Init +0
Melee Atk
• sword or dagger +1 (1d5 or 1d3)
Ranged Atk
• hot iron sparks +3 (1d4+2 to two targets within 20' but not closer than 5')
AC 14
HD 12d6+3
MV 30
Act 3d20
SP spells +2, mob
Fort +6
Ref +5
Will +4
AL C
[I was re-watching MST3K's version of The Day The Earth Froze, and I got to thinking...]
Residing in the far, far North, these wizards toil in rowdy unison, producing what items of magic the waning spells of these troll-blooded wizards can muster. They are not as powerful as they were in the previous Century, but their long lives mean that they have seen much. Remembering it all clearly is another matter...
They work together and fight together. Every two hit points represents one Wizard of Pohjola in the group, i.e., if an arrow targets the group of them and does 4 points of damage, two of the Wizards were cut down by that arrow! The crowd of them produces three actions per round, unless there are only five or fewer left (though they are likely to flee well before they drop to such low numbers).
While the mighty power to create a sampo has slipped their gnarled grip, they can still clap reigns on a workmanlike magic to fashion worthy items. A few examples follow:
• Armor that allows a second Reflex Save, if the first is failed. If another individual is nearby and needs make such a Save, the wearer of the armor can give one or both Saves to that person, interposing themselves to 'deflect' the effect.
• Weapons that never Fumble. However, they are sundered beyond repair after the roll of 2d5 Fumbles.
• They are clever enough to craft leathern sacks and mighty chains capable of containing and holding the North wind or the Spring fog.
• Lanterns that blind the sighted within 80', except those bearing the lanterns. That's blinded as in being made blind.
The Wizards of Pohjola can also manage a few arcane tricks if they are attacked, or need themselves to make war. In each case they use 1 Action Die for each magical effect they desire to cast.
• With a roll of 12 or more, they can increase their Armor Class by the same amount as the attack bonus of the attack which most recently hit them. This effect lasts for 2d4 rounds, or until re-cast.
• With a roll of 14 or more, they can race like the wind at a ground speed of 70, or a flying speed of 20, for 1d4 rounds.
• With a roll of 16 or higher, they can grant themselves a pool of 1d12 Luck points, with which to enhance others of their rolls until the points have been spent or the effect re-cast.
• With a roll of 18 or higher, they can turn half their number
invisible for up to 2 rounds, thereafter (for one round) giving them a
+5 to hit in melee and doing an automatic crit on a successful hit
(Table III/1d12).
Each group of Wizards may have their own variations on these powers, as the Judge sees fit.
Excuse me now, I need to go finish my Unhappy Meal...
[Get your own Unhappy Meal here]
A Confabulation of Over One-Hundred Unique MONSTERS for The Dungeon Crawl Classics RPG (DCC RPG) and Suitable for Other Sword & Sorcery Role Playing Games, Including Older-Style Games.
These are monsters in the the original sense of "anything that's not a player controlled character..."
Mostly Written and Drawn by bygrinstow. — DCC Monster Stats! —
Showing posts with label NPC. Show all posts
Showing posts with label NPC. Show all posts
28 January 2020
WIZARDS OF POHJOLA
17 September 2019
RIVAL PARTY - ELF
Init +1d4Melee Atk
• dagger +0 (1d4)
Ranged Atk
• sticky explosive +5 (1d7+2, special, 100')
AC 11+
HD 5d8
MV 40
Act 1d20
SP shapechanging, second head, life stealing, horn power
Fort +10
Ref +4
Will +3
AL L
RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.
Wollatha has become so far removed from his Elf-kin that he is no longer allowed into Elfland. It is said that the baby-sized head that protrudes from his chest is his own heart, drawn out for all to see.
His magical aptitudes have taken strange turns... He can manifest grenade-sized multi-faceted spheres of matter to hurl at his foes. These will stick and explode, damaging the target and stealing 1 point of any Ability Score the Rival Elf chooses and that 'life energy' will float over and strengthen him (taking 1d3 rounds). He can also steal from Ability Scores with 1d4 rounds of contact per point.
He can alter his appearance to that of any humanoid type he has seen in person, though he can't duplicate particular individuals very well.
His horns give him infrahearing, letting him hear things beyond the usual human range. At the Judge's discretion, when the Rival Elf is hit with a damaging spell, such as Magic Missile or Lightning Bolt, he can instead take the minimum possible damage from the spell results table and lose one of his horns, as it is painfully burnt away from his head in a burst of acrid smoke and debris. The horn will grow back over the course of 3d4 months.
The small head growing from his chest gives him a second set of eyes; his initiative bonus is also a bonus to his AC. If the Judge desires, this can be re-rolled each round (or even for each attack against him). Anyone making a Will Save with the Elf in front of them is at a penalty of 2 while the disturbing infant-sized face is staring at them.
Wollatha is motivated by extreme hedoniam.
The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG
Labels:
civilization,
dungeon,
monster,
NPC,
rival party,
wilderness,
wizard
03 September 2019
RIVAL PARTY - WARRIOR
Init +2Melee Atk
• razor bones +7 (1d6+2+1)
AC 11 +1
HD 10d6 +25
MV 40
Act 1d20
SP inert matter, auto-reciprocal attack, spells, perfect silence
Fort +9
Ref +2
Will +1
AL L
RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.
Driven by an insatiable hunger, Eethoka remains human in only the most minimal ways. A large snake-like creature formed primarily of a fine, gritty material, he remains as deadly a warrior as he was before his transformation.
His sinuous body lashes back at those who harm him directly in melee and moves in perfect silence, leaving a faint trail of gray dust.
Since he is composed of inert matter, he is immune to poisons, toxins and the like. He is perceived by magic and other extra-sensory means as an object, rather than a life form.
