Rating 0

Weapon Attack Roll Damage
Antlers +3 1d6+1

Special Qualities
Favored Stunts: Defensive Stance, Lightning Attack
Arcana: Calm, Illusion, Psychic Contact

Threat: Moderate

Jackalopes could be considered Rhy-Rabbits if there were such a thing, but they are a unique sort of creature. All Jackalopes are Rhydan. In this respect, they are more like unicorns or griffins, though some would contend as more humble and even "rustic".
Jackalope rhydan love nothing more than to hop through the land, sing and tell stories.  All jackalopes are natural storytellers.  Not for epics involving dragons and great queens or kings, but simple tales like the luck of widow's sons, or small clever creatures that most heroes would ignore.

Monday, April 6, 2020

Monstrous Monday: Pseudo Dragons for OSE

Back in my AD&D days, a pseudo-dragon was the familiar of choice for any of my wizard characters.  They seem to be less desired in the post-3e years which is too bad since they are much more interesting than other types.

Pseudo Dragons
Pseudo dragons are a variety of dragons related to both dragons and wyverns, and some claim other stranger admixtures.  They are small, intelligent creatures, capable of speech and casting spells.


Three types of pseudo dragons are detailed below.

Dragons gain hp per age category.

Age Level Hit Points Age Category
1 1-2 Very young
2 3-4 Young
3 5-6 Sub-adult
4 7-8 Young adult
5 9-10 Adult
6 11-12 Old
7 13-14 Very old
8 15-16 Ancient

Pseudo Dragons
Small, wyvern-like dragon with a scorpion's stinger on his tail.
Armor Class 2
Hit Dice 2 (hp see above)
Attacks 1 bite (1d3), Poison sting, and Spell use
THAC0 18 (+2)
Movement Rate 60' (20'), Flying: 240' (80')
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Neutral (good)
XP for Defeating 35
Number Appearing 1
Treasure Type L (x10)

  • Bite. The pseudo dragon can bite with its dragon-like jaws. 
  • Tail-sting. A pseudo dragon can sting with its tail.  Save vs. poison or fall into a coma-like state for 1d6+1 days.
  • Chameleon ability. Can hide in normal surroundings with 80% chance.
  • Spell-like ability. Can cast spells as a 2nd level Magic-user.

Faerie Dragons
A small dragon with butterfly wings and a wide mischievous grin. Offshoots of the pseudo dragon found in lands of the faerie and other fey creatures.
Armor Class 5
Hit Dice 5 (hp see above)
Attacks 1 bite (1d3), Breath weapon, and Spell use
THAC0 15 (+5)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (5)
Morale 12
Alignment Neutral (good)
XP for Defeating 300
Number Appearing 1
Treasure Type J, K, L
  • Bite. The faerie dragon can bite with its dragon-like jaws. 
  • Breath Weapon. A 2' cloud. Save vs. Breath Weapon or be affected by a sleep spell.
  • Invisibility at will.
  • Spell-like ability. Cast spells as a 5th level Magic-user.
Hell Drake
A small dragon with wings surrounded in flames.
Armor Class 4
Hit Dice 3 (hp see above)
Attacks 1 bite (1d4), Breath weapon, and Spell use
THAC0 16 (+4)
Movement Rate 60' (20'), Flying: 240' (80')
Saves SV D10 W11 P12 B13 S14 (4)
Morale 10
Alignment Chaotic
XP for Defeating 250
Number Appearing 1
Treasure Type J, K, L
  • Bite. The hell drake can bite with its dragon-like jaws. 
  • Breath Weapon. A 2' cone of flame. Save vs. Breath Weapon.
  • Spell-like ability. Cast spells as a 4th level Magic-user.

Pseudo Dragons as Familiars
Witches, warlocks and magic-users can have a pseudo dragon as familiars.  Pseudo dragons can communicate telepathically with their master. They also can communicate with all types of dragon creatures.  So the master gains the ability to speak, read and write draconic, the language of dragons.
They gain a +2 to all saves vs. Dragon Breath (but not non-draconic breath weapons).
Additionally the familiar gives the master the ability to cast 2 first-level magic-user spells and 1 second-level magic-user spell.


Monday, March 23, 2020

Monstrous Monday: Sand Ghoul

We are on vacation this week.  Were supposed to drive down to see my wife's sister, but instead we are holed up here.  So I am starting my mini-campaign of "The Deserts of Desolation & Death" today.

