Init +5
Melee Atk
• hammer hand +7 (1d6+2)
• pours down throat (1d4 Stamina)
AC 11
HD 6d12+3
MV 70 special
Act 4d16
SP magic to hit
Fort +3
Ref +9
Will +1
AL N
The fleshy nightmare is a large, hovering sphereoid shape of doughy flesh, roughly the volume of three humans, with a single,
human-sized arm protruding from it, a hammer-like shape in place of
it's hand
If the creature can close and come into direct contact with a foe, it can pour down their throat, suffocating them. Roll a Strength for the creature on 5d6, reducing this total by 1 for every 5 points of damage the creature has lost or goes on to lose. For every round after the first, the Stamina damage is inflicted. A target that reaches 0 Stamina has suffocated.
While the creature is in sight of someone, it can move up to 70 feet per round. It cannot give up it's Action Dice to extend the range when observed. But if the creature is not within sight, it can change position by 70 per round (140 if giving up Action Dice), without regard to walls and other barriers. It just is hovering in a new location.
Magical items, weapons and spells are required to damage the flesh nightmare.
This monster was created using Monster Extractor V: Deadly Monsters Now! — available through RPGNow.com
BONUS!
BASIC STATS!
Move: 260 feet/turn
Hit Dice: 6+1
Armor Class: 8
Treasure Type: Q
Alignment: lawful evil
Attacks: 4 hammer blows
Damage: 2-7
The fleshy nightmare is a large sphereoid shape of doughy flesh with a human-sized arm protruding from it, with a hammer-like shape in place of it's hand. They can make four hammer attacks per round. They can attempt to smother a victim by pressing into them, doing 1d6 Constitution damage unless the victim is successful at a Saving Throw vs. Turn to Stone. They can only be hit with magic weapons or spells.
Constitution damage will return at a rate of 1 point per turn of rest or negligible exertion. At the referee's discretion, 0 Constitution means death, coma, or other life-threatening state.
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 tomb. Show all posts
Showing posts with label tomb. Show all posts
23 October 2018
12 June 2018
MARSH GHOST
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| Public Domain Image |
Melee Atk
• hatchet +2 (1d6)
AC 10
HD 2d12
MV 60, fly 30
Act 1d20 + 1d16
SP ghostly
Fort +8
Ref +8
Will +3
AL C
Look, you just don't want to spend a night in the marsh. It's haunted!
The worst of it is the Marsh Ghost... s'like a man in a cloak and hood, must stand near eight feet tall, it does, and carries an axe what it hacks folks apart with...
If you try to run, it flies after you, or moves over the marsh faster than anything else could, coz it don't have to touch the ground, does it?
If you try to smash it with a stick, or a sword if you have one, more often than not, your weapon will just pass right through it, like 7 times out of 10. Unless you have a magical thing to strike it with, which it can't seem to avoid like other things.
But it can also just disappear and then reappear as it likes... in the same spot, or anything up to a hunnert feet away! (thrice a night)
They's some who say that even if you thinks you've kilt it, it jus' comes back after a few nights... You've just made yo'self what they call a reepreeve. No kind of lasting safety, I assures you.
04 December 2017
GELATINOUS ICOSAHEDRON OF THE PLANES
Init +3
Melee Atk
• touch +7 (paralysis)
AC 16
HD 9d20+10 (100 hp)
MV 30
Act 1d20
SP paralysis, no mind, passage
Fort +9
Ref +2
Will n/a
AL C
The nearly-opaque Icosahedron must have been created by a wizard, perhaps one from another planet or another reality. Each of its 20 sides features a different faint image of some other time, place, or dimension.
It slowly roams whatever surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 20 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength bonus of +5.
The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d16 rounds.
The creature takes 1d4+1 rounds to completely suck in prey. One round after the Icosahedron completely engulfs someone, they are transported to a new location, possibly a new time in that location, and possibly on another world or another plane of existence. If there is another Icosahedron (or the same Icosahedron?) located there, they can possibly get back to their starting point by finding the side that represents the place to which they wish to return.
Melee Atk
• touch +7 (paralysis)
AC 16
HD 9d20+10 (100 hp)
MV 30
Act 1d20
SP paralysis, no mind, passage
Fort +9
Ref +2
Will n/a
AL C
The nearly-opaque Icosahedron must have been created by a wizard, perhaps one from another planet or another reality. Each of its 20 sides features a different faint image of some other time, place, or dimension.
It slowly roams whatever surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 20 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength bonus of +5.
The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d16 rounds.
The creature takes 1d4+1 rounds to completely suck in prey. One round after the Icosahedron completely engulfs someone, they are transported to a new location, possibly a new time in that location, and possibly on another world or another plane of existence. If there is another Icosahedron (or the same Icosahedron?) located there, they can possibly get back to their starting point by finding the side that represents the place to which they wish to return.
06 November 2017
GELATINOUS DODECAHEDRON OF MANY THINGS
Init +2
Melee Atk
• touch +5 (paralysis)
AC 15
HD 9d12+9 (68 hp)
MV 30
Act 1d20
SP paralysis, no mind, magical tomfoolery
Fort +7
Ref +1
Will n/a
AL C
The cloudy, semi-translucent Dodecahedron must have been created by a wizard, perhaps one from another planet or another reality.
It slowly roams whatever surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 17 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength bonus of +4.
The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d14 rounds.
Any character enveloped within the Dodecahedron for 1 round or more, if extracted then finds one of the following has occurred:
• One of their items has vanished, to be replaced by a different object. Roll randomly to choose one of the characters items, whether inconsequential and mundane or unique and of great power. A short list of substituted items is provided below, and Judges are strongly encouraged to expand this list if they have time to do so.
• One of their Attributes has changed, for better or for worse. Players should get the choice to use one of two methods. 1) Roll 1d4 to determine by how much the Attribute changes, then roll to randomly determine whether that is an increase or a decrease. 2) Re-roll the stat from scratch, by rolling 3d6 and taking the new result.
• The individual has been replaced by someone else! Roll on the Occupation chart to determine broadly who this new person is, and there is a 1-in-30 chance they are leveled-up in a Class. A useful option if a player is absent for a session or more. Where the missing character is now must be left up to the Judge...
• Some who find themselves inside a Dodcahedron experience a disorienting sense of spacial volume while inside. And there is something else in there... something horrid and violent, which they must combat while they are inside the Dodecahedron (as if in a featureless void). Judges may choose any creature they find appropriate for this foe. If the character is somehow extracted by allies, the creature may stay behind, or may grab onto the character and try to exit with them.
Random items to substitute for vanished items (roll 1d14 or 1d12 as appropriate):
1/1) A Goat's Collar.
2/2) A Bag of Rocks.
3/3) A Rusty Dagger.
4/4) A Spyglass.
5/5) A coating of amber slime on their off-hand arm, which hardens after extraction to act as a shield which they can't put down. The arm is half as limber as it was formerly.
6/6) A Small Sack with 300 gold pieces inside.
7/_) ~ Judge's invention. ~
8/_) ~ Judge's invention. ~
9/7) A "Battle" Axe of unfamiliar design, made from an unknown, "unbreakable" material.
10/8) A Box of small, brown, dried Leaves. When brewed as a tea and consumed, it improves natural healing by a factor of five.
11/9) A Cybernetic Respirator, which attaches to the wielder permanently and protects them from airborne threats and lack of air.
12/10) A Large Sack with 500 gems inside.
13/11) A glittering Longsword which adds the wielder's Personality modifier to it's attacks and damage.
14/12) A "genie's lamp" which when polished emits a smoke which flies up the nose of the bearer. Failing a DC 14 Fort Save means taking 1d6 damage. The character gains 2d6 Luck.
Melee Atk
• touch +5 (paralysis)
AC 15
HD 9d12+9 (68 hp)
MV 30
Act 1d20
SP paralysis, no mind, magical tomfoolery
Fort +7
Ref +1
Will n/a
AL C
The cloudy, semi-translucent Dodecahedron must have been created by a wizard, perhaps one from another planet or another reality.
It slowly roams whatever surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 17 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength bonus of +4.
The creature will typically "roll" it's form over to prevent other creatures from 'stealing' its prey. Anyone paralyzed but removed from the creature will regain full mobility in 1d14 rounds.
Any character enveloped within the Dodecahedron for 1 round or more, if extracted then finds one of the following has occurred:
• One of their items has vanished, to be replaced by a different object. Roll randomly to choose one of the characters items, whether inconsequential and mundane or unique and of great power. A short list of substituted items is provided below, and Judges are strongly encouraged to expand this list if they have time to do so.
• One of their Attributes has changed, for better or for worse. Players should get the choice to use one of two methods. 1) Roll 1d4 to determine by how much the Attribute changes, then roll to randomly determine whether that is an increase or a decrease. 2) Re-roll the stat from scratch, by rolling 3d6 and taking the new result.
• The individual has been replaced by someone else! Roll on the Occupation chart to determine broadly who this new person is, and there is a 1-in-30 chance they are leveled-up in a Class. A useful option if a player is absent for a session or more. Where the missing character is now must be left up to the Judge...