He can invoke the following magical effects by giving up his Action Die:
Force Manipulation (pg 143) at 1d10+18 once per hour, failing on a die result of "1".
Read Magic (pg 152) at 1d10+11 once per 8 hours, failing on a die result of "1".
Strength (pg 198) at 1d14+14 once per day, failing on a die result of "1".
Find Familiar (pg 141) at 1d8+11 once per month, failing on a die result of "1". At the Judge's whim, the Rival Warrior may have one or more Familiars currently surrounding him (stats above reflect this). Some potential stats are given below.
The Rival Warrior's Familiars:
Miniature Knight, 14-inches tall, Guardian Familiar (+1 AC), 9 hp, AC 17, mini-sword +8 (1d6, crit 1d12 III), Saves +1
Giant Bee, 29-inches long, Guardian Familiar (melee damage +1), 10 hp, AC 14, sting +8 (1d6+1, crit 1d12 III), Saves +1
Hawk, Focal Familiar (excellent vision), 6 hp, AC 14, talons +1 (1d3), Warrior can see through Hawk's eyes, Warrior can center spells on Hawk's position and cast with a +1,
Note: The Knight can ride the Bee!
The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG
Labels:
civilization,
dungeon,
monster,
NPC,
rival party,
wilderness
20 August 2019
RIVAL PARTY - CLERIC
Init +2Melee Atk
• touch +5 (1d8+1)
AC 21
HD 4d12+2
MV 60 teleport
Act 1d20
SP life stealing, mighty grab, lay on hands, spells, stupidity
Fort +1
Ref +4
Will +5
AL C
RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.
Ukix the Rival Cleric has been essentially turned inside out by some past encounter, existing as a pulsing sphere of "inner" flesh, with bones wrapping around it. Ukix hovers anywhere from 3 to 5 feet off the ground and teleports to new positions within 60 feet.
His touch steals life force from living beings and adds it to his own. Any hit points done in damage by his touch are added to his own hp total, up to his maximum of 50.
The spherical portion of the Rival Cleric's body can cling to anything, requiring damage equal to 1/4 of his current hp total to carve away enough of him to break the connection. If he chooses to grab an opponent in this way, it can be difficult to extricate the target, since he can drain their life to keep himself whole and maintain the grip, an excellent position from which to bargain for the target's life...
The Rival Cleric is stupid and makes mistakes which can cost him and his Party.
He has access to two 1st Level spells, one of which he can cast at a result of 15 and the other which he can cast at a result of 20, each once every three rounds. He has access to one 2nd Level spell, which he can cast at a result of 20 once every three rounds. He can Lay on Hands with a result of 15 once every 5 rounds.
The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG
Labels:
civilization,
dungeon,
flying,
monster,
NPC,
rival party,
wilderness
06 August 2019
RIVAL PARTY - THIEF
Init +5Melee Atk
• scythe +5 (1d6+2)
AC 13
HD 7d6
MV fly 90
Act 1d20
SP giant-sized, regeneration, smothering
Fort +5
Ref +8
Will +3
AL C
RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.
Timok the Rival Thief appears like a gigantic, distorted human-shaped balloon that's been nearly completely deflated, yet remains afloat, his head bobbling and swaying in reply to his movements. His vast flappy body covers an area approximately 100' by 70' and so anything within that space "under" the Thief is considered adjacent. While his movements are jittery and palsied, his ultimate accuracy remains high.
He heals at a rate of 4 hp per round, from all kinds of attacks, and recovers from other sorts of damage comparably quickly.
He is adept in the usual thiefly skills, barring Backstab and Disguise Self. Others may be very dependent upon conditions, such as having a suitably large shadow in which to Hide In Shadows (when used literally). If you'd like to use the bonuses of such skills, consider them as +10 across the board.
The Rival Thief can wrap around one or more targets (if grouped together) and attempt to smother them. Each round enveloped after the first requires a Fort Save vs. DC 16 to remain conscious, and reduces the enveloped targets' Stamina by 1d4. Failing the Save means the character has fallen unconscious. Remaining enveloped, they will be reduced to 0 hp in a further 1d3 rounds. Most attacks made from within the Thief's envelopment are made at -2 and damage is two steps down the Dice Chain, dropping an additional step each time Stamina drops. For each target enveloped beyond the first, add 1 to the Save DC.
The Thief is, as with all his kind, driven by acquiring gold and jewels.
The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG
Labels:
civilization,
dungeon,
flying,
monster,
NPC,
rival party,
wilderness
01 August 2019
RIVAL PARTY - HALFLING
Init -1Ranged Atk
• spiked tongue +8 (1d10+2, 60')
AC 8
HD 2d6
MV 75
Act 2d20
SP shrinkability, multi-headed
Fort +2
Ref +4
Will +5
AL N
RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.
A mobile, 5-foot column of crackling energy with her face constantly emerging from it and sinking back in to it is what Mirandi the Rival Halfling has become.... The tumult and confusion experienced by the Rival Halfling "inside" the column causes a constant cascade of emotions for her, meaning that as each iteration of her face appears it bears a different expression or emotion, from near-catatonia to hatred to agony.
The Rival Halfling can shrink down to 1-inch tall, holding this size for up to three Turns. At full size, the Halfling gives off light in a 50' radius like half-daylight; at her smallest, exactly like that of a candle. For each halving of her size, add 2 to her AC, but cut the range of attacks by half as well, and drop the damage die down the Dice Chain.
By constantly exhibiting multiple faces the Halfling is very difficult to surprise or sneak past. From 2-4 faces are always visible and functional, so she can make her attacks in two very different directions, for example. She can act as the "spotter" for the Rival Party, keeping an eye on multiple opponents, reporting back to the the Party and spoiling surprises (as the Judge sees fit).
