Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Wednesday, June 14, 2023

Monster Stat Concept: Disposition

Yesterday, I introduced the concept of monster Motivations as a way to help understand how to use that monster when designing encounters, or what they might be working toward when encountered as wandering monsters. But motivation only explains what the monster wants. Disposition, on the other hand, is a way to help understand the general attitude of the monster, and how they interact with others. This again is because alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters. 

Many of you may have seen the alternate Reaction tables I created (that appear both in Petty Gods: Expanded Edition and RS1: Fang, Faith, and Legerdemain B/X Rules Supplement. The idea is that Reactions table can be created around Dispositions, with extremely good and bad reactions stemming from that Disposition. E.g., a bad reaction from a Passive creature shouldn't be the same as a bd reaction from an Aggressive creature. Below is an example of a custom Reaction table around a Passive creature (the Álainn, from the Creature Cache).

You'll see there's a noticeable correlation between many of the alignments and the Dispositions, but there's a nuance in some of these Dispositions that alignment doesn't capture (e.g., consider the differences between a True Neutral animal that is Aggressive vs. Passive, or a Lawful Good humanoid that is Friendly vs. Passive, or a Chaotic Evil fiend that is Aggressive vs. Manipulative. 

DISPOSITION provides a general reference for the way a monster of that type typically interacts with other creatures around them, though it may vary among individual creatures of that type. Disposition is the main factor when determining a monster’s Reaction during an encounter. Following are the standard Dispositions, though the DM may develop their own. 

Friendly. Friendly creatures will generally approach other creatures optimistically, unless they know those other creatures to be dangerous or hostile. Furthermore, friendly creatures with a greater intelligence can often be counted on to help the PCs or offer them assistance in some way. 

Passive. Passive creatures generally prefer not to interact with other creatures, and rarely (if ever) attack. If attacked, they are more likely to flee (if they are able) than to engage.

Indifferent. Indifferent creatures have as much likelihood to interact with other creatures as avoid them altogether. They generally won’t take interact other creatures unless approached, provoked, or otherwise engaged.

Ambiguous. Ambiguous creatures are not prone to any particulary behavior, or they have unclear intentions. They are unpredictable and may act in in a number of ways, depending on the situation. 

Rational. Rational creatures are unemotional and considered. They will take their time to examine the parameters of a situation before acting or reacting (if the situation allows).

Aggressive. Aggressive creatures are typically short-tempered, acting with hostility and arbitrary violence, spurred on by greed, hatred, vengeance, or bloodlust. They are likely to attack on sight, though more intelligent creatures of this ilk may weigh their chances of success in combat before engaging opponents.

Manipulative. Manipulative creatures are possibly the most dangerous of all the disposition types. They rely on cunning, guile, and deceit to achieve their goals, and may act in almost any of the manners outlined above. They are unpredictable and sometimes downright devious. They may simply be mischievous or they may be driven by darker goals. They may pretend to be an ally, only to turn on the PCs later. They may use their charm and persuasion to influence the actions of those around them, possibly even getting the PCs to turn on one another. They may even resort to intimidation or aggression if they think it will work. There is little a manipulative creature won’t do if it helps them achieve their goals. 


Tuesday, June 13, 2023

Monster Stat Concept: Motivation

On the whole, I find that alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters. To that end, as part of the Expanded Creature Cache stat block, I'm playing around with the ideas of "Motivation" and "Disposition." Then, in combination with the classic Monster Manual stats (like Intelligence), you start to get a better idea of how to play the monster.

I've come up with the following as the working version of the Motivations. Dispositions will follow in a future post.

MOTIVATION describes the most common motivation(s) for the creature, most typically when encountered as a wandering monster. The actualy motivation may vary depending on the encounter and the scenario (as outlined by the DM).  

Territoriality. The monster is fiercely protective of a particular area, typically attacking anyone who enters their domain.

Protection. The monster acts out mainly in defense of other creatures, either because they are charged with doing so or they are naturally inclined to do so.  

Survival. The monster acts out of a desire to protect themselves, their offspring, or their territory.

Hunger. The monster is a voracious predator, driven by a need to feed on other creatures.

Greed. The monster is motivated by a desire for wealth, power, or other material possessions.

Dominance. The monster either seeks to gain or maintain control over others, typically through fear or manipulation.

Vengeance. Monsters may seek retribution against those who have wronged them, either in the past or in the present.

Loyalty. The monster is likely to serve a powerful master or follow a particular ideology, acting out of a sense of duty or obligation.

Curiosity. The monster may be driven by a desire to explore, learn, or understand the world around them.

Insanity. Some monsters may be driven by madness, chaos, or a desire to cause destruction for its own sake.


Thursday, June 16, 2022

Old School Adventures™ Accessory CC2: Creature Cache Now Available

200 new monsters based on PD pulp images statted for classic editions (OSE, B/X, BECMI, LL, etc.). Available in PDF from DriveThruRPG, and in hardback and paperback from Lulu.com. The hardback has white interior pages, and the paperback has a cream interior (nodding to the books pulp roots). Includes new animal-related spells and new psionic abilities for Basic Psionics. (236 pages)


Hardback has white interior pages.

Paperback has cream interior pages.






Sunday, June 24, 2018

New Oe/1e/BX Monster: Forsaker

As was mentioned on my Google+ post of this image, it was inspired by beholder doodle from Dyson Logos. It's a a forsaker (the opposite of a beholder?). Instead of one gaping maw and a bunch of eyes, it has one eye and a bunch of gaping maws with different bite effects. So here is the full set of stats/description as promised.






The forsaker (mouth slave, flail of many mouths) is the stuff of nightmares—an aberration likely originating from the kind chaos that can only be birthed from the Beyond. These freakish things are found mainly underground but encountered occasionally in desolate wilderness locations.

The “body” of this savage is a central unblinking eye, set on all sides by a septet of gaping maws filled with dagger-like teeth. They are often referred to as “mouth slaves” for they are servants to their own insatiable appetites, always on a quest to eat, to consume, to devour—never fulfilled. Ironically, it moves regretfully slowly about as it wills through the power of levitation. Nonetheless, those who encounter such a beast have their work cut out for them.

