Showing posts with label original art. Show all posts
Showing posts with label original art. Show all posts

Sunday, September 28, 2014

1 more illustration down, 8 to go!

This is one of those illustrations for the Creature Compendium that I've putting putting off for a while. It's a re-do of a re-do. I think that's why I've been pushing this one off for so long. Then yesterday, while hanging at Starbucks and sipping my grandé nonfat 2 Splenda latte, I decided to abandon my original intention for the illustration and just sketch from scratch. Seems to have worked out pretty well. This leaves only 8 illustrations to finish before I feel like the book is pretty-close-to-complete. 7 of those will be easy/no-brainers. The eighth, well, it's actually a full page illustration that will feature 7 different monsters on the same page (the animal mummies).

BTW, if you want the stats for the creature in the illustration below(the carriage worm), or if you just want to see the original illustration (before the first re-do), you can find them here.

That leaves only 8 illustrations to finish before I feel like the book is pretty-close-to-complete. 7 of those will be easy/no-brainers. The eighth, well, it's actually a full page illustration that will feature 7 different monsters on the same page (the animal mummies).


Sunday, March 30, 2014

New Illustration: Linnorm (for Creature Compendium)

I usually don't have the patience for full-page illustrations. But in working on pagination for the Creature Compendium, I knew I really needed a full-page illustration for the linnorm.

The stats for my version of the linnorm (and its variations) will actually appear first in Dragon Horde Zine #2, but will be accompanied by a vintage public domain illustration (which is the vibe I like to give the DHZ when I can).

Since I'm trying to do all the illustrations for the Creature Compendium myself, I knew I'd have to undertake this at some point. The other day, I made myself a list of the illustrations that had yet to be done, and this begged for me to do it first. So...
here 'tis.

Monday, March 3, 2014

Another illustration from the upcoming
Dragon Horde zine #2....

This is the image for the title page of the adventure for the issue.
The adventure is tentatively titled Vifillmein ("beetle plague").

BTW, I'm not sure why I love putting halfings in my illustrations. I just do.

Sunday, March 2, 2014

New Illustration: Völva (Before & After)

No... "völva"... with an umlautted "o" (not a "u") - a Norse shaman/seeress. It's an NPC character class I'm working on for issue #2 of The Dragon Horde zine. I was really looking for an old public domain illustration from the lat 1800s or early 1900s that would fit the bill, but to no avail. In lieu of that option, I decided to do my own. My first stab (bottom) was really an attempt to start using my brush pen again. While I like the line quality, it just didn't have the visual punch I wanted (and felt a little to "new school" for what I wanted visually, especially the punkish haircut). So I took another stab, attempting to give it that woodcut inspired look with which I've had some success (see my Bartleby illustration for reference). The new illustration makes her look older, but that's intentional. The further I got into the development of the class, I realized making her a tad older made more sense (and was more in line with the traditional image of a völva).

AFTER...


BEFORE...

Thursday, January 30, 2014

New Oe/1e/BX Monster: Skunkbear



DESCRIPTION
This malodorous cousin to both skunks and bears (but not owlbears) is found in a range of climates from temperate to sub-arctic, and in a variety of terrains (including light-to-heavy forests, mountainous areas, and tundra regions). While they will often take shelter in their dens and sleep for extended periods during winter months, they are not true hibernators, waking often to hunt and forage before returning to sleep.

Typically, skunkbears are solitary in nature, but will sometimes den in close proximity to other skunkbear dens when centered around an important food source. In these instances, a hierarchy of dominance is established, with adult males taking the place of dominance. Ironically, it is the females with young that are actually the most aggressive, especially in combat (given them a +1 bonus on all “to hit” rolls when fighting aggressors in the presence of their young). This mother-young bond is the sole social relationship among skunkbears. Since skunkbears are mammalian in nature, they birth live (as opposed to owlbears that lay eggs).