• Some who find themselves inside a Dodcahedron experience a disorienting sense of spacial volume while inside. And there is something else in there... something horrid and violent, which they must combat while they are inside the Dodecahedron (as if in a featureless void). Judges may choose any creature they find appropriate for this foe. If the character is somehow extracted by allies, the creature may stay behind, or may grab onto the character and try to exit with them.
Random items to substitute for vanished items (roll 1d14 or 1d12 as appropriate):
1/1) A Goat's Collar.
2/2) A Bag of Rocks.
3/3) A Rusty Dagger.
4/4) A Spyglass.
5/5) A coating of amber slime on their off-hand arm, which hardens after extraction to act as a shield which they can't put down. The arm is half as limber as it was formerly.
6/6) A Small Sack with 300 gold pieces inside.
7/_) ~ Judge's invention. ~
8/_) ~ Judge's invention. ~
9/7) A "Battle" Axe of unfamiliar design, made from an unknown, "unbreakable" material.
10/8) A Box of small, brown, dried Leaves. When brewed as a tea and consumed, it improves natural healing by a factor of five.
11/9) A Cybernetic Respirator, which attaches to the wielder permanently and protects them from airborne threats and lack of air.
12/10) A Large Sack with 500 gems inside.
13/11) A glittering Longsword which adds the wielder's Personality modifier to it's attacks and damage.
14/12) A "genie's lamp" which when polished emits a smoke which flies up the nose of the bearer. Failing a DC 14 Fort Save means taking 1d6 damage. The character gains 2d6 Luck.
17 October 2017
SEEPING SHADOW
Init +2
Melee Atk
• claws +4 (1d4)
• bite +3 (2d8)
AC 16
HD 4d8 (18 hp)
MV 40
Act 2d16, and add 1d20 every other round
SP Immune to heat and cold, absolute silence, ignores mundane weapons
Fort +5
Ref +5
Will +5
AL C
This creature is darkness made animate by magical items or magical detritus remaining undisturbed in darkness for a century or more. The magical energies literally bring the darkness itself to life. Like any natural shadow, it must remain on a surface, be that a wall, ceiling, side of a sarcophagus, or otherwise. It moves in an amoeba-like way, and can flow under objects through virtually nil spaces, so long as there is light on the other side.
A seeping shadow attacks by striking the shadow of an explorer or other target, rather than attacking the target directly. The damage it causes is nonetheless suffered by the one casting the shadow. It can even grab a target's shadow and thus drag the target itself around the room (with a Strength of 1d5+11), relative to the light source that's creating the shadow, which may limit how far or to where the seeping shadow can drag the target.
In complete darkness, the seeping shadow cannot act at all, as if it doesn't exist. However, it is only in complete darkness that it can heal: 1d4-2 (minimum of 0) hit points per round. It can only move into an area of complete darkness willingly by making a Will Save vs. a DC 18.
A seeping shadow may follow a party of explorers, rather than attack at the first opportunity. Consider them to have a low animal intelligence and curiosity. They may follow the party in order to discover an even more powerful item of magic, from which to draw sustenance and energy.
It can communicate only by changing it's form to mimic that of objects and creatures and so on... If its Intelligence is rolled for, and the result is a 14 or higher, it can form letter shapes to "speak" as well as possessing useful knowledge about it's surroundings.
More powerful versions of the seeping shadow can sunder a target from their own shadow, causing them great agony and causing them to lose 75% of their current hit points, lose half their Stamina, Agility, and Strength, and to move at one-quarter their speed at best. If the seeping shadow then can completely consume the stolen shadow (taking 1d3+1 rounds to do so), these loses are permanent, but returning after 1 hour, otherwise.
Forgive me, but I was unable to work in the Appendix N reference/riff of "Seep, Shadow, Seep"...
Derived using Zenopus' Monster Reference Table
Move: 150 feet/turn
Hit Dice: 4
Armor Class: 3
Treasure Type: D
Alignment: chaotic evil
Attacks: up to 3
Damage: 1-4 claw, 2-12 bite
Reference the above for the creatures' behavior. Their strength ranges from 12-17. To move into complete darkness, a seeping shadow must make a Saving Throw vs. Poison. Constitution replaces Stamina, and Dexterity replaces Agility from the above description.
Melee Atk
• claws +4 (1d4)
• bite +3 (2d8)
AC 16
HD 4d8 (18 hp)
MV 40
Act 2d16, and add 1d20 every other round
SP Immune to heat and cold, absolute silence, ignores mundane weapons
Fort +5
Ref +5
Will +5
AL C
This creature is darkness made animate by magical items or magical detritus remaining undisturbed in darkness for a century or more. The magical energies literally bring the darkness itself to life. Like any natural shadow, it must remain on a surface, be that a wall, ceiling, side of a sarcophagus, or otherwise. It moves in an amoeba-like way, and can flow under objects through virtually nil spaces, so long as there is light on the other side.
A seeping shadow attacks by striking the shadow of an explorer or other target, rather than attacking the target directly. The damage it causes is nonetheless suffered by the one casting the shadow. It can even grab a target's shadow and thus drag the target itself around the room (with a Strength of 1d5+11), relative to the light source that's creating the shadow, which may limit how far or to where the seeping shadow can drag the target.
In complete darkness, the seeping shadow cannot act at all, as if it doesn't exist. However, it is only in complete darkness that it can heal: 1d4-2 (minimum of 0) hit points per round. It can only move into an area of complete darkness willingly by making a Will Save vs. a DC 18.
A seeping shadow may follow a party of explorers, rather than attack at the first opportunity. Consider them to have a low animal intelligence and curiosity. They may follow the party in order to discover an even more powerful item of magic, from which to draw sustenance and energy.
It can communicate only by changing it's form to mimic that of objects and creatures and so on... If its Intelligence is rolled for, and the result is a 14 or higher, it can form letter shapes to "speak" as well as possessing useful knowledge about it's surroundings.
More powerful versions of the seeping shadow can sunder a target from their own shadow, causing them great agony and causing them to lose 75% of their current hit points, lose half their Stamina, Agility, and Strength, and to move at one-quarter their speed at best. If the seeping shadow then can completely consume the stolen shadow (taking 1d3+1 rounds to do so), these loses are permanent, but returning after 1 hour, otherwise.
Forgive me, but I was unable to work in the Appendix N reference/riff of "Seep, Shadow, Seep"...
Derived using Zenopus' Monster Reference Table
BONUS!
BASIC STATS!
SEEPING SHADOWMove: 150 feet/turn
Hit Dice: 4
Armor Class: 3
Treasure Type: D
Alignment: chaotic evil
Attacks: up to 3
Damage: 1-4 claw, 2-12 bite
Reference the above for the creatures' behavior. Their strength ranges from 12-17. To move into complete darkness, a seeping shadow must make a Saving Throw vs. Poison. Constitution replaces Stamina, and Dexterity replaces Agility from the above description.
09 October 2017
BLUR BONES
Init +7
Melee Atk
• life-drain +4 (1d5, special)
Ranged Atk
• aging +4 (1d5 years, 10' cone, 20' length)
AC 15
HD 3d10 (17 hp)
MV 40
Act 2d20 + 1d16
SP intangible, impossible speed, crazy clever, mulligan
Fort n/a
Ref +11
Will n/a
AL C
Psychotically fast, these un-dead skeletal constructs seek to destroy all living creatures they encounter.
If they give up Action Dice to get more movement, they can give up each Die individually, gaining an additional movement for each one. So, if they gave up all of their Action Dice to move, they would have a speed of 160 for that round.
Their life-draining touch transfers the hit points lost by the target to themselves (they cannot exceed their total possible hp, which is 30).
They are intangible due to constantly vibrating at a high frequency, except for the remainder of the round after they use either of their attacks. Even then it takes a DC 10 Reflex Save on top of an attack to hit them successfully.
Unlike many constructs, they have genius-level cunning and intuition. They can intuit many capabilities of any creature they face after a round or two, and will be prepared appropriately if possible. To help reflect this, they get one re-roll per encounter (a second chance on a Save, attack roll, damage roll, etc.). Referees willing to do so, may instead impose this re-roll on the players, the creatures "forcing" them to re-roll a successful attack, or the like.
They cannot be affected by things that force a Fortitude Save or a Will Save.
Whipped into life using Monster Extractor II: The Un-Dead
Melee Atk
• life-drain +4 (1d5, special)
Ranged Atk
• aging +4 (1d5 years, 10' cone, 20' length)
AC 15
HD 3d10 (17 hp)
MV 40
Act 2d20 + 1d16
SP intangible, impossible speed, crazy clever, mulligan
Fort n/a
Ref +11
Will n/a
AL C
Psychotically fast, these un-dead skeletal constructs seek to destroy all living creatures they encounter.
If they give up Action Dice to get more movement, they can give up each Die individually, gaining an additional movement for each one. So, if they gave up all of their Action Dice to move, they would have a speed of 160 for that round.
Their life-draining touch transfers the hit points lost by the target to themselves (they cannot exceed their total possible hp, which is 30).