As a being of (predominantly) energy, the Halfling cannot be picked up or shoved around. She can't climb walls or other surfaces any better than any other Halfling could, remaining susceptible to falling damage. She must always move across a surface at least as wide as she is, but can move onto objects of suitable size, which could then be carried or moved through the air, such as shrinking then sliding onto a dagger's blade to be transported across a chasm by a flying ally.
She is driven by greed above all things, and will focus on the acquisition of wealth in order to find the means to return to a fully physical form.
The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG
Labels:
civilization,
dungeon,
monster,
NPC,
rival party,
wilderness
30 July 2019
RIVAL PARTY - WIZARD
Init +2Melee Atk
• brawl +6 (1d3+1)
• acid kiss +4 (1d14+1)
AC 14
HD 4d8
MV 60
Act 1d20
SP redirect magic, shape-changing, spells
Fort +4
Ref +3
Will +6
AL C
RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.
With an athletic frame and the head of a giant slug, Beltram the Rival Wizard defends the group from magic. Any incoming spell, whether directed at the Wizard or at an ally within 10' can be 'caught' by the Wizard if he makes a Fort Save vs a DC of 10 + spell's level, modified by the caster's Luck. If this Save is failed, he can 'burn' a point of his Fort Save to deflect the spell harmlessly in a random direction.
The Rival Wizard can catch a 1st Level spell with one limb and re-direct it with another. His head counts as a limb for this purpose. To catch a 2nd Level spell, he must use two limbs to catch and a different two to release it again. A 3rd Level spell can be caught with three limbs and cast outward again with the remaining two limbs at a cost of losing a point of Reflex Save and AC. Catching and re-directing a 4th Level spell reduces the Reflex Save and AC by 2. These loses return at two points per 24 hours.
A spell that has been caught, can be cast outward on the Rival Wizard's action at a new target or targets, using the original Spellcheck result to determine all effects.
The Rival Wizard can assume alternate forms, assuming any form on the Chaotic Familiars chart from the Rulebook. To assume a new form takes 1-2 Turns for a slow transformation, looking like a weird, shrinking (or growing) hybrid until the transformation is complete. During the transformation, the Rival Wizard is limited to either a Move action or the use of an Action Die. Use the Familiar stats for the Wizard while in the assumed form, except for hit points and Saves.
Any victim who dies from the Rival Wizard's acid kiss is injected with 10-50 slug eggs, which incubate within the target's body (even if the victim is revived by the usual means). This is extremely nasty. A revived victim will succumb to fever and weakness, losing 1 from a random physical Attribute each day until on the 1d4+6th day the slugs painfully emerge, doing 2d4 damage.
Paranoid in the extreme, the Rival Wizard has many suspicions and crackpot theories. These generally exempt his fellow party members, while the strength of the combined party is to his advantage, at least. Clerics are Wizards in disguise so as to steal knowledge from other Wizards. Elves are an abomination not to be tolerated, causing the downfall of all mankind within this decade if not fought. Halflings should be destroyed as an inferior offshoot of mankind, polluting the culture. The Judge should freely add additional cases of paranoia as suits the campaign.
The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG
Labels:
civilization,
dungeon,
monster,
NPC,
rival party,
wilderness,
wizard
01 April 2019
GROVER
![]() |
| With apologies to Michael Smollin and Sesame Workshop... |
Melee Atk
• hold back +6 (stops movement for one round)
AC 8
HD 2d4
MV 10-20
Act 2d16
SP zip, damage avoidance, resources
Fort +0
Ref +0
Will -2
AL L
Grover is convinced there is a MONSTER in this hallway, and he does not want to see it, and does not want you to see it either. He is AFRAID of the monster. He will do anything he can to stop you from revealing the DANGEROUS, BIG, SCARY monster in this hallway.
Even though his movement rate is low, he can zip out of sight and back into sight, covering unknown distances while out of sight — usually accompanied with the sound of madly shuffling dress shoes, though you NEVER SEE any dress shoes. He can thus produce resources that are improbable or impossible.
Anyone trying to HARM lovable, furry, old Grover should discover it is a very difficult thing to do... The Judge is encouraged to invent any excuse, even those that are only very slightly realistic, for why an attack on Grover misses it's mark. Grover is very flexible, so maybe he has bent out of the way just as an arrow flies past him. Sometimes he goes from being NEAR to being FAR, just to make a point, and thus melee strikes will miss. He might be nailing up a crude wooden barrier to prevent anyone from revealing the MONSTER at the end of the hallway, and the back swing of his hammer might foil an attack against him. Players should feel free to invent reasons they miss, too.
Anyone playing along with Grover and gently revealing to him that HE is the Monster in the hallway, and not making him feel bad by being embarrassed about the whole thing, should gain 2d3+1 Luck on the spot.
17 October 2018
NEARLY PEOPLE (2)
![]() |
| Public Domain Image |
Melee Atk
• tussle +0 (1d4)
• by weapon -2 (-1d)
Ranged Atk
• by weapon -1d (-2d)
AC 9
HD 1d4
MV 20
Act 1d20
SP startle, magic suppression. familiar budding, disturbance
Fort +1
Ref +0
Will +1
AL N
Some say they were the first sketch draft of humans. Some say the Gods got drunk and were just fooling around with the building blocks of life...
The Nearly People exist in the dim corners of the world eking out a pitiable life of grubbing for food and shelter, and surviving just long enough in most cases to procreate.
They stand about two feet tall. Nearly People are so bizarre in appearance, in movement and in manner, that when first encountering them non-Nearly People must make a Will Save vs. DC 13 or lose an action and audibly gasp.
Some Nearly People can speak the common tongue. They tend to be capricious and often spiteful, but can be useful guides when magic is an obstacle or threat, given their ability to absorb it.
