Showing posts with label Monstrous Mondays. Show all posts
Showing posts with label Monstrous Mondays. 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 22, 2020

Monstrous Monday: Sasquatch (BECMI Special)

I am continuing my BECMI posting all month.
Saturday was the first day of Summer for 2020 and Summer and June usually meant one thing in my house back in 1983.  The local Public Library's Summer Reading program!

When I was younger I devoured books on monsters, aliens and all sorts of strange creatures.
I have detailed my interactions with some of these books that I was able to find more recent as an adult elsewhere here on my blog.

But today is special.  Today is the confluence of a number of topics in a perfect way.  Today I will post my review of the BECMI Master's set.  It is summer. It is a Monster Monday.  What better monster for today than the one that is really at the root of my monster love.

Bigfoot, or the Sasquatch.

Around the same time I was getting into D&D we also subscribed to Showtime, one of the first cable channels out.  The film Sasquatch, the Legend of Bigfoot was on heavy rotation on the channel then (that and Smokey and the Bandit). It was a pseudo-documentary, but it really set the stage for some of the games I would later play; the monster naturalist.

Here is a sasquatch I developed originally in 1986-87.  I used these stats later to develop the Almasti for Ghosts of Albion later on.

Sasquatch
Armor Class: 6
Hit Dice: 6*
Move: 180' (60')
Attacks: 2 fists or rock throw
Damage: 6-11 (1d6+5) / 6-11 (1d6+5) or 7-21 (2d8+5)
No. Appearing: 0 (1-10)
Save As: Fighter: 5
Morale: 7
Treasure Type: Nil
Alignment: Neutral
XP Value: 500

The sasquatch, also known as the "Bigfoot", is a large humanoid creature.  It is neither human, orc or even an ogre.  The creature is elusive and extremely shy. Very little is known about the creatures and most urban scholars doubt they even exist.

What is known is this. The sasquatch ranges from 7' to 9' tall, and weighing between 650lbs to 1,000lbs.  They have long torsos, long arms with massive hands, shorter legs but large feet which gives them their name.  They are strong, 22 Strength, have dark brown, reddish or black fur like that of an ape.  What is often most remarked about them is their strong odor which gives them their other common name, the "skunk ape." 

The sasquatch can blend into surroundings making them difficult to spot. They can only be seen on a roll of "1" on a d20.  Their odor makes it difficult for them to completely surprise. They can only surprise on a roll of 5 or 6 on a d6.

They are normally non-aggressive, preferring to hide, and stay away from all others save their own family units.  If pressed they will attack, or if they feel their family unit is in danger.

The sasquatch can attack with two fists or throw boulders, much like a giant.  The sasquatch can also howl.  This howl causes fear (as per the spell) to all that hear it who fail a saving throw vs. Paralysis.  Those that fail the save are too frightened to attack or move.

--

I mentioned here before that my "first monster manual" was by Daniel Cohen and not Gary Gygax.



This plus my Moldvay set keep me going for a very long time.

Monday, June 15, 2020

Monstrous Monday: Philosopher Lich and Notions (BECMI Special)

This week I am going to cover the Companion series and what that meant to me before it came out when it came out and now.

Today we have nearly unfettered access to RPG material.  One of the things I did not have access too was the original AC9 D&D Creature Catalogue.  My DM though in 1986 did.  One of the creatures I liked was the Gray Philosopher. I really liked undead monsters for my game, so I went home after seeing this and wrote my own version for my AD&D game.  Liches would not appear in D&D until the Master Set, which I never saw till much later, but they were a staple of AD&D.

Later I expanded on it for AD&D 2nd Ed and called it an "Occult Lich."  Though I was never 100% happy with it.

This creature is based on some ideas I had for the "Occult Lich" and something I was calling the "Accidental Lich."

This lich was/is my "clerical" version of the "magic-user" lich.
The name is also a nod to the "Philosopher's Stone."


Lich, Philosopher
Armor Class: 0
Hit Dice: 10-14*
Move: nil
Attacks: nil
Damage: nil
No. Appearing: 1 (1)
Save As: Cleric 10-14
Morale: 12
Treasure Type: V x2 + Special
Alignment: Chaotic
XP Value:
  10 HD: 1,600
  11-12 HD: 1,900
  13-14 HD: 2,300

The Philosopher Lich is most often created when an evil cleric is pondering some evil plan or a philosophical bit of occult knowledge that they extend beyond death.
The Philosopher Lich will often be found seated, typically in a pose of deep contemplation.  They appear as do other liches; skeletal wearing robes common to their station in life and with eyes that glow of a deep and profound evil intelligence. It is this malevolent glow that keeps them from confused with normal skeletons or an undead one.
Philosopher Liches were once great clerics dedicated to foul beings beyond the understanding of humans.  Their evil thoughts pre-occupy their very existence. They do not move and rarely speak.
They are guarded by their evil thoughts made manifest known as notions.
If all the notions are defeated the Philosopher Lich can attack with spells it knew as a high-level evil cleric.  They will also have 2-5 (1d4+1) magic items common to high-level clerics with the exception of arms and armor. This is in addition to double the type V.
Philosopher Liches are turned as Liches, but they cannot be turned as long as their Notions are still active.

