Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Monday, May 18, 2026

Norkers

"The little bugger bit me!" Nimble yelled, as much from pain as embarrassment. 

The pink little bugger in question was barely 3 feet tall, but had sunk it's teeth into Nimble's hip. The others giggled with their wide wet toothy mouths. 

"Don't let them get so close next time" Rathgar laughed, booting one prone and running it through with his sword. He jerked to the side just in time to avoid the tusks of the boar that went racing past him, but not far enough to avoid the mounted norker's heavy club.   

"I can see why the village asked for our help" Feris said, knocking aside the blade of the norker poking at him. 

Norkers

Armor Class: 6
Hit Dice: 2+1
Move: 90 (30)
Attacks: 1 weapon 1 bite
Damage: 1d6/1d3
No. Appearing: 2d6 (5d6)
Save As: F2
Morale: 9
Treasure Type: E
Intelligence: 9
Alignment: chaotic
XP Value: 25

Monster Type: Humanoid, Uncommon

Norkers are noxious and obnoxious creatures, superficially of goblinoid stock, but twisted and nastier than the average gobbo. They organize themselves into roving bands that loot, pillage, and burn an area before either moving on for greener pastures, or being driven off. All their loot (whatever isn't destroyed) is kept at their base camp under lock and key of the norker chieftain (4+2HD) and his 1d4+1 guards (3+2HD). 

Norkers keep boars as guard animals, mounts, and beasts of burden. All roving groups of at least 5 members will have 1 mounted on a boar. 

There is a particular enmity between norkers and fairies, and norkers will always be wearing hobnail boots, and as many bits of iron as they can. Cookpot helms are especially popular and fought over among them.


I hadn't planned on painting them pink. Originally I wanted them to have yellow skin, but since painting yellow is a pain in the ass, I went with the paint it pink first trick. The thing is, I liked how they looked with the pink skin. They're rather cartoony already, and it felt appropriate. And if you look really close at the mounted norker's boot, you'll see a squished pixie stuck to the bottom! 

Wednesday, September 11, 2024

Blood Demons

"Do you hear that grunting?" 

"Who's working out in a dungeon?"

 Looking through the doorway, the party sees a wide circular chamber that stretches down at least 60 feet, with a winding stairway wrapping around the wall. Down below, half a dozen buff red demons were busy flexing, stretching, doing one armed pushups, squats, box jumps and jump rope with a chain...  

"According to the map, we have to go down there." Allianora grumbles

"I hate gym demons" Rathgar moans. 

"Who doesn't." Feris says. "Ice storm?"

"Yeah, lets not get into their reach if we can avoid it." Nimble says, looking down at the bulging muscles

Blood Demons

Armor Class: 6
Hit Dice: 4* (M)
Move: 120' (40')
Attacks: 2 claws/ 1 gore or special
Damage: 2d4+1/2d4+1/1d6+1 or special
Number Appearing: 1d6 (1d6)
Save As: F8
Morale: 11
Treasure Type:
Intelligence: 7
Alignment: Chaotic
XP Value: 175

Monster Type: Demon, lesser (rare)

Blood demons are the gym bros of the demon world. While they love the chaos and destruction that they can cause, they also enjoy psychological intimidation that their impressive physical forms can instill, and will mock anyone and anything that is less physically developed than them. Because they're so energetic, unless properly restricted by the summoning spells, they will continue to cause mayhem and destruction until banished or destroyed. 

In combat, the demons will attempt to intimidate their opponents and flex and pose to show off their physique. Anyone viewing this must make a save vs spells or be in stunned for 1d3+1 rounds. While stunned they will suffer a -2 to all attacks, AC, and saves. This effect can only be done once per day per opponent. 

Like all lesser demons, they can be turned as undead (as mummies) and have the bonus demon strenth of +1 to damage (included above), and are immune to sleep and charm spells, and are immune to fire. 

Terrain: any


These demons are from the Reaper Miniatures Blood Demons set, and were painted with the following reaper paints: Red Liner, Asmodius Red, Seoni Scarlet, Sunrise Orange, Dragon Copper, Carbon Grey, and Skeleton Bone

Monday, May 15, 2023

Dark Dwarves

"Go no further!" the gravelly voice calls out from around the bend of the dungeon corridor. "You are not welcome." it continues in the oddly accented dwarvish.

Nimble pauses and looks back at his friends. "I guess we lost the element of surprise." he whispers.

"We really don't want to piss them off." Allianora warns. 

"You really don't" the voice calls from the dark in common.

"We need passage through these halls" Rathgar calls out. "We have no quarrel with you." He waves at Allianora and nods at her scowling. "We are happy to pay a toll"

The silence stretched on... 

"What do you offer?"

"4 fire opals, each as big as my thumb"

"Really?" Nimble hissed.

"We need to get... to where we're going, and this is the fastest way." Feris reminded him softly. 