Any magical effect or enchantment that a Nearly person can touch, or is touched by, is reduced in effectiveness by half. Further, the Nearly person can exert their will to completely extinguish the magical effect, either for a short duration of time or permanently. They must make a Will Save vs. a DC of 10 + the caster's level + 1d8. If they make the Save, the effect is neutralized for 1d24 rounds. If they can make the Save and exceed the DC by 5 or more, the magic is completely negated from an active spell or enchantment. If hit by a fireball, and they make the Save, the adjustment is applied to all targets in the area of effect, since the effect is contiguous. They will have this effect on magic weapons that hit them. They do not need to use an Action Die nor take an action to initiate this effect, it simply happens as part of their inherent nature.
Nearly People can generate familiars of a sort from their very bodies. It takes them 1d4 days to generate up to 1d6 familiars of their own, which follow the standard rules for familiars, except that when the familiar dies, the Nearly person keels over into a coma for 1d100 days.
Their presence tends to disturb Dwarfs and Elves the most, creating the following temporary effects for those races, rolled anew for each change of circumstances in the course of an adventure* (roll 1d6):
1) Initiative is reduced by 2 steps on the Dice Chain; all attacks are at -2 until the affected PC has been hit 1d4 times in combat.
2) Luck is suppressed, reduced by half for this phase of exposure.
3) Subject cannot sleep well, and suffers a cumulative -1 to all Action Dice each 48 hours.
4) Subject does not eat well, suffering a -1 Stamina for any day they cannot succeed on a Fort Save vs. DC 15.
5) Subject obsesses about having Nearly People along... Becomes increasingly irrational regarding Nearly person (RP).
6) All perception and skill checks are made at -1d cumulative per 3 days.
* Such as: Journey to quested site / Exploring site for object sought / Object obtained, exiting site / Return to home, which represents 4 circumstances, thus calling for 4 such rolls.
16 October 2018
NEARLY PEOPLE (1)
![]() |
| Public Domain Image |
Melee Atk
• tussle +0 (1d3-1)
• by weapon -3 (-2d)
Ranged Atk • by weapon -4 (-3d)
AC 8
HD 1d4
MV 20
Act 1d20
SP othersenses, Luck confusion, float
Fort +0
Ref +0
Will +0
AL N
Some say they were the first sketch draft of humans. Some say the Gods got drunk and were just fooling around with the building blocks of life...
The Nearly People exist in the dim corners of the world eking out a pitiable life of grubbing for food and shelter, and surviving just long enough in most cases to procreate.
They stand about two feet tall and at a distance can pass as human toddlers. They have senses that no other humanoid possesses or has only in a comparatively diminished degree, such as thermoception, chronoception, familiarity perception, and magnetoception and others. The exact distribution of other senses varies from individual to individual.
These senses are at the disposal of the Judge to employ as she sees fit, such as having a Nearly person alert a party to the "smell" of an ambush the next morning, or the "sound" of a trap on the other side of a door. Get as weird as you like with this... Give the players info they could have no other way to obtain, but couch it in weird sensory terms.
Some Nearly People can speak the common tongue. They tend to be capricious and often spiteful, but can be useful guides when facing a threat or obstacle of an otherworldly or psychotronic nature, given their extraordinary senses.
Half of all Nearly People can float or nearly almost fly. They can move 1d4 feet per round in any direction in the air, minus 5 feet of downward movement, if given a boost of some sort to get them going. For all Nearly People, when falling they fall at 5 feet per round, taking no damage when impacting the ground or other surface.
They tend to drain the Luck from Halflings, but can restore or even boost Luck, as well. For every 6 hours of proximity roll 1d6:
1) All Halflings in the party lose 1d6+1 Luck, as if Burned with no benefit.
2) All Halflings in the party lose 1d4+1 Luck, as if Burned with no benefit.
3) All Halflings in the party lose 2 Luck, as if Burned with no benefit.
4) All Halflings in the party gain 1 Temporary Luck
5) All Halflings in the party gain 1d5 Luck
6) All Halflings in the party gain 1d3 Luck; this is a permanent raise (Max. 18) if they are currently at their full normal Luck.
25 September 2018
RABBLE
Init +1d8
Melee Atk
• mayhem +1d6 (1d4 + attack bonus)
• vengeance +1d8 (1d7 + attack bonus)
• fury +1d10 (1d10 + attack bonus)
Ranged Atk
• improvised weapons +1d4 (1d4*1d3, 10/20/30)
AC 5
HD 20d6
MV 25
Act 5d20
SP -
Fort +8
Ref +2
Will +6
AL C
Rabble are a large, noisy, uncontrolled group of people, generally swept up by mischievous or malicious intent or fervor. When their approximate intent is to harm someone they can certainly be deadly, but remain unpredictable... The Rabble depicted here is designed with the intent to do harm.
Depending on the degree of their intent, use the attack level you deem appropriate.
Each round, as they envelop the subject of their anger, roll 1d3 and consult the following:
1) Employ only half of their Action Dice and restrict them to half of their movement.
2) Employ all of their Action Dice, but any result of an odd number is considered as no action taken.
3) Employ all Action Dice.
Each HD eliminated represents a member of Rabble becoming incapacitated or killed. Handle this distinction between injury and death by narrative means, not by numbers. Any time a 1/4th of the current total HD are eliminated, roll a Will Save for the Rabble vs. a DC 18. With a success, their temper is abated, and they should be stepped down the rank of attacks (e.g., from 'vengeance' to 'mayhem'). Stepping down from mayhem means the Rabble disperse... If however the Save is failed, they ramp up the scale of the attack ranks (e.g., from 'vengeance' to 'fury'). When rising beyond fury, add 1d6 HD back into the total, giving some members an extra HD owing to the near-madness of their rage.
