Showing posts with label Monstrous Mondays. Show all posts
Showing posts with label Monstrous Mondays. Show all posts

Monday, June 30, 2025

Monstrous Mondays: Ghost Lights (Happy Birthday Mom!)

 It's Monstrous Monday again, but more importantly, it is my mom's birthday. Long-time readers will know that my mom was always very supportive of my D&D years, and she was the one who introduced me to horror.  She watched Dark Shadows and told us all the most blood-curdling stories when we were little kids. 

Here is one she loved, and based on some old Appalachian folklore. She told us stories of these things coming into homes and "dancing" around.

"Globe of Fire Descending into a Room" in "The Aerial World," by Dr. G. Hartwig, London, 1886. P. 267.

Ghost Light
Phantom of the Hills

Frequency: Very Rare
No. Appearing: 1–3
Armor Class: 4
Move: 12", Fly (24")
Hit Dice: 5+5
% in Lair: 5%
Treasure Type: D (found only at rest sites)
No. of Attacks: 1
Damage/Attack: 3d6 electrical
Special Attacks: Shockburst, Confusion Aura
Special Defenses: +1 or better weapon to hit; immune to lightning, fire, charm, sleep, and hold
Magic Resistance: 20%
Intelligence: Low to Average (6–9)
Alignment: Neutral
Size: S (2'–3' diameter sphere of light)
Psionic Ability: Nil
Level/XP Value: V/500 + 6/hp

Description: The Ghost Light is a mysterious, hovering ball of luminous energy, found in remote hills, haunted valleys, and fog-choked hollows. Tales of them span the misty ridges of the Blue Ridge Mountains, the Ozarks, and deep forests across the continent. Known by many names, hill lanterns, haint-lights, the watching eyes, they are most common where tragedy, battle, or disappearance has occurred.

A ghost light is softly radiant, its color ranging from blue-white to yellow or even reddish hues. It flickers and pulses with life-like motion, trailing across the air just above the ground, often seen at night but sometimes glimpsed at twilight or during storms. Locals say they are the souls of the lost, trapped between worlds, or elemental forces given wandering thought.

Combat: Though not malevolent by nature, ghost lights are territorial. If followed, disturbed, or attacked, they defend themselves with bursts of raw electrical force. Their touch lashes out in a 30-foot range and causes 3d6 damage (save vs. spells for half).

Once per day, a ghost light may unleash a Shockburst, a radiant electrical discharge in a 10' radius, dealing 5d6 damage (save vs. breath weapon for half). It uses this ability only if severely injured (below 50% hit points) or to escape.

Confusion Aura: Anyone within 30 feet of an active ghost light must save vs. spells or suffer mild confusion (as the confusion spell, but only for 1d4 rounds). Victims may wander off, become dazed, or follow the light against their will. This effect is subtle and described as a “pulling” or “beckoning” sensation.

Ghost lights feed on ambient magical energy, emotional residue, and lingering trauma. They are most active in areas associated with strong sorrow, betrayal, or storm-related deaths. Some say they are formed when a person dies alone in wild country and no proper rites are spoken.

They are neither wholly spirits nor elementals nor 1sae but a strange fusion of all, anomalous phenomena that exhibit traces of intelligence. A ghost light may guide, warn, or even protect travelers if approached with respect. On rare nights, multiple lights dance together like fireflies in some ancient, unknowable rite.

Legends

Old folk claim that if you follow a ghost light, it may lead you to:

  • the grave of someone forgotten
  • a lost treasure or hidden glen
  • your own doom, if your heart is false

Some witches, wise women, and druids seek them out to divine omens or bottle their essence in storm glass lanterns. Others fear them utterly.

--

Happy Birthday, Mom!

Monday, June 23, 2025

Monstrous Mondays: Rulers of Dragonkind

 Last week I posted about the D&D Rules Cyclopedia, and in it, it had the rulers of Dragons, Diamond, Pearl, and Opal. 

As an aside, I asked. "What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?"

Since I already updated and redid Tiâmat for my Left Hand Path book, I thought, why not update the others as well?

Dungeons & Dragons Dragon

I have been working on a Dragon book off and on forever, so I have already figured out various mythological dragons and dragon-like creatures to add. To take inspiration for a Lawful Neutral, Chaotic Neutral and True Neutral rulers of dragons was a matter of going through some material I have already written...and cleaning it up a little. 

So here are the five rulers of Dragon kind, minus Tiâmat. She is already in my book along with Leviathan. 

Note: I consider my Tiâmat to be Chaotic Evil.
Note 2: These dragons are scaled to match my LHP version of Tiâmat.

I'll most certainly redo these over time, like I did with Tiâmat.

Vritraxion

The Star Dragon, Lord of Law

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –4
MOVE: 9” / 24” (fly)
HIT DICE: 32 + 256 (400 hp)
% IN LAIR: 80%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 3 or by breath/spell
DAMAGE/ATTACK: 2–16 / 2–16 / 6–60
SPECIAL ATTACKS: Breath weapons, spells, aura of command
SPECIAL DEFENSES: Magic resistance, immune to illusions, charms, hold, or mind-affecting spells
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Neutral
SIZE: L (75’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Vritraxion is the embodiment of cosmic order, the radiant Star Dragon who codified the pacts that bind dragonkind. His body is a lattice of luminous crystal and stellar fire, and he enforces balance with absolute resolve.

Breath Weapons (3/day each):

  • Stellar Disjunction – Cone 8", dispels all magic and slows chaotic creatures for 1 turn
  • Law Pulse – 40' radius; chaotic creatures save vs. spell or be banished for 1d6 turns
  • Prismatic Flame – Line 10", 90 hp radiant/fire damage, save vs. breath for half

Spells: Casts 3 spells per level (1st–8th); chooses spells related to binding, banishment, light, and planar control.

Aura of Command: All dragons within 240’ must save or be affected as command or geas, lasting 1d4 turns.

Summoning: May summon 2d6 lawful dragons or planar creatures from the planes of Law once per day.

Lóngzihua

The Moon Pearl, Dragon of Chaos and Storms

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –2
MOVE: 12” / 30” (fly) / 18” (swim)
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 70%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 6 (3 bites, 2 claws, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–16 / 2–16 / 3–24
SPECIAL ATTACKS: Breath weapons, illusions, spells
SPECIAL DEFENSES: Displacement aura, blur effect
MAGIC RESISTANCE: 65%
INTELLIGENCE: Genius
ALIGNMENT: Chaotic Neutral
SIZE: L (70’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 10%

Lóngzihua is a brilliant, serpentine dragon whose every movement paints the sky with color and thunder. Her coils shimmer like pearl and stormcloud, and her presence warps fate and form alike.