They are intangible due to constantly vibrating at a high frequency, except for the remainder of the round after they use either of their attacks. Even then it takes a DC 10 Reflex Save on top of an attack to hit them successfully.
Unlike many constructs, they have genius-level cunning and intuition. They can intuit many capabilities of any creature they face after a round or two, and will be prepared appropriately if possible. To help reflect this, they get one re-roll per encounter (a second chance on a Save, attack roll, damage roll, etc.). Referees willing to do so, may instead impose this re-roll on the players, the creatures "forcing" them to re-roll a successful attack, or the like.
They cannot be affected by things that force a Fortitude Save or a Will Save.
Whipped into life using Monster Extractor II: The Un-Dead
02 October 2017
JELLYLIKE HEXAHEDRON
Init +0
Melee Atk
• touch +3 (paralysis)
AC 12
HD 5d8+3 (26 hp)
MV 25
Act 1d20
SP paralysis, no mind
Fort +3
Ref +0
Will n/a
AL C
This translucent, giant, platonic shape slowly roams whatever level surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 12 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength of 14.
When threatened it has a number of tricks the Hexahedron can perform:
• It can "flop" open, wholly or partially, as if unfolding into multiple square-based pyramids, thus attacking assailants on multiple sides or even on a ceiling or high on a wall (the top of the Hexahedron flipping up). Making such an attack, make one attack roll with an extra bonus that starts at +5, but compare it to each AC individually. The bonus drops by 2 for each repeated use of this trick against the same targets (i.e., +5, +3, +1, no further bonus). Each time it does this, it cannot perform this trick nor any other for 1d3 rounds.
• It can "melt" with blink-of-an-eye speed into a vast "sheet" of jelly, remaining coherent, sliding under the feet of all around, reforming where it chooses (DC 18 Reflex to avoid) or moving at a speed of 60 for one round to any point it can reach, even up walls and other contiguous surfaces, where it re-forms. Once it has done this, it cannot perform this trick nor any other for 1d12 rounds.
• It can suddenly suck in a large bubble of air, distorting it's shape, and float up and away at a speed of 15. While doing so, there is clearly a chemical reaction going on inside the bubble inside the (bloated) Hexahedron. Any creature that was inside the Hexahedron is now being burned for 1d4 damage per round, along with possible suffocation (unless they are within the air bubble!). This trick can be sustained for 1d8+1 rounds, after which it cannot perform this trick nor any other for a like amount of time.
• It can rapidly split, surge forward, and re-close, thereby enveloping a target to a much deeper, much-harder-to-retrieve depth within itself. The paralysis save in this case is a DC 16, and the Strength is considered to be at 16 at this depth.
•The Hexahedron can spin with great rapidity, deforming it's shape outward to tag multiple targets at once. The paralysis Save is against a DC 11 in this case, for all targets within 10' of the creature before it performs this maneuver. Afterward, if cannot perform this trick nor any other for 1d6 rounds.
• It can toughen it's exterior at the cost of reducing it's ability to paralyze. Doing so drops the Save to a DC 5, but gives the creature an AC of 18. It can sustain this effect for up to 1 Turn, after which it cannot perform this trick nor any other for 1d16 rounds.
Melee Atk
• touch +3 (paralysis)
AC 12
HD 5d8+3 (26 hp)
MV 25
Act 1d20
SP paralysis, no mind
Fort +3
Ref +0
Will n/a
AL C
This translucent, giant, platonic shape slowly roams whatever level surface it can access, absorbing everything it can into it's squidgy, gelatinous mass. Any living thing that touches the mass, either on it's own or by having the mass move into it, is paralyzed unless it can make a DC 12 Fort Save. If successful, this Save needs to be re-made for each round of contact or each repeated contact. Regardless of making the Save or not, the creature will pull things into itself with a Strength of 14.
When threatened it has a number of tricks the Hexahedron can perform:
• It can "flop" open, wholly or partially, as if unfolding into multiple square-based pyramids, thus attacking assailants on multiple sides or even on a ceiling or high on a wall (the top of the Hexahedron flipping up). Making such an attack, make one attack roll with an extra bonus that starts at +5, but compare it to each AC individually. The bonus drops by 2 for each repeated use of this trick against the same targets (i.e., +5, +3, +1, no further bonus). Each time it does this, it cannot perform this trick nor any other for 1d3 rounds.
• It can "melt" with blink-of-an-eye speed into a vast "sheet" of jelly, remaining coherent, sliding under the feet of all around, reforming where it chooses (DC 18 Reflex to avoid) or moving at a speed of 60 for one round to any point it can reach, even up walls and other contiguous surfaces, where it re-forms. Once it has done this, it cannot perform this trick nor any other for 1d12 rounds.
• It can suddenly suck in a large bubble of air, distorting it's shape, and float up and away at a speed of 15. While doing so, there is clearly a chemical reaction going on inside the bubble inside the (bloated) Hexahedron. Any creature that was inside the Hexahedron is now being burned for 1d4 damage per round, along with possible suffocation (unless they are within the air bubble!). This trick can be sustained for 1d8+1 rounds, after which it cannot perform this trick nor any other for a like amount of time.
• It can rapidly split, surge forward, and re-close, thereby enveloping a target to a much deeper, much-harder-to-retrieve depth within itself. The paralysis save in this case is a DC 16, and the Strength is considered to be at 16 at this depth.
•The Hexahedron can spin with great rapidity, deforming it's shape outward to tag multiple targets at once. The paralysis Save is against a DC 11 in this case, for all targets within 10' of the creature before it performs this maneuver. Afterward, if cannot perform this trick nor any other for 1d6 rounds.
• It can toughen it's exterior at the cost of reducing it's ability to paralyze. Doing so drops the Save to a DC 5, but gives the creature an AC of 18. It can sustain this effect for up to 1 Turn, after which it cannot perform this trick nor any other for 1d16 rounds.
25 September 2017
SALT ORLOK
Init +5
Melee Atk
• scratch +6 (1d4, special)
• salt leeching +3 (special)
AC 17
HD 5d10+10 (38 hp)
MV 30
Act 3d20
SP un-dead, disguise, tanning averse
Fort +9
Ref +11
Will +13
AL C
The Salt Orlok is a devilish thing that preys from the shadows on humanoids, leaving death and chaos in its wake. Highly cunning, they often play upon the emotions of a single person or a very few, in order to open up opportunities for them to prey on many, many others, all the while using those few 'allies' as cover and protection for their horrible feasting.
The Salt Orlok can transmogrify itself into the appearance of any humanoid they have seen, including their voice and body language. They can also turn into small verminous animals, such as bats or rats.
Any persons or creatures struck down to 0 hit points by the Salt Orlok's scratch do not die, but fall into a deep, abiding sleep. Easy then to leech the salt from their bodies...
The first time a target is struck by the Salt Orlok's salt leeching ability they suffer 1d10+1d5 points of damage and drop one step on the Dice Chain for all actions and rolls for 1d5 Turns. The second time they are struck within the same day, they suffer a further 1d14+1d7 points of damage and drop two steps on the Dice Chain for 2d7 hours. The third time they are struck within the same day, they become barely conscious, unable to act, and must succeed at a "roll the body" check every hour, or die. Succeeding does not mean the character is returned to health, only that they don't die (yet). They will recover with care after 1d8+6 hours, or by other means the Judge rules will restore the body's chemical equilibrium. Consuming salt to replace lost salt is assumed to be a part of "recovery with care".
The physical damage done from each strike is not recoverable for an extra 24 hours. Thus the first strike's damage is not healed until a time of rest coming after 24 hours have passed, and the second strike's damage is not healed until after 48 hours have elapsed. If a new salt leeching strike occurs before these periods have passed, it is as if they have happened on the "same day". This is a supernatural effect, and includes the usual Clerical healing abilities, although Divine Aid may bypass the time frame.
The Salt Orlok is completely destroyed by this world's sunlight in 1d7 rounds. It can continue to act during it's disintegration. Apportion remaining hit points accordingly. If partially destroyed, the Salt Orlok can recover 1 round of damage in 1d100 years, preferring seclusion while doing so. This may punt the threat down to subsequent generations.
The Salt Orlok may have levels as a Wizard, as well their other hellish abilities, if the Judge so desires. Determine how many Hit Dice you wish to add to represent Wizard training. Check this new HD total on the Wizard Class chart to determine the number of spells they can have and what is the highest level, as if they were a Wizard of that number of Levels. So, adding three Hit Dice for Wizardry gives a Salt Orlok 8 Hit Dice and up to 12 different spells of up to 4th Level (as an 8th Level Wizard). Then for each spell they have, roll a d20 once, adding their new HD total. The result of each roll is the effect they can create for each spell, e.g., if one of the spells chosen is Levitate, and the roll was a total of 23, then when they manifest this spell they always do so with a result of 23 on the spell's result chart. If they generate a result of 'failure' or below for any spell, they do not have access to that spell after all, and there is no choosing a replacement. They can cast a number of times per day equal to 5 plus their new HD total, choosing any spell from their list each time when casting. When casting they must give up an Action Die, even though there is no roll.