Going through my books last night I figured I needed something new.  Everyone has seen all the old monsters.  Plus I wanted to up the feeling of necromantic dread.  So this guy popped into my head.

Besides. I like undead beasties.

So here it is for 5e D&D (what I am playing today).

Sand Ghoul
The Ghoul by Les Edwards
Sand Ghouls are formed when naturally occurring mummies in the desert are possessed with demonic or necromantic power.  They are stronger and faster than normal ghouls.  The drying process also robs them of their stench.
Elves are immune to the Paralyzing touch of the Sand Ghoul.  Desert Orcs living in a combined Desert Elven / Desert Orc community are also immune.

Medium undead (Desert), chaotic evil
Armor Class 16 (natural armor)
Hit Points 31 (7d8)
Speed 30 ft., burrow 40 ft., climb 20 ft.

STR 14 (+2)
DEX 16 (+3)
CON 10 (+0)
INT 10 (+0)
WIS 9 (-1)
CHA 5 (-3)

Saving Throws Str +4, Dex +5
Skills Acrobatics +5, Perception +1, Survival +3
Damage Vulnerabilities fire, radiant
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)

Undead Fortitude. If damage reduces the sand ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the sand ghoul drops to 1 hit point instead.

Keen Sight and Smell. The sand ghoul has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Stat block Generator: https://tetra-cube.com/dnd/dnd-statblock.html



Monday, February 24, 2020

Monstrous Mondays: Monster of Lake Fagua for OSE

Today I wanted to get into a monster from my recent re-discovery of Daniel Cohen and a bunch of books I read as a kid and critical to my early ideas of what could be part of my D&D games.  One of those books was "Monsters, Giants and Little Green Men from Mars."

And one of those monsters was the Monster of Lake Fagua.

Appearing something like a large manticore, it reminded me a lot of the Piasa Bird.

The monster was said to have been "found in the kingdom of Santa Fe," in Peru, in the province of Chile, "in Lake Fagua, which is in the" lands of Prosper - Voston."  At least as reported in France on several prints sold in Paris in October 1784.

The creature was described as follows:

"Its length is eleven feet; the face is almost that of a man; the mouth is as wide as the face; it is furnished with two-inch teeth length. It has two 24 inch long horns which resemble those of a bull; hair hanging down to the ground; the ears are four inches long and are similar to those of a donkey; it has two wings like those of a bat, the thighs and legs are 25 inches; it has two tails, one very flexible, which it uses to grip the prey; the other, which ends in an arrow, is used to kill him; his whole body is covered with scales.”

It had been described as a relative to the harpy.  So let's keep that.  Potentially a manticore/harpy crossbreed.

Monster of Lake Fagua
(Old-School Essentials)

Armor Class 2 [18]
Hit Dice 8 (36hp)
Attacks [2 × claw (1d6), 1 × bite (2d4)] or 1 × tail spike (1d6+poison) or 2 x horn gore (1d4+1)
THAC0 13 [+7]
Movement Rate 90' (30') / 180' (60) flying / 360' (120')  swimming
Saves D8 W9 P10 B10 S12 (8)
Morale 9
Alignment Chaotic
XP for Defeating 1200
Number Appearing 1d4 (2d10)
Treasure Type None
  • Amphibious Movement. This creature is equally at home on land, water or sky.  The fagua monster can spend up to 12 hours underwater. 
  • Nocturnal. The creature is only active at night and can seel equally well in the dark. 
  • Tail Grab. On a critical success on a tail attack (natural 20) the Fugua Monster can instead grab a victim and squeeze them each round for 1d6 points of damage. A Strength check is needed to escape.
  • Tail Spike. The spike of the Fugua Monster has a paralytic poison. Save vs. Poison or become paralyzed for 1d4+2 rounds.

Nice to see this guy again!

Monday, February 3, 2020

Monstrous Monday: Lithobolia for OSE

“I love deadlines. I love the whooshing noise they make as they go by.”
― Douglas Adams, The Salmon of Doubt

So.  I missed my next deadline for the Pagan Witch for OSE.  I was working on getting things done for Night Shift and my day job has been pretty busy.  But this is fine, it has given me a chance to make it a better book and to review the OSE rules and style guide some more.

The OSE style guide has a short monster stat block template and a long one.  The short one is the one seen in the current OSE books and what I have been posting for a while.
The long one though is more to my liking.  So let's give it a go.



Lithobolia*
Stone-throwing "demons" summoned by witches to plague homes. They are invisible and intangible.