Any seeing creature that gazes upon its unblinking eye must save vs. spells or flee in fear for 2 turns, and those with 3 Hit Dice or fewer fail automatically.

Each round, the first four of its mouths may strike to its front side and the last three may strike to its rear side. Those strikes to the rear suffer a –2 “to hit” penalty due to limited scope of vision. Sneak attacks to the creatures rear (e.g., theives’ backstabbing) are unaffected. Each successful attack not only does 2d4 damage from the bite, the victim of such a bite must save vs. poision or suffer a venomous effect that coordinates with each mouth as outlined below:
  1. confusion (as spell): 2d4 rounds
  2. charm (as philter of love, with the forsaker as its love interest): 3d6 turns
  3. paralysis: 1d4 turns
  4. acid: +1d6 damage
  5. slow: movement halved, –1 “to hit,” and +1 AC for 2d4 rounds
  6. disease: temporary loss of 1 point of Strength and 1 point of Constitution until cured, then recovered at a rate of 1 point of each per full day’s rest
  7. blindness: 4d4 turns

Rarely does a forsaker establish a true lair, opting instead to take up residence only temporarily in the den of a previous victim, resting as needed before continuing on its quest to consume. However, it has been known for some forsakers with a slightly higher intelligence to stay in locations that potential prey is known to frequent (e.g., watering holes in the wilderness, places where treasure hunters regularly seek reward, etc.). The latter conditions are represented by the Percent in Lair and Treasure Types indications noted in parentheses above.

Forsakers speak deep speech (barely), and have their own language which is incomprehensible when spoken (even with the use of an ability like comprehend languages). Telepathic communication with a forsaker is possible, but mentally draining on the creature trying to communicate with it. Those communicating telepathically with a forsaker must save vs. paralysis each round or temporarily lose 1 point of Intelligence (recovered at a rate of 1 point per full day’s rest).
Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: //3"
HIT DICE: 7
% IN LAIR: 0 (30%)
TREASURE TYPE: Nil (F)
NO. OF ATTACKS: 7
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (15' across)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 0
HIT DICE: 7
MOVE: //30'(10')
ATTACKS: 7 bites/1 ray
DAMAGE: See below
NO. APPEARING: 1
SAVE AS: Fighter:7
MORALE: 10
TREASURE TYPE: Nil (F)
ALIGNMENT: Chaotic

What Makes A Good Monster Book?

I'm sure many (if not most or all) of us share one of two different first experiences with a monster book... OD&D's Monster & Treasure book, or AD&D's Monster Manual. My first experiences with monster stats were those ubiquitous red and blue saddle-stitched paperbacks of classic D&D. But those are simply not monster books. As I define it here, I'm talking specifically about those books which were (and are) filled cover to cover with monster stats, preferably with pictures.

While I doubt many of us rarely stop to critically examine monster books as I'm suggesting here, I'm sure that many of us know by osmosis if we like a monster book or not. We may not be able to objectively state that the Monster Manual or the Fiend Folio are far superior to Monster Manual II, but we know it... we know it.

So what happens when we start to look critically at monster books? Well, I can't speak for all of you (though the comments below will give everyone plenty of chance to chime in), I can tell you what does or doesn't stand out to me about various books noted below.

OD&D Monsters & Treasure
There's no doubt this is the great-grandaddy of all monster books. Though it be very skimpy compared to later monster descriptions, there's something very important happening here that I think is crucial to a good monster book... IDEAS! I'm not just talking about ideas on the part of the writers. I'm talking about the kinds of monsters that give DMs ideas, particularly those kinds of ideas that act as fuel for dungeon designing and adventure building. It's a given that the classic monsters of myth and literature are here (gargoyles, dragons, orcs, etc.), but there are also some interesting inventions here: the purple worms, gray ooze, yellow mold, and gelatinous cube. How many of you didn't fall in love at first sight with the idea of the gelatinous cube? And springing it on those unsuspecting friends of ours that had never heard of such a thing (because they didn't own the book)?

AD&D Monster Manual
If M&T is the great-grandaddy, the Monster Manual is the grandaddy. Hands down. For somebody that was introduced to D&D by red/blue (as noted above), the Monster Manual stat blocks were a revelation. To this day, the one stat in that block that continues to stand out to me is the monster's intelligence. 13-year old me had no concept of monsters that spoke, or bargained. They were simply dangerous things that needed to be killed so you could take their treasure and/or earn experience points. The more important thing about the MM that stood out to me was that close-to-every monster entry had an accompanying picture. To me, this is a critical componentn of a good monster book. I can't be the only idiot who looked at the caecilia image on page X28 in the Cook/Marsh Expert Rulebook for the first time and thinking it was supposed to go with the blink dog entry above it. Sure, after you read the entries you know with which entry it's supposed to go, but to this day those caecilia eyes keep staring at me, without blinking, mocking me for thinking it was a blink dog. So apart from things like Intelligence stats and pics for each entry, how does the Monster Manual do on the idea front? Admittedly pretty well. Granted, many of the classics came from Monsters & Treasure, or had already appeared in Dragon Magazine, but given that I didn't pick up my first copy of Dragon until issue #68, this was the first time I saw many of those creatures. And there are more of those ideas there. However, what the MM really does is say, "Okay... here are all of the ubiquitous classics you're going to need, and a few cool new fun things that you'll want."

AD&D Fiend Folio
I have to admit that I love the AD&D Fiend Folio mostly for the illustrations. While I know that Russ Nicholson has influenced many an old-school artist, I'm an Alan Hunter man all the way. Granted, I love Russ's work, but Hunter's style is one of the biggest influences on me. Too this day, the hook horror and crab men illustrations are among my favorite old school RPG illustrations. But I think the FF art is reflective of the "slant" of the things inside — there is very little in the way of ubiquitous classic (formorians, e.g.), and much more in the way of interesting takes on classic archetypes (e.g., the blindheim or the carbuncle). Why is this? Is it because these things were created by Brits? Was it because they appeared first in White Dwarf Magazine, which means you're not creating creatures to serve an adventure, but rather to grasp the reader? Neither? Both? Who cares? It's fun and funky and it works! (BTW, I've heard many comment that my Creature Compendium reminds them of the Fiend Folio. That is one of the best compliments a guy like me could ask for.)