Dark Dwarves

Armor Class: 2
Hit Dice: 3* (M)
Move: 60' (20')
Attacks: 1 weapon
Damage: 1d8+1
Number Appearing: 1d6 (5d8)
Save As: D3
Morale: 10
Treasure Type: (Q+S) G
Intelligence: 10
Alignment: Lawful
XP Value: 50

Monster Type: Demihuman (Uncommon)

Unlike their more common cousins, the dark dwarves haven't seen the light of the sun in generations. They are lead by religious fanatics worshiping the burning fires of the forge. Their dark god has granted them the ability to grow in size once per day after being injured. They grow to twice their normal size, doubling their movement speed and damage for up to 10 rounds. Their forge priests can trigger this ability on the dark dwarves around them (within 15') causing each of them 1d4 points of damage in the process, as a standard action. 

Dark Dwarven arms and armor are as finely crafted as any masterwork dwarven craft, but no surface dwarf will willingly claim and use them for the association with their dark god.  The heart of their compounds is the forges which are always in use. Their love of precious metals and gems exceeds even that of their cousins. 

Any group of 5+ dark dwarves will include 1 Dark Dwarf Forge Priest (count as clerics level 1d4+3). They can prepare Heat Metal, Produce Fire, and Resist Fire as a first level spells. Cure Light Wounds and Resist Cold count as second level spells. 

Monday, July 18, 2022

New Monster: Hammerhead Dungeon Flatworms

"This? No, this was about a year after the dragon." The old woman shifted on her stool, adjusting the peg leg that was rubbing her stump the wrong way. "Certainly one of the least glamorous creatures to ever crawl through the Underdark, but also one of the nastiest." She nodded at the incredulous looks. "Yes, worse than the dragon. Hoarfrost was smart, mean, and powerful. He'd terrorized the Kelban Reach for decades. Finding his lair was a feat in and of itself, especially when you consider the albino kobolds that worshiped him! But the thing about them was that you could basically see from their point of view. There was a brain, and a motivation... The worms? They're just vermin. Almost alien they're so far removed from us."

Pausing to drink from the earthenware mug, one of her audience asked "But if they're just worms, what does it matter what they think?"

"Oh, I suppose it doesn't, really. More that it's impersonal. You're face to face with something that doesn't care, that just views you as food. Plus, unlike Hoarfrost, there was lots of them. And if you don't kill them all? Then they'll just come back."


Hammerhead Dungeon Flatworms (under 8' long)

Armor Class: 8
Hit Dice: 1-3* (S to M)
Move: 90' (30')
Attacks: Slam Bite
Damage: 1d4 (+1/HD)
Number Appearing: 3d10
Save As: F2
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 13/25/50

Hammerhead Dungeon Flatworms (over 8' long)

Armor Class: 7
Hit Dice: 4-6* (M to L)
Move: 90' (30')
Attacks: Slam Bite
Damage: 1d8 (+1/HD)
Number Appearing: 3d6
Save As: F5
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 125/300/500

In combat, the worms will attempt to knock down their opponent (save vs paralysis on any hit that causes more points of damage than the target has hit dice or be knocked down), and then eat them (free attack on any target knocked prone). They are blind, with an incredible sense of smell. The Hammerhead Dungeon Flatworms are resistant to non-magical weapons (1 point of damage per hit), fire, poison, and 1st and 2nd level spells. Unless completely destroyed, the heads of the worms can regenerate a full body at a rate of 1hp/day.

Ranging in size anywhere from 1' to 15' long, and 6"-12" thick, they're usually about 1/10 as wide as they are long. Their distinctive hammerhead appearance is the result of 2 bone-like growths that the worms use to both dig, and also to bludgeon their prey with. Infested areas usually have a strong sweet & sour smell.

Hammerhead Flatworms are said to be the spawn of the Great Worm, though some claim they're actually just worms that ate of the Great Worm, and absorbed some of its power. Whatever the case, these worms are invasive, aggressive, difficult to kill, and nearly impossible to be completely rid of. When they spread to a new area, the best case scenario is containment and regular eradication. A single surviving worm is able to repopulate any underground space. Worse is that they have no natural predators as they taste terrible.


This post has been inspired by this story.
https://www.livescience.com/62635-hammerhead-flatworms-invade-france.html

Sunday, July 10, 2022

New Monster: Barrow Wardens

Rathgar slammed into the heavily armored skeleton. "Allianora! Feris?!?" He yelled as it pushed back against his rush.

"It isn't working" Allianora replied, dropping her holy symbol and gripping her mace. "I can't turn them here."

Nimble slipped past Rathgar and his opponent, jabbing a dagger through the gaps in the armor as he passed, with no effect. The skeleton's armor clad elbow slammed Nimble in the face in return, sending the rogue sprawling, blood gushing from his broken nose.

Streaks of golden light shot out from Feris' outstretched hands, and shattered against the armor of the skeleton. "Frelling great..."