In combat, if a skunkbear makes successful “to hit” rolls with both of his claw attacks, then he succeeds in capturing his opponent in a bear hug, in which case the skunkbear’s bite automatically hits (with no additional “to hit” roll necessary). Once a victim is in the bear hug, the skunkbear will automatically do 3d6 in squeezing damage and 1d8 in bite damage per round to the victim (no “to hit” rolls necessary) until the victim is dead or the skunkbear has been killed.

Once per day, a skunkbear is able to use a spray attack, in which a horrific smelling spray is used to disable a victim. On a successful “to hit” roll with this spray attack, the victim must save vs. breath weapon or stand stunned for 4d6 rounds. Furthermore, if the saving throw is failed by 10 or more points, the victim is also knocked unconscious for that duration. Anyone within a 20' range of a sprayed victim must save vs. breath weapon or suffer a -1 “to hit” penalty while they are within range and the victim is still soaked with the spray. This overpowering smell will remain with the victim for 4d6 days unless the victim washes thoroughly (at least 3 times with a very strong lye soap) or being cleaned through magical means (e.g., a purification spell).

Description: Skunkbears have fur ranging in color from brown to brownish-black, with younger skunkbears being marked by white stripe down its back, and the stripe tending to run silver in older skunkbears. The eyes of a skunkbear are jet black.


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 2-5
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 5+3
% IN LAIR: 35%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK:
1-6/1-6/1-8
SPECIAL ATTACKS:
Bear hug, spray
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (8' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

BX STATS
ARMOR CLASS: 5
HIT DICE: 5+3
MOVE: 120'
ATTACKS: 2 claws/1 bite
DAMAGE: 1-6/1-6/1-8
NO. APPEARING: 2-5
SAVE AS: Fighter: 3
MORALE: 9
TREASURE TYPE: C
ALIGNMENT: Neutral


Wednesday, May 29, 2013

New Oe/1e/BX Monster: Gargantuan Rat



DESCRIPTION
Gargantuan rats are monstrous versions of the normal and giant varieties. Measuring anyway from 20-30 feet long, these beasts are sickly gray in color and emit a particularly pungent musky smell. They are not natural tunnelers, though they are moderately capable swimmers. Gargantuan rats also suffer a similar fear of fire as smaller varieties, but will simply keep a distance from it (usually of about 60'), rather than flee.

Unlike the more common rat varieties, gargantuan rats have a natural aversion to the presence of undead, and tend to stay away from areas where undead are present. Therefore, there are rarely found in the command of vampires. However, they are particularly loyal to wererats, and gain a +1 bonus to their morale in the presence one.

The bite of a gargantuan rat is laden with disease, and any creature suffering its bite must save vs. poison; if the saving throw fails, there is a 1-in-6 chance the afflicted character will become bedridden immediately (unable to adventure), and die in 1-6 days (unless cured); otherwise (5-in-6 chance), the afflicted character will become bedridden immediately and remain so for a period of 3-12 weeks (or until cured).

Gargantuan Black Rats: This variety of gargantuan rat is jet black in color and is particularly aggressive. Black gargantuan rats gain a +1 bonus on all “to hit” rolls and to their morale, deal an additional 1 point of damage on each attack (each of its 2 claws do 2-5 pts. each, and its bite does 3-9 pts. damage), and have 4 additional hit points (HD:4+4). Furthermore, all saving throws against a black gargantuan rat’s bite incur a -1 penalty on the roll.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-8
ARMOR CLASS: 5
MOVE: 12"//6"
HIT DICE: 4
% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/2-8
SPECIAL ATTACKS: Disease
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 4
MOVE: 120'//60'
ATTACKS: 2 claws/1 bite
DAMAGE: 1-4/1-4/2-8 + disease
NO. APPEARING: 1-8
SAVE AS: Fighter: 2
MORALE: 10
TREASURE TYPE: C
ALIGNMENT: Neutral

Tuesday, May 14, 2013

Monster of the Week: Leogryph


DESCRIPTION
Leogryphs appear with the body of a lion, the wings of an eagle, and two eagle heads. They most often make their nests in the highest peaks of the tallest mountains where they are sometimes used as protectors for special magic artifacts or articles of power. Legend holds that leogryphs were a creation of Tiamat but these dangerous beasts are ironically friendly, except in the presence of any item entrusted to them, in which case they become fiercely protective.