BONUS!
MAGICAL ITEM!
The Rod of Strange Stars
This rod is topped with a large crystal with many facets of irregular shape and size. It can cast a beam of light that comes from one of 40 suns. Roll 1d16+1d14+1d12 -2 to determine which sun's light is transmitted through the rod each time it is activated. The beam has an effective reach as listed below and can be seen from a distance of 1/2 mile.
Make a list of 40 lines to represent each possible sun. As the rod is used, roll below for random light qualities of any given result (roll for each column separately) and jot down the qualities of that result:
"Pattern" or Effective
Roll Coloration "Shape" Range Duration
1 Blue Contiguous 120' 1d100 rounds
2 Red Wavy 60' 1d20 rounds
3 Violet Intermittent 30' 3d6 rounds
4 Orange Dashed 10' fist of dice rounds
5 White Streaked 180' half a fist of dice rounds
6 Black Rotating 100' 2d30 turns
7 Green Strobing 5' 1d16 turns
8 Yellow Speckled 20' 1d8 turns
9 Pink Rising Intensity 350' 1d4 turns
10 Out Of Space Contiguous 1d100' 3d20 minutes
With much research it is possible to learn how to make the rod emit a particular sun's rays. Such research takes 1d3 weeks and 4d100 gold to unlock the 'secret' of 1d4 results of the rod, i.e., the special command to utter to cause a specific sun's rays to shine, the name/source of that sun, etc.
Melee Atk
• scratch +6 (1d4, special)
• salt leeching +3 (special)
AC 17
HD 5d10+10 (38 hp)
MV 30
Act 3d20
SP un-dead, disguise, tanning averse
Fort +9
Ref +11
Will +13
AL C
The Salt Orlok is a devilish thing that preys from the shadows on humanoids, leaving death and chaos in its wake. Highly cunning, they often play upon the emotions of a single person or a very few, in order to open up opportunities for them to prey on many, many others, all the while using those few 'allies' as cover and protection for their horrible feasting.
The Salt Orlok can transmogrify itself into the appearance of any humanoid they have seen, including their voice and body language. They can also turn into small verminous animals, such as bats or rats.
Any persons or creatures struck down to 0 hit points by the Salt Orlok's scratch do not die, but fall into a deep, abiding sleep. Easy then to leech the salt from their bodies...
The first time a target is struck by the Salt Orlok's salt leeching ability they suffer 1d10+1d5 points of damage and drop one step on the Dice Chain for all actions and rolls for 1d5 Turns. The second time they are struck within the same day, they suffer a further 1d14+1d7 points of damage and drop two steps on the Dice Chain for 2d7 hours. The third time they are struck within the same day, they become barely conscious, unable to act, and must succeed at a "roll the body" check every hour, or die. Succeeding does not mean the character is returned to health, only that they don't die (yet). They will recover with care after 1d8+6 hours, or by other means the Judge rules will restore the body's chemical equilibrium. Consuming salt to replace lost salt is assumed to be a part of "recovery with care".
The physical damage done from each strike is not recoverable for an extra 24 hours. Thus the first strike's damage is not healed until a time of rest coming after 24 hours have passed, and the second strike's damage is not healed until after 48 hours have elapsed. If a new salt leeching strike occurs before these periods have passed, it is as if they have happened on the "same day". This is a supernatural effect, and includes the usual Clerical healing abilities, although Divine Aid may bypass the time frame.
The Salt Orlok is completely destroyed by this world's sunlight in 1d7 rounds. It can continue to act during it's disintegration. Apportion remaining hit points accordingly. If partially destroyed, the Salt Orlok can recover 1 round of damage in 1d100 years, preferring seclusion while doing so. This may punt the threat down to subsequent generations.
The Salt Orlok may have levels as a Wizard, as well their other hellish abilities, if the Judge so desires. Determine how many Hit Dice you wish to add to represent Wizard training. Check this new HD total on the Wizard Class chart to determine the number of spells they can have and what is the highest level, as if they were a Wizard of that number of Levels. So, adding three Hit Dice for Wizardry gives a Salt Orlok 8 Hit Dice and up to 12 different spells of up to 4th Level (as an 8th Level Wizard). Then for each spell they have, roll a d20 once, adding their new HD total. The result of each roll is the effect they can create for each spell, e.g., if one of the spells chosen is Levitate, and the roll was a total of 23, then when they manifest this spell they always do so with a result of 23 on the spell's result chart. If they generate a result of 'failure' or below for any spell, they do not have access to that spell after all, and there is no choosing a replacement. They can cast a number of times per day equal to 5 plus their new HD total, choosing any spell from their list each time when casting. When casting they must give up an Action Die, even though there is no roll.
BONUS!
MAGICAL ITEM!
The Rod of Strange Stars
This rod is topped with a large crystal with many facets of irregular shape and size. It can cast a beam of light that comes from one of 40 suns. Roll 1d16+1d14+1d12 -2 to determine which sun's light is transmitted through the rod each time it is activated. The beam has an effective reach as listed below and can be seen from a distance of 1/2 mile.
Make a list of 40 lines to represent each possible sun. As the rod is used, roll below for random light qualities of any given result (roll for each column separately) and jot down the qualities of that result:
"Pattern" or Effective
Roll Coloration "Shape" Range Duration
1 Blue Contiguous 120' 1d100 rounds
2 Red Wavy 60' 1d20 rounds
3 Violet Intermittent 30' 3d6 rounds
4 Orange Dashed 10' fist of dice rounds
5 White Streaked 180' half a fist of dice rounds
6 Black Rotating 100' 2d30 turns
7 Green Strobing 5' 1d16 turns
8 Yellow Speckled 20' 1d8 turns
9 Pink Rising Intensity 350' 1d4 turns
10 Out Of Space Contiguous 1d100' 3d20 minutes
With much research it is possible to learn how to make the rod emit a particular sun's rays. Such research takes 1d3 weeks and 4d100 gold to unlock the 'secret' of 1d4 results of the rod, i.e., the special command to utter to cause a specific sun's rays to shine, the name/source of that sun, etc.
Labels:
civilization,
magic-item,
monster,
tomb,
un-dead
04 September 2017
GELATINOUS TETRAHEDRON
Init -2
Melee Atk
• touch OR
• jet of liquid +2 (numbness)
AC 10
HD 2d8+1 (10 hp)
MV 20
Act 1d20
SP numbing, no mind
Fort +2
Ref -2
Will --
AL C
The translucent Tetrahedrons vary in size from 12 to 24 inches on a side.
They slowly roam whatever level surface they can access. Any living thing that touches the mass, either on it's own or by having the mass move into it, is affected by shooting numbness. The target must make a DC 15 Fort Save or have their Action Dice moved down the Chain by one step in a cumulative effect. This Save needs to be made for each round of contact or each repeated contact. The Tetrahedron's very short-ranged jet of liquid has the same effect. Anything that a Tetrahedron reduces to below a d3 on the Dice Chain they have completely paralyzed, and they will then proceed to glom onto the now-inert form and attempt to eat them (a slow process of days or even weeks).
Once away from the numbing influence, Action Dice move back up the Dice Chain one step at a time by making a new Save vs. a DC 10 once each Turn, with a success equaling one step back up.
Gelatinous Tetrahedrons are not a huge threat when encountered singly, but they have sometimes been deployed in small groups at either end of trapped hallways, for instance...
If ever six Tetrahedrons are together, they will skloodge into each other and form a Cube, which will grow in size as it consumes digestible matter.
[Unless you have other stats you'd like to use for a newly-formed Cube, consider it to be improved by 1d3+2 in almost all statistical respects above (Move 30, 1d20 Action Die), and that it's numbness power takes a target 1d3 steps down the Dice Chain with each successful attack.]
GELATINOUS TETRAHEDRON
Move: 60 feet/turn
Hit Dice: 2 +1
Armor Class: 9
Treasure Type: nil
Alignment: neutral
Attacks: 1
Damage: special
Reference the above for the monster's behavior. Save vs. Poison or be limited to acting every other round the first time, "feeble" minor actions only after a second failed Save, and not at all after the third failed Save. Each step of mobility returns after a successful Save made once per Turn.
Melee Atk
• touch OR
• jet of liquid +2 (numbness)
AC 10
HD 2d8+1 (10 hp)
MV 20
Act 1d20
SP numbing, no mind
Fort +2
Ref -2
Will --
AL C
The translucent Tetrahedrons vary in size from 12 to 24 inches on a side.
They slowly roam whatever level surface they can access. Any living thing that touches the mass, either on it's own or by having the mass move into it, is affected by shooting numbness. The target must make a DC 15 Fort Save or have their Action Dice moved down the Chain by one step in a cumulative effect. This Save needs to be made for each round of contact or each repeated contact. The Tetrahedron's very short-ranged jet of liquid has the same effect. Anything that a Tetrahedron reduces to below a d3 on the Dice Chain they have completely paralyzed, and they will then proceed to glom onto the now-inert form and attempt to eat them (a slow process of days or even weeks).