Breath Weapons (3/day each):

  • Prismatic Mist - Cone 8", causes confusion, mirror image, and color spray effects
  • Storm Spiral - Line 10", 10d10 lightning + concussive force (save vs. breath for half)
  • Moon Pulse - 40' radius; all within must save or go berserk for 1d6 rounds (chaos effect)

Spells: 2 spells per level (1st–8th), focused on illusion, weather, charm, transformation.

Special: Can polymorph at will, and once per day can reshape terrain within 120’ (as hallucinatory terrain + move earth).

Displacement Aura: 50% miss chance from melee attacks.

She can also cast illusions, mirror image, polymorph self, and feeblemind once per day each. 

Anantanatha

The Opaline Coil, Dragon of Deep Time, and Balance

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 6” / 21” (fly)
HIT DICE: 31 + 248 (390 hp)
% IN LAIR: 85%
TREASURE TYPE: H ×4, I ×3, N, O
NO. OF ATTACKS: 5 (2 bites, 2 coils, 1 tail) or by breath/spell
DAMAGE/ATTACK: 3–18 / 3–18 / 2–20 / 2–20 / 3–30
SPECIAL ATTACKS: Breath weapons, dream magic, entropy field
SPECIAL DEFENSES: Time suspension aura, magic resistance
MAGIC RESISTANCE: 70%
INTELLIGENCE: Supra-genius
ALIGNMENT: True Neutral
SIZE: L (80’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: Never

Anantanatha, the World Coil, slumbers beneath the roots of all reality. His voice echoes in dreams, his coils define time, and his presence ensures the turning of the Great Cycle. He is impartial, inexorable, and eternal.

Breath Weapons (3/day each):

  • Entropy Cloud – 40’ radius; creatures age 1d10 years (save negates), magic items must save or be destroyed
  • Balancing Breath – Line 12", 10d8 damage to all summoned/extraplanar beings (save for half)
  • Chrono Pulse – Cone 8", save or be suspended in time for 1d4 turns (temporal stasis effect)

Spells: 3 spells per level (1st–8th), typically divination, abjuration, or dream magic (e.g. legend lore, astral spell, time stop, foresight)

Special: Aura of Stillness: Spellcasting within 60’ requires a save or is delayed 1 round

Dream Gaze: Once/day, forces target into a dream-vision for 1 turn. Target is incapacitated for the duration while they see visions of their past and possible futures.

May commune with any spirit, even across time.

He may also cast legend lore, commune, astral projection, and dream once per day each.

Bahamūt
The Platinum Dragon, King of Lawful Good Dragons
The Silent Pillar, The World-Serpent of Light

FREQUENCY: Unique (Very Rare)
NO. APPEARING: 1
ARMOR CLASS: –3
MOVE: 9” / 24” fly / 6” swim
HIT DICE: 30 + 240 (375 hp)
% IN LAIR: 75%
TREASURE TYPE: Special (H ×4, I ×3, R, S, T, V)
NO. OF ATTACKS: 3 or by breath/spell/special
DAMAGE/ATTACK: 2–16 / 2–16 / 6–72
SPECIAL ATTACKS: Breath weapons, divine spells, shapechange, fear aura
SPECIAL DEFENSES: Magic resistance, immunity to evil magic
MAGIC RESISTANCE: 75%
INTELLIGENCE: Supra-genius
ALIGNMENT: Lawful Good
SIZE: L (72’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

CHANCE OF:
Speaking: 100%
Magic Use: 100%
Sleeping: 1%

Bahamūt is the Platinum Dragon of Heaven, a radiant being of sublime peace and immense power. He dwells in the Citadel Behind the East Wind, said to drift between the Elemental Plane of Air and the Seven Heavens. His vast form gleams like a storm of pearl and silver light; when he breathes, stars flicker and silence falls.

He is the immortal foe of Tiâmat, whom he cast into the Deep in ages past. Though he rarely intervenes directly, his arrival signals the end of great evils and the restoration of cosmic harmony.

Bahamūt may choose between physical attacks, divine spells, or breath weapons each round.

Physical Attacks: 2 foreclaws (2d8+6 each), 1 massive bite (6d12+8), Tail sweep possible if airborne (3d10+6, 180° arc, save or fall prone).

Breath Weapons: (3×/day each), Freezing Wind Cone (8" length, 3" base), 10d8 cold damage, save vs. breath for half.

Celestial Vapor Cloud (40' radius). Save vs. breath or become gaseous (as gaseous form) for 12 turns

Voice of Disintegration (12" line), 10d10 force damage, save for half. Structures suffer full effect.

All saving throws vs Bahamūt’s breath weapons are made at -3.

Special Powers

Fear Aura: All evil creatures within 120' must save vs. spell or flee in panic (as fear).

Shapechange: Can assume the form of any creature or object at will (as shape change).

Summon Allies: Once per day, summons 1d6 gold dragons or 7 celestial canaries (each a disguised ancient gold dragon of max age and HD).

Aura of Grace: Allies within 60' receive +2 on saving throws, protection from evil, and regeneration 1 hp/round.

Spellcasting

May cast any spell (arcane or divine) of levels 1–8

Spells per day: 3 per level

Casts as 20th-level spellcaster

No verbal/somatic/material components required

Most often chooses dispel evil, true seeing, heal, blade barrier, holy word, gate, and wish.


Monday, June 16, 2025

Monstrous Monday: The Piasa Bird for Wasted Lands

 Since I am moving my War of the Witch Queens over to Wasted Lands/O.G.R.E.S. I thought I would try out one of my favorite monsters in this system. Granted converting any monster over to Wasted Lands is pretty easy, sometimes it is nice to have the pre-converted stats in front of you.

So here is the Piasa Bird for the Wasted Lands game, and some background for the Dreaming Age.

Piasa Bird
A Piasa Bird sneaks up on our unsuspecting blogger enjoying his coffee.

Piasa Bird

"The Bird that Devours Men"

Among the haunted cliffs and ancient river valleys of Cruithnia, tales are told in trembling voices of a winged beast whose eyes glow like fire and whose shriek curdles blood. The Piasa Bird is not a true dragon but a nightmare-born predator, a twisted remnant of the Deeper Dark, possibly a lesser apresaur or something even older. It hunts alone, preying on isolated villages and lone travelers, often taunting them with screeches echoing through the night.

Its painted form appears on sacred stones, its legend preserved in desperate rites meant to ward it off. But when it comes, few are prepared. Shamans cast mighty spells to keep it away, and warriors take turns shooting arrows at effigies of the monster to prepare when they must face it in the horrible flesh. 

Piasa Bird Special Abilities

  • Death Screech: Once per day, the Piasa Bird unleashes a bone-chilling screech. All within 60 feet must make a Wits or be paralyzed with fear (treat as per the paralyze other spell cast by a 10th-level caster) for 1d6 rounds. 