The dangerous but friendly duality in the leogryph's nature is mirrored in its breath weapons, with one of the heads able to breathe a cone of fire, and the other head able to breathe a cone of frost (cold). Each of these cones measures 30' long and 10' wide, may be used up to 5 times per day, and does 2d6 damage (on a failed saving throw vs. breath weapon).

Like normal eagles, the leogrpyh's eyesight is so keen as to make them unable to be surprised if encountered in their lair at night. Furthermore, if they make a diving attack from 100' feet or higher, they gain a +4 bonus to their "to hit" roll, and do double damage from their claws, but may not make any beak attacks. For both land-based and air-based attacks, if both of a leogryph's fore claws strike successfully, the leogryph may choose to attack with its rear claws, doing and additional 1d6+1 damage per claw attack (on successful "to hit" rolls, double damage bonuses from successful diving attacks apply), but may not make any beak attacks.

Leogryphs possess a magical ability to create weather events once per day (per the magic-user spell control weather), for a duration of up to 3 turns, but under the condition that the leogryph must remain airborne over the weather event within a range of 240'.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVE: 12"/24"
HIT DICE: 8
% IN LAIR: 25%
TREASURE TYPE: Ux2
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 1d4/1d4/1d6/1d6
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 8**
MOVE: 120'/240'
ATTACKS: 2 claws/2 bites
DAMAGE: 1d4/1d4/1d6/1d6
NO. APPEARING: 1-3
SAVE AS: Fighter: 8
MORALE: 11
TREASURE TYPE: Ix2
ALIGNMENT: Neutral

Thursday, April 11, 2013

Another A-to-Z Intermission

We interrupt this station's regularly scheduled A-to-Z posting to bring you the following illustration.

I started doodling last night and ended up doing this (below), which has now been contributed to the Petty Gods project.

Sunday, March 24, 2013

Morbagallicus: Patron and Tormentor of the Syphilitic

Since I'm still playing around with the new pen, I thought I'd draw something that I could work up for the Petty Gods project. And since there is a need for more chaotic and lawful deities, I introduce to you the petty god Morbagallicus, patron and tormentor of the syphilitic (chaotic, of course).

Due to some personal and work commitments, I probably won't get around to the description/stats until Wednesday, so maybe I'll have this worked up to post by Thursday morning. I'm also considering working up a description for yesterday's "old man" drawing as the petty god of staff and cane makers (lawful). I'm thinking that I might redraw both; I feel like they both need some refinements.

BTW, if anybody has any petty god ideas for the bearded thing from yesterday, feel free to work it up. Let me know, though, so I can arrange to send reproduction art with the description submission.

Saturday, February 9, 2013

Kicking It Up A Notch: Illustration Re-ink

I originally talked about this illustration (at bottom, below) back at the end of January, but felt like the open gray areas were just a little "flat." Much happier with the new version (at top, below).



Saturday, January 26, 2013

New Illustration/Old Technique: Buru

As I continue to rework some old illustrations as well as create new ones for the Creature Compendium, one of the things I try to do is look back to some old illustration techniques. For a while, I've been trying to get a decent mezzotint effect. I'm fairly happy with how this illustration (below) turned out. But just fairly. (Detail at bottom.)



Wednesday, January 23, 2013

New Roman-themed Oe/BX/1E Monster: Cacus

I know I mentioned in Monday's post about Roman-themed adventure design ideas that today's post would be yesterday's post, but yesterday's post was precluded by my announcement of my prize contribution to William's Roman-themed adventure design contest at his Ramblings of a Great Khan blog. Today's Monster of the Week entry is actually one that's been slated for inclusion in the Creature Compendium for quite a while. The fact that it's Roman in origin is just serendipitous.