The second skeletal knight shoved it's way into the melee, jabbing it's blade into Rathgar's shoulder. 

post-12081-0-58606800-1465424551_thumb.jpg
Reaper's Barrow Wardens as painted by Evilhalfling

 
Barrow Wardens

Armor Class: 2
Hit Dice: 6* (M)
Move: 90' (30')
Attacks: By Weapon x2
Damage: 1d8+2/1d8+2
No. Appearing: 2d4 (2d4)
Save As: F6
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value: 500

Barrow Wardens are the lesser knights raised in service to a greater undead power, serving as bodyguards and guardian of important sites or treasures. While they are "lesser knights" they are still powerful undead themselves, and are never found working alone. In addition to the usual undead resistances, they're immune to first level spells. They can be turned as vampires outside of their barrow, but can't be turned within it. The mere sight of them is enough to cause fear (save vs spells to resist). In combat they retain their martial skills they held in life, and are usually found in plate mail with a shield and melee weapon. They attack twice per round, and crit on a 19 or 20.

Sunday, January 23, 2022

New Monster: Coal Walkers

Coal Walkers

Armor Class: 4
Hit Dice: 6 (M)
Move: 90' (30')
Attacks: 2 Claw
Damage: 1d4 or 2d4+2 when ignited, plus
No. Appearing: 2d4 (2d4)
Save As: C6
Morale: 12
Treasure Type: Nil
Intelligence: 0
Alignment: Neutral
XP Value:

Monster Type: Construct, Very Rare

Coal walkers are crafted from the bones of those who have died by dragon's fire. A wizard who collects these bones must process them through a variety of magical and alchemical rituals that include infusing them with coal dust, turning them coal black. The animation process is not necromatic, and despite appearances, they can not be turned. As constructs they are immune to sleep, charm, and hold spells, and because of their unique construction, they are not harmed by fire. They take half damage from non-magical weapons.

In combat, Coal Walkers will ignite after taking damage (or being the target of a fire based attack). They will burn for 10 rounds before needing to recharge 24 hours. While burning, they will constantly cause 1d8 damage to anyone within melee range every round. The damage stacks, so if more than one coal walker is in range of a PC the PC will take 1d8 damage from each.

Additionally each can produce a 15' cone of flame that will cause as much damage as HP remaining. This will snuff the Coal Walker's flames.

Monday, January 17, 2022

New Monster: Ethereal Dragon

My players finally faced the Ethereal Dragon I had take up residence in Stonehell's Lost Level. Thankfully they'd come prepared with a Dimensional Anchor spell that allowed all their attacks to hurt it!

Ophidians | Star Trek

Ethereal Dragon

Armor Class: 2
Hit Dice: 9+2** (M)
Move: 90' (30')
Attacks: 2 claws / Tail / 1 bite 
Damage: 1d6+1 (claws & tail) / 3d6 (bite)
Breath Line: 75' x 5'
No. Appearing: 1 (1)
Save As: F10
Morale: 10
Treasure Type: H
Intelligence: 9
Alignment: Chaotic
XP Value: 2,500

Monster Type: Dragon-kin (very rare)

Ethereal dragons are rarely encountered in the material planes, but when they are, they appear as white scaled serpents that gently glow. Their backs are ridged with short spikes, as are their legs and claws. Lacking wings, they're often not recognized as dragons, much to the woe of those encountering them. They are rarely speaking dragons, and somewhat lazy as few of the creatures they encounter can hurt them. When they come through to the material planes, they do it to hunt and steal. Because of their unique physiology, attacks on them from the material plane only have a 50% chance of actually causing any damage, unless made with a weapon designed to injure ethereal creatures. 

Breath Weapon

The ethereal dragon's breath weapon is a line of oily rainbow light. While colorful, it will look wrong to anyone from the material planes. Anyone struck by the dragon's breath weapon will take the usual amount of damage (dragon's current hit points). Additionally the light is draining to creatures of the material realms, and will cause their Strength, Dex, and Con to be halved unless a saving throw is made. Lost ability points will be restored at a rate of 1/hour.


Saturday, November 28, 2020

Porcelain Lich

"Death would not be an end, merely a transition for the sorceress now known as the Porcelain Lich, though it's said she prefers 'La Belle Mort' now, and woe to any who would use the more common nickname."

 Rathgar frowned at the sage, then turned to Feris. "Do we really have to deal with this... lich?"

"If you want to get Nimble's curse removed, yes. I can't do it myself."

The large rabbit sitting in Feris' lap made a short loud scream. 

"Fine." Rathgar snapped, and pointed at the rabbit "but the next time you feel like stealing from the High Prelate you can deal with the consequences yourself." 

"Ah, I see." The sage nodded. "I would recommend bringing a gift at least as valuable as the service you're hoping to get from her. A rare spell or a particularly beautiful magical artifact."

Porcelain Lich

Armor Class: 0
Hit Dice: 9+6 (M)
Move: 90' (30')
Attacks: By Spell, Item, or Touch x2 and special
Damage: per spell, item, or 3d4 + special
No. Appearing: 1 (1)
Save As: MU15
Morale: 10
Treasure Type: G, O
Intelligence: 21
Alignment: Lawful
XP Value: 4,000

 Monster Type: Magical Creature

While the sorceress 'died' in her transformation, she is neither undead nor a construct, though there are similarities to both. She is immune to non-magical weapons, sleep, charm, and hold spells, and takes half damage from any fire or cold based attack. Unlike a true lich, she has no phylactery.  