  • Swallow Whole: On a successful bite attack against a target of human size or smaller, the Piasa Bird may attempt to swallow the victim. The target takes 2d6 damage per round inside the creature. Starting the second round, the victim may attempt an Easy (+5) Strength save to escape. Failure to escape by the sixth round results in death.


  • Tearing Claws: The Piasa Bird's claws deal 1d6 damage each. If both claw attacks hit the same target in a single round, it automatically rends for an additional 2d6 damage.


  • Dive Strike: If the Piasa Bird attacks from flight, it gains +2 to hit and deals an extra +1d6 damage with a single claw or bite attack. It must recover during the following round.

No. Appearing: 1
DV: 1
Move: 60 ft ground, 120 ft flight
Vitality Dice: 11
Attacks: Two claws (1d6 each), one bite (2d6), tail slap (3d6, keep best 2d6)
Special Abilities: Death Screech, Swallow Whole, Tearing Claws, Dive Strike
XP Value: 3,840

--

I like it.  I think this system conversion will work out fine. 

Here are some other stats.

Monday, June 9, 2025

Monstrous Mondays: The Serpent Men of Lemuria

 Today marks the 95 anniversary of the birth of American author Lin Carter.  I didn't plan it this way, but I have been going back and rereading some of Carter's work, especially his entries in Gygax's Appendix N. So today I want to revisit a favorite bad guy of mine, the Ophidians or Snake Men/Serpent Men, and recast them as "The Serpent Men of Lemuria." 

Snake Man

I am not trying to cling to one particular idea here. This is a pastiche of many sources. Lin Carter, Robert E. Howard, Lovecraft, Clark Ashton Smith, and others. 

This recasting is not designed to be incompatible with my previous post on Ophidians, but rather an enhancement to it. 

Serpent Men of Lemuria (Ophidians)

Frequency: Rare
No. Appearing: 2–20 (nobles 1–4; lesser 2–100; emissaries 1–10; abominations 1–8)
Armor Class: Varies (see below)
Move: 12" (Swim 12")
Hit Dice: Varies (see below)
% in Lair: 60%
Treasure Type: Varies (see below)
No. of Attacks: Varies
Damage/Attack: Varies
Special Attacks: Poison, charm, constriction, magic
Special Defenses: See below
Magic Resistance: Standard
Intelligence: High to Genius
Alignment: Lawful Evil
Size: M to L (5' to 15' long)
Psionic Ability: Nil
Attack/Defense Modes: Nil 

The Serpent Men of Lemuria are the degenerate remnants of an ancient pre-human empire that once ruled the world from their black ziggurats of Lemuria. Worshippers of forgotten serpent gods, they are a deeply hierarchical species whose society is divided into castes: Nobles, Emissaries, Lessers, Abominations, and the rare Progenitors.

The Serpent Men dwell in lost cities, endless deserts, and jungle-cloaked ruins where the bones of their former empire still stand. Their society is steeped in sorcery, cruelty, and ancient blood magic.

Lesser Serpent Men (Rank & File)

Armor Class: 4
Hit Dice: 3+1
No. of Attacks: 2 (weapons) or 1 (bite)
Damage/Attack: Weapon (usually scimitars 1d8) or bite 1d6 + poison
Special Attacks: Poison (save vs poison or die in 1d4+2 rounds)
Special Defenses: Immune to snake venom
Treasure Type: Q×10 (minor trophies, jewelry)

Description: The Lesser caste are the numerous warrior-slaves of the Serpent Men, with humanoid torsos and snake-like lower bodies. They wield cruel curved blades and favor ambush tactics. Though not highly intelligent individually, they are cunning pack hunters.

Noble Serpent Men (Ruling Caste)

Armor Class: 2
Hit Dice: 9+3
No. of Attacks: 1 (weapon or bite)
Damage/Attack: Weapon (1d8) or bite 1d6 + poison
Special Attacks: Poison (save vs poison or die in 1d4+2 rounds); Command lesser castes
Special Defenses: Immune to snake venom; immune to petrification (basilisks, medusae)
Treasure Type: H, S (temple hoards)

Description: The Nobles rule through bloodline purity, cruelty, and mastery of ancient secrets. With humanoid heads covered in fine scales, they resemble blasphemous parodies of men. Their venom is deadlier than the Lesser caste, and their minds sharp with sorcerous knowledge of the old gods.

Emissary Serpent Men (Sorcerer-Priests)
Armor Class: 5
Hit Dice: 6+2
No. of Attacks: 1 weapon or spell
Damage/Attack: Weapon (usually dagger 1d4+1) or by spell
Special Attacks: Charm (victims save at −1); spells as 5th-level Illusionist
Special Defenses: Immune to snake venom; partially resistant to charm (save at +1 vs charm attempts)
Treasure Type: O, R (spell components, magical items, rare scrolls)

Description: Emissaries are the sorcerer-priests of the Ophidians, acting as the voice of the nobles to the outside world. Though appearing nearly human, they bear forked tongues, scaled skin, and slitted eyes. Their spells manipulate the minds of humans, making them ideal infiltrators and agents.

Abomination Serpent Men (Spawn of Forbidden Unions)

Armor Class: 3
Hit Dice: 10+2
No. of Attacks: 2 slams and bite
Damage/Attack: 1d6+3 / 1d6+3 (slams), bite 1d6+3 + poison
Special Attacks: Constriction (if both slam attacks hit same target); poison bite (save vs poison or die in 1d4+1 rounds)
Special Defenses: Immune to snake venom; berserk rage grants +2 to hit when wounded
Treasure Type: None

Description: The Abominations are cursed progeny — bloated masses of serpentine horror, many-limbed or many-headed, each uniquely malformed. Used as shock troops, they know only hatred for all life. The nobles use them as living engines of slaughter.

Progenitor Serpent Men (Ancient Mage-Priests)

Armor Class: 6
Hit Dice: 9
No. of Attacks: 1 weapon or spell
Damage/Attack: By weapon or spell
Special Attacks: Cast as 5th-level Magic-User and 4th-level Cleric
Special Defenses: Immune to snake venom; difficult to detect (treat as continuous nondetection spell)
Treasure Type: Q, S, U (ancient relics, rare spellbooks, forbidden lore)

Description: The Progenitors are the oldest of the Serpent Men, their bodies concealed by illusory human skins. They are few, paranoid, and driven by a desire for immortality. Most nobles seek to destroy them out of fear.

Ecology and Religion

The Serpent Men worship ancient pre-human serpent deities, long forgotten by man. Whether these are true gods or eldritch cosmic entities is unknown. In their black ziggurats, sacrifices are made to these dark powers, feeding the Ophidian sorceries that sustain their dwindling bloodlines.