Notions
Armor Class: 3
Hit Dice: 4**
Move: 90' (30')
   Flying: 240' (60')
Attacks: 1
Damage: 2-5 (1d4+1) + Special (Intelligence Drain)
No. Appearing: Same as HD of Philosopher Lich
Save As: Cleric 4
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 175

Notions are the manifestations of the evil thoughts of the Philosopher Lich.  The notions appear as wraith-like horrific versions of the Lich as he or she appeared in life, though twisted.  Each notion is a reflection of the horrible thought the Lich has.  So thoughts of murder manifest as a bloody looking notion, greedy notions are covered in chains, gluttonous notions are fat, and so on.
The notions attack with a single touch that feels like an electric shock or cold chill, depending on the notion, that does 2-5 hp of damage.  The victim attacked must also make a Saving Throw vs. Death or lose 1 point of Intelligence.  The notions "feed" on this mental energy and give it to the Philosopher Lich.
Victims restore their Intelligence score at a rate of 1 per week.

Notions can be turned as Spectres.



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 25, 2020

Monstrous Mondays: Blood Goblin (Hæmogoblin)

Here is a nasty little beastie from WAY back in my past.  I used these guys in AD&D 2nd Ed and then again for Ghosts of Albion where they were a big part of my Obsession adventure.

Blood Goblin (Hæmogoblin)

Undead faerie
Frequency: Very Rare
No. Enc.: 1-4 (1-6)
Alignment: Chaotic (Chaotic Evil)
Movement: 120' (40') [12"]
Armor Class: 6 [13]
Hit Dice: 4d8+4** (22 hp)
Attacks: 2 claws/1 bite (blood drain)
Damage: 1d4+1, 1d4+1, 1d6 + blood drain
Special: Acidic blood, 1d4 on touch, only harmed by silver, track by scent
Size: Small
Save: Monster 5
Morale: 7
Treasure Hoard Class:
XP: 225

Blood Goblins are nasty little beasties. Nominally part of the faerie, their essences have been corrupted by a vampiric or demonic power. The ritual to turn a faerie into a blood goblin is unknown to most mortals, but what is known is it is dark and evil and requires the vampire or demon to bind the potential blood goblin to feed it some of its own foul blood.

Once complete the faerie undergoes a horrible transformation. Their form becomes a twisted parody of what it once was. Wings (if they had them) wither and fall off. Teeth grow long and sharp. Their skin takes on the unhealthy look of a bruise or rotting flesh and thick acidic blood weeps from their pores. Arms grow long and their now taloned hands drag the ground. Their eyes turn completely milky white with no pupils visible.

They can speak, but it is difficult to understand them.

Blood goblins are bound to their master and will do his bidding. The trouble is most are far too dimwitted to be anything other than a nasty little killer. They enjoy hiding in alleys or darkened paths and ambush their targets. They have a keen sense of smell so often they need something that smells like the intended victim in order to attack them.  But they can and will attack anything warm-blooded.

Like all undead blood goblins are affected by holy water, taking 2-8 hp of damage per vial. blood goblins also take damage from sunlight. Blood goblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”) or “Sleep”.
Blood goblins have infravision to 90’.

Blood Goblins turn as Ghasts.

Here are my original AD&D 2nd Ed stats for them.


Hæmogoblin

CLIMATE/TERRAIN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Night
DIET : Living beings
INTELLIGENCE: Low (5)
TREASURE: Nil
ALIGNMENT: Chaotic Evil
NO. APPEARING: 1 (1-4)
ARMOR CLASS: 6
MOVEMENT: 12”
HIT DICE: 4+4
THAC0: 16
NO. OF ATTACKS: 3 (claw/claw/bite)
DAMAGE/ATTACK: 1-8/1-8/1-10
SPECIAL ATTACKS: Blood Drain
SPECIAL DEFENSES: Can only be hit by silver or magic.
MAGIC RESISTANCE: Nil
SIZE: S (3’ to 4’)
MORALE: Steady (11 - 12)
XP VALUE: 800
PSIONICS: Nil