Armour Class 3 [17]
Hit Dice 5 (hp)
Attacks 1 × rock (1d4)
THAC0 15 [4]
Movement Rate 90’ (30’)
Saves D10 W11 P12 B13 S 14 (5)
Morale 10
Alignment Chaotic
XP for Defeating 300
Number Appearing 1d4 (2d10)
Treasure Type None
  • Intangible: Lithobolia are spirits and cannot be seen or hit by anything other than magic.  A Detect Invisible spell will locate them and they take damage from magic and magical weapons.
  • Elemental Spirit: Lithobolia are elemental spirits of the land.  They are not undead but can be turned by a Druid as if they were a cleric of the same level.
  • Immune to charm, hold or sleep spells.
  • Can be dismissed by clerics, druids or witches with Dispel Magic or Dispel Evil spell.  Creature can return after 24 hours.
I like this format better.

So. The Pagan Witch is coming. 2020 is shaping up to be a big year for me publication wise. I have heard from three publishers who have manuscripts of mine saying this is the year they will get them out.  Looking forward to it.

Monday, January 13, 2020

Monstrous Monday: Horned Women

The Horned Women of Celtic Myth

The horned women, or horned witches, are magical hags of Irish myth and legend.  They pester newly married young women or new mothers.  They are also known to plague any sort of homeowner.


Horned Women are a particularly nasty creature that is related to both faeries and hags.
They will appear as ugly old women with a horn protruding from their forehead. How many horns will tell you how powerful they are. A woman with one horn has 1 HD and so on.  It is unknown if this is related to age, all appear to ancient hags.

They will rush into a home, especially that of a new young mother or wife, and begin performing chores at a breakneck speed. While they perform the chores each one will demand a task of the overwhelmed bride. Saying that if she does not complete the tasks, they will fly off and eat her baby. The tasks are designed to be seemingly impossible; chop wood with an ax handle with no blade, or collect water in a bucket full of holes, or make a cake with no flour. The tasks can be completed by the bride, but she has to be clever about it.

Their voice is compelling, as per the suggestion spell, to get the wife to do these tasks.  A save vs spells will keep this from happening, but the threat of eating her baby is still real.

If she can do all the tasks the Horned Women want they will scream and fly away never to return. If she doesn’t they will take the baby.

Horned Women cast witch spells at the same level as their HD. They do not have access to ritual magic or occult powers.

Witches are often employed to fight these creatures.
Using a simple spell (typically dispel evil or remove curse) and adding "Witch! Witch! Fly away from here!"
The horned women will fly away and never return to that house.

Horned Women
(Labyrinth Lord)
No. Enc.: 1-8 (1-12)
Alignment: Chaotic (evil)
Movement: 80' (240')
Armor Class: 3 [16]
Hit Dice: 1** (5 hp) to 8** (36 hp)
Attacks: 1 (claw)
Damage: 1d6
Special: Witch spells, compelling voice
Save: Witch 1 to Witch 8
Morale: 10
Hoard Class: None
XP: HD 1: 13, HD 2: 29,  HD 3: 68, HD 4:  135, HD 5: 350, HD 6: 570,  HD 7: 790, HD 8: 1,060

Horned Women
(Blueholme Journeymanne Rules)
AC: 3 [16]
HD: 1d8 to 8d8
Move: 80
Attacks: : 1 (claw, 1d6), Witch spells, compelling voice
Alignment: Chaotic
Treasure: None
XP: HD 1: 45, HD 2: 70,  HD 3: 95, HD 4:  145, HD 5: 255, HD 6: 395,  HD 7: 650, HD 8: 950

Horned Women
(Old-School Essentials)
AC 3 [16], HD 1 (5 hp) 8 (36 hp), Att 1 claw (1d6), THAC0 19 [+1], MV 240’ (80’), SV as W 1-8, ML 10, AL Chaotic, XP HD 1: 45, HD 2: 70,  HD 3: 95, HD 4:  145, HD 5: 255, HD 6: 395,  HD 7: 650, HD 8: 950, NA 1-8 (1-12), TT None
 Witch spells: The horned woman can cast spells as a witch at the same level as her HD.
 Compelling Voice: The horned woman's voice acts as a suggestion spell.  She may use this once per day.