Monster Manual II
To me, this is an example of what not to do with a monster book. It feels like filler, gathered from the back pages of modules and the innards of Dragon. Why does the Fiend Folio (which has similar beginnings) seem to work, while the MM2 seems to fall short? My take here is that there are two issues which lead to the shortcomings of this book: 1) it's much too "specific" in some places, and 2) in other places it's trying WAY too hard. What do I mean by specific? Well, let's just say, unless you're traveling the planes, those 5 pages dedicated to modrons isn't going to do you much good. And past a certain point, aren't dinosaurs just dinosaurs? Don't get me wrong. I think there is some good stuff in Monster Manual II. It just doesn't give me enough of that "smile in the mind" feeling as I'd like in a monster book. As I'm writing this, I'm starting to figure out what it is about this book. Take for example the vegepygmies. In the context of a monster book, they're not much more than "vegetable-men." However, in the context of a good adventure (in this case, Expedition to Barrier Peaks they come alive. I think maybe that's what it is about this book — if you've got a good adventure, then there's stuff here that's going to work for you. But, on the whole, these monsters don't give me ideas for adventures.

Creature Compendiums
So with the Creature Compendium, I tried to create monsters that, even without to much ecological information scripted out, DMs would have ideas for how to use such creatures in their adventures and encounters. And that's what I'm trying to do as I continue (albeit slowly) to flesh out Creature Compendium II.

Thursday, June 21, 2018

New Psionic Oe/1e/BX Monster: Ghaozeg

This is an adaptation of the guardian creature from Robert E. Howard's story The Fire of Asshurbanipal. The creature is unnamed in the story (and is referenced only as the "guardian"), so I created something to that lived alongside some of the other things in the campaign world I've been developing over the last few years (to support the BX Psionics stuff I've been running off and on).

If you've never read it/heard of it, check out this blog post from Black Gate.




Originating from the Beyond, a ghaozeg is gigantic, black and shadowy thing—a hulking monstrosity that walks upright like a man, but like a toad too, winged and tentacled.

Borne of the eternal chaos of the Beyond, ghaozeg are primordially tied to the Elemental Plane of Sand. When these things are encountered in the Material Plane, it most often in lost desert cities, guardians of soul gems and jarred demons.

A chill hangs in the air about this atrocity. Even unseen, its mere presence is detected up to 60' away as a drop in temperature of approximately 5°. In shadow, this creature is near invisible, surprising on a 1-4 (on 1d6) when emerging from or encountered in shadow or low light conditions (even if the drop in temperature has been discerned). Ghaozeg are immune to damage from both heat and cold.

The loathsome visage of a ghaozeg causes stark black madness. Creatures looking upon such a thing must save vs. death or fall into a coma-like state for a number of days equal to the difference between the target number and the result of the saving throw (e.g., a result of 9 when a 12 or better is needed results in 3 days of the coma-like state). This state cannot be removed or negated by any means. After the victim awakes, an additional save is made vs. paralysis: on a successful save, the victim is conscious but stunned for a number of hours equal to the number of days spent in the coma-like state, then returns to normal; on a failed save, the victim awakes but indefinitely remains in the conscious-but-stunned state. At any time after the victim emerges from the coma-like state, the woken catatonia may be negated with a remove curse spell or the psionic discipline psychic surgery.

A ghaozeg has soul-shakingly foul breath. All caught in its 30' diameter cloud must save vs. breath or have their sleep filled with nightmares for 1d6 days’ worth of restless sleep. After such nights, spells cannot be memorized and PSPs cannot be restored through meditation. Remove fear will cause the nightmares to cease (restoring restful sleep), but remove curse will not. It may use this breath weapon once every 3 rounds in lieu of its bite attack.

The touch of each ghaozeg tentacle drains 1d6 hp (on a successful “to hit” roll), and its bite does 1d4 damage.

Surviving the unearthly horror of a ghaozeg bolsters one’s resilience to the horrors of the world and the chaos beyond it. For 24 hours after encountering such a thing, survivors make their saving throws vs. fear as if 1 level/HD higher.



Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 3
MOVE: 12"/24"
HIT DICE: 6
% IN LAIR: 65%
TREASURE TYPE: Q×3
NO. OF ATTACKS: 5
DAMAGE/ATTACK:
1-6/1-6/1-6/1-6/1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES:
Immune to heat and cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (10' long)
PSIONIC ABILITY: 100
Attack/Defense Modes:
C,D/F,G,H


BX STATS
ARMOR CLASS: 3
HIT DICE: 6**
MOVE: 120'(40')/240'(80')
ATTACKS:
4 tentacles/
1 bite or breath
DAMAGE:
1d6+special (×4)/
1-4 or special
NO. APPEARING: 1 (1-2)
SAVE AS: Fighter:6
MORALE: 11
TREASURE TYPE: L×3
ALIGNMENT: Chaotic


PSIONIC ABILITIES
PSIONIC LEVEL: 5 (25 PSPs)
Attack modes: ego whip, id insinuation
Defense modes: mind blank, mental barrier, thought shield

Monday, June 19, 2017

New B/X Extra-planar Creature: Jikibria

This is another of the creatures from my Fifty Fiends project.

JIKIBRIA (pron. ji-kib-BREE-uh)



ATTACKS/SPECIAL ABILITIES

Diseased Touch. Although a successful touch attack of a jikibria does no hp damage, there is a possibility it will cause as many as 6 diseases in a victim. The victim gets a saving throw vs. each effect, and contracts all those with failing rolls.
1. leprosy: lose 1d3 hp per day (from bleeding) and unable to heal naturally until cured

2. lycanthropy: as wererat

3. mummy rot: as a mummy

4. plague: loss of 1d3 points of Constitution and unable to get restful sleep (cannot recover lost hp or memorize spells) until cured

5. rabies: loss of 1 point of Intelligence per day until cured

6. tuberculosis: –2 on all attack rolls, +2 AC penalty, and exhaustion (cannot recover lost hp or memorize spells) until cured

Once a creature has been touched by a jikibria (whether it failed any of its saving throws or not), the creature is immune to the touch of all jikibriae for the remainder of the encounter. A single disease cannot be contracted multiple times (e.g., in future encounters with jikibriae before previously contracted diseases are healed). A single cure disease spell will remove all of the diseases. Once cured, lost ability points are regained at a rate of 1 point per day of full rest.