The touch of the Porcelain Lich drains heat from those touched, and anyone who is touched must make a saving throw vs spells or be slowed (as per the spell) until they're able to take a full night's rest. However she much prefers to remain out of melee and will utilize her spells, scrolls, and other magical items efficiently and tactically, always targeting other spell casters first, leaving her minions to deal with those more combat oriented.

While she is a scheming monster, she isn't needlessly cruel, and mostly seeks to acquire power and magical might. She rarely leaves her Palacio del Finartistico, but frequently hosts great musicians and artists to are commissioned to create great works for her (and often of her).


 Porcelain Makeup by Julio Silveira

Tuesday, November 19, 2019

New Monster: Vomit Zombie

The dimly lit wood paneled walls were smeared with gunk, and the floor was slick with the chunky mess. The stale smell of vomit death permeated everything.

“What is this?” Nimble whispered as he tapped his toe at the lumpy fluid. “Ugh, it’s sticky…”

From out of an open doorway to the left, a sickly bloated looking man in a soiled nightshirt stumbled out and turned toward Nimble. His nearly bald head was beaded with sweat, his hair stiff and unkempt.

“Shit” Nimble slipped his dagger from his belt. “Stay back” he warned. The man gave no sign of understanding, and step by sticky step continued to approach Nimble, who backed toward the stairs. “Forget this.” Hopping over the railing, he dropped about half way down the stairs. After landing, he looked up to see what the figure was doing. The man leaned over the railing looking down, drool hanging from his open mouth.

With a stomach churning “hurk” and a shudder, a stream of vomit shot out from the man’s mouth, and down toward Nimble.



Zombie, Vomit

Armor Class: 8
Hit Dice: 4+1* (M)
Move: 90' (30')
Attacks: 1 claw or 1 vomit
Damage: 2d4+1 or 1d4+special
No. Appearing: 1d4 (2d4)
Save As: F4
Morale: 12
Treasure Type: Nil
Intelligence: 2
Alignment: Chaotic
XP Value: 200

Vomit Zombies are even more disgusting versions of standard zombies. They possess all the usual undead features, immunity to charm, sleep, and hold spells. They are faster than usual zombies, in spite of their bloated form. In combat they will either attempt to claw their opponent, or vomit on them. The projectile vomiting uses the same rules as a dragon's line shaped breath weapon, with a range of 15'. Anyone in the 5'*15' line will take the 1d4 damage, and must make a saving throw vs breath weapon or suffer the effects of the 3rd level cleric spell Cause Disease. Anyone killed while suffering the effects of the disease (whether the disease is the cause of death or not) will rise as a Vomit Zombie in 1d6 hours.

Friday, May 24, 2019

New Monster: Terracotta Warrior

Arrows rained down from the walls, and clacked off the figure charging toward the rapidly closing gate. The guards standing by with spears at the ready looked ready to break, but they held as the terracotta warrior reached the gate just before it closed, plowing through the guards standing in the gap.

Pulling the halberd from the body of one guard, the warrior spins it around, cutting deeply into the body of the next. More arrows pelted ineffectively against it, and even a large stone did little more than nudge it to the side as it continued to cleave it’s way through everything sent against it… until it suddenly stopped, and shrank down into a small statue. It was shattered seconds later as several different weapons came crashing down onto it.




Terracotta Warrior

Armor Class: 4
Hit Dice: 4* (+1 per caster level)
Move: 90 (30)
Attacks: 1 polearm
Damage: 1d10
No. Appearing: 1 (1)
Save As: F6
Morale: 12
Treasure Type:
Intelligence: 0
Alignment: Neutral
XP Value:

Monster Type: Construct (Rare)

Terracotta warriors are enchanted statues that serve at a wizards command. When activated via the Terracotta Warrior 3rd level Magic-User spell, the statue grows to 6’ tall, and follows whatever mental commands the wizard makes. Terracotta warriors are usually armed with polearms, but some wizards prefer other weapons. The terracotta warrior is immune to non-magical attacks, or the attacks of creatures with less than 5HD. The terracotta warrior counts as armed with a magical weapon and attacks as a 6HD creature.

Creation of a Terracotta Warrior costs 100gp and takes 2d4 days.

Friday, May 10, 2019

Bugbear Shock Troopers

“There’s just 4 of them ahead. 2 armored, 2 not, all mounted.” Scout Korloth reported.

“We can catch them in the brush, take out their mounts, drag them down before they can react.” Sgt. Grug suggested.

“The unarmored ones need to be watched. One might be a spellslinger.” Korloth warned.

“It’s been a while since we had horse meat... “ one of the troopers grinned, practically drooling at the thought.

“We have to bring them to Captain Garr’Nith ‘with all due speed.’ We don’t have time for the horses.” Master Sgt. Gor’eth reminded them.

“Do we have to kill them then?” Grug asked.