Once away from the numbing influence, Action Dice move back up the Dice Chain one step at a time by making a new Save vs. a DC 10 once each Turn, with a success equaling one step back up.
Gelatinous Tetrahedrons are not a huge threat when encountered singly, but they have sometimes been deployed in small groups at either end of trapped hallways, for instance...
If ever six Tetrahedrons are together, they will skloodge into each other and form a Cube, which will grow in size as it consumes digestible matter.
[Unless you have other stats you'd like to use for a newly-formed Cube, consider it to be improved by 1d3+2 in almost all statistical respects above (Move 30, 1d20 Action Die), and that it's numbness power takes a target 1d3 steps down the Dice Chain with each successful attack.]
BONUS!
BASIC STATS!
GELATINOUS TETRAHEDRON
Move: 60 feet/turn
Hit Dice: 2 +1
Armor Class: 9
Treasure Type: nil
Alignment: neutral
Attacks: 1
Damage: special
Reference the above for the monster's behavior. Save vs. Poison or be limited to acting every other round the first time, "feeble" minor actions only after a second failed Save, and not at all after the third failed Save. Each step of mobility returns after a successful Save made once per Turn.
10 July 2017
BONECAST DRAGON
Init +5
Melee Atk
• claw +9 (1d8)
• bite +9 (1d12)
• tail slap +9 (1d16)
AC 23
HD 8d12 (48 hp)
MV 50
Act 3d20, plus 1d24, 1d20 & 1d16 for spells
SP spells (+4), necrotic breath weapon (2x/day, DC 18), Damage Reduction 3, Luck Sap, Ash Cloud
Fort +8
Ref +6
Will +12
AL C
Summoned by a powerful cabal of wizards working in conjunction, a Bonecast Dragon is composed of graveyard bones animated by the spirit of a destroyed demon. The wizards may or may not find their will subverted, with the Dragon pursuing its own goal and not theirs.
The necrosis breath literally decays the flesh of those caught within it. It looks like tendrils or snakes of black smoke silently rushing out from the Dragon's mouth, weaving through the 60' range as if seeking the living, evaporating once they reach full range. Those in range of the attack and aware of it can either attempt to dodge these tendrils by means of a Reflex Save for one-third damage, or resist physically by a Fort Save for half damage. Clerics of an appropriate faith may opt to completely avoid the breath's effects with a Will Save. The breath attack does 1d6 damage (rolled once) applied to Strength, Agility and Stamina (always a minimum of 1 against anyone in the range).
Ash Cloud: Once per Turn, the Bonecast Dragon can create a funnel of crematory ash by giving up an Action Die (either an Action Die or all spell dice). The funnel is 30' across at it's base and extends upward 40' with an upper width of 60'. The Dragon maintains it by concentration, giving up an Action Die each round to do so. Any living creature within the effect takes 1d4 Stamina damage each round, until they are no longer in the effect, then taking 1 point of Stamina damage the following round. The damage is halved if the target can make a DC 18 Fort Save. By giving up an extra Action Die, the Dragon can move the funnel up to 50', striking every living creature in it's path.
Once per day, the Bonecast Dragon can cause one of it's melee strikes to drain 2d3 points of Luck from the target of the strike (in addition to normal damage). It can decide to engage this effect after rolling the attack. If the attack happens to be a Critical Hit, it can forgo the usual Crit result, and instead drain the target of all of their Luck.
Spells
1st: Darkness, Word of Command
2nd: Invisible Companion, Ray of Enfeeblement
3rd: Animate Dead, Speak with the Dead
The Action Dice used for spells may only be used for a single spell per round. If the 1d24 roll fails, the 1d20 die can be used to attempt to enact the same spell, if desired. And should that fail, then the 1d16 can be attempted. In any case, a single successful spell is the best the creature can achieve within any given round.
CREATION
Wizards combining their powers to create a Bonecast Dragon compare their combined spellcasting checks to the following chart. Each Wizard must be able to cast the spell "Create Bonecast Dragon" with the same mercurial magic result, or with no mercurial magic result (a mixture of the same result and no result also works). Preparation takes one week per Wizard and the casting must be completed at midnight.
1-30 Failure. For each Wizard: make a Fort Save vs. DC 20 or die, spell is lost for 1d30 months; 2 rolls each of Minor, Major and Greater Corruption; unable to cast any spell for 1d8 days.
31-40 Failure. For each Wizard: Spell is lost for 1d30 months, 1 roll each of Minor, Major, and Greater Corruption.
41-50 Failure. Spell is lost for 1d24 weeks for each Wizard.
51-60 Failure. Spell is lost for 1d6 weeks for each Wizard.
61-70 Success, creature as given above, but subtract 25% HD, drop 2 from spellcasting, drop the DR, and drop to 1 use of necrotic breath.
71-80 Success, creature as given above.
81-90 Success, creature as given above, but add 50% more HD, add'l +3 to spellcasting, add'l 3 to DR, and 2 extra uses of necrotic breath.
100+ Success, creature as given above, but add 100% more HD, add'l +8 to spellcasting, add'l 7 to DR, and 5 extra uses of necrotic breath.
Once a Bonecast Dragon has been created, there is a psychic test of wills between the creature and it's creators. Each Wizard must make a contested Will Save vs. the Will Save of the Dragon. As long as at least one Wizard beats the Dragon, the Dragon bows to it's creators. If only some Wizards succeed, they can attempt to shut out those Wizards who fail their check by making opposed Will Saves against each other. If those Wizards who failed against the Dragon also fail again in this test, they can in no way command the Dragon, though they may be able to apply other means to sway the demon-spirit that powers the Dragon.
Melee Atk
• claw +9 (1d8)
• bite +9 (1d12)
• tail slap +9 (1d16)
AC 23
HD 8d12 (48 hp)
MV 50
Act 3d20, plus 1d24, 1d20 & 1d16 for spells
SP spells (+4), necrotic breath weapon (2x/day, DC 18), Damage Reduction 3, Luck Sap, Ash Cloud
Fort +8
Ref +6
Will +12
AL C
Summoned by a powerful cabal of wizards working in conjunction, a Bonecast Dragon is composed of graveyard bones animated by the spirit of a destroyed demon. The wizards may or may not find their will subverted, with the Dragon pursuing its own goal and not theirs.
The necrosis breath literally decays the flesh of those caught within it. It looks like tendrils or snakes of black smoke silently rushing out from the Dragon's mouth, weaving through the 60' range as if seeking the living, evaporating once they reach full range. Those in range of the attack and aware of it can either attempt to dodge these tendrils by means of a Reflex Save for one-third damage, or resist physically by a Fort Save for half damage. Clerics of an appropriate faith may opt to completely avoid the breath's effects with a Will Save. The breath attack does 1d6 damage (rolled once) applied to Strength, Agility and Stamina (always a minimum of 1 against anyone in the range).
Ash Cloud: Once per Turn, the Bonecast Dragon can create a funnel of crematory ash by giving up an Action Die (either an Action Die or all spell dice). The funnel is 30' across at it's base and extends upward 40' with an upper width of 60'. The Dragon maintains it by concentration, giving up an Action Die each round to do so. Any living creature within the effect takes 1d4 Stamina damage each round, until they are no longer in the effect, then taking 1 point of Stamina damage the following round. The damage is halved if the target can make a DC 18 Fort Save. By giving up an extra Action Die, the Dragon can move the funnel up to 50', striking every living creature in it's path.
Once per day, the Bonecast Dragon can cause one of it's melee strikes to drain 2d3 points of Luck from the target of the strike (in addition to normal damage). It can decide to engage this effect after rolling the attack. If the attack happens to be a Critical Hit, it can forgo the usual Crit result, and instead drain the target of all of their Luck.
Spells
1st: Darkness, Word of Command
2nd: Invisible Companion, Ray of Enfeeblement
3rd: Animate Dead, Speak with the Dead
The Action Dice used for spells may only be used for a single spell per round. If the 1d24 roll fails, the 1d20 die can be used to attempt to enact the same spell, if desired. And should that fail, then the 1d16 can be attempted. In any case, a single successful spell is the best the creature can achieve within any given round.
CREATION
Wizards combining their powers to create a Bonecast Dragon compare their combined spellcasting checks to the following chart. Each Wizard must be able to cast the spell "Create Bonecast Dragon" with the same mercurial magic result, or with no mercurial magic result (a mixture of the same result and no result also works). Preparation takes one week per Wizard and the casting must be completed at midnight.
1-30 Failure. For each Wizard: make a Fort Save vs. DC 20 or die, spell is lost for 1d30 months; 2 rolls each of Minor, Major and Greater Corruption; unable to cast any spell for 1d8 days.
31-40 Failure. For each Wizard: Spell is lost for 1d30 months, 1 roll each of Minor, Major, and Greater Corruption.
41-50 Failure. Spell is lost for 1d24 weeks for each Wizard.
51-60 Failure. Spell is lost for 1d6 weeks for each Wizard.