DESCRIPTION

Cacuses are a race of fire-breathing giants that live in the caves of hilly or mountainous areas. They are thieves and robbers by nature, and will usually travel under the cover of night robbing travelers or stealing unguarded property (like cattle.) When attacking under the cover of night, cacuses surprise on a 1-3 (on 1d6.) Additionally, they are able to hurl rocks from 10’-30’ distances, causing 2-20 hit points of damage (on a successful “to hit” roll.) They are also able to catch similar rocks hurled against them 50% of the time. Though normally armed with clubs (doing 2-16 points of damage), cacuses are also able to breathe fire in a cone that is 20’ long and 5’ across at its widest point (doing 3-18 points of damage on failed saving throw.)

Though bandits by nature, cacuses fancy themselves as shepherds, raising sheep both for their wool and their meat. When encountered in their lair, there is a 75% chance there will be a herd of 10-40 sheep nearby. If there are 6 or more cacuses are present in their lair, there is a 50% chance that one of them will be female. If there are 7 present, 1 of them will be female. If 8 are present, there will be at least one female, and there is a 50% chance there will be an additional female.


Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVE: 12”
HIT DICE: 11
% IN LAIR: 20%
TREASURE TYPE: B, C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-16
or by weapon type
SPECIAL ATTACKS:
Breathe fire (3-18)
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic neutral
SIZE: L (12’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 3
HIT DICE: 11
MOVE: 120’
ATTACKS: 1 breath
or 1 weapon
DAMAGE: 3-18 (breath)
or by weapon type (2-16)
NO. APPEARING: 1-6
SAVE AS: Fighter: 11
MORALE: 10
TREASURE TYPE: B, C
ALIGNMENT: Chaotic


Monday, December 24, 2012

Repost: New Oe/BX/1E D&D Monster: White Elephant

This is a repost of last year's Christmas Eve post. As part of my mother-in-law's over the top Christmas festivities, we all participate in a white elephant gift exchange. The fact that she gets so adamant about our participation, and the demand to out-do one another, often feels like the burden of the namesake creature. It just had me thinking about this new monster from last year, and how I like the idea of having to role-play around owning one.

WHITE ELEPHANT

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 6
% IN LAIR: 30%
TREASURE TYPE: F
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/4-32
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 40%
INTELLIGENCE: Exceptional
ALIGNMENT: Lawful (neutral)
SIZE: L (10' tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil

BX STATS
ARMOR CLASS: 3
HIT DICE: 6**
MOVE: 120'
ATTACKS: 2 tusks or 1 trample or special
DAMAGE: 2-12/2-12 or 4-32 or see below
NO. APPEARING: 1
SAVE AS: Fighter: 6
MORALE: 7
TREASURE TYPE: F
ALIGNMENT: Lawful


It is said that when the gods and demons churned the seas to produce the nectar of life that would make them immortal, nine jewels surfaced. Among those nine were the elephant, a jewel to be preserved and protected. The most precious variety of that particular jewel is the white elephant, a pachyderm that bears both the boon of sacred powers and the burden of responsibility. Too divine to be worked, anyone owning a white elephant must cater to them as royalty. While some see this as a blessing, others see it as a hardship, considering the white elephant typically lives to be 500 plus years old.

A white elephant is able to use the following spells once a day: detect evil, protection from evil, bless, hold persons, speak with animals, cure disease, prayer, remove curse, and dispel evil. A white elephant may consider using those spells for the benefit of others, but only if the person wishing to engage the services of the elephant has first made some sort of offering, and doesn't "ask" the creature directly for his assistance; instead, the "petitioner" must present his/her situation and speak of the benefits of the elephant's assistance if it were to be offered.