The Cult of The One Who Remains

In the lost jungles and steaming lowlands of ancient Lemuria, where black ziggurats rise like broken teeth through the mists, the Ophidian Serpent Men whisper prayers to a god few mortals dare name. The humans who know of it call it The One Who Remains; the Serpent Men call it Ssath Ur-Raa, He Who Waits Beyond All Coils.

Ouroboros

To the Serpent Men, all things, kingdoms, races, even the gods themselves, are as molted skins, discarded and forgotten. After all, they watched the Old Ones rise into power and then fall into their deep cosmic slumbers. Only the great cosmic serpent at the center of all existence endures. They believe that when the final sun gutters out and the last star grows cold, The One Who Remains will still exist, coiled at the center of the void, the last and eternal devourer. It is not death, but endless, unbroken continuation. Not life, but consumption without end.

Within their ancient temples, deep beneath the crumbling ziggurats of Lemuria, the Serpent Men enact terrible rites in its honor. Victims are dragged screaming into stone chambers and placed upon altars of obsidian and jade. There, their lifeblood is spilled, seeping into channels cut into the floor, flowing in great spirals that mimic the infinite coils of their god. Blood is both offering and currency, traded for visions, power, and the brief illusion of immortality.

The priesthood of The One Who Remains is layered like the coils of their god. At its center sits the High Oracle of the Last Coil, always one of the ancient Progenitors, older than memory and rumored to have gazed directly into the eyes of the Sleeper Beneath the Last Coil. Around the Oracle gather the Lords of the Black Coil, drawn from the most ancient noble bloodlines. It is they who oversee the Abomination-Births, deliberately breeding the most monstrous of their kind as offerings and as weapons in their ceaseless wars. Beneath them are the Coilspeakers, the Emissaries who master the ancient arts of dream-sorcery and illusion. With whispered words and flickering gestures, they cloud the minds of men and bend them to the will of their Ophidian masters.

Even among the Lesser caste, faith in The One Who Remains is absolute, though their understanding is crude. They serve as the laborers, the warriors, and the butchers of the faith. For every sacrifice, for every abomination birthed, for every rival enslaved or destroyed, the Serpent Men believe themselves one coil closer to their god’s embrace.

Yet it is not merely blood and flesh they offer. The Coilspeakers enter trances where they seek visions from the outer reaches of the world, glimpsing patterns spiraling into infinite madness. Those few who return speak of collapsing worlds, of unraveling realities, and of other realms where The One Who Remains reaches through fractured dimensions to consume entire existences. Whether these are prophetic glimpses or delusions born of their own degeneracy, none can say.

To the Ophidians, all is a spiral, the twisting of bloodlines, the coiling of bodies in ritual embrace, the spiraling glyphs carved into the temple stones. And at the center of every spiral is The One Who Remains.

Even now, as the last of their ancient cities crumble, and humanity rises beyond the jungles they once ruled, the Ophidians believe that all victories of man are but passing skins. In the end, when all is uncoiled and the world breathes its final breath, only their god shall remain.

--

I have been hanging on to The One Who Remains for many years now. Trying to find good ways to sneak it into various writings. He made his first appearance in my Buffy RPG adventure "The Dark Druid" and he is the "something else" I mentioned in Fear Dorich's stats. 

Who, or what, is The One Who Remains? That is a much more complicated question and deserves a careful answer. In the future. 

Monday, May 19, 2025

Monstrous Mondays: Hippalektryon

Hippalektryon
 I am back to work on my next set of syncretized myths, this time my poster child of syncretism, the Greco-Egyptian gods, also known as the Ptolemaic Religion.  I am taking some of the historically documented gods (Hermes Trismegistus, Serapis, Harpokrates) and mixing in my own takes (Heka, Hermanubis), and others to round this set of myths out.

There are a few monsters that fit both the Greek and Egyptian myths very well. The pegasus (as a winged horse), the sphinx, giant snakes, giant scorpions, all sorts of undead. But there are some monsters common to both cultures (Ancient Greece, Ancient Egypt) that could also be used. Here is one. The Hippalektryon is an interesting creature. Since it is the combination of two creatures I decided they are sacred to Hermes Trismegistus.

Since my Myths & Monsters series is for 1st Edition, here it is in that format.

HIPPALEKTRYON

Rooster-Horse Hybrid

FREQUENCY: Very Rare
NO. APPEARING: 1d4
ARMOR CLASS: 4
MOVE: 18" (Fly: 30")
HIT DICE: 4+4
% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 2 claws / 1 beak
DAMAGE/ATTACK: 1–4 / 1–4 / 1–6
SPECIAL ATTACKS: Sonic crow
SPECIAL DEFENSES: Immune to illusions
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to Average (6–10)
ALIGNMENT: Neutral
SIZE: M (5'–6' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE: IV / 210 + 5/hp

DESCRIPTION: The Hippalektryon is an odd and rare creature with the hindquarters, wings, and tail of a giant rooster and the forequarters and head of a small horse. Their muzzle ends in a sharp, rooster-like beak. Native to mythic dreamlands and prophetic realms, it is often found in sacred sites, high mountain nests, or circling the domes of prophetic temples. They most often make their nests overlooking a body of water.

Though physically awkward, they are powerful flyers and capable of delivering swift, slashing claw strikes with their rooster-like talons, followed by a sharp beak attack.

Once per day, a Hippalektryon can emit a Sonic Crow (30’ cone, 10’ wide at base, 30’ at end) that causes confusion (as per the spell) to all creatures in the area unless they save vs. spells. Creatures that fail their saves also suffer a -1 penalty to any Wisdom-based rolls for 4 rounds. The crow may also be used to dispel illusions within 60' (as dispel magic, 7th level).

They are considered sacred to Hermes Trismegistus and are sometimes summoned by priests or sages seeking omens, clarity, or inspiration. A feather plucked from a living Hippalektryon may be used to create scrolls of prophecy or truth-telling magic.

Monday, May 12, 2025

Monstrous Monday: The Piasa Bird

 Getting back to an old favorite of mine. My AD&D 1st edition Forgotten Realms game is still going great. The characters are still on a stolen boat and will land soon. I already know what is waiting for them.

Piasa Bird
PIASA BIRD

Frequency: Very Rare
No. Appearing: 1
Armor Class: –2
Move: 9" / 24" (Flying, Class C)
Hit Dice: 11 + 6 (55 hp average)
% in Lair: 50%
Treasure Type: Nil
No. of Attacks: 5 (claw/claw/horn/bite/tail)
Damage/Attack: 1–4 / 1–4 / 1–6 / 2–8 / 1–6
Special Attacks: Shriek (fear)
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Low (5–7)
Alignment: Chaotic Evil
Size: H (20' long, wingspan 40')
Psionic Ability: Nil
Attack/Defense Modes: Nil
XP Value: 3,200

DESCRIPTION

The Piasa Bird is a terrible predator, said to haunt river cliffs and lonely forested bluffs. It combines the scaled body of a giant fish or serpent with the wings of a bat, antlers like a stag, claws like a dragon, and a monstrous human-like face complete with beard and gore-slick teeth. Most sages believe it to be unique, a living myth given form either by ancient curse or dark magic.