Cause Disease. In lieu of making its touch attacks, a jikibria may use the spell cause disease as a 6th level cleric. This ability is usable as many times per day as the jikibria wishes. Any creature that is currently afflicted by a jikibria’s tuberculosis is immune to this ability.

Disease Immunity. Jikibriae are immune to all disease, both of a standard and magical nature.

Disease Deflection.
In addition to being immune to disease, a jikibria deflects all instances when a disease might otherwise come in contact with it, shirking off the disease magically on a chosen target within a 120' range. This is done as a free action at the moment the jikibria and the disease (or disease effect) come into contact with one another. Targets of the deflection are permitted a save vs. breath to avoid the jikibria’s deflection. If the target fails, it is still permitted any saving throws normally allowed to avoid the original disease or disease effect.

Summon. Two times per day, a jikibria may summon 1-2 other jikibriae with a 30% chance of success.

DESCRIPTION/ECOLOGY

Appearance. A jikibria would measure nearly 7' tall, if it were able to stand upright. Instead, the gangly jikibria hobbles at a nearly unbelievable speed. The skin of the hairless jikibria is sickly gray mottled with putrid yellow, and the entire creature is surrounded by a sort of membrane sack that is a nearly-transluscent green. This sack is vestigial and self-healing, and while it provides some protection for the jikibria, it affects neither the jikibria’s Armor Class, nor attacks made against it.

Ecology. Jikibriae hail from the 149th layer of the Abyss—a feverish, diseased place where the air is thick and humid. This layer is known by two names—“Innapih” by those who know its ruling demon prince by the name “Asag,” and as “Ganzer” by those who know the ruling demon prince by the name “Nergal.”

Languages. Jikibriae speak abyssal, celestial, and common.

HOME: Innapih/Ganzer
(the 149th layer of the Abyss)
SERVES: Asag/Nergal (Demon Prince of Sickness)


ARMOR CLASS: 2
ARMOR CLASS: 4
HIT DICE: 6**
MOVE: 240'(80')
ATTACKS: 1 touch
DAMAGE: Disease
NO. APPEARING: 1-3 (1-6)
SAVE AS: Fighter:6
MORALE: 7
TREASURE TYPE: B
ALIGNMENT: Chaotic (CE)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: Half
IRON: Normal
MAG. ENERGY: Normal
POISON: None
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 6 (30 PSPs)
Attack modes: all
Defense modes: all
Psychometabolic: all




Friday, June 16, 2017

d30 Feature of the Week: d30 Skeleton Variations

This is a d30 table I created for my Sunday morning d30 game ("The Tomb of Trianta") at the recently-concluded NTRPGCon.

When each wave of skeletons showed up with different runes on their chests, the party was having to constantly rethink their tactics. Also, because characters were created completely randomly at the beginning of the game, there ended up being no cleric in the party... which ventured into a tomb full of undead. That surely didn't help in what ended up as a TPK when the party faced the boss monster (a vampire and once-matriarch of the Trianta family).

Click here (or on the image below) to download
a free PDF of d30 Skeleton Variations PDF from MediaFire.



Thursday, June 15, 2017

New B/X Extra-planar Creature: Holsohr

This is one of the creatures from my Fifty Fiends project.
Please note, it also uses one of my new psionic Treasure Type designations.

HOLSOHR (pron. HOLE-sore)



ATTACKS/SPECIAL ABILITIES

Silent Scream. Although the holsohr are voiceless, they are able to emit a silent “roar” of sonic distortion in a 60' long radius and a 180° arc. All creatures caught within in the area take take 4d6 damage; a successful save vs. breath halves this damage. This ability is usable 3×/day.

Phobia Aura. In addition to possessing the telepathic devotion phobia ampli cation, holsohr are always surrounded by a 30' radius effect equal to that ability. All creatures caught within the area must make a psionic saving throw or suffer the effects for a duration of 2 turns.

Phobia Reflection. This ability is similar to the illusionist spell alter self, except that all creatures that view the holsohr will see it as the living embodiment of their greatest fear. A psionic saving throw results in the creature being able to see the holsohr as it truly is. This ability is usable 3×/day and has a duration of 1 hour (6 turns).

Cause Nightmares. At will, a holsohr may touch a sleeping victim and cause it to have nightmares. On a failed psionic saving throw, the sleeping victim will be wracked with nightmares and restless sleep. When the victim wakes, it will have gained none of the ben ts from such a period of sleep (e.g., natural healing can- not take place, spells cannot be memorized, etc.). If the victim is woken, the nightmares will be disrupted and the victim may then return to restful sleep. The holsohr must be in the same plane as the actual body of the victim for this ability to work (e.g., the holsohr may not reach into the Prime Material from the Dream Plane to use this ability).

DESCRIPTION/ECOLOGY

Appearance. These dreadful creatures are a horror to behold. A holsohr’s body is generally humanoid in form, but its extremities feature bird-like hands and feet, its arms and torso are covered with feathers, and it wings are composed of long feathers. The head of a holsohr appears as a human skull with sunken eyes and a ghastly, fang-filled, vertically- set mouth that extends down its elongated neck.

Ecology. Holsohr are native to Melas Oneiros (the Black Dream realm of the Dream Lands)—the place where the most terrifying and dreadful of nightmares are born. In fact, it is believed that the holsohr themselves were born into existence from nightmare.

Holsohr prowl through Dream in search of the unattended bodies of dream travelers, through which the holsohr may escape from Dream into the plane occupied by the sleeper, in order to bring chaos, confusion and mayhem to the waking world.

The holsohr are the sworn enemies of both baku and zowls.

Languages. Holsohr are voiceless, communicating via a form of sign language (unique to the holshor). They do, however, understand common, auran, celestial, nocturne, primordial, and supernal.