61-70 Success, creature as given above, but subtract 25% HD, drop 2 from spellcasting, drop the DR, and drop to 1 use of necrotic breath.
71-80 Success, creature as given above.
81-90 Success, creature as given above, but add 50% more HD, add'l +3 to spellcasting, add'l 3 to DR, and 2 extra uses of necrotic breath.
100+ Success, creature as given above, but add 100% more HD, add'l +8 to spellcasting, add'l 7 to DR, and 5 extra uses of necrotic breath.
Once a Bonecast Dragon has been created, there is a psychic test of wills between the creature and it's creators. Each Wizard must make a contested Will Save vs. the Will Save of the Dragon. As long as at least one Wizard beats the Dragon, the Dragon bows to it's creators. If only some Wizards succeed, they can attempt to shut out those Wizards who fail their check by making opposed Will Saves against each other. If those Wizards who failed against the Dragon also fail again in this test, they can in no way command the Dragon, though they may be able to apply other means to sway the demon-spirit that powers the Dragon.
01 August 2016
INTELLIGENT MOLD
Init [always last]
Melee Atk
• spores DC 18 Will Save (special, 10' sphere)
AC 5
HD 3d8
MV 0
Act 1d20
SP ignore most damage
Fort +7
Ref n/a
Will +11
AL C
Intelligent Mold (or "Int Mold") affects the mind, taking over the thought process of it's victims, to it's own ends.
The Int Mold will grow in cool, moist places, slowly expanding to fill the suitable environment. When humanoids enter the affected area, the Int Mold will emit spores, attempting to take over the minds of those present. The Mold itself is intelligent, and will wait for the moment of hitting the maximum number of targets.
Affected individuals will have a mere 1d6 rounds each to react. After that, their minds are controlled by the spores.
The effect of the spores can be handled in (at least) two ways in play:
In either case, along with whatever strangeness the characters have been displaying, they are driven by a strong desire to help the mold spread itself. They may fill their pockets with handfuls of the stuff, and place bits of it in dark and dank places nearer to home, or in the next village they encounter, or a different dungeon, a different set of ruins, or wherever they can find in which the mold might thrive.
While the same individual can be affected by the Int Mold again in the future, the effects are lessened, and are completely negligible by the fourth exposure — except in rare cases where the victim becomes a permanent thrall of the Int Mold.
All weapon strikes against the Intelligent Mold count as a single point of damage per damage die. The Judge may rule that larger dice count as two or three dice in strikes against the Int Mold. Fire and high heat will destroy it, outright.
[Presented as an option for the One Page Dungeon Contest entry The Umber Woods from 2016]
Melee Atk
• spores DC 18 Will Save (special, 10' sphere)
AC 5
HD 3d8
MV 0
Act 1d20
SP ignore most damage
Fort +7
Ref n/a
Will +11
AL C
Intelligent Mold (or "Int Mold") affects the mind, taking over the thought process of it's victims, to it's own ends.
The Int Mold will grow in cool, moist places, slowly expanding to fill the suitable environment. When humanoids enter the affected area, the Int Mold will emit spores, attempting to take over the minds of those present. The Mold itself is intelligent, and will wait for the moment of hitting the maximum number of targets.
Affected individuals will have a mere 1d6 rounds each to react. After that, their minds are controlled by the spores.
The effect of the spores can be handled in (at least) two ways in play:
1) If all characters in the party are affected, simply move time forward some number of days, anywhere from 1d3 to 1d12. Characters and players will only find out what events and actions filled those days as they go forward, though the GM may have indicators in obvious places as soon as immediately. Suffice it to say that affected characters have not been themselves... An entire campaign could be re-jiggered in this way, from the obviousness of a band of saints and heroes becoming wanted outlaws, to effects more subtle, but no less problematical.
2) If some or all of the characters in the party are affected, simply encourage the players to 'play against type', to imagine their character's personalities have been subverted for a time (as above) and they should display wholly uncharacteristic traits, habits, and demeanor.
In either case, along with whatever strangeness the characters have been displaying, they are driven by a strong desire to help the mold spread itself. They may fill their pockets with handfuls of the stuff, and place bits of it in dark and dank places nearer to home, or in the next village they encounter, or a different dungeon, a different set of ruins, or wherever they can find in which the mold might thrive.
While the same individual can be affected by the Int Mold again in the future, the effects are lessened, and are completely negligible by the fourth exposure — except in rare cases where the victim becomes a permanent thrall of the Int Mold.
All weapon strikes against the Intelligent Mold count as a single point of damage per damage die. The Judge may rule that larger dice count as two or three dice in strikes against the Int Mold. Fire and high heat will destroy it, outright.
[Presented as an option for the One Page Dungeon Contest entry The Umber Woods from 2016]
21 June 2016
HHROOUQK
Init +0
Melee Atk
• none
Ranged Atk
• none
AC 10
HD 10d8+10
MV 1
Act 1d30 + 1d24
SP spells, infravision 60'
Fort +10
Ref +0
Will +15
AL C
The HHROOUQK* is an amorphous slime with vast intelligence and malevolent intent. The monster has strong mental abilities, represented by spells for ease. It may cast each "spell" once per day, but if it rolls a "lost" result on a spellcheck, it can subsequently try the spell again until it does succeed.
The evil slime is an expert at mentally dominating and controlling humanoids. Use the Charm Person spell to represent this ability, and give it a +7 to the spellcheck roll. Once the HHROOUQK has taken control of someone, it can mentally communicate with them once per day drawing information from their mind and sending new instructions, and when needed can summon them back to itself to reinforce control over them.
The HHROOUQK also has the spell Hepsoj's Fecund Fungi, casting it with an additional +2.
The creature should have 1d10 additional spells (or at least equal to the number of members in the party, if running the "Future Tense" One Page Dungeon Contest entry). Choose 1 each of a Wizard's and a Cleric's 1st Level spells. Work up this way through the levels, until the creature's spell roster is full.
* Pronounced while drawing in a breath and ending with a wet noise in the throat.
[Featured in the One Page Dungeon Contest entry Future Tense from 2015]
Melee Atk
• none
Ranged Atk
• none
AC 10
HD 10d8+10
MV 1
Act 1d30 + 1d24
SP spells, infravision 60'
Fort +10
Ref +0
Will +15
AL C
The HHROOUQK* is an amorphous slime with vast intelligence and malevolent intent. The monster has strong mental abilities, represented by spells for ease. It may cast each "spell" once per day, but if it rolls a "lost" result on a spellcheck, it can subsequently try the spell again until it does succeed.
The evil slime is an expert at mentally dominating and controlling humanoids. Use the Charm Person spell to represent this ability, and give it a +7 to the spellcheck roll. Once the HHROOUQK has taken control of someone, it can mentally communicate with them once per day drawing information from their mind and sending new instructions, and when needed can summon them back to itself to reinforce control over them.
The HHROOUQK also has the spell Hepsoj's Fecund Fungi, casting it with an additional +2.
The creature should have 1d10 additional spells (or at least equal to the number of members in the party, if running the "Future Tense" One Page Dungeon Contest entry). Choose 1 each of a Wizard's and a Cleric's 1st Level spells. Work up this way through the levels, until the creature's spell roster is full.
* Pronounced while drawing in a breath and ending with a wet noise in the throat.
[Featured in the One Page Dungeon Contest entry Future Tense from 2015]
26 May 2016
MOBILE MENHIRS a.k.a. STONE SENTRIES
Init +4
Melee Atk
• club +6 (1d6)
• collide +5 (1d12)
Ranged Atk
• javelin +4 (1d6, 20')
AC 18
HD 9d8+9
MV 30
Act 1d20
SP collision attack, bludgeoning susceptibility, infravision 40'
Fort +10
Ref +2
Will +12
AL N
Protecting a lair or passage from intrusion are a set of standing stones which animate should any threat draw near. They appear as normal stone features of the cave system, but 'limbs' partially or completely cleave away to make attacks, and the entire slab of stone can move so as to reach a threat to attack it, or to make their special collision attack.
If a target is between two Stone Sentries, they will attempt to both rush at the target and smash together with the target sandwiched between them. They can use their Action Die for movement and still get an attack roll as well. Each gets to roll their attack; it could turn out that only one hits or both or none. They can also attempt this attack if they are within 60' of a wall, and the target is between the Stone and the wall. And the Mobile Menhir doesn't actually collide, but rather stops less than an inch from it's counterpart or from the the wall, when making this attack (thus it is not damaged from the collision).
The Sentries take double damage from bludgeoning weapons, or blunt heavy objects. The Judge will have to make a call as to whether any given spell will effect the Stone or not, and if it will do double damage, or not.
[Featured in the One Page Dungeon Contest entry Future Tense from 2015]
Melee Atk
• club +6 (1d6)
• collide +5 (1d12)
Ranged Atk
• javelin +4 (1d6, 20')
AC 18
HD 9d8+9
MV 30
Act 1d20
SP collision attack, bludgeoning susceptibility, infravision 40'
Fort +10
Ref +2
Will +12
AL N
Protecting a lair or passage from intrusion are a set of standing stones which animate should any threat draw near. They appear as normal stone features of the cave system, but 'limbs' partially or completely cleave away to make attacks, and the entire slab of stone can move so as to reach a threat to attack it, or to make their special collision attack.