Legends trace its origin to a painted bluff near the Mississippi River, where the Illini people spoke of "the Bird That Devours Men." It is feared for its physical strength and its unearthly scream, which has driven entire camps mad with terror. It hunts mainly for pleasure and meat, especially favoring children and young adults.

COMBAT

The Piasa swoops upon its prey from above, initiating combat with its terrifying shriek. This is followed by a flurry of physical attacks: claws, horns, bite, and lashing tail. It can engage multiple foes at once, often striking with claws and bite against one target while sweeping others away with its tail or gore.

Shriek (Fear Effect): Once per day, the Piasa may emit a horrifying shriek. All creatures within 30 feet of the creature and of 5 Hit Dice or fewer must save vs. Spells or flee in panic for 1d4+2 rounds. Those above 5 HD must save or suffer –2 to hit rolls for the same duration due to overwhelming dread.

Only one Piasa Bird is known to exist, though superstitious accounts claim it disappears and reappears across generations. It lairs in a high cliffside cavern overlooking riverlands. It has no use for treasure, discarding anything it cannot eat. Its hunting cycle includes long periods of dormancy.

The Piasa feeds exclusively on fresh meat. It is a solitary apex predator. Due to its grotesque appearance and violent habits, it is considered a dire omen and subject of local legend. Some arcane scholars believe it to be a cursed spirit or manifestation of fear or ancient blood magic. Capturing one alive would be nearly impossible, but if somehow achieved, its display would command a king’s ransom.

Its shriek functions similarly to a fear spell but has a sonic origin.

Due to its chaotic nature, it may sometimes slaughter creatures without feeding, simply to instill dread.

--

I debated on whether to make him Chaotic Evil or not. I went with it since he his described as an evil monster and eater of humans, especially children. Plus tales of the Piasa used to scare the crap out of me as a little kid.

Piasa on a bluff in Alton, IL


Monday, May 5, 2025

Monstrous Mondays: Chupacabras

 Today is Cino de Mayo! Which is ... well, nothing really. It is a made-up holiday (ok, all holidays are made up). It is not Mexican Independence Day; that is September 16th. Celebrates the Mexican victory over the 2nd French Empire at the Battle of Puebla in 1862 (see below). Also around here in Chicagoland it is a great excuse for some Mexican food (and we have some great choices here) and have people drive around with Mexican flags on their cars and trucks. It's a lot of fun really. 

It is also a good day to feature one of my favorite Latin American Cryptids, the Chupacabras or Chupacabra. 

Chupacabra
Chupacabra

Small Beast, Very Rare

Armor Class: 8 [11]
Hit Dice: 3d8 (16 )
Move:  90’ (30’)
  fly*: 120’ (40’)
Attacks: 2 claws, 1 bite + drain
Damage: 1d4 x2, 1d3
Special: Blood drain, darkvision, enhanced senses (smell)
To Hit AC 0: 16
No. Appearing: 1d2 (1d6)
Save As: Monster 3?
Morale: 6 (8)
Treasure Type: None
Alignment: Neutral (True Neutral)
XP Value: 75

Languages: None

S: 11 I: 10 W: 10 D: 15 C: 15 Ch: 8 

Chupacabras are small reptilian creatures with large yellow eyes, long claws, and long teeth.  They remind one of a large, upright lizard about the size and weight of a gnome.  They have spines running down the length of their back.  Some chupacabras have wings and are capable of flight.

Chupacabras are nocturnal creatures found on the fringes of society where they feed on the blood of livestock, typically goats and sheep.  They are not above attacking large prey and will even attack a humanoid if they can get the surprise.  Their attacks are often thought at first to be wolves or wild dogs until it is discovered that all victims have been drained of blood.  Then, usually, vampires are blamed.

If the chupacabra makes two successful claw attacks and a bite attack, it is attached to its victim and begins to drain blood at the rate of 1d3 Constitution points per round, starting on the round it is attached.  The victim will need to make a strength check (roll under their strength score) to free themselves.  If the chupacabra takes more than 10 points of damage in a round, it will let go.  If the victim is drained to 0 Constitution, they will die.  Constitution can be regained at a rate of 1 point per week of complete bed rest or via a Clerical Restoration spell.

Chupacabras take no treasure and have no interest in weapons or magic.  A nest of chupacabras will have two adults, 2 juveniles and 1d6 unhatched eggs.  Unhatched chupacabra eggs will sell for 100 gp each or up to 500 gp in some areas (100 gp + 1d8 x50gp).

--

Given the successes (so far!) of my recent Myths & Monsters Vol. 3 - Lilith & Lilim (1st Ed) and Monstrous Maleficarum #4 - Lilith & the Lilim (5th Ed) I am thinking a volume on cryptids might work out well.

Monday, April 28, 2025

Monstrous Mondays: Monstrous Maleficarum #4 - Lilith & the Lilim

 Walpurgis Week begins with a preview of sorts of my soon-to-be-released Left Hand Path Witch book. This one began while my oldest was reading through an early draft of the LHP book and decided he wanted some of my demons for his 5th edition game. I had the stats, I had the art. I had material that I had to cut from the final draft of the LHP book. So this one came together rather nicely.

Monstrous Maleficarum #4 - Lilith & the Lilim

Monstrous Maleficarum #4 - Lilith & the Lilim

Since the dawn of humankind, there have been monsters, demons, out there in the dark waiting to steal our most vital resources: our lives, our will, our children.

Monstrous Maleficarum #4 brings these demons, the Lilim, together; a shared story from all over the ancient world, and their dark Mistress Lilith herself.

Herein, you will find nine types of Lilim demons to challenge and terrify your players. The terrifying Mormo and Empusa would live for combat and the flesh of humans. The forsaken Mazziqin. The powerful Lamashtu. The Batibat invader of dreams and her far more powerful cousin, the Mara. The seductive Succubus, and the most powerful of all, the Lilitu.

Also presented is Lilith. Neither god nor demon nor witch nor mortal, but something akin to all four and something unique at the same time.

What is Monstrous Maleficarum?

Monstrous Maleficarum is a series of smaller publications to feature new monsters for the 5th Edition of the World's Greatest Role-Playing game. Sometimes these monsters are from previous editions, brought into the new era via the Open Gaming License. Sometimes they are new takes on classic creatures of myth and legend. And other times they will be brand new creatures.

Each “issue” will feature a theme of related monsters. Every issue will feature 100% Open Gaming Content text.

--

Enjoy!