The highest level of undead a human may obtain is arguably the Vampire. It’s ability to blend in with human or demi-human society is as much as an asset to it as it’s great strength and magic. However, many sub-human races are not suitable for vampiric conversion. Some sages claim it could be their force of will or life is relatively low. Others claim it is the gods that control the sprits (and not souls) of these humanoids that do not allow them to become vampires. It could be that vampires find these sub-humans distasteful. However some sub-humans have become undead. Undead gnolls (q.v. Shoovusa) and trolls (q.v. Spectral and Spirit Trolls) have been recorded. The Hæmogoblin is also such a creature.
Hæmogoblin’s, are created by vampires in need of a specialized servant. Creating a hæmogoblin is similar to creating any other type of vampire; blood is exchanged between the vampire and the victim. However to create the hæmogoblin the vampire needs to do something slightly different. The vampire uses any humanoid creature, (orcs, kobolds, goblins, hobgoblins, norkers, etc…) usually goblins are chosen, due to their size and manageability.
It should be noted that creatures as large as an ogre might be used, but none have ever been reported, also goblyns (from Feast of Goblyns) can not be used, they have already been converted using powerful magics.
The vampire master takes the humanoid victim and first drains it of most of its blood. The vampire then will regurgitate the purloined blood back into the humanoids mouth. The victim will swallow the blood and it’s transformation to undeath has begun. Usually by the next nightfall the victim will reawaken to full hæmogoblin status. The vampire lord can create a number of these creatures that is equal to its own hit dice, e.g. a 12 hit die vampire can create 3 (3*4 hit die=12) of these creatures. From this point the hæmogoblin will act as a servant somewhere between a homunculus/familiar and a vampiric slave.

Combat: Hæmogoblins attack with a claw/claw/bite routine. On any natural “20” rolled to hit with the bite attack the hæmogoblin will begin to drain the victim's blood at the rate of 1 CON point per round. The hæmogoblin can only be removed with a successful “Bend bars/Lift Gates” roll. The victim may not attack during the rounds an attempt to remove the hæmogoblin takes place. If the hæmogoblins are S size or smaller then up to two may be draining one victim at the same time. If the victim reaches 0 CON points then they die. Unless a “Bless” or “Remove Curse” spell is cast on the corpse it will rise the next night as a Ghast.

Hæmogoblins turn as Ghasts. Hæmogoblins cannot pass on their curse of undeath like the vampire to create other hæmogoblins, however, there is a 50% chance that any sub-human killed by a hæmogoblin will become a ghoul, with 5% of those becoming ghasts. These victims are free-willed, but they are at a disadvantage when encountering the vampire that created the hæmogoblin. They make their saves at –5 and are 25% more likely to fall under that vampire’s control.
Like all undead hæmogoblins are affected by holy water, taking 2-8 hp of damage per vial. Hæmogoblins also take damage from sunlight. Hæmogoblins take 10 hit points of damage for every round they are exposed to bright, full sunlight. A “Continual Light” spell will also cause 1d4 hp of damage. Also they are unaffected by any mind spells (“Charm”, “Hold”, “ESP”), or “Sleep”.
Hæmogoblins have infravision to 90’.

Habitat/Society: Hæmogoblin’s are created undead, none will occur “naturally”. They can be most often found in or near the lairs of vampires. Crypts are very commonplace for hæmogoblins. They have been known to associate with ghouls for increased protection and hunting. Hæmogoblin’s prefer to eat living humans and humanoids. Often however they are forced to eat the scraps left to them by their vampire masters. If hard-pressed hæmogoblins will eat corpses.
Most hæmogoblins encountered will be in the service of a vampire lord/lady. They are often used as spies for the vampire. In one recorded incident a vampire set up one his own Hæmogoblins as a scapegoat to cover his own tracks. While any angry mob was dealing with the hæmogoblin, the vampire left the area.
Unlike a true familiar, the vampire suffers no ill effects if his hæmogoblin is destroyed.

Ecology: Hæmogoblins are undead and produce nothing. While the corpses of hæmogoblins may be useful to necromancers or sages, they have nothing else of value.

Monday, May 18, 2020

Monstrous Monday: Gladyolus

One of the big influences I have had for my Monstrous Mondays and my new monster book has been my mom.

No kidding.

My mom loves sci-fi and horror. When I started playing D&D back in the 80s she took one of my D&D books, I think it was the AD&D DMG, and she proclaimed "this is just mythology and math!"  But she loved all the monsters and she had always loved telling all us kids stories about them.

Here is one of them!

She told us this story back when I was in sixth grade.  I know that it is not 100% original, but it still thrilled us as kids. Though in my mom's defense, she never read any Clark Ashton Smith.