Note that the size of the Rabble is not limited by the number of HD, but that the HD in larger groups of Rabble would represent the 'core' that the rest of the members are following. For tougher Rabble, give two of the HD to each member of the core. You may also increase or decrease the number of HD to suit the situation, as with any monster.
Melee Atk
• mayhem +1d6 (1d4 + attack bonus)
• vengeance +1d8 (1d7 + attack bonus)
• fury +1d10 (1d10 + attack bonus)
Ranged Atk
• improvised weapons +1d4 (1d4*1d3, 10/20/30)
AC 5
HD 20d6
MV 25
Act 5d20
SP -
Fort +8
Ref +2
Will +6
AL C
Rabble are a large, noisy, uncontrolled group of people, generally swept up by mischievous or malicious intent or fervor. When their approximate intent is to harm someone they can certainly be deadly, but remain unpredictable... The Rabble depicted here is designed with the intent to do harm.
Depending on the degree of their intent, use the attack level you deem appropriate.
Each round, as they envelop the subject of their anger, roll 1d3 and consult the following:
1) Employ only half of their Action Dice and restrict them to half of their movement.
2) Employ all of their Action Dice, but any result of an odd number is considered as no action taken.
3) Employ all Action Dice.
Each HD eliminated represents a member of Rabble becoming incapacitated or killed. Handle this distinction between injury and death by narrative means, not by numbers. Any time a 1/4th of the current total HD are eliminated, roll a Will Save for the Rabble vs. a DC 18. With a success, their temper is abated, and they should be stepped down the rank of attacks (e.g., from 'vengeance' to 'mayhem'). Stepping down from mayhem means the Rabble disperse... If however the Save is failed, they ramp up the scale of the attack ranks (e.g., from 'vengeance' to 'fury'). When rising beyond fury, add 1d6 HD back into the total, giving some members an extra HD owing to the near-madness of their rage.
Note that the size of the Rabble is not limited by the number of HD, but that the HD in larger groups of Rabble would represent the 'core' that the rest of the members are following. For tougher Rabble, give two of the HD to each member of the core. You may also increase or decrease the number of HD to suit the situation, as with any monster.
18 September 2018
SUB-DIMENSIONAL KNIGHT & MOUNT
Init -4
Melee Atk
• battleaxe +4 (1d10-2)
• blackjack +4 [+9] (1d3-2 [2d6-2])
• akani stick +4 (1d6, special)
Ranged Atk
• bolter +4 (doubling cube, 40/80/120)
AC 11
HD 5d10+5
MV 60
Act 1d20
SP voiceless, backstab
Fort +2
Ref +5
Will +2
AL N
The crocodilian Knight is a demon hunter. He's journeyed here from his home dimension in search of the demons that infest this reality in order to exterminate them. His bearing suggests that he's been at this a long, long time and is well past the prime of his youth.
He is unspeaking, communicating only with icy stares, pointing with his weapons, and, rarely, nudging someone with an elbow. His silence and otherworldly appearance often makes him the target of suspicion and accusations.
What he lacks in physical strength is more than made up for in keen intelligence (equivalent of 3d6+6). He does not need to breathe and could survive indefinitely in a vacuum.
With his akani stick, an otherworldly polearm, he can cause his victims other sorts of grief in additional to physical pain and harm. Each of the results below is optional and only available to happen if he meets or exceeds the target's AC by the number shown:
Above
AC by Maneuver in addition to damage
2 Trip! Knock target prone, do an extra point of damage
4 Haikeba! Disarm target, do an extra point of damage
6 Phased! Target loses their next Action Die, do an extra 1d3 damage
8 Stunned! Target cannot act at all next round, do an extra 1d6 damage
He has befriended a dark-furred dog from this world, who travels with him loyally. The Knight will often play with the dog, as well as including her in the demon hunting process.
THE KNIGHT'S MOUNT
Init +3
Melee Atk
• fists +4 (3d5)
Ranged Atk
• maw laser +4 (1d8, 50/80/100)
AC 13
HD 4d8+8
MV 45
Act 1d20
SP -
Fort +3
Ref +3
Will --
AL C
Of animal Intelligence, the Mount seems to serve the Knight as if almost by accident, generally paying him lax heed except in the heat of pursuit or combat. When the Knight is injured, the Mount pays him little attention and shows no particular concern for the Knight's welfare. The Mount is aggressive, and agile for its size — consider it to have +3 on his Agility score, if you need to roll up one for it.
It can fire a beam of verdigris colored light from it's mouth, which causes damage and frostbite.
The Mount can reshape its cranium at will, modifying it into a wide variety of limbs, tools, receptacles, and so on, stretching, molding, compressing and splitting the mass of its head in any number of ways. In a fight or crisis, the Mount may re-shape his head to hold spare weapons or equipment for the Knight, and be ready to pass them into the Knight's hand instantly.
How the Knight and the Mount communicate is unclear, except that they very much act in tandem when on the hunt.
These creatures were created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Melee Atk
• battleaxe +4 (1d10-2)
• blackjack +4 [+9] (1d3-2 [2d6-2])
• akani stick +4 (1d6, special)
Ranged Atk
• bolter +4 (doubling cube, 40/80/120)
AC 11
HD 5d10+5
MV 60
Act 1d20
SP voiceless, backstab
Fort +2
Ref +5
Will +2
AL N
The crocodilian Knight is a demon hunter. He's journeyed here from his home dimension in search of the demons that infest this reality in order to exterminate them. His bearing suggests that he's been at this a long, long time and is well past the prime of his youth.
He is unspeaking, communicating only with icy stares, pointing with his weapons, and, rarely, nudging someone with an elbow. His silence and otherworldly appearance often makes him the target of suspicion and accusations.
What he lacks in physical strength is more than made up for in keen intelligence (equivalent of 3d6+6). He does not need to breathe and could survive indefinitely in a vacuum.