Monday, April 21, 2025

Monstrous Monday: Left Hand Path Monsters

 Still at it...

Layout continues on The Left Hand Path. Working on the monsters.


Hope to be done here soon and get it out to you all.

Monday, April 14, 2025

Monstrous Mondays: Monsters of the Left Hand Path

Monsters of the Left Hand Path
"It is an oft spoken truth that were you find witches you will also find demons."

 Late post today. Doing taxes. Yeah last minute, the Government will get my money when I am ready, not before.

Still doing the layout for The Left Hand Path Witch. I love how it is all coming together. I thought I would share the list of all the demons, devils, and other creatures you will find in this book. My goal here was to have the demons and other creatures I enjoyed from my Advanced books, but play them in Basic games.

While I want to cleave close to the classic roots of the game, I also want to make my own changes. These are changes based on the readings I have done and the way my own games have evolved over the years.

I have used OGC creatures to smooth out the translations, even if the execution ends up a little different (look at you, one-headed Demogorgon).

So here are the creatures to look forward to.

"The Usual Suspects" Demon Line-up JE Shields art
"The Usual Suspects" Demon Line-up JE Shields art

Dæmon

Apollyon, the Oinodæmon
Cacodæmon
Derghodæmon
Guardian Dæmon
Hydrodæmon
Messodæmon
Nyctodæmon
Piscodæmon
Tarwani (Malzeth, etc.)

Demon

Abraxas
Achaierai
Akelarre

Babau
Balor
Baphomet
Camazotz
Cambion
Demogorgon
Dretch
Fly Demon
Fraz-Urb'luu
Gargantua
Glabrezu
Gog and Magog
Hellephant
Herzrou
Incubus
Juiblex
Kostchtchie
Manes
Marilith
Mezzalorn (Wasp Demon)
Nabassu
Nabassu, Mature
Nalfeshnee
Orcus
Ördög
Quasit
Rekhet A'at Khetepu
Reshkanu
Shadow Demon
Shaniezak
Spider, Demonic
Trickster (Imposter Demon)
Vanth
Vrock
Zsusr

Devil

Aamon
Aeshma (Pit Fiend)
Asmodeus
Astaroth
Baalzebul
Barbed
Bartzabel
Belial
Bone
Buer
Cimeris
Dīs Pater
Erinyes
Geryon
Hellcat
Hellhound
Horned
Ice Devil
Imp
Kôkabîêl
Lemure
Malarea
Mammpn
Mephistopheles
Nupperibo
Paimon
Titivilus

Eodemon

Ammit
Apep
Dagon
Drauga
Gallû
Girtablullû
Leviathan
Pazuzu
Tiâmat
Tsathogga
Umu
Utukku

Independent Fiends

Ahriman (Angra Mainyu)
Sons of Ahriman
Iblīs
Nightmare
Rakshasa

Lilim

Batibat
Empusa
Lamashtu
Lamiae (Lamia)
Lilith
Lilitu
Mara (Night Hag)
Mazziqin
Mormo
Succubus

Mephit

Brimstone
Fire
Lava
Smoke
Steam
Water

Tarterian (Demodand)

Shaggy
Slime
Tarry

Yaoguai

Hóu Yaoguai (Monkey)
Hǔ Yaoguai (Tiger)
Niú Yaoguai (Ox)
Shé Yaoguai (Serpent)
Shǔ Yaoguai (Rat)



The Left Hand Path Witch



Monday, April 7, 2025

Monstrous Mondays: Duke Bartzabel

Photo by Alessio Zaccaria on Unsplash
Photo by Alessio Zaccaria on Unsplash
 Progress continues on the Left Hand Path witch book. This is going to be my biggest one yet.

While conducting further research over the weekend, I couldn't help but notice that almost every occult road leads to or from Aleister Crowley. Either he was involved, or he adopted (aka stole) elements for his own use. One such element was the demon Bartzabel.

My oldest and were talking about D&D's Bel and Zariel and how they are fun and all, but they don't really fit with the cosmos we have going in our games. So, Bartzabel came to me at exactly the right time. 

Here he is, as he will appear in the monster section of The Left Hand Path.

Bartzabel

Warlord of Hell, Duke of the Battle Planes

Armor Class: –3 [22]
Hit Dice: 20+80 (170 hp) ******
Move: 120' (40'), fly: 180' (60')
To Hit AC 0: 6 [+13]
Attacks: Flaming greatsword (2d8+8 + 1d8 x2), tail lash (2d4), command (see below)
Special: See below
No. Appearing: 1 (unique)
Saving Throws: Monster 20
Morale: 12
Treasure Type: V, Z (plus magical war trophies)
Alignment: Chaotic (Lawful Evil)
XP: 13,300

Intelligence: Exceptional

The ruler of the battle planes of Hell and the Emissary of War is the great Duke Bartzabel, also known as Barzabel and Bartyabel. He commands Hell’s armies and lays claims to Hell’s Battle Plane. This puts him in direct conflict with Archduke Astaroth, who makes a similar claim. Bartzabel has little time to pursue his vendetta against Astaroth due to his constantly fighting in Hells wars.

Bartzabel appears as a large goat-headed Aeshma, his large horns coming out of the top of his skull. His features are bestial, and he is constantly in a rage. His skin is blood red, and there is an aura of fire and fear about him at all times. On his forehead is a pentagram that burns with a bright internal fire. His lower half is like that of a goat. He appears as a massive red-skinned satyr. 

This devil can attack with his great flaming sword +3 (+8 due to his strength) twice per round, lash with his tail, or take command of any devil lesser than 18 HD. He also has the following powers:

Astral Legion (1/day): Summons 2d6 Spectral Legionnaires (HD 6, AC 2, wielding force glaives). They last for 6 rounds, are immune to non-magical weapons, and follow his commands flawlessly.

Infernal Conscription: Once per round for 3 rounds, Bartzabel may inscribe a glowing war sigil in the air. All creatures of 5 HD or fewer in a 30' radius must save vs. Spells or act under suggestion-like orders (typically: "kneel," "drop weapons," "march into the fire").

Rally: All allied troops within 90' gain +1 to hit, +1 to saves, and are immune to fear. Enemies within the same radius must save vs. Spells or suffer –1 to hit and damage due to strategic intimidation and tactical pressure.

Additionally, once per day, Bartzabel may reroll any failed save, attack, or damage roll—his mind bends fate toward efficiency. This is in addition to the powers all devils have.

When not at war, which is rarely, he can be found in The Fortress of Endless Iron, on the blasted war plains of Hell’s first level. In addition to the legions of lesser devils he commands, he commands the Legion Occultum, a host of infernal soldiers who wield both weapons and spell-etched armor, bound by unholy contracts of obedience. They cast spells and have the powers of Warlocks of level 15 or higher.  He knows all the secrets of war and will impart them to those who can summon him. This includes the knowledge of wars to come.