If a target is between two Stone Sentries, they will attempt to both rush at the target and smash together with the target sandwiched between them. They can use their Action Die for movement and still get an attack roll as well. Each gets to roll their attack; it could turn out that only one hits or both or none. They can also attempt this attack if they are within 60' of a wall, and the target is between the Stone and the wall. And the Mobile Menhir doesn't actually collide, but rather stops less than an inch from it's counterpart or from the the wall, when making this attack (thus it is not damaged from the collision).
The Sentries take double damage from bludgeoning weapons, or blunt heavy objects. The Judge will have to make a call as to whether any given spell will effect the Stone or not, and if it will do double damage, or not.
[Featured in the One Page Dungeon Contest entry Future Tense from 2015]
25 September 2013
THE GREATER DWS OF VALA
Init +4Melee Atk
• ram +13 (4d6)
• claw +3 (1d8)
AC 16
HD 10d8
MV 35, Swim 15
Act 1d20 + 1d16
SP -
Fort +2
Ref +2
Will +4
AL N
Of course, everyone knows about the multitudinous dws created over recent decades by the fell sorceress Vala. Small, dimwitted creatures all, misshapen and slow, when encountered they are at most annoyances of a minor sort, mainly for their unclean odors and persistent worming and groveling for food.
But the Greater Dws is another matter altogether. Here Vala employed the terrible science of the flesh pits she discovered in the fortress she acquired to fashion something of far greater power than before -- or since, so far as anyone knows. Many have opined that her skill with the unknowable technology is negligible even after all these years, and her tireless experimentation has been a shot in the dark everytime. Hence the foul stream of the minor dws to flow from her fortress. And hence her inability to duplicate the Greater Dws.
The feral beast stands thirteen feet high, a solid mass of muscle and bone, thickly but unevenly covered in mangy fur. Tiny arms hang from it's shoulders. Jagged teeth jut from it's tiny mouth. And it's head is crowned and dominated by a gnarled, massive spread of convoluted bone.
The Greater Dws can effectively ram from even as short a distance as four feet from a target, such is the power of it's legs.
Born in a stone fortress, the creature treats any such environ it wanders into as it's own territory. And there is the fact that shoots fear into the guts of men: the creature wanders the land, and when it finds a ruined castle, ancient tomb, or man-made labyrinth, it considers it to be "home", and defends it fiercely (until it decides to move on).
The Greater Dws of Vala is in part inspired by The Savage Afterworld
25 July 2013
SKEEVLINGS
Init +6
Melee Atk
• Sword +7 (1d5)
• Tail +10 (1d6)
AC 21
HD 2d8
MV 40, Phase 35
Act 1d20+1d16
SP immunity to acid & force, invisibility, regeneration, chill touch
Fort +3
Ref +5
Will +2
AL C
The tales told to make children behave say that skeevlings are the living shadows cast by evil magic's pale light. These minute devils (two-feet tall, at the most) are steeped in abilities that could only have a magical origin, and they live for nothing but plunder, raiding everything from village grain stores to massive treasure hordes of the deepest, darkest dungeons.
Skeevlings travel abroad in large numbers, easily 20-68 at a minimum, and usually above ground, unless they are bearing a treasure horde back to their homes. They speak very broken Common, and a gibberish-sounding dialect of their own.
They are not overly hearty creatures individually, but what they lack in fortitude, they make up for in mind-boggling magical power and single-minded group mentality. They can move through solid matter almost as fast as they can run upon the ground, bearing with them whatever they can carry as well. They regenerate damage (12 hp per round) such that if you don't manage to kill them with one blow, they are just as mighty as if you had not hit them at all. They are immune to the effects of acids and of force magic. They can turn invisible for 1d4 rounds at a time, but must 'rest' and cannot turn invisible again until another 1d4 rounds have passed. They can charge up their tails with magical energy, creating an effect similar to a Chill Touch spell, with a casting check of 1d20+7; each successful use of this spell reduces the initiative of the group by 1 point, drawing energy from their party to power it. They cannot lose this special ability, though it can fail to 'cast' (or they could run out of energy to manifest for it).
They are clever and crafty, using their powers to keep their opponents off-balance. They are proud of sniping foes by phasing out of a wall, striking and using their second action die to phase away back into a wall. They will use their invisibility power to conceal their numbers and observe any competitors for treasure. Though they may squabble among themselves, once one of them has been killed, they become a multitudinous force of vengeance. Even so, a few who have encountered them have discovered they can be bought off, though even fewer are willing to pay the price the skeevlings demand.
NOTE: Don't let the Hit Dice fool you; Skeevlings played to the hilt are a mid- to high-level threat.
Melee Atk
• Sword +7 (1d5)
• Tail +10 (1d6)
AC 21
HD 2d8
MV 40, Phase 35
Act 1d20+1d16
SP immunity to acid & force, invisibility, regeneration, chill touch
Fort +3
Ref +5
Will +2
AL C
The tales told to make children behave say that skeevlings are the living shadows cast by evil magic's pale light. These minute devils (two-feet tall, at the most) are steeped in abilities that could only have a magical origin, and they live for nothing but plunder, raiding everything from village grain stores to massive treasure hordes of the deepest, darkest dungeons.
Skeevlings travel abroad in large numbers, easily 20-68 at a minimum, and usually above ground, unless they are bearing a treasure horde back to their homes. They speak very broken Common, and a gibberish-sounding dialect of their own.
They are not overly hearty creatures individually, but what they lack in fortitude, they make up for in mind-boggling magical power and single-minded group mentality. They can move through solid matter almost as fast as they can run upon the ground, bearing with them whatever they can carry as well. They regenerate damage (12 hp per round) such that if you don't manage to kill them with one blow, they are just as mighty as if you had not hit them at all. They are immune to the effects of acids and of force magic. They can turn invisible for 1d4 rounds at a time, but must 'rest' and cannot turn invisible again until another 1d4 rounds have passed. They can charge up their tails with magical energy, creating an effect similar to a Chill Touch spell, with a casting check of 1d20+7; each successful use of this spell reduces the initiative of the group by 1 point, drawing energy from their party to power it. They cannot lose this special ability, though it can fail to 'cast' (or they could run out of energy to manifest for it).
They are clever and crafty, using their powers to keep their opponents off-balance. They are proud of sniping foes by phasing out of a wall, striking and using their second action die to phase away back into a wall. They will use their invisibility power to conceal their numbers and observe any competitors for treasure. Though they may squabble among themselves, once one of them has been killed, they become a multitudinous force of vengeance. Even so, a few who have encountered them have discovered they can be bought off, though even fewer are willing to pay the price the skeevlings demand.
NOTE: Don't let the Hit Dice fool you; Skeevlings played to the hilt are a mid- to high-level threat.
Labels:
cavern,
civilization,
dungeon,
monster,
NPC,
tomb,
wilderness
12 June 2013
WATER OF YSS
YSS MINION
Init +0
Melee Atk
• claw +2 (1d4)
• grab +4 (1d2 and Held)
AC 10
HD (1d5)d8+1d5
MV 30
Act 1d20
SP un-dead, dire breath
Fort +4
Ref +1
Will +12
AL C
Water of Yss can form anywhere, but it is more common in deep recesses of dungeons and partially raided tombs. That is not to say that Water of Yss is in any way common.
The Water is formed when exotic, volatile and rare items, as typically carried by spell-casters, alchemists and the like, are left behind to coagulate and intermix at random — generally when the bearers of such items have succumbed to the hazards of exploration. Mixing at the bottom of some pit trap or other, these components can combine under just the right circumstances to create Water of Yss.
The corpses of the original component-bearers usually form the minions of the Water. These skeletons will claim further victims to feed to the Water and allow it to grow in size. They particularly seek out targets bearing alchemical substances and the like.
The skeletal minions can be recognized from other un-dead by the kelp-like strands that grow right from their bones. They have an endless stamina and will pursue victims tirelessly within the confines of the Water's lair. It is not entirely clear whether the bones of a destroyed minion that fall back into the Water are not simply and quickly re-assembled by the Water, and the 'new' minion immediately sent after more prey...
The longer the bones of the minions have rested in the Water of Yss, the more resilient they become (hence the variable number of Hit Dice).
The minions can exhale a toxic, ochre-colored gas, once per day. This gas first lays out in a thick layer on the ground or onto the top of the Water, but soon expands and rises to fill whatever space the minions occupy (up to a 30-foot cube in volume). Mortals breathing this thick gas take 2d3 points of damage each round (Fort DC 13 for half damage) and take 1d3 points of damage (same Save) for a number of rounds after leaving the cloud equal to half the number of rounds spent in the cloud (round up). Holding one's breath is treated like leaving the area of gas, but of course they must then deal with not breathing at all until they can escape the area. Visibility within the cloud is reduced to nearly zero, except for the minions, who are completely unimpaired and unaffected by it.