The furry hulking form nodded. “Fine. Sweep them off the mounts, try not to startle or kill the horses.”

With surprising grace, the massive bugbears slipped away from their camp toward the little traveled path.




Bugbear Shock Troopers
Armor Class: 5
Hit Dice: 3+2
Move: 90 (30)
Attacks: 1 weapon
Damage: 2d4+2
No. Appearing: 2d4
Save As: F4
Morale: 10
Treasure Type: (P+Q) B
Intelligence: 9
Alignment: Neutral
XP Value: 50

Monster Type: Humanoid, Common

Bugbears, who often work as the “muscle” of a goblin tribe, when raised in a more orderly hobgoblin force are better equipped and trained, and can rival (small) ogres in their size. Due to their innate ability to sneak in spite of their size, they’re used by hobgoblin generals to sneak around to the flank or rear of an opposing force, and cause a shocking amount of destruction/disruption.

Bugbear shock troopers are armed with a variety of large weapons that can be used one or two handed that can cleave or crush the average orc or human in a single blow.

Thursday, November 22, 2018

DCC: Dire Turkey

"This isn't a joke!" The farmer's face contorted as embarrassment, fear, and desperation flashed rapidly across it.

"Where did it come from?"

"A druid came through a couple of weeks ago. When he demanded I let him sleep in my barn I asked for something in return... he offered to bless my harvest feast bird... to make it the biggest bird the hamlet had ever seen and to make its flesh rich and wonderful." He paused. "In hindsight I should probably have just let him stay without bother."

"That would have been wiser." Rathgar sighed. "So where is this overgrown turkey?"

"Its been in the pumpkin field since yesterday." He said pointing off to the north. "Blake's boy went out to shoot it last evening. He only riled it up, and..." He gulped. "His body is still out in the field."



Dire Turkey: Init +2; Atk bite +9 melee (2d6) or claw +9 melee (2d6); AC17; HD 7d10; MV 30', fly 15'; Act 1d20; SV Fort+7, Ref +8, Will +0; AL N.

The dire turkey is a stupid and overly territorial bird. It's primary attack is pecking the target and flinging it into the air. On a successful attack that is 4+ over the target's AC, a medium sized opponent will be thrown in a random direction 1d12 feet and take an additional 1d6 damage. Small opponents will be thrown 3d6 feet and take an addition 2d4 damage.

A Dire Turkey may also perform a kick attack. Opponents hit with the feet must make a saving throw vs petrification or be stunned for 1d4 rounds. Opponents wearing a helm get a +2 to the saving throw.

Dire Turkey meat is highly prized and will fetch a good price if the market is available for it. A full grown dire turkey can easily fetch in excess of 75gp in a large village.



Image Source: Monster Turkey by Tenshi3D

Monday, December 4, 2017

Monster Thoughts...

I've created somewhere around 150 monsters over the last 8 years (need to update the spreadsheet). Sadly I've only used a few of them in game. At this point, there are enough to run an entire campaign, including various special holiday adventures.

The urge to take them all, tweak them for Labyrinth Lord, maybe hire someone to do art for them, and hire someone else to do layout, and then put it up for sale... well, maybe someday. For now, we're all stuck with this spreadsheet, and going through the blog. Which reminds me, I need to update the spreadsheet...

The reason I bring this up is that I had an idea for a monster, but scrolled though what I'd done before, and found I did it a couple of years ago. Not the first time that's happened either...

One thing I'm finding is that my thoughts on monsters in RC are shifting a bit as I'm now 50+ sessions into my Stonehell game. I'm increasingly wanting to turn up their lethality or at least their survivability That might be colored a bit by the fact that the 5th and 6th level PCs are hanging out on the second level still. At the moment, they're cutting through most monsters without much difficulty. Add in their front lines in plate, and a conservative adventuring style... well, it's hard for monsters to be much of a challenge. Or to survive more than a round or two of combat.

However, before I go cranking things up to 11, I'm going to see how things go as they delve deeper.

Tuesday, September 12, 2017

Demon Rules for RC D&D

I'm sure somewhere out there, someone has written rules for using demons in old school D&D. This is my simple(?) take.

Basic Demon Template:
Demons are immune to sleep and charm spells. NOT hold spells. Silver weapons can cause either half damage (lesser demons) or 1 point of damage (greater demons) on a successful hit. Magic weapons cause full damage. Demons can be turned as undead 2HD stronger than their listed HD. i.e. a 7 HD demon is turned as a 9 HD undead. Demons will often have resistance to certain damage types, usually fire (auto half damage, save for none).

Demonic creatures are unnaturally strong and will gain an additional +1 damage modifier to any physical attack

As for the monsters themselves, stick this template on any other monster, and you've got a demon.



Additional Generic Demonic Powers. Different demons will have different powers.

Force Grab - Ranged attack w/in 30'. Save vs Paralysis or be thrown 2d6' taking 1d6 damage. If thrown against a wall, the demon may maintain the force, pinning the target in place.