If attacked, or if its owner attempts to draw it into service, a white elephant will become ethereal, susceptible only to others in ethereal form (e.g., through oil of etherealness or armor of etherealness. Furthermore, white elephants are immune to the phase door spell.

At its moment of death, a white elephant is capable of granting one wish to its current owner, assuming 1) the owner has taken good care of the elephant while in his charge, 2) makes the elephant as comfortable and cared for as possible during its dying moments, and 3) does not ask the creature directly for the wish.

Tuesday, December 18, 2012

New Oe/BX/1E Monster: Striga (Roman-inspired)

After a brief blogging hiatus, William over at Ramblings of a Great Khan has continued his string of themed adventure design contests with a Roman-themed adventure design contest. And 1st, 2nd, and 3rd place will be receiving a PDF copy of 43 AD, a recently released RPG set in Roman Britain (William helped edit and playtest it).

He's really opened up the restrictions on this one, so I'm hoping it will be easier to tackle than the Mongol contest. I got so sucked into my ideas for that one; what was supposed to be a 2-page wilderness adventure is quickly turning into a 20-page wilderness module/setting.

I'm going to keep my thoughts on the Roman thing to myself for right now, but suffice to say I'm going to try to steer clear combat-driven encounters. So why am I posting a roman-themed Monster of the Week? Because (1) I've been wanting to stat this one up for a while (I have another place I want to use it), and (2) I thought it might help you guys kickstart some ideas.


STRIGA


DESCRIPTION
Strigae (sing.=“striga”) are a type of vampire akin to harpies. They have an owl-like body and a woman’s head, and are particularly fond of stealing small children left unattended, returning to their lair, and feasting on the delicacy. As undead, strigae are immune to the effects of sleep, charm, and hold, and can only be hit by magical weapons (+1 or better).

Strigae attack with their two claws and powerful bite. The bite of a strigae does 1-6 points on its initial hit. Each round thereafter, the strigae will continue to drain the victim’s blood, doing 1-6 points of damage per round until the victim dies, the striga is killed, or the striga abandons its attack.

Strigae speak their own language. They are only capable of understanding common when it is spoken by a lamia, and are incapable of speaking it. Furthermore, lamias are capable of understanding strigae when they speak their own language.
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 6
MOVE: 6”/15”
HIT DICE: 3+4
% IN LAIR: 25%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/1-6
SPECIAL ATTACKS: Drain blood
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average to very
ALIGNMENT: Chaotic Evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 3+4
MOVE: 60’/150’
ATTACKS: 2 claws/1 bite
DAMAGE: 1-4/1-4/1-6+special
NO. APPEARING: 2-8
SAVE AS: Fighter:3
MORALE: 8
TREASURE TYPE: C
ALIGNMENT: Chaotic

Tuesday, December 11, 2012

New Oe/BX/1E Monster: Giant Molecricket

One of the things I love about the monsters in BX vs. 1e is the "spirit" in which the insects differ. Compare Moldvay's oil and tiger beetles with EGG's bombardier and I think you'll see what I mean. And the Moldvay cave locust... I mean, come on... that's pure red book goodness. That's the spirit I've tried to capture in today's Monster of the Week entry.

From an illustration standpoint, today's image is a direct response to Welbo's prodding about "giving up" the brush pen in favor of the Faber Castell F Pitt artist's pen I've been using of late. I realized why I stopped using the brush pen... most of the ones I have suck, and the points don't last long. The Zebra pen (which holds up well, and has a tip I can actually control well) is running out of ink. I'm in need of a trek to Shop Minoya (a little Japanese store in Plano, TX, miles north of Dallas proper, where I live) for some new ones. I did, however, manage to squeeze today's illustration out of it.

BTW, this would make a nice wandering monster complement to the Foray to Filmarion Wood mini-adventure from back in July of this year.