With his akani stick, an otherworldly polearm, he can cause his victims other sorts of grief in additional to physical pain and harm. Each of the results below is optional and only available to happen if he meets or exceeds the target's AC by the number shown:
Above
AC by Maneuver in addition to damage
2 Trip! Knock target prone, do an extra point of damage
4 Haikeba! Disarm target, do an extra point of damage
6 Phased! Target loses their next Action Die, do an extra 1d3 damage
8 Stunned! Target cannot act at all next round, do an extra 1d6 damage
He has befriended a dark-furred dog from this world, who travels with him loyally. The Knight will often play with the dog, as well as including her in the demon hunting process.
THE KNIGHT'S MOUNT
Init +3
Melee Atk
• fists +4 (3d5)
Ranged Atk
• maw laser +4 (1d8, 50/80/100)
AC 13
HD 4d8+8
MV 45
Act 1d20
SP -
Fort +3
Ref +3
Will --
AL C
Of animal Intelligence, the Mount seems to serve the Knight as if almost by accident, generally paying him lax heed except in the heat of pursuit or combat. When the Knight is injured, the Mount pays him little attention and shows no particular concern for the Knight's welfare. The Mount is aggressive, and agile for its size — consider it to have +3 on his Agility score, if you need to roll up one for it.
It can fire a beam of verdigris colored light from it's mouth, which causes damage and frostbite.
The Mount can reshape its cranium at will, modifying it into a wide variety of limbs, tools, receptacles, and so on, stretching, molding, compressing and splitting the mass of its head in any number of ways. In a fight or crisis, the Mount may re-shape his head to hold spare weapons or equipment for the Knight, and be ready to pass them into the Knight's hand instantly.
How the Knight and the Mount communicate is unclear, except that they very much act in tandem when on the hunt.
These creatures were created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
03 August 2018
TRANSPORT SERVITOR — SLAVE OF SELVOTH AZAVATO, BLOODSPORT RECRUITER
Init -5
Melee Atk
• brawling +2 (1d4+1)
Ranged Atk
• lightfire gun +5 (1d8, 50')
AC 13
HD 8d6
MV 20, teleport 40
Act 2d20
SP Vulnerable to germs
Fort +4
Ref +9
Will +4
AL L
Conditioned to serve Selvoth Azavato, the Servitor has not been given nor allowed a name, it and it's kind existing within the hierarchy of the Magenta Dimension only to serve. This is not to say that the Servitor might not hope to escape this situation someday...
The Transport Servitor can teleport freely, but using an Action Die. The roll of the Die adds that many feet to the maximum distance moved with the action. If both Action Dice are used, they are both rolled and may be added to the base move distance. Alternately, the Servitor can 'translate' itself, Azavato and anyone or anything else that Azavoth designates back to the Magenta Dimension. It's been bred/engineered to have many limbs, since to move anyone or any thing with it, it must have a hold on them.
Azavato will usually keep the Servitor within arm's reach, so that if he needs to get away from a danger the Servitor can make that happen quickly and easily. Using it's teleport powers does require a large diet to replenish the energy used.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Melee Atk
• brawling +2 (1d4+1)
Ranged Atk
• lightfire gun +5 (1d8, 50')
AC 13
HD 8d6
MV 20, teleport 40
Act 2d20
SP Vulnerable to germs
Fort +4
Ref +9
Will +4
AL L
Conditioned to serve Selvoth Azavato, the Servitor has not been given nor allowed a name, it and it's kind existing within the hierarchy of the Magenta Dimension only to serve. This is not to say that the Servitor might not hope to escape this situation someday...
The Transport Servitor can teleport freely, but using an Action Die. The roll of the Die adds that many feet to the maximum distance moved with the action. If both Action Dice are used, they are both rolled and may be added to the base move distance. Alternately, the Servitor can 'translate' itself, Azavato and anyone or anything else that Azavoth designates back to the Magenta Dimension. It's been bred/engineered to have many limbs, since to move anyone or any thing with it, it must have a hold on them.
Azavato will usually keep the Servitor within arm's reach, so that if he needs to get away from a danger the Servitor can make that happen quickly and easily. Using it's teleport powers does require a large diet to replenish the energy used.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
01 August 2018
HEYU - SELVOTH AZAVATO'S SERVANTS
Init +1
Melee Atk
• club +6 (1d6+2)
AC 18
HD 3d6
MV 30
Act 1d20
SP Double damage from acid/corrosives
Fort +1
Ref +4
Will --
AL N
These multi-limbed constructs are conditioned to obey Selvoth Azavato. He uses them to do any and all labor that might be involved in his mission, as well as to defend himif when the need arises.
With their many limbs, they can perform multiple tasks at one time (but still just have the the one Action Die; so the more things they are doing the slower they are doing them). They have a high Strength, which should be rolled for each of them on the usual 3d6, but with a 4-point bonus.
They have a tendency to confuse or forget details of their instructions, frustrating Azavato and his plans.
A Heyu's club can be energized to cause stun damage only, which is recovered at a rate of 1 hp per Turn. In this case, 0 hp would mean unconsciousness, not potential death. A Roll The Body check could be used to see if the character wakes up early and has a chance to "play possum" if they wished.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Melee Atk
• club +6 (1d6+2)
AC 18
HD 3d6
MV 30
Act 1d20
SP Double damage from acid/corrosives
Fort +1
Ref +4
Will --
AL N
These multi-limbed constructs are conditioned to obey Selvoth Azavato. He uses them to do any and all labor that might be involved in his mission, as well as to defend him
With their many limbs, they can perform multiple tasks at one time (but still just have the the one Action Die; so the more things they are doing the slower they are doing them). They have a high Strength, which should be rolled for each of them on the usual 3d6, but with a 4-point bonus.