Gladyolus
Monstrous Plant
Frequency: Very Rare
No. Enc.: 2-20 (5-100)
Alignment: Chaotic (Chaotic Evil)
Movement: 0' (0') [0"]
Armor Class: 9 [10]
Hit Dice: 1d8 (5 hp)
Attacks: 1 (blood drain)
Damage: 1d4+1
Special: Nag (see below), takes 2x damage from fire
Size: Small
Save: Monster 1
Morale: 12
Treasure Hoard Class: Nil
XP: 15

According to tales, the Gladyolus flower began not as a plant but as a woman named Gladys.  Gladys was not a happy woman.  She nagged her adult children, her friends, but most of all she nagged her husband.  One day she was complaining about something when her husband finally snapped and he killed her.  Seeing what he had done he decided to dig up his garden and bury Gladys in it.
The next spring the flowers he had planted grew, but all had Gladys' face and voice.
The nagging drove her husband to kill himself and the Gladyolus fed on the corpse.

The Gladoylus is a monstrous plant that feeds on the blood of warm-blooded creatures.  Humanoids are its favorite source of food.  The plant flower has the face of a woman.  When encountering humanoid creatures each flower begins to talk to berate the creatures.  On a failed save vs. Spells the creatures will wade into the plants to attempt to get them to be quiet.  Once in the midst of the plants they will all begin to attack, up to 1d10 plants per round, doing 1d4+1 per plant.

The plants can't move and take double damage from fire.

--

So I am solidifying my stat-block for this book.  I am going to opt for Advanced Labyrinth Lord compatibility.  This solves two really big issues.  First, it gives a solid XP matrix to work with.  Since LL is one of the most popular retro-clones on the market, this covers a lot of players.  Second, it also gives me a Treasure Type/Horde Class that is easier to use and I don't need to invent my own.

I am still going to add Type, Frequency, and Size.  But I don't think I am going use the size = different HD as I talked about last week.  Adding Type, Frequency, and Size. is easy and won't detract too much on people's games.  Changing HD type might be a bridge too far.  So my current plan is to provide them as an Appendix.  So this creature would be listed as: "Gladyolus, Small, 1d6 (4 hp)."

This is going to be a lot of fun!

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


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Monstrous Mondays: How Much for a Book?

I had a Monstrous Monday planned for today but in the process of going through my monsters to make sure I hadn't already done it (spoiler: I hadn't, expect to see a Hodag soon!) I began to notice a couple of things.

1. I have been doing Monstrous Mondays for a while now.
2. I have a ton of monsters.

I went back through all my data and found I have done 230 monsters for my witch books.  About 80 for Monstrous Mondays and another 75 or so in just A to Z posts.

Counting for duplicates and overlaps that gives me over 300 monsters.

That's more than the Monster Manual had.

It got me thinking. Would a new monster book be fun to do?



Well, the answer is yes, it would be fun. I have enough monsters for sure.  They all have a general "theme" of witches, demons, undead, and the occult.  So that is something.

The biggest issues are:

1. Art. Art is not cheap and I would like to have as much as possible.  The biggest cost of the book will be this.

2. System. As of now I have written monsters for Basic-era (at least four different clones), S&W, AD&D, Unisystem, AGE, Ubiquity, and D&D5 with a smattering of others.  What system would be best to use?  AD&D/OSRIC gives me more detail, Basic/LL & S&W gives me the most audience. D&D5 gives me a little of both, but the art requirements are much higher.

3. New content. This is a big one for me really.  Despite the fact that there are over 300 monsters, all of them have appeared in one of my books or blog already. While an individual may find something they have not seen before, anyone who has purchased a book from me will see something they have already seen.

Granted, this is the exact same thing as the Fiend Folio with content from the Fiend Factory and most of the Tome of Horrors books are filled with monsters we have all already seen. In fact there is a group of demons I have taken to calling "The Usual Suspects" because they are in every book of demons there is.  I have even gone as far as to look into commissioning some art with them all in a police lineup.

Even Monsters of Mayhem #1, a book I rather enjoy, is made up completely of monsters from all the adventures from Dark wizard Games.

Obviously, I could do this as a book and sell it anyway. The enjoyment would be for me to have my very own book of monsters.  If other people enjoy it, then fantastic!
BUT that assumes that I either have all the art I need and any I need to buy will be cheap. 
I like my witch books to make a profit (so I can buy more books!) and just breaking even is not a good business strategy.

Under any circumstance, I would HAVE to include new, never before seen monsters.

Now just figure out which ones make the cut and where some gaps might be.

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.