HOME: Melas Oneiros
(the Black Dream Realm of the Dream Lands)
SERVES: Phobetor (Demon Prince of Nightmares)


ARMOR CLASS: 2
HIT DICE: 7+7*
MOVE: 60'(20')/180'(60')
ATTACKS: 2 claws/1 bite
DAMAGE: 1-6/1-6/1-8
NO. APPEARING: 1-3
SAVE AS: Fighter:7
MORALE: 11
TREASURE TYPE: W
ALIGNMENT: Chaotic (CN)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: None
IRON: None
MAG. ENERGY: Normal
POISON: Normal
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 7 (35 PSPs)
Attack modes: ego whip, id insinuation
Defense modes: mind blank, thought shield*
Telepathic: D) thought concealment*, phobia amplification*
Psychoportative: D) dream travel*

* Costs no PSPs to use.





Friday, April 7, 2017

d30 Feature of the Week: d30 Deity Generator

I know that title may be a little misleading, since I haven't posted a "d30 Feature of the Week" since mid-June of last year! I'm trying to get back into the swing of things (in general). Which is why you've seen a few new posts here and there, and why I'm trying to keep some new content coming.

I do have some new d30 charts I'm trying to finish in time for this year's NTRPGCon. Last year saw the adventurers journey to the Halls of Trianta. This year, the adventurers will journey to the Tomb of Trianta. I'm not sure how many of those new tomb-related d30 charts I'll be sharing, since they'll be spoilers for the players. But I'm sure that I'll be proud of some of them, and share anyway (with a spoiler warning).

Anyway, I think this one came out pretty nice, so I hope you'll enjoy it.

Click here (or on the image below) to download
a free PDF of d30 Deity Generator page from MediaFire.




Tuesday, January 3, 2017

New Psionic Oe/1e/BX Monster: Grizzle

A few weeks ago, I previewed the stats for this through my Twitter account,
then previewed a sketch there a couple of weeks ago.





PSIONIC ABILITIES
PSIONIC LEVEL: 6 (30 PSPs)
Attack modes: id insinuation
Defense modes: mental barrier
Clairsentient: S) 360° vision* (always on); D) infravision* (always on);
Telepathic: S) death urge (see below)




A grizzle is a headless, furry, tentacled beast with a bear-like frame and legs. It “sees” psionically with 360° vision and infravision (both are always on, and neither has a PSP/psionic point cost), so the grizzle can be “blinded” with the use of synaptic static.

A grizzle attacks with four tentacles. Each tentacle does 1d6 on a successful “to hit” roll. Additionally, if the grizzle has enough PSPs/psionic points remaining, the victim must make a psionic saving throw or become the victim of the grizzle’s death urge ability. For each failed save by a victim against the death urge, the grizzle expends 3 PSPs (or 10 points for Oe/1e). If the grizzle does not have enough points to power the death urge, the ability fails automatically and no saving throw is required. The grizzle may not choose when to use or not use the death urge on a tentacle attack (it is based solely on the conditions outlined above; the grizzle may not otherwise use the death urge ability (i.e., the grizzle may not use it proactively as a standard ranged psionic ability).
Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 9"
HIT DICE: 6+1
% IN LAIR: 50%
TREASURE TYPE: Q×5
NO. OF ATTACKS: 4
DAMAGE/ATTACK:
1-6 + special (×4)
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Chaotic
SIZE: L (9' tall)
PSIONIC ABILITY: 100
Attack/Defense Modes: D/H


BX STATS
ARMOR CLASS: 5
HIT DICE: 6+1*
MOVE: 90'(30')
ATTACKS: 4 tentacles
DAMAGE:
1-6 + special (×4)
NO. APPEARING: 1
SAVE AS: Elf:6
MORALE: 10
TREASURE TYPE: Y,Z
ALIGNMENT: Chaotic


Monday, August 22, 2016

New Oe/1e/BX Monster: Ambler

This is something I drew a while back and shared on Google+ as an illustration only.
Now it's a fully-statted creature.




An ambler (a contraction of the words “armored” and shambler”) is an elemental creature created from the massive sphere of armor and weapons located at the center of the Demi-plane of Electro-magnetism. When one of these anomalies escape their home plane (e.g., ported in by a powerful magic-user), the ambler appears as a shambling mishmash of mismatched pieces of armor in a vaguely humanoid form with 1-4 usable limbs, each of which has a 75% chance of holding a small-to-medium weapon (hand axe, dagger, 1-handed sword, etc.).

Because producing an ambler requires it to be summoned (as opposed to being conjured from existing material), control of the ambler is not automatic, nor will it serve any creature (even its summoner), so it will not follow orders unless compelled to do so my some additional force (e.g., a charm or control spell). The ambler can understand any language that was possessed by the previous owner of any piece of armor used in its composition, or weapon it holds (usually this will include common, dwarvish and elvish, though it is not unheard of for this to also include halfling and orcish; other languages known are at the discretion of the DM but is suggested that there be a 90% chance of the ambler knowing any common language, 30% for any uncommon language, 10% for any rare language, and 1% for any very rare language, assuming the language in question is spoken by species that normally wears armor).

The electromagnetism in the ambler is so strong that should a successful melee strike be made against the ambler by a normal (i.e., non-magical) weapon made of a magnetic metal (e.g., steel or iron), there is a 50% chance that the weapon will become “stuck” to the ambler, and useless by the attacker.

Amblers are affected by protection from evil spells, and can be returned to their home plane by dispel magic, but can also be dealt with using extraplanar dismissal or banishment. If dismissed or banished, any weapon stuck to the ambler will be transported with it.