They have a tendency to confuse or forget details of their instructions, frustrating Azavato and his plans.
A Heyu's club can be energized to cause stun damage only, which is recovered at a rate of 1 hp per Turn. In this case, 0 hp would mean unconsciousness, not potential death. A Roll The Body check could be used to see if the character wakes up early and has a chance to "play possum" if they wished.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Labels:
alien,
bloodsport,
civilization,
construct,
monster,
NPC
31 July 2018
SELVOTH AZAVATO — EXTRA-DIMENSIONAL BLOODSPORT RECRUITER
Init -3
Melee Atk
• brawling +0 (1d2)
Ranged Atk
• lightfire gun +5 (1d8, 50')
AC 14 (19)
HD 6d8
MV 30
Act 1d20
SP Double damage from fire, high Int
Fort +1
Ref +1
Will +3
AL N
Selvoth Azavato is a sharp-witted, highly intelligent hustler. Ostensibly, his job is to recruit warriors and interesting combatants to take back to the Magenta Dimension to populate the gladiatorial arena. Whether he brings them back willingly or by force, his employers do not care, nor does he himself.
With him on this job are a scouting drone, which will proceed him, and his clockwork manservants. Also on the journey is his transit servitor, a living being which he can use to both get out of tight situations and to make the translation back to the Magenta Dimension.
Azavato himself loves being in charge of a situation. His greedy and grasping personality can just about overcome his xenophobia, and he can barely hide his glee at the thought of those he's recruiting being mangled and eviscerated in the arena.
His methods of recruitment can vary from monetary enticements and straight-up business negotiations, to violent press-gang tactics; whatever it takes to get the most interesting subjects for the arena, Azavato is willing to do it.
With a slight re-working, Azavato could be an easy way to bring DCC characters over to an X-Crawl game/campaign.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Melee Atk
• brawling +0 (1d2)
Ranged Atk
• lightfire gun +5 (1d8, 50')
AC 14 (19)
HD 6d8
MV 30
Act 1d20
SP Double damage from fire, high Int
Fort +1
Ref +1
Will +3
AL N
Selvoth Azavato is a sharp-witted, highly intelligent hustler. Ostensibly, his job is to recruit warriors and interesting combatants to take back to the Magenta Dimension to populate the gladiatorial arena. Whether he brings them back willingly or by force, his employers do not care, nor does he himself.
With him on this job are a scouting drone, which will proceed him, and his clockwork manservants. Also on the journey is his transit servitor, a living being which he can use to both get out of tight situations and to make the translation back to the Magenta Dimension.
Azavato himself loves being in charge of a situation. His greedy and grasping personality can just about overcome his xenophobia, and he can barely hide his glee at the thought of those he's recruiting being mangled and eviscerated in the arena.
His methods of recruitment can vary from monetary enticements and straight-up business negotiations, to violent press-gang tactics; whatever it takes to get the most interesting subjects for the arena, Azavato is willing to do it.
With a slight re-working, Azavato could be an easy way to bring DCC characters over to an X-Crawl game/campaign.
This creature was created using Monster Extractor IV: Aliens & Manufactured Beings, available from RPGNow.
Labels:
alien,
bloodsport,
civilization,
monster,
NPC
24 July 2018
HEAD IN A BUCKET
![]() |
| Public Domain Image |
Melee Atk
• bite +0 (1d3)
AC 5
HD 2d8
MV 0
Act 1d20
SP -
Fort +1
Ref -6
Will +6
AL C
It was just there, and scared the life out of me — I raised the bucket and a man's head was resting within it!
As I struggled to regain my breath, it spoke to me in a weak, tiny voice... "Would you please return me to my home? I'm terribly cold, and have been lost for so long. Please help me, won't you?"
The head's memory seems to be, erm, incomplete, but it wanted me to travel with it, in search of it's body. I had no means to do such a thing, so when I heard about your impossible exploits, I thought maybe you'd be able to help the head, instead of myself...
If the PCs accept the Head, it will try to guide them to places where it's body might be. In truth, it is a demon in disguise, leading the PCs into danger at every opportunity.
To use the Head, decide on which places you want to lead the PCs to, and then consider what sort of "ordinary" person might visit all of those places, or at least near those places. Then you have the 'backstory' that the Head can give the PCs to convince them of it's sincerity. The Head will feign not knowing how it became separated from it's body, but will remember these places in a jumbled recollection, not knowing which it's been to most recently. Judges can also consider what sort of rivals or enemies the Head may have "made in life" to fold in other locations that the "whole person" wouldn't have likely visited, but which it's enemies might have done.
If you need to reveal the demon disguised as the Head, use the demon of your choice as best suits your campaign There are a few to choose from here on the blog, or you could generate a new one from the Rulebook.
26 June 2018
GERYON
![]() |
| Public Domain Image |
Melee Atk
• claws +11 (3d6)
• stinger +8 (3d5 + poison)
AC 20
HD 9d10+10
MV 20, fly 120
Act 2d20
SP -
Fort +15
Ref +7
Will +6
AL C
In life, Geryon was a trickster, defrauding anyone and everyone he could. Crossing the King of Elfland, he became a giant monstrous being upon his death, with a serpentine body ending with a stinger, raptors' wings, and leonine paws.
Anyone aligned with the King of Elfland who meets Geryon, Geryon must serve — he must confess as much, once he is aware of any degree of alliance with the King. Likewise, anyone who can recount the story of one of Geryon's misdeeds to his face will have his loyal service for 1d12 days (or a number of days determined by the Judge based on the severity of the fraud recounted; recounting the fraud perpetrated upon the King of Elfland himself may result in a year or more of service).
If Geryon is reduced to 0 hp, he dissolves, reforming somewhere in Hell, where from he must claw his way back to the mortal world to continue to pay his debt to the King of Elfland.