Hellfire - Ranged Attack, 30/60/90 causing 1d6+1 damage per 3 HD of the demon

Corrupt - Melee attack, drains 1d3/1d4/1d6 points of Charisma. Damage can be restored with 1 week/point of damage or Greater Restoration (or better) magic.

Unholy Aura - Any lawful or neutral creatures within the aura must save vs spells or suffer a -2 penalty to attacks, AC, and Saving Throws while within the aura and for an additional 1d6 rounds. Aura size varies based on HD of demon.

Friday, August 4, 2017

Lasagna Golem

The wild looking man with the rolling pin yelled at the party from the second floor window.

"What is he saying?" Rathgar asked his companions.

"No idea. I don't speak the local dialect. But he sounds mad."

"What did we do?" Allianora asked, confused as the rest of her companions.

"We only just got into town-LOOK OUT!" The party dodged as the large iron pot of boiling water was poured down.

"That's uncalled for!" Feris yelled, tossing a freezing bolt toward the doorway. The cook looked incensed at the attack, and pointed his rolling pin down at them. A blast of scalding hot red liquid hit Feris solidly in the chest, splashing all over the street.

Rolling in pain warned his friends unnecessarily "He's a sauce-amancer!"

Rathgar gave a solid kick to the door, causing it to splinter, but the bar held. Another blast of tomato sauce shot down, drenching Rathgar, and staining everything he wore. Then the door burst outward, and a lumbering behemoth slammed its meaty fists into Rathgar, sending him flying across the street.

"It's worse! He's a pastamancer!" Allianora yelled before swinging her mace at the monstrosity. The molten cheese squired out from between the sheets of pasta that made up it's body. The bits that landed on Allianora burned, but she kept swinging.


Original Image from Curst

Lasagna Golem
Armor Class: 8
Hit Dice: 10* (L)
Move: 90' (30')
Attacks: 2 Fists
Damage: 2d6+2/2d6+2 + Special
Save As: F8
Morale: 12
Treasure Type: Nil
Intelligence: 4
Alignment: Chaotic
XP Value: 1,750

The Lasagna Golem, standing about 8' tall, and shaped with both 2 arms and 2 legs, but only a bit of a bump where a head would be. They are created only by Pastamancers and Pastafarian Clerics. It can only be damaged by magic or magic weapons. They are immune to sleep, charm, and hold spells, as well as all gas and poison. They take double damage from cold based attacks.
Any time a lasagna golem is hit by a physical attack, everyone within 5' will take 1d6 damage from splattering hot cheese.

Tuesday, June 20, 2017

Krelka, Goblin Sorcerer

Krelka’s brow dripped sweat as he stirred the mixture in the small black iron pot. His tent flap was closed, and the smoke was having a hard time escaping through the small hole above him. Checking the scroll again, he added the dead man’s toes. All 10, though he wasn’t sure they were all from the same dead man. Shouldn’t matter. If it was important the spell would have said so. He wasn’t going to drink the vile brew anyway!

His beard and moustache were soaked with sweat, and he had to keep tucking it back and out of the pot. It was filthy with the grime of his last meal, he didn’t want any of it in the potion. What was his last meal? His stomach gurgled at the thought. More importantly, when was it?

It was an unexpected gift, this scroll. Sent by the orc shaman as a bribe. With a note. This upset the rest of the clan mightily. Superstitious lot, terrified of words written in blood. Then again, given what the scroll said, they were right to be fearful. This potion would be their death whether it worked or not. It was merely a matter of whether or not they would survive long enough to be useful.

Giving the pot a final stir, he put the lid on, and knocked down the fire. The wood had mostly burned down, and the dim red glow of coals replaced the burning yellow of the flame. The tent was still thick with smoke. He breathed it in, and tossed a small bundle of dried herbs onto the fire. They burned with a flash, releasing a sweet fragrance into the smoky air. Krelka squatted down and looked into the embers.

“Grot!” He yelled toward the closed tent flap.

The young goblin stuck it’s head through the opening. “Yes shaman?”

“Fetch me food, and be quick about it. This ritual has left me hungry. And send for Grilkish! I have news for him.”

“Is it about the writing the orc warlock you?”

“Who are you to ask! Go before I dunk you into my pot!” Krelka wasn’t even halfway through his scolding before the grot was running from the tent. “Insolent little…” Somewhere in the smoke above his little demonic spider familiar laughed as it luxuriated in the heat and smoke.




Krelka, Goblin Shaman 5
Armor Class: 5
Hit Points: 20 (M)
Move: 90' (30')
Attacks: 1 staff or spell
Damage: 1d6, or by spell
Save As: C4
Morale: 8
Treasure Type:
Intelligence: 12
Alignment: Chaotic
XP Value:

Special: Demonic Spider "Familiar" As long as this unholy creature lives all spells cast by Krelka count as if being cast by a shaman of 2 levels higher. Stats as a Rat, but with a poisonous bite (save vs poison or die), immunity to non-magic weapons, turned as a Ghoul.