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6"
HIT DICE: 5-8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1-4
DAMAGE/ATTACK:
1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES:
+1 or better
needed “to hit”
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M-L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 0-3
HIT DICE: 5-8*
MOVE: 60'(20')
ATTACKS: 1-4
DAMAGE: 1-6 or by weapon
NO. APPEARING: 1
SAVE AS: Fighter:5-8
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Thursday, June 23, 2016

New Oe/1e/BX Monster: Gibbershroom


These fungoid creatures appear as a large (2'-3' diameter) greenish-white toadstool. On its cap, it possesses a number of mouth-like openings equal to its hit points (e.g., an 8 hp gibbershroom has 8 openings). Should any creature approach within 30' of a gibbershroom, these “mouths” will begin “gibbering.” In truth, this gibbering is created by the fluttering of its gills, amplified through the openings. As these mouths open and close, it creates a sound similar to loud human gibbering. Each point of damage inflicted on a gibbershroom will cause one of its mouths to cease functioning. Any creature near gibbering gibbershrooms will suffer an effect as determined by the total number of gibbering mouths within 30' of the creature as outlined below:

Number of
Gibbering Mouths

Effect
21+ death (on failed save vs. death)
16-20 stun (no save)
11-15 stun (on failed save vs. paralysis)
6-10 confusion (as MU spell; on failed save vs. breath)
5 or less none

The effect continues while the gibbering persists, plus 1 round for each mouth that was gibbering during the round before the gibbering ended.

During each round a cluster of gibbershrooms is gibbering, there is a 5% cumulative chance per active (i.e., gibbering) opening that a nearby creature will be attracted (maximum chance of 95%).

Should a spellcaster attempt to speak with plants with a gibbershroom, the caster must save vs. spells or be confused (as the MU spell) for the duration of the spell. No coherent conversation may be had with a gibbershroom, even on a successful save vs. spells or by creatures/character with an innate ability to speak with plants/fungi.


Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 3-18
ARMOR CLASS: 7
MOVE: Nil
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Non
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 2
MOVE: Nil
ATTACKS: Special
DAMAGE: See below
NO. APPEARING: 3-18
SAVE AS: Fighter:1
MORALE: 12
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Wednesday, June 22, 2016

New Oe/1e/BX Monster: Pouncer


These subterranean burrowers and dwellers are non-psionic cousins to intellect devourers, although they share an immunity with their genetic relativesto charm and control (including similar psionic abilities). The rubbery skin over their frog-like bodies is mottled with light and pale gray, and their ivory-colored eyes stare blankly forward.

Though their eyes do not see, they are sensitive to sound impressions. Combined with ticking and clicking (from the pouncer’s mouth), the creature is able to “see” without the aid of sight. A silence spell will effectively “blind” them, and extremely loud noises will drive them off. Their extraordinary sense of smell also aids them in rooting out prey (even if unaided by their tick-click radar). Any attempt to blind a pouncer by normal means (e.g., a light spell cast against its eyes) has no effect.

Like intellect devourers, pouncers attack by jumping on a victim, digging in with all four claws, and simultaneously biting (separate “to hit” rolls are required for each claw attack, as well as the bite). In addition to the 1d6 damage done with each successful claw attack, a successful bite attack does 1d4 and, on a failed save vs. poison, injects a toxin into the victim’s nervous system that causes blindness and deafness for 1d6 turns (cumulative for each bite).


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 15" (9")
HIT DICE: 6
% IN LAIR: 45%
TREASURE TYPE: D
NO. OF ATTACKS: 5
DAMAGE/ATTACK:
1-6(×4)/1d4
SPECIAL ATTACKS: Toxin
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 6*
MOVE: 150'(50') (90'(30'))
ATTACKS: 4 claws/1 bite
DAMAGE: 1-6(×4)/
1d4+special
NO. APPEARING: 1 (1-4)
SAVE AS: Cleric:9
MORALE: 8
TREASURE TYPE: D
ALIGNMENT: Chaotic

Tuesday, June 21, 2016

New Oe/1e/BX Monster: Mistwraith


These negative energy beings are natives of the Quasi-elemental Plane of Steam. They appear as clouds of mist that are vaguely human-shaped.

The touch of a mistwraith (on a successful “to hit” roll) does 1d6 damage from negative energy (restores hp to undead), does an additional 1d6 damage from heat, and drains 1 level.

As normal undead, mistwraiths are immune to sleep, charm, hold and psionics. They are additionally immune to silver and normal weapons, and are unharmed by heat and fire. Cold attacks do +1 point per die of damage to a mistwraith, as does holy water. A part water spell will dispel a mistwraith, as will dispel evil, and a mistwraith can be turned by a cleric as a normal wraith.

Three times per day, a mistwraith may cast obscuring mist as a druid of a level equal to the mistwraith's Hit Dice.


Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 7
MOVE: —/18"
HIT DICE: 5+1
% IN LAIR: 25%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS:
Energy drain
SPECIAL DEFENSES:
+1 or better “to hit”
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 4+1**
MOVE: —/180'(60')
ATTACKS: 1 touch
DAMAGE: See below
NO. APPEARING: 1-4
SAVE AS: Fighter:4
MORALE: 12
TREASURE TYPE: E
ALIGNMENT: Chaotic

Monday, March 7, 2016

New Oe/1e/BX Monster: Nue

This is one of a number of creatures that I drew last week and previewed over at Google+. For those familiar with Vault of the Faceless Giants, you know the campaign I'm developing has some definite Eastern influences (though it will become a little more "generic" as it progresses). You also know from the Creature Compendium that I'll mine any culture if it produces an interesting monster. That leads us to today's monster via Japanese mythology... the nue. This thing is pretty nasty, and should give even an experienced party of good size a run for their money.



NUE


This ferocious and deadly creature is a native of the Plane of Dreams, though it is often found in warm forests and jungled mountains on the Prime Material. A nue is able to shift between two forms at will. The first form is a 10’ cloud of inky black darkness. It will often assume this form to hide in shadows, waiting to ambush its prey, emerging to attack in its standard form—a chimeric creature, 7’ long and weighing 500 pounds, with the head of a monkey, body of a raccoon dog, legs of a tiger, and tail as a poisonous snake. In either form, a +1 or better weapon is require “to hit.” A nue is only able to fly in its cloud form.

The nue is vicious and malicious creature, always seeking to sate its unquenchable hunger. In its chimeric form, the nue strikes forward with 2 claw attacks, and a bite that does 1d4 and, on a failed saving throw vs. spells, drains 1d4 levels. Levels lost to a nue are regained at a rate of 1 level per full night (8 hours) of rest. The bite of a nue’s tail-snake strikes to the rear, doing 1d2 damage and, on a failed save vs. poison, causes death. Furthermore, any creature meeting the gaze of the nue’s monkey-like face must save vs. paralysis or contract a disease that, until cured, negates the natural recovery of levels lost to the bite of the nue. During any round, the nue may forego its monkey bite attack to use one of its three magical attacks (but may still use its claws and snake bite during the same round).