The poison of his stinger will completely paralyze anyone mortal for 1d24 hours, unless they can succeed on a DC 16 Fort Save, thereby only being affected for 1d4 rounds. Other sorts of beings will be affected to a different degree, or not at all, as preferred by the Judge.
When not in direct service to anyone, Geryon tends a large herd of red cattle.
01 May 2018
FOLGOSS
Init +5
Melee Atk
• decay aura +3 (1d6, 5' radius)
• wrestling -1 (1d3)
AC 17
HD 2d8
MV 35, fly 35, swim 15
Act 1d20 + 1d14
SP only hit by magic, tireless
Fort +1
Ref +3
Will +1
AL C
The folgoss originate in one of the weirder corners of Faerie (and that's saying something). They've been brought to the mortal realm by the smengites, who have enslaved them.
Folgoss have a tireless capacity to do work and physical exertion. They stand about 2 feet high.
Their aura of decay is a necrotic energy that they can emit in a web-like or net-like aura around themselves.
Melee Atk
• decay aura +3 (1d6, 5' radius)
• wrestling -1 (1d3)
AC 17
HD 2d8
MV 35, fly 35, swim 15
Act 1d20 + 1d14
SP only hit by magic, tireless
Fort +1
Ref +3
Will +1
AL C
The folgoss originate in one of the weirder corners of Faerie (and that's saying something). They've been brought to the mortal realm by the smengites, who have enslaved them.
Folgoss have a tireless capacity to do work and physical exertion. They stand about 2 feet high.
Their aura of decay is a necrotic energy that they can emit in a web-like or net-like aura around themselves.
SMENGITES
Init +6Melee Atk
• headbutt +0 (1d4)
AC 18
HD 1d8
MV 20
Act 1d20
SP move through
Fort +1
Ref +2
Will +1
AL C
A smengite stands barely above one-foot tall and has the surface appearance of polished, petrified wood. Between their diminuative size, agility, and carapace they are difficult to harm.
They can move through solid materials up to 5' thick by using their Action Die with their normal move. They can't perceive what's inside that solid material, so this ability is of limited use to them when exploring.
They have long enslaved folgoss to act as both general servants and as a fighting force. They find no distress in this situation, since it favors themselves in every way, despite the oppression of the folgoss.
Their main endeavor is the recovery of gold from ancient civilizations. Long ago, the smengites were driven off from rich veins of gold by mankind. Now they seek to re-discover this gold and horde it for themselves out of nothing but cultural pride.
01 April 2018
CHARLES FLATADZ
Init +0
Social Atk
• flex (awe 1d16)
Melee Atk
• punch +0 (1d4-2 [0,0,1,2])
AC 15
HD 3d6
MV 30
Act 1d20
SP -
Fort +4
Ref +2
Will +2
AL C
Charles Flatadz wanders the land, putting on displays of his physical prowess in towns and villages, and selling his wares: books (some all-pictures, some text) on better health and fitness, and ointments and concoctions meant to support that end.
He can awe the crowd by running through his routine of poses and catch-phrases. With each pass, he can awe 1d16 zero level individuals. Others are awed at the Judge's discretion, except for PCs, which should be left to their own devices. Those awed are inclined to spend money on Flatadz's products.
Flatadz's products set the stage for a further situation, left to the devices and invention of the Judge, but a few suggestions follow:
1) Flatadz's books and brews prepare the populace for something that is soon to come... Another, more malevolent visitor who will now feast on a selection of those who have 'bought in'...
2) Flatadz returns two to four weeks after his first visit. Those who partook of his products are susceptible to his control. He may simply want those under his power to spread word of him and increase his appeal and ability to sell his wares. This effect could be combined with the above, so the "enthusiasts' spread the word, and some small portion of them feeds the evil visitor — or feeds Flatadz himself!
3) The "Charles Flatadz" identity is completely false, a cover for: a powerful wizard... a reviled sovereign on the run... a scam artist who's escaping the results of one scam by running another...
4) The ointments and such cause users to sleep extra-heavily — Flatadz then burgles their homes.
Charles Flatadz can be found shilling within the pages of Inner Ham products.
Social Atk
• flex (awe 1d16)
Melee Atk
• punch +0 (1d4-2 [0,0,1,2])
AC 15
HD 3d6
MV 30
Act 1d20
SP -
Fort +4
Ref +2
Will +2
AL C
Charles Flatadz wanders the land, putting on displays of his physical prowess in towns and villages, and selling his wares: books (some all-pictures, some text) on better health and fitness, and ointments and concoctions meant to support that end.
He can awe the crowd by running through his routine of poses and catch-phrases. With each pass, he can awe 1d16 zero level individuals. Others are awed at the Judge's discretion, except for PCs, which should be left to their own devices. Those awed are inclined to spend money on Flatadz's products.
Flatadz's products set the stage for a further situation, left to the devices and invention of the Judge, but a few suggestions follow:
1) Flatadz's books and brews prepare the populace for something that is soon to come... Another, more malevolent visitor who will now feast on a selection of those who have 'bought in'...
2) Flatadz returns two to four weeks after his first visit. Those who partook of his products are susceptible to his control. He may simply want those under his power to spread word of him and increase his appeal and ability to sell his wares. This effect could be combined with the above, so the "enthusiasts' spread the word, and some small portion of them feeds the evil visitor — or feeds Flatadz himself!
3) The "Charles Flatadz" identity is completely false, a cover for: a powerful wizard... a reviled sovereign on the run... a scam artist who's escaping the results of one scam by running another...
4) The ointments and such cause users to sleep extra-heavily — Flatadz then burgles their homes.
Charles Flatadz can be found shilling within the pages of Inner Ham products.
Subscribe to:
Comments (Atom)