Bartzabel as a Patron: Bartzabel is very open to warlocks, teaching the arts of war, much like the Grigori did in aeons past. This has led some scholars to believe that he, too, is a member of the fallen, not one of the lower orders of devildom. Scholars point to the Angel Graphiel and how he has not been seen since Bartzabel ascendance. Instead of a normal familiar, the warlock summons a Red Hellfire Imp, a tiny horned figure with parchment wings bearing Bartzabel’s sigil. It grants a +2 bonus to the warlock’s initiative and to hit rolls. Damage-causing spells always inflict an extra +1 point of damage.

--
Find Duke Bartzabel along with 125+ other demons, devils, and more in The Left Hand Path, the Diabolic & Demonic Witchcraft Traditions.

The Left Hand Path Witch



Monday, March 3, 2025

Monstrous Mondays: Monstrous Maleficarum #3 - Nymphs, Daughters of the Gods

 Today I release the next Monstrous Maleficarum! For Volume #3 I present 13 nymphs for use in the 5th edition of the World's Greatest Fantasy RPG.

Monstrous Maleficarum #3 - Nymphs, Daughters of the Gods

Volume #3 of Monstrous Maleficarum - Nymphs, Daughters of the Gods

Tales of the nymphs are as old as the Gods themselves. Semi-divine protectors of the natural world have also always been a part of the Fantasy RPGs since the beginning. 

With Monstrous Maleficarum #3 I return nymphs to the latest edition of the World’s Greatest Roleplaying Game. Nymphs, Daughters of the Gods for the new 5th Era.

Herein, you will find 13 types of nymphs to challenge and wonder your games. The sylph, whose feet hardly ever touch the ground. The melinoë who dance by the light of the moon. The mighty themeid, warriors among the nymphs. The underworld lampad, and the naiads, nereids, and oceanids, of their watery realms. 

Note: This product contains classical art that depicts some nudity.

One of the routes I came to Dungeons & Dragons was via Greek Mythology. I noticed a while back that the 5th edition of the game, both the 2014 and 2024 flavors, did not have nymphs as a creature type. I thought this was a serious oversight. So with Monstrous Maleficarum #3 I added them back.

I hope you enjoy!

Monday, February 24, 2025

Monstrous Mondays: DMGR4 Monster Mythology (2e)

DMGR4 Monster Mythology (2e)
 I want to pick back up my reviews of my collection of Forgotten Realms books, I also want to keep up my exploration of various monsters that have appeared in past versions of the *D&D game. With the lack of "playable humanoids" in the current Monster Manual, I returned to my collection and found a book that fits my needs.  While this means I am skipping over a couple of books in my chronological order, they are all connected to each other, so I can justify it. 

Of note, this is another book I obtained from the Grenda collection. So that is also a good reason to feature it. It can also stand-in as an entry to my "One Man's God" series. 

DMGR4 Monster Mythology (2e)

1992, by Carl Sargent. Art by John Lakey, Laura Lakey, Keith Parkinson, Terry Dykstra. Softcover, blue&white and full color art. 128 Pages.

This book was the fourth in the DMGR, or Dungeon Master's Guide Rules, series for AD&D 2nd edition. I did not purchase many of these when they were new. At this point, most, if not all, of my gaming money went to Ravenloft-themed products. 

This book covers, not monsters really, but their gods, demigods, and heroes. The format is simialr to that of new Legends & Lore book for 2nd Edition, and it would be a prequel of sorts to various Forgotten Realms "Faiths & Avatars" books, with Demihuman Deities being its direct descendant. 

Now to be fair, Monster Mythology is not a Realms book per se. A lot of what goes on in this book will later get adopted to the Realms. Author Carl Sargent, also know for his Greyhawk From the Ashes boxed set, makes many mentions of various Greyhawk secific gods. It seems that he felt these two products would work together. And they do, quite well in fact, but the Forgotten Realms are also explicitly mentioned. 

What does this book actually have in it?

There are gods for the Elves (including sea elves), Dwarves, Gnomes, and Halflings, specifically for the Forgotten Realms, though we have seen these before in one form or another. There are "Goblinoid Deities" of the orcs, goblins, bugbears, kobolds, and others.  

There are the Gods of the Underdark: For Drow, Underdark Dwarves, Illithids, Beholders, Myconids, and Deep Gnomes. 

Gods for the Giants, for other monsters, and many more are also mentioned. This includes the Elder Elemental God, aka the Elder Elemental Eye. This book does nothin to clear up that confusion, but that is fine. I like my gods messy. Case in point, the Demon Lord Juiblex is listed as a Lesser God here. Indeed, one man's god is another man's demon.

In addition to Juiblex, other demons are mentioned and get deity-level treatment. This includes Demogogn, Yeenoghu, Kostchtchie, Baphomet, and Lolth (naturally). Additionally, other "monsters" get god-like treatments, such as Bahamut and Tiamat. 

Vampires, liches, and even hags get gods. Though I am not sure I'd ever use them as gods and more as "powerful examples" of each type. 

It is an interesting mix, especially rereading it with 2025 eyes. Some gods were ported over from the various Gods of the Demihumans articles from Dragon magazine, and others from previous Realms-based books and earlier as well. The Underdark gets more detail. It's no surprise; the early 1990s were all about the Underdark and Drow in particular.

All gods get mentions of their Specialty Priests. So in general, this book has more value to the game than does the Legends & Lore book proper. 

A couple of thoughts, though, of my own.

I'm not sure what happens with the gods of the Kobolds as they became less "goblin" and more "dragon."  I am likely to say that these gods were once powerful kobold heroes that fell into a sort of ancestor worship. 

I also can't see the Illithids or the Beholders having gods. For the Illithids, I say that their two gods, Ilsensine and Maanzecorian, are not real beings but rather constructs of the Illithid shared mindscape, something akin to a Tulpa. The beholders, on the other hand, have their "Great Mother," who I say is not so much a divine figure, but actually the mother of all beholders. So in a way she is more akin to Vlaakith of the Githyanki. 

The book is flexible enough to be used in any campaign setting, and it mentions just about every campaign setting from that time. 

While the book has been superseded by newer AD&D 2nd Ed books in the Forgotten Realms and by shifts in the pantheons in different editions, this is still a solid book.

The details on specialty priests alone makes it worthwhile.  

Legends & Lore with Monster Mythology


Monday, February 17, 2025

Monstrous Mondays: Monstrous Maleficarum #2 - Return of the Orcs

 Today's Monstrous Monday is a special one, the return of my erstwhile series "Monstrous Maleficarum." In this new and revised version for "5th Era Fantasy RPGs" I am featuring the return of the Orc as a monster you can have as an antagonist. 

Just in time for tomorrow's new Monster Manual release. 