Once per day, a nue is able to cause nightmares in a sleeping creature with sentience. The restless sleep caused by these nightmares causes the victim to flail, taking 1d4 damage per hour for a duration of 1d4 hours. A saving throw vs. spells will have the damage. Waking the victim will only postpone the completion of the nightmares’ duration, but will not stop them from happening once the victim returns to sleep. The dreams with which the nue will impregnate a mind vary from victim to victim, but will almost always feature a dark and foreboding cloud of malice.

Once per day, a nue is able to send out a shockwave of fatigue. All those in a 30’ radius during the round when this wave is emitted must save vs. breath or be slowed to half movement and suffer a –1 penalty on all attack rolls and saving throws for a duration of 1d6 turns.

Three times per day, a nue is able to cast hold person as a magic-user.

In its cloud form, a nue becomes insubstantial, making it immune to poison and sneak attacks (in addition to normal weapons). In this form, the nue cannot make its normal physical attacks, and also loses its gaze attack. In its cloud form, the nue can still create nightmares, cause waves of fatigue attack, and use its hold person spells. Vision for those caught in the cloud is limited to 5' (even with the use of infravision).

Nues have their own language, but are also able to speak common and celestial.

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 8
MOVE: 9" (or —/3")
HIT DICE: 9+1
% IN LAIR: 15%
TREASURE TYPE: F
NO. OF ATTACKS: 4
DAMAGE/ATTACK:
1-6/1-6/1-4/1-2
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
+1 or better required to hit
MAGIC RESISTANCE: 35%
INTELLIGENCE: Highly
ALIGNMENT: Chaotic evil
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 9+1**
MOVE: 150'(50')
(or —/30'(10'))
ATTACKS: 2 claws/
1 bite/1 bite
DAMAGE: 1-6/1-6/
1d4+energy drain/
1-21d4+poison
NO. APPEARING: 1 (1-4)
SAVE AS: Cleric:9
MORALE: 8
TREASURE TYPE: F
ALIGNMENT: Chaotic

Monday, February 22, 2016

New Oe/1e/BX Monster: Slipperman

I'm a big Genesis fan, particularly of the Peter Gabriel era. For a while now (like a few years), I've been wanting to write up a monster description for the slipperman from The Lamb Lies Down on Broadway. I actually wrote this up a couple of months ago, but had forgotten about it, until this weekend. So I figured I'd go ahead and throw it for New Monster Monday.

Given the perverse nature of the slippermen, it seemed like a natural tie in to Morbiphallugus (petty god of venereal afflictions and sexual disfunction), one of my Petty Gods creations.



SLIPPERMAN


DESCRIPTION
Slippermen are members of a subterranean race of slubberdegullions—filthy, slobbering humanoids of vile appearance and depraved intentions. The slimy lumps that cover a slipperman swell and shrink with the inhales and exhales of its heavy breathing. They are driven by an unquenchable sexual desire, and see any humanoid creature of medium size as a suitable sexual mate. If 2 or more slippermen are encountered in their lair, there is a 10% cumulative chance per slipperman present that they will be engaged in a sexual ritual they refer to as “bungabunga” (i.e., group sex).

The touch of a slipperman leaves an acidic viscous residue on its victims. On a successful melee attack, the acid does 1d4 damage during the first round. Unless victim is cleansed of the acid, it will do an additional 1d4 per round for an additional 1d4 rounds.

Slippermen are immune to acid, disease, and all mind-controlling effects (magic, psionic, or otherwise).

All slippermen worship the petty god Morbiphallugus (petty god of venereal afflictions and sexual disfunction)*. If there are 10 or more slippermen present, one of them will have 5+1 HD (fights and saves as 5 HD creature) and be able to use the touch of Morbiphallugus* 3×/day as a priest of Morbiphallugus (–2 penalty on saves against the ability). Since the touch of Morbiphallugus requires a successful touch “to hit” roll, any effects caused by this ability are in addition the slipperman’s normal acid touch (as outlined above).

Slippermen speak their own language, but do know a single phrase in common and elvish—“Please join in.”

* See PETTY GODS: REVISED & EXPANDED EDITION, pages 112 and 328.

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 10-100
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 3+1
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-4
SPECIAL ATTACKS: Acid
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 3+1*
MOVE: 120'(40')
ATTACKS: 1 touch
DAMAGE: 1-4 + special
NO. APPEARING: 1-10 (10-100)
SAVE AS: Fighter:4
MORALE: 9
TREASURE TYPE: U
ALIGNMENT: Chaotic

Monday, February 8, 2016

New Oe/1e/BX Monster: Brasghong

Today's new monster started as something Mike Badolato typed mistakingly during this past week's Tavern Chat. "Brasghong about FFG deals," he said. To which Matt Finch noted, "Brasghong? Good word." Then Mike explained it away, saying, "Fat fingers and a tablet, what can I say."

I still have no idea what Mike intended to type, but as the Tavern Chat continued, I sketched away, made some notes about abilities, and voila, the brasghong was born.



BRASGHONG


DESCRIPTION
The brasghong (actually pronounced BRAH-fong, though often mispronounced BRASS-gong) is a deep dwelling creature that is fiercely territorial. It marks its area with an acrid, smoky-smelling scent; should any creature invade the perimeter set by the brasghong, it will not hesitate to attack. A brasghong will be receptive to sincere apologies for the intrusion, but only has a minimal understanding of deep speech (undercommon), and nothing else. The brasghong itself is not capable of speech, though it can make barking and whimpering sounds to express the most basic of intentions or emotions (sadness, aggression, fear, etc.).

The appearance of the brasghong is quite breathtaking—its flesh and skin are amber-colored, jelly-like, and translucent, allowing hints of its skeletal understructure to be seen. Its eyeless face features a prominent beak that is white in color, and the creature's tongue is a deep crimson red.