Destroying the Water of Yss is a complex matter, involving advanced alchemical or arcane knowledge. Obviously, care needs to be taken to avoid accidentally increasing it's power, rather than neutralizing it.
The Water of Yss and it's minions first appeared on the cover of Crawl! #7.
Init +0
Melee Atk
• claw +2 (1d4)
• grab +4 (1d2 and Held)
AC 10
HD (1d5)d8+1d5
MV 30
Act 1d20
SP un-dead, dire breath
Fort +4
Ref +1
Will +12
AL C
Water of Yss can form anywhere, but it is more common in deep recesses of dungeons and partially raided tombs. That is not to say that Water of Yss is in any way common.
The Water is formed when exotic, volatile and rare items, as typically carried by spell-casters, alchemists and the like, are left behind to coagulate and intermix at random — generally when the bearers of such items have succumbed to the hazards of exploration. Mixing at the bottom of some pit trap or other, these components can combine under just the right circumstances to create Water of Yss.
The corpses of the original component-bearers usually form the minions of the Water. These skeletons will claim further victims to feed to the Water and allow it to grow in size. They particularly seek out targets bearing alchemical substances and the like.
The skeletal minions can be recognized from other un-dead by the kelp-like strands that grow right from their bones. They have an endless stamina and will pursue victims tirelessly within the confines of the Water's lair. It is not entirely clear whether the bones of a destroyed minion that fall back into the Water are not simply and quickly re-assembled by the Water, and the 'new' minion immediately sent after more prey...
The longer the bones of the minions have rested in the Water of Yss, the more resilient they become (hence the variable number of Hit Dice).
The minions can exhale a toxic, ochre-colored gas, once per day. This gas first lays out in a thick layer on the ground or onto the top of the Water, but soon expands and rises to fill whatever space the minions occupy (up to a 30-foot cube in volume). Mortals breathing this thick gas take 2d3 points of damage each round (Fort DC 13 for half damage) and take 1d3 points of damage (same Save) for a number of rounds after leaving the cloud equal to half the number of rounds spent in the cloud (round up). Holding one's breath is treated like leaving the area of gas, but of course they must then deal with not breathing at all until they can escape the area. Visibility within the cloud is reduced to nearly zero, except for the minions, who are completely unimpaired and unaffected by it.
Destroying the Water of Yss is a complex matter, involving advanced alchemical or arcane knowledge. Obviously, care needs to be taken to avoid accidentally increasing it's power, rather than neutralizing it.
The Water of Yss and it's minions first appeared on the cover of Crawl! #7.
28 December 2012
PAPER SPIDER
Init +6
Melee Atk
• paper cut +8 (0; poison)
AC 22
HD 1d4
MV 20
Act 1d20
SP poison, paper thin
Fort +0
Ref +4
Will +0
AL N
A paper spider is as deadly an assassination tool now as it was 1000 years ago. The means to create one is known to precious few, and closely guarded, it is said, by a single family, who create them for pay without concern for whom they may be used against.
Deceptively simple, they are literally made from paper, much thinner than parchment, and often left between the pages of books. There they can wait, perhaps for centuries, until the page they are resting on is turned to, whereupon they leap at the reader. They move with lightning quickness, almost-unerringly finding exposed skin, and by the tiniest of paper cuts they deliver the poison they were infused with upon their creation.
Most lose their enchantment and are again nothing more than mere paper, after they strike. Most—but not all...
Needless to say, more than one wizard has tried to eliminate his rivals through the use of paper spiders. They have also been left under dinner plates or goblets for nobles, and in rolled messages meant only for the eyes of leaders, from kings to ship captains to captains of the guard.
A few sample poisons that the paper spider is well suited for are:
• Bearbug saliva (Fort Save DC 12; partial paralysis on success, lasting 1d4 minutes; complete paralysis on failure, lasting 4d8 minutes. Partial paralysis can be in the lower extremities only [1-3] or in all extremities [4-5])
• Bearbug musk (Fort Save DC 16; 2d5 Stamina damage)
• Nalvaengur blood (Fort Save DC 18; 1d4 Agility damage for success, otherwise 1d6 Agility and 2d3 Intelligence damage)
• Bhlestic bile (Fort Save DC 13; coma; subsequent save each month or death; reversing the coma requires rare herbal tinctures)
Melee Atk
• paper cut +8 (0; poison)
AC 22
HD 1d4
MV 20
Act 1d20
SP poison, paper thin
Fort +0
Ref +4
Will +0
AL N
A paper spider is as deadly an assassination tool now as it was 1000 years ago. The means to create one is known to precious few, and closely guarded, it is said, by a single family, who create them for pay without concern for whom they may be used against.
Deceptively simple, they are literally made from paper, much thinner than parchment, and often left between the pages of books. There they can wait, perhaps for centuries, until the page they are resting on is turned to, whereupon they leap at the reader. They move with lightning quickness, almost-unerringly finding exposed skin, and by the tiniest of paper cuts they deliver the poison they were infused with upon their creation.
Most lose their enchantment and are again nothing more than mere paper, after they strike. Most—but not all...
Needless to say, more than one wizard has tried to eliminate his rivals through the use of paper spiders. They have also been left under dinner plates or goblets for nobles, and in rolled messages meant only for the eyes of leaders, from kings to ship captains to captains of the guard.
A few sample poisons that the paper spider is well suited for are:
• Bearbug saliva (Fort Save DC 12; partial paralysis on success, lasting 1d4 minutes; complete paralysis on failure, lasting 4d8 minutes. Partial paralysis can be in the lower extremities only [1-3] or in all extremities [4-5])
• Bearbug musk (Fort Save DC 16; 2d5 Stamina damage)
• Nalvaengur blood (Fort Save DC 18; 1d4 Agility damage for success, otherwise 1d6 Agility and 2d3 Intelligence damage)
• Bhlestic bile (Fort Save DC 13; coma; subsequent save each month or death; reversing the coma requires rare herbal tinctures)
23 August 2012
BHLESTIC
Init +0
Melee Atk
• bite +1 (1d4)
• fall +1 (1d4 to 2d5 depending on height)
AC 11
HD 1d6+1
MV 10
Act 1d16
SP Mimicry, Free-fall 20', Takes half damage from physical attack
Fort +2
Ref +2
Will +2
AL C
The blight known as the bhlestic is not much larger than the average sports ball. It waddles along on two bird-like feet, with it's thick, transparent carapace shifting back and forth like insane clockwork with each step. The thickness of that chitinous carapace means they take half damage from physical attacks. They can mimic voices heard in the past, with nearly pitch perfect accuracy.
Created by some unknown sorcerer of distant ages, the bhlestic is the scourge of all elves. Designed to harry the fey race, bhlestic most often congregate around Elven tombs, slowly increasing their numbers if left alone. Easy to clear away if dealt with regularly, they may appear in the dozens or even in the hundreds if the area of a tomb has gone undisturbed for a generation or more.
They will generally silently roost in high places around a tomb, if possible. They climb slowly, in a manner similar to geckos, but much less gracefully. If they detect potential prey approaching, they will use their mimicry to draw prey closer. They can then drop down on prey from a height of up to 20 feet without taking any damage themselves from the fall. If faced with a party of mixed race, they will swarm over elves first, other demi-humans next, and humans last of all.
For the ease of handling large numbers of bhlestic attacking a single character, determine how many are able to effectively attack and divide by three. Add that number to a single attack roll and damage roll for a 'single' creature (i.e., the statistics above). Woe to any explorer who falls prone in range of a swarm of bhlestic!
Melee Atk
• bite +1 (1d4)
• fall +1 (1d4 to 2d5 depending on height)
AC 11
HD 1d6+1
MV 10
Act 1d16
SP Mimicry, Free-fall 20', Takes half damage from physical attack
Fort +2
Ref +2
Will +2
AL C
The blight known as the bhlestic is not much larger than the average sports ball. It waddles along on two bird-like feet, with it's thick, transparent carapace shifting back and forth like insane clockwork with each step. The thickness of that chitinous carapace means they take half damage from physical attacks. They can mimic voices heard in the past, with nearly pitch perfect accuracy.
Created by some unknown sorcerer of distant ages, the bhlestic is the scourge of all elves. Designed to harry the fey race, bhlestic most often congregate around Elven tombs, slowly increasing their numbers if left alone. Easy to clear away if dealt with regularly, they may appear in the dozens or even in the hundreds if the area of a tomb has gone undisturbed for a generation or more.
They will generally silently roost in high places around a tomb, if possible. They climb slowly, in a manner similar to geckos, but much less gracefully. If they detect potential prey approaching, they will use their mimicry to draw prey closer. They can then drop down on prey from a height of up to 20 feet without taking any damage themselves from the fall. If faced with a party of mixed race, they will swarm over elves first, other demi-humans next, and humans last of all.
For the ease of handling large numbers of bhlestic attacking a single character, determine how many are able to effectively attack and divide by three. Add that number to a single attack roll and damage roll for a 'single' creature (i.e., the statistics above). Woe to any explorer who falls prone in range of a swarm of bhlestic!
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