GIANT MOLECRICKET


DESCRIPTION
Giant molecrickets possess shovel-like forelimbs and powerful “shoving” hind legs, making them natural burrowers (second movement rating). Because they are nocturnal and spend most of their lives in elaborate underground tunnels, it is not uncommon for molecrickets to remain relatively unseen, even in areas where their population is considerably high in number. They may be found in almost any climate (except arctic), usually in areas with soft ground and abundant grass or foliage.

In combat, the molecricket attacks by striking opponents with its powerful forelimbs and biting with its razor-sharp teeth. The omniverous molecricket is more of a scavenger than predator, and is not normally aggressive. However, if confined or cornered during a fight, the molecricket will attack with considerable force, gaining a +1 “to hit” bonus and +1 damage bonus to each of its attacks, as well as a +4 bonus to its morale, until it is no longer confined/cornered.

In some dwarven and gnomish communities, fried molecricket is considered a delicacy.
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 5
MOVE: 9”//3”
HIT DICE: 4
% IN LAIR: 30%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12/2-12/2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: L (5’-6’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 4
MOVE: 90’//30’
ATTACKS: 2 forelimbs/1 bite
DAMAGE: 2-12/2-12/2-12
NO. APPEARING: 1-12
SAVE AS: Fighter: 2
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Sunday, December 9, 2012

Trying Some New Line & Shade Techniques

After a year plus a couple of months of being back into the illustration thing, I feel like I'm really just back into full swing. As of late, I've been trying to focus on different line and shade techniques. I've been mostly working with the Faber Castell Pitt Artist Pen with the "F" (fine) tip, but am trying different approaches to line and shading. Today, I tried something inspired Tramp's illustration style used for images like the Holmes minotaur and the MM fire giant illustration. I think this turned out okay for a first stab at the style. But I got a ways to go to get mine as tight as DAT's.

Thursday, November 22, 2012

Another Re-worked Illustration

The effed-up inkjob on this one's been bugging me for a while. I finally had a chance to re-do it the other day while my computer was tied up for a big-azz client upload to YouTube. Oh, and the jacked-up wizard in the original needed re-working too. And I feel like the fighter is now looking at the beast rather than the jacked-up wizard. So... uh... this needed a lot more work than I first let on.


Missed the other re-works?
- See the original post (the re-drawn jenglot and kala)
- See the re-drawn redcap goblins

Tuesday, November 20, 2012

New Oe/BX/1E Monster: Bloodgill

This past Saturday, I started digging through my posts (from the "back office" side of the blog) to see if there were any old posts that I'd starting prepping and hadn't finished, or I'd completely prepped but not posted. Well lo and behold, there were a few, including what were intended to be Monster of the Week posts. Today's monster is a genetic relative of the bloodbeast, a monster originally intended for Starmasters, but now slated for inclusion (along with the bloodgill) in the Creature Compendium.



DESCRIPTION
Bloodgills are an amphibious creature resembling a large two-legged frog (no forelimbs) with bulging reddish-brown eyes, pale green skin and spotted bellies. They breathe with the assistance of a dually capable set of gills (in water and on land), and while they are adequate swimmers, on land they are more than capable jumpers, able to leap as high as 10'.

Their sharp teeth and gripping jaws allow them to latch on to prey in order to suck its blood. Each melee round after a bloodgill has latched onto its prey (per a successful "to hit" roll) it will continue to suck the blood out of a victim at a rate equal to the number of hit points of damage it score during its initial attack. It will continue to drink until it has had its fill (a number of points equal to three times the bloodgill's hit points) or is killed.
Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 5-40
ARMOR CLASS: 8
MOVE: 6"//9"
HIT DICE: 1/2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Drain blood
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (1' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 8
HIT DICE: 1/2*
MOVE: 60' (90')
ATTACKS: 1 bite + special
DAMAGE: 1-2
NO. APPEARING: 5-40
SAVE AS: Fighter: 1
MORALE: 9
TREASURE TYPE: Nil
ALIGNMENT: Neutral