The brasghong is technically sightless (no eyes), but is capable of “sight” through an ability akin to radar. The brasghong sends out undulating waves from its body, and reads the “images” that bounce back. This makes the brasghong immune to all sight-based attacks and effects (e.g., gaze attacks, blinding light/darkness, illusions, etc.).

In combat, the brasghong can attack with its massive beak (which does 3d4 on a successful “to hit” roll) or its breath weapon (a 10'L×5'W cloud of chlorine gas that does damage equal to half its remaining hit points; save vs. breath weapon for half damage). During the same melee round, the brasghong may also attack with its tail (which does 2d6 points of damage on a successful “to hit” roll).

The gelatinous structure of the brasghong makes it resilient to any kind of attack except bladed weapons. Against blades, the brasghong’s AC is 5; against all other attacks, its AC is considered to be 0. Brasghongs are also immune to acid and gas, and take only half damage from electricity and fire.

Although native to the Prime Material Plane, brasghongs are often found in the outer plane of Nibiru (a plane riddled with noxious gases, streaked with chemical rivers, and laden with oceans of acid).

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 5 (0)
MOVE: 9"
HIT DICE: 6+6
% IN LAIR: 35%
TREASURE TYPE: C
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 3-12/2-12
SPECIAL ATTACKS: Acid breath
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 50%
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (8'-10' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5 (0)
HIT DICE: 6+6
MOVE: 90'(30')
ATTACKS: 1 beak
or breath/1 tail
DAMAGE: 3-12 or special/2-12
NO. APPEARING: 1 (1-2)
SAVE AS: Dwarf:6
MORALE: 10
TREASURE TYPE: C
ALIGNMENT: Neutral

Thursday, January 7, 2016

New Oe/1e/BX Monster: Eye Slime

This is a monster that I intend to include in PA2: Spawn of Xumaltet, the follow up to PA1: Vault of the Faceless Giants, and precursor to PA3: The Jahnu Prophecy.

From the definite extraplanar bent these adventures are taking, you can probably tell this is all going to be related to the Basic Guide to the Planes. This is really going to play a big part in the Xumaltet adventures (yes, plural adventures).

Xumaltet is really going to be more of a hex crawl as a module, with small self-contained (but very interwoven) adventures (the majority of which will be designed to play out within a single game session). Xumaltet will answer this question from Vault of the Faceless Giants... "Are there other planar rifts?" For now, that's all I'll say.



EYE SLIME

These horrid creatures appear as a tentacled slime littered with staring eyeballs. The eye slimes were originally created by Juiblex to aid in his quest for dominance of the 99th plane of the Abyss. However, over the ages, many of these abominations have slipped into the Material Plane, mostly from the Slime Pits (the 457th layer of the Abyss, Juiblex’s home realm where they eye slimes are bred).

In combat, an eye slime lashes out against a single opponent with a barrage of tentacles, doing 2d4 points of damage on a successful “to hit” roll. On a natural 20, the eye slime will succeed in grappling its opponent, and do an additional 1d6 points of squeezing damage. Every round thereafter, the eye slime will continue its hold, doing 1d6 points of damage per round until the victim or the eye slime is dead.

A +1 or better weapon is required “to hit” an eye slime, and they take half damage from bashing weapons. Additionally, they are immune to acid and cold, though the latter will slow them to half movement for 2d4 rounds.

Because an eye slime has 360° vision, it is never surprised except by invisible creatures (or similar), and thieves get no bonus for striking them from behind. However, an eye slime saves vs. blinding effects with a –5 penalty.


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-3
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 4
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 4-8*
MOVE: 180'(60')//60'(20')
ATTACKS: 1
DAMAGE: 2-8 or special
NO. APPEARING: 1-3
SAVE AS: Fighter:4
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Wednesday, January 6, 2016

New Oe/1e/BX Monster: Afanc

Today's new monster comes from the annals of Welsh mythology. The description of these lake-dwellers varies, so I've committed to a version that's a cross between a beaver and a frog-like reptile. The spelling also varies. From wikipedia:
The correct rendering of this name in Modern Welsh depends on the specific source. The Middle Welsh avanc of Llyn Barfog is afanc in Modern Welsh, a word which is now used to mean "Beaver". The form avanc/afanc is also used in the Red Book of Hergest and most other medieval sources. In the Middle Welsh version of Peredur's tale, in the White Book of Rhydderch, the creature in the cave is called the addanc. Afanc is by far the most common spelling.


AFANC


DESCRIPTION
Most often found in temperate and sub-arctic lakes, the amphibious afanc (pronounced avank) appears as a cross between a beaver and frog-like reptile with claws on all limbs. These carnivorous creatures have an almost insatiable appetite.

During combat, an afanc will usually make a leap as his first attack, striking with all 4 claws against a single opponent. Once engaged, the afanc will attack with its ferocious bite (1d6+1) or its 2 fore-claws (1d4 each).

Three times per day, an afanc in a lake is able to create a rainstorm above it. The afanc must spend 3 rounds thrashing in the waters of the lake as the storm cloud begins to form over the area. Beginning on the fourth round, the rain cloud will cover an area approximately double the surface area of the lake, and a deluge will begin, lasting for a duration of 1 turn. During that time, the land around the lake will become muddy, slowing movement to half normal. Additionally, any missiles fired in the stormy area will be at –2 “to hit.”

Afancs have a particular weakness for beautiful women. Any Charisma bonus for a female (of any human, humanoid, or demi-human race) is doubled in regards to an afanc’s reactions, while Charisma penalties for similar females are negated. Additionally, any saves the afanc makes vs. charms or charm-like effects originated by similar females are made at –2.

Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 9"/15"
HIT DICE: 4
% IN LAIR: 40%
TREASURE TYPE: Nil
NO. OF ATTACKS:
4 or 2 or 1
DAMAGE/ATTACK:
1-4(×4) or 1-4(×2) or 2-7
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: 4'-5' long (M)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 4
MOVE: 90'(30')/150'(50')
ATTACKS: 4 claws
or 2 claws or 1 bite
DAMAGE: 2-7 or 1-4 (×4)
NO. APPEARING: 1
SAVE AS: Fighter:4
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Chaotic