Monstrous Maleficarum #2 - Return of the Orcs

Volume #2 of Monstrous Maleficarum - Return of the Orcs

Orcs have been a staple of FRPGs since the dawn of the hobby. These creatures are as iconic as they are ubiquitous. 

With Monstrous Maleficarum #2 I present the return of the orcs to the latest edition of the World’s Greatest Roleplaying Game. Orcs for the new 5th Era.

Herein, you will find the classic Pig-nosed orc, the mighty green and gray orcs, the blood-thirsty Blood Orcs, the violent Ghost-Face orcs, the noble and good Desert Orcs who call elves “brother,” and the intelligent and equally dangerous High Orcs.

What is Monstrous Maleficarum?

Monstrous Maleficarum is a series of smaller publications to feature new monsters for the 5th Edition of the World's Greatest Role-Playing game. Sometimes these monsters are from previous editions, brought into the new era via the Open Gaming License. Sometimes they are new takes on classic creatures of myth and legend. And other times they will be brand new creatures.

Each “issue” will feature a theme of related monsters.
Every issue will feature 100% Open Gaming Content text.

I will have more to say on Orcs and other "missing monsters" as time goes on.

Monday, February 3, 2025

Monstrous Mondays: Mini Monsters

 I love HeroForge minis. I have made hundreds, but I can't afford to buy all the ones I want. Thankfully, I spent my Christmas break getting our resin 3D printer working. Once I got going, I went nuts.

mini devils and demons

That may not look like a lot, but it takes a while for them to print, and there are many casualties along the way. But I wanted to get all the Archdevils and Demon Lords from the AD&D Monster Manuals.

All of these demons and devils were made with HeroForge, and then I downloaded the STL files.

Geryon, Asmodeus, and Titivillus
Geryon, Asmodeus, and Titivillus


Moloch, Mephistopheles,
Moloch, Mephistopheles, and Beelzebub 

Belial and Fierna
Belial and Glasya (Fierna broke)

Lilith and a succubus
Lilith and a succubus.

Lilith is from the cover of Eldritch Witchery and the Succubus is my version of the Sutherland Succubus

Kelek on a Warg
Kelek on a Warg

Camazotz and Akelarre
Camazotz and Akelarre

Camazotz and Akelarre are two demons from my own games.


Archdevil Zariel
Archdevil Zariel. The only "newer" devil I use.

And I had to do a witch!

Larina

I bought this STL (3d printer file) online from Torrida Minis because I thought it looked like Larina. It is Tasha, from D&D, but she has been looking more and more like Larina over the last few years anyway. I still prefer her 3.x look. I kinda want his BloodRayne one too. My wife painted it for me. She also painted Belial and Akelarre above.  

I am going to try my hand at painting some of the demons and devils here but that is WAY outside my comfort zone. I am not very good at all. I still need to prime them all first. That at least I can do.

These are all resin prints, but Akelarre is from our FDM printer (which I still need to get fixed) and is a lot heavier than the others. 

Still have a few more to print out, but I am having a blast with this.

Monday, October 14, 2024

Monstrous Mondays: The Ravenloft Monstrous Compendiums

 I have been covering the AD&D 2nd Ed version of Ravenloft all this month. I have also been covering the the Forgotten Realms and currently in the AD&D 2nd Edition era. One thing they both have in common is that a few of the books feature new monsters in AD&D 2nd Monstrous Compendium format.

I reviewed the Ravenloft Monstrous Compendiums sometime back. Since I have been reviewing the various books I have been printing out the Monstrous Compendium pages and adding them to my three-ring binder for Ravenloft.

The Ravenloft Monstrous Compendiums

As I run across a monster page for these reviews OR from Dragon magazine in my This Old Dragon feature, I print them out (or cut them out as the case may merit) and add them to my binder.

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

It has taken 30+ years but I feel that the Monstrous Compendium concept is finally living up to its potential for me.

I have been doing the same thing with my Forgotten Realms monsters as I talked about a while back.

Again, I might start mining my other MCs to see what would fit here. I already have one filled with demons and devils, so I wont add those, but I am considering taking the Death Knight from Krynn and putting in this one.

The truth is I am not likely to play AD&D 2nd ed Ravenloft again. BUT my son is running his 5e group through Castle Amber using AD&D 1st ed. So it is possible I could run an AD&D 2nd Ed game again one day. I have mentioned that I am running an AD&D 2nd Ed Forgotten Realms game with my oldest, though we have not played in a while. So I guess never say never.

Despite my concerns with Ravenloft under AD&D 2nd ed, it was my game for the 90s. 

In any case I feel like an archivist in some dusty library, collecting tomes for my own pleasures. 

This is another entry for my RPG Blog Carnival for October!


RPG Blog Carnival


Monday, September 23, 2024

Monstrous Mondays: The Monster Movie Marathon & RPG Blog Carnival

 It is that time of year again! Ok, that's lie, it is always that time of year for me. But it is that time of year when I start talking about it. And by "it" I mean my October Horror Movie Challenge

The goal is basically the same every year: Watch 31 Horror movies, with at least 20 of them as first-time views.  I often throw in a little twist to the theme. One year, it was all Vampire movies; another movie just before 1973 when The Exorcist came out.  This year, we will have a theme as well. 

The Monster Movie Marathon

To celebrate 50 Years of Dungeons & Dragons, I am going back to watch a bunch of classic (say pre-1977) movies featuring monsters from the AD&D 1st Edition Monster Manual.

Monster Movie Marathon

This all works out great for me.

"Monster Movies," as my Dad and I used to call them, were a big influence on my childhood and primed me for when Dungeons & Dragons came into my life. 

So I am going to watch a bunch of horror movies, mostly from before the Monster Manual was printed in 1977, featuring monsters that would later appear in those pages. 

I am not making any claims that these movies inspired these monsters, but certainly, they would have been known by the authors and artists of D&D at the time. They WERE certainly an inspiration to me at the time. The challenge here will be finding 20 I have never seen.

I have been reviewing my lists of monsters and comparing them to the book "The Classics of the Horror Film" I mentioned about a month ago. Along with other books, that for me, were the pillars of my love of monsters and ultimately D&D.

I'll watch the movie and talk about their Monster Manual counterparts. 

Should be great! So join me all month long next month.

I am also hosting the The RPG Blog Carnival for October. My theme is "Horror and Fantasy." Many of the monsters I'll be talking about have a toe, or tentacle in both. Monsters like the vampire, Medusa, and the mummy are featured in both genres. Creatures like the ogre and goblin began as horror monsters (of the time) and became more fantasy. Greek Myth for example has a lot of fantasy creatures that would later appear in horror.

So I have my work cut out for me to be sure! So join me in talking about Horror and Fantasy in your games and I'll link to you in future posts.

RPG Blog Carnival