Vile and uncaring about any in his tribe, unlike Grilkish, Kerlka is interested only in the power he can acquire, whether from coerced demons, odd allies like the orcs, or from the bodies of adventurers slain by the tribe. He was a runty little grot, and picked on. Only when the old shaman tested him and the rest of his litter was he singled out for something other than harassment and humiliation. And it takes a lot to humiliate a goblin…

Monday, June 19, 2017

Grilkish, Goblin Chief

“You think yourselves goblins…” Grilkish spits as he paces in front of the quaking ilequipped younglings. “Ready to take your place in the clan. You haven’t earned the right! I’m not even sure your worth my time. Useless creatures, each and every one of you.” He taps his breastplate “I wasn’t coddled like you lot. When I’d seen fewer summers our clan was attacked, slaughtered really, by those dirt grubbing dwarves. None were spared, and everyone had to fight to survive. They’d trapped us, and we couldn’t run. So we fought. There’s nothing more tenacious than a goblin trapped. They learned that, the hard bloody way. I wear the beards of those I killed that day. I wear their armor too…. But you? You worthless mewling whelps.”

They’d been following every word, he could see it in their eyes. They wanted what he had, they wanted to proudly wear the tokens of those they would defeat.

“You’d better run and run fast. Unless you’ve got them beat six to one, you run. But you don’t just run, you run them into your traps!”

“What if there aren’t any traps?” the one called Krott asked.

“WHY WOULDN’T THERE BE TRAPS? DID YOU FORGET? WERE YOU TOO LAZY TO PROTECT YOUR CLAN?!?!”

The foolish whelp who’d asked found himself suddenly standing alone, as his fellows had all shuffled away from him. Grilkish stomped up to him, and used every inch of his 4’7” to tower over the unfortunate goblin. “Well Krott?”

He jabbered, and stuttered before Grilkish’s unblinking stare, eventually squeaking out “run ‘em into the traps.”

Grilkish patted him on the cheek. “Then what do you do?” he asked the huddled group.

A long pause before one brave soul at the back answered. “Once they’re in the trap, you get everyone together and get ‘em.”

A snaggletoothed grin broke across Grilkish’s face. “Maybe there’s a little hope for you after all.”



Grilkish, Goblin Fighter 3
Armor Class: 3
Hit Points 15 (M)
Move: 90' (30')
Attacks: 1 Sword
Damage: 1d8+1
Save As: F3
Morale: 11
Treasure Type: C
Intelligence: 10
Alignment: Chaotic
XP Value: 50

Grilkish is the most experienced warrior of the tribe, and wears the spoils of his victories proudly, lording it over the rest of the tribe. They accept this both because he’s the biggest and meanest of them all, but also because he did actually help save the tribe from a small party of dwarven miners who stumbled into the goblin’s den. Because of his experience, the goblins commanded by him gain a +1 bonus to their morale, and fight in a more coordinated way than goblins usually do. If they can outnumber an opponent 4:1, one can opt to assist rather than attack, giving the others a +1 to their attack rolls.

Monday, June 12, 2017

Crypt Ghast (monster)

With a final shove, Rathgar and Allianora forced the stone trapdoor open. The funk of stale air and rot filled the crypt, oozing up from the long dark stairs below. “Any idea what’s down there?” Nimble asked the groundskeeper who lurked outside the door.

“My da’ said that before the orc tide came and destroyed the city that the under-crypts were where bodies were put cause all the crypts were already full.”

“Under-crypts hua?” Nimble sighed. “Any idea how big they are?”

“Da’ said that some were small, just an extension of the family crypt above, but that others got so big they bumped into each other, and that eventually it was a big ol maze.”

“And they were closed up after the orcs came?” Allianora asked, hoping to let a bit more fresh air circulate before going down.

“Yeah… Well, after the orcs went down and didn’t come back up. Figured that was safer. Plus they didn’t need them no more, not after they started just burning the bodies, rather than burying them.” The groundskeeper fidgeted as he watched the party digest the latest bit of info.

After what felt like forever to the groundskeeper, the party collectively shifted into action, but rather than grabbing their packs, they drew their weapons.

“What? What is it?”

“Something’s coming…”

At the edge of the darkness below somethings moved. In a burst of motion hulking forms loped up the steps below the main crypt, grossly deformed, swollen and hairless, with gaping jaws, they were upon the party in an instant. The first up the stairs tried to block Rathgar’s sword with its hand, but both the hand, and its head fell lifelessly to the floor. Allianora called upon the Lords of Light, and the creatures faltered. Nimble shot a bolt of lightning down the stairwell, and the smell of ozone and charred flesh replaced the stale rank air in the crypt.




Crypt Ghast
Armor Class: 6
Hit Dice: 4+1* (M)
Move: 120' (30')
Attacks: 2 claws and 1 bite
Damage: 1d6+1, 1d6+1, 1d6+1+ Special
No. Appearing: 1d4 (2d4)
Save As: F6
Morale: 11
Treasure Type: B
Intelligence: 6
Alignment: Chaotic
XP Value: 200

Crypt ghasts are hulking undead brutes, fearless, and tenacious. Like ghouls, the mere touch is enough to freeze even a large creature (hill giant or smaller) in its tracks. Medium sized creatures suffer a -2 penalty to their saving throws vs paralysis. The paralysis lasts 2d4 turns unless magically cured. The crypt Ghast turns as a Mummy.