Monday, January 6, 2020

Monstrous Mondays: Star Jellies for OSR games

"Seek a fallen star," said the hermit, "and thou shalt only light on some foul jelly, which, in shooting through the horizon, has assumed for a moment an appearance of splendour."
- Sir Walter Scott, The Talisman (1825)

Star Jelly

Star Jellies, also known as astromyxin or astral jellies, are creatures known to fall to the earth from celestial bodies.  They are often found where a shooting star is thought to have struck the earth.
These are chaotic and evil creatures of alien will.   They will attempt to attach themselves to other life forms and feed on them.

Upon landing they will move, slowly to the nearest warm-blooded creature it can find.  It prefers humans and humanoids.  Once attached the star jelly will excrete a poison that both paralyzes their victim and causes them to have vivid hallucinations or horrible phantasmagorias.  The victim feels they are being attacked by creatures unknown and will attempt to lash out at them.  In truth, the victim is paralyzed and the jelly is attempting to digest the victim from within.

The jelly's only attack is an attempt to latch on to the flesh of a humanoid.  The victim gets a saving throw vs. Paralyzation (to keep from being paralyzed) and a save vs. Poison each round afterward to realize they are hallucinating.   Once attached the jelly will dissolve flesh, causing 2 points of Constitution damage per round.  The only way to remove a jelly is to burn it off or expose it to direct sunlight.  Something about the combination of sunlight and air damages them and they take fire damage per round in the sun.

Constitution loss is permanent unless healing magic is used.

Star Jellies have an intelligence, albeit an alien one.  They are immune to charm, hold, sleep, and other mind-affecting magics.

https://en.wikipedia.org/wiki/Star_jelly

Star Jelly
(Labyrinth Lord)
No. Enc.: 1 (1-2)
Alignment: Chaotic (evil)
Movement: 10' (30')
Armor Class: 8
Hit Dice: 2+2** (11 hp)
Attacks: 1 (special)
Damage: 2 points of Constitution damage
Special: Causes paralysis and hallucinations
Save: Monster 2
Morale: 12
Hoard Class: None
XP: 50

Star Jelly
(Blueholme Journeymanne Rules)
AC: 8
HD: 2d8+2
Move: 40
Attacks: : 1 (2 points of Constitution damage), causes paralysis and hallucinations
Alignment: Chaotic
Treasure: None
XP: 50

Star Jelly
(Old-School Essentials)
AC 8 [11], HD 2+2 (11hp), Att 1 touch (2 pts Con damage), THAC0 19 [+1], MV 30’ (10’), SV D17 W18 P17 B18 S17 (2), ML 12, AL Chaotic, XP 55, NA 1 (1), TT None
 Poison skin: Causes paralysis and hallucinations.

Star Jelly 
(WhiteStar)
ARMOR CLASS: 8 [11]
HIT DICE: 2
HDE/XP: 2/50
SAVING THROW: 18
TOTAL HIT BONUS: +1
MOVEMENT: 3
SPECIAL:  Causes paralysis and hallucination
ATTACK: by touch, 2 points Constitution damage
In the depths of space, their natural environment, Star Jellies are immune to the effects of sunlight.  They can also grow to very large size (up to 10hd) if given enough living organic matter to eat.

Monday, December 16, 2019

Monstrous Monday: The Yule Cat

In the same lands that gave us Grýla, The Christmas Witch we also get the Yule Cat, also known as Jólakötturinn or Jólaköttur in Iceland.
Described as a huge and vicious cat that preys on people that did not get new clothes for Yule/Christmas. 

The Yule Cat, and there is only one, can run across ice and snow with no difficulty.

The Yule Cat
(Labyrinth Lord)
No. Enc.: 1 (1) Unique
Alignment: Chaotic (evil)
Movement: 40' (120')
Armor Class: 4
Hit Dice: 5+5*** (28 hp)
Attacks: 3 (claw/claw/bite)
Damage: 1d6/1d6/1d8
Special: Can detect who did not get new clothes for Yule/Christmas
Save: Monster 5
Morale: 10
Hoard Class: None
XP: 500

The Yule Cat
(Blueholme Journeymanne Rules)
AC: 4
HD: 5d8+5
Move: 40
Attacks: 2 claw (1d6 x2), 1 bite (1d6+2)
Alignment: Chaotic
Treasure: None
XP: 500

The Yule Cat
(Old-School Essentials)
AC 4 [15], HD 5+5 (28hp), Att 2 claw (1d6x2), 1 bite (1d6+2), THAC0 17 [+2], MV 120’ (40’), SV D14 W15 P14 B76 S15 (5), ML 10, AL Chaotic, XP 1,700, NA 1 (1) Unique, TT None
 Fleet-footed: Can travel over and ice and snow with no difficulty.