Crypt Ghast (5e Stats)
Medium Undead, Chaotic Evil

AC 14 (natural armor)
HP 60 10d8+20
Speed 30ft
Str 18 (+4)
Dex 10
Con 15 (+2)
Int 6 (-2)
Wis 6 (-2)
Cha 6 (-2)

Damage Resistance: Necrotic
Damage Immunity: Poison
Condition Immunities: charmed, exhaustion, frightened, poisoned
Senses: Darkvision 60 feet. Passive perception 10
Languages: Common
Challenge: 3 (700xp)

Stench. Any creature starting its turn within 5 feet of the crypt ghast must succeed in a DC12 Constitution saving throw or be poisoned until the start of it's next turn. On a successful save, the creature is immune to the crypt ghast's stench for 24 hours.

Turning Defiance. The crypt ghast and any ghoul within 30 feet have advantage on saving throws against turning.

Actions
Claws. Melee weapon attach. +7 to hit reach 5 feet, one target.
Hit: 3d6+4 slashing damage. If the target creature isn't undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect if successful.

Bite. Melee weapon attack. +5 to hit, reach 5 feet, one target.
Hit: 3d8+4 piercing damage


Reaper’s Ghast, of which I have 5 (1 from the original Bones kickstarter (painted above), and 4 from Bones 2) doesn’t really fit any of the classic D&D monsters very well, so I decided to stat this up. In all honestly though, I think the figure works out better for a roided out post-apocalyptic zombie thing.

Wednesday, May 3, 2017

Tire snake

The small caravan rumbled noisily along the old mountain road. Exhaust from the old fuel burners billowed black into the air along side vehicles rigged with both solar panels and wind turbines. Ahead outriders on a mix of zebroids and oink-oxen. They spotted the cast off bits of vulcanized hide littering the way, shredded black strips over the cracked black surface.

"Keep your lookers open" the headman warned. "They'll likely be somewhere sunny or warm..."

Unfortunately that warm spot was behind the outriders, which they realized as the first of the serpents rolled down the side of the mountain and toward the lead vehicle. The driver was a little too slow to react, swerving too late. The serpent slammed hard into the side panel of the truck, cracking the reinforced windows. Shots were fired at the following serpents coming down the mountain, the misses telegraphed by the small puffs of dirt and the mini explosions of rock shards.



Tire Snakes developed their thick hides as a response to the increased radiation following the end of the world. Whether this was with the assistance of some mad scientist or a naturally occurring mutation, no one seems to know, and few care. While they can move like the snakes of old, they've also developed a method of locomotion that helps explain their name, but biting down on their own tail and rolling like a wheel. Of necessity, they're highly aggressive hunters, though not the best at hiding their presence as they constantly shed slivers of their hide.

No. Enc.: (1d8) 1d8
Alignment: Neutral
Movement: 90' (30')
Armor Class: 4
Hit Dice: 3
Attacks: 1 (Bite or slam)
Damage: 1d6 or 2d6
Save: F4
Morale: 7
Hoard Class: IV
XP: 65

Monday, April 18, 2016

Night Nagas

"Masssster..."

"You must work on your pro-nun-ci-a-tion, novice." The heavily robed snake man chides.

"Yesss... I've been working on it." The illusion of humanity fades, revealing the nearly identical face of another snake man in much simpler robes. "Seilik is coaching me, but many of the wordsss are... difficult. ."

"Hence the need for practiss. Even I am not perfect." Shedding the robes, he stretches in his nakedness.

"We will not need to be perfect when we take over the town." the novice takes the dry scrub brush, and burnishes it's master's scales.

"That is foolish, novice. The man-creatures will always outnumber our Knot. And they will fear us, and become violent."

"But they are weak!"

"Individually, but their danger is in numbers. When they march, they leave only death behind, whether they fight their own, or other things. It is better to control them, play them, and keep them fat. Then we may feed without fear.




Night Nagas
Armor Class: 5
Hit Dice: 3+1* (M)
Move: 150' (40')
Attacks: 1 weapon or 1 bite
Damage: By weapon or 1d4+poison
No. Appearing: 2d4 (6d6)
Save As: F3
Morale: 11
Treasure Type: F
Intelligence: 13
Alignment: Neutral
XP Value: 75

Night Nagas are natural illusionists, able to camouflage their reptilian appearance and appear as a human, elf, or half-elf. Each has a unique illusionary appearance, though they are incapable of distinguishing one humanoid from another due to their generally poor eye sight. Their sense of smell, however is highly developed. Their bite attack carries a nasty poison which causes debilitating muscle cramps that half movement, and cause a -4 penalty to AC and attack rolls.

Night Nagas have a higher than usual number of wokan and shaman in their ranks. For every 6 encountered, there is usually a level 2 spellcaster (even odds as to type). And every established Knot has at least 1 spellcaster of at least level 6.