Showing posts with label Beast of the Week. Show all posts
Showing posts with label Beast of the Week. Show all posts

Saturday, January 26, 2013

11 herbs and spices

Dean's been running an occasional 4E game set in Eberron over G+ Hangouts for when we can't play in Vaults of Ur (Justin's been on vacation, so no Ur for a while now, we're getting back to it next week).

Anyway, we just finished up a game of Dean's.  Jeremy currently plays a Human Barbarian with some draconic/reptilian blood named Harkinn.  Big giant anime sword weilding bruiser. [He started out with a Minotaur Invoker? Warlock?  Something with a dark pact magic.]  I play a Githzerai Swordmage named Ryuden Kenjumon.  Extraplanar Jedi with elemental sword strikes.  When they play, Rob plays Cog the Warforged Cleric and Brian plays Ferramunga Blackboots, a Half Elf Swashbuckler (reskinning the Barbarian class actually).

We've been on the trail of some extraplanar prophecy, explored magical towers (I missed that), fought cultists, fought a traveling pack of clown/acrobat/jester Elves, been on the run from opposition noblemen, and other fun stuff.

Tonight, it was just myself and Jeremy.  And after leaving the clown Elven corpses behind (Kenjumon finding a nice new magic sword), we came across a small knight's castle.  Inside, the lord of the castle, Sir Jeuse, asked us to go hunting with him.  His peasants had been telling tales of a large bird monster in the woods.

We accepted, tracked it down, and spent a large share of the game battling a turducken.  It was a lot of fun, and I'm glad I made the session because Dean got the idea from me.  He implemented it in a nice way, too.  Whenever the bird became bloodied, it had extra bird claws (and other random bits) appearing out of the wounds, and then it got more attacks.  It only had one hit point total, though, so once we'd vanquished the 12' tall turkey, we didn't then have to face the 9' tall duck followed by the 6' tall chicken.  Good thing, too, because for the second (or is it third) time, Ryuden has been dropped to negative hit points.  Guess that's what I get for being a Tank...um, excuse me, "Defender" but wearing leather armor and having a schtick of flying around the battlefield hitting people with an icy or electrically charged sword, instead of being a dude in heavy armor.

Anyway, Dean has given me a new appreciation for 4E.  It's still not a favorite system of mine, but I'm having more fun playing in Dean's game than in any of the other times I've tried 4E.

Wednesday, January 16, 2013

A Book of Beasts

I now have up for download, completely free of charge, a collection of various monsters that have appeared on this here blog.

Within its twenty five pages (counting the cover), you'll find all 52 of my Beast of the Week entries, plus twenty more critters that appeared on the blog in the past.  That's right, 72 new(ish) monsters for your old school gaming pleasure!  Stats are in BECMI format, but I'm sure that if you're playing an OSR game, or even 3/4E/PF, you'll be able to manage any conversions necessary to your game of choice.

Download away!  And happy hunting, Dungeon Masters...

Sunday, December 30, 2012

Beast of the Week: Father Time

Here it is folks, the final one!  52 weeks, and 52 new monsters for D&D.  I'll try to get the .pdf compilation ready over my vacation (this coming week).

Anyway, for the end of the year, here's Father Time.

Father Time*
AC: -2 (22)
HD: 15+2***
Move: 120 (40)
Attacks: 1 weapon or 1 touch
Damage: by weapon+3/aging
No. Appearing: 1 (1)
Save As: F15
Morale: 10
Treasure Type: H
Alignment: Neutral
XP: 4200


Father Times are grizzled old men with long flowing beards, typically wearing somber hooded robes and carrying a scythe.*  They are only harmed by magical weapons and spells, and are immune to spells of 3rd level or less.  In combat, they may attack with their scythe or may touch a target, causing either 10-40 years of aging (as a Ghost), or 10 years of reversed aging (as a potion of longevity).  They may also use the following spells as a 15th level caster:  Haste/Slow, Dispel Magic at will, Timestop 1/Turn, Disintegrate, Teleport 3/day.  Any creature slain by aging cannot be raised by any means short of a Wish spell.  Any creature slain by reverse aging transforms into a Baby New Year, a cherub-like sprite with 1HD but similar resistances and spell powers as a Father Time.  If the Father Time is slain but the Babies New Year are not, on the next New Year's Day, one Baby transforms into a new Father Time. 




*treat as a battle axe for systems that don't have it listed and use variable weapon damage, two handed, 1d8 damage

Friday, December 21, 2012

Beast of the Week: Chaob

On this day that the Mayans did not predict would be the end of the world, but many people falsely believe that they did (and I'm still here typing this at 20 minutes to midnight local time), how about a Beast inspired by Mayan mythology?  There's not much out there, but a quick Google search netted me the idea.  The Chaob, the four gods of the winds, were said to be able to one day destroy the world.  Sounds appropriate.  Now to turn them into a monster for D&D!

Chaob*
AC: 0 (20)
HD: 5**
Move: 120 (40) fly 480 (160)
Attacks: 2 blows
Damage: 1d10/1d10
No. Appearing: 1d4 (1d4)
Save As: F5
Morale: 9 or more
Treasure Type: B
Alignment: Chaotic
XP: 425

Chaob are transparent, blue humanoid figures from the Elemental Plane of Air.  They are slightly larger than humans, averaging 7' tall.  They can fly naturally at great speed.  In combat, they attack with buffets of wind from their fists.  Each can also use the following magical powers:  Slow 3/day, Ice Storm/Wall 3/day, Hold Monster 1/day, Earthquake 1/week.  When encountered in groups, Chaob tend to be more aggressive.  Reduce reaction rolls by 1 and increase morale by 1 for each chaob in a group beyond the first.  If they do not attack immediately, chaobs can be bargained with to perform services for parties, but only if they can be paid in magic items or art objects of at least 1,000 gp value for each hour of service rendered.

Saturday, December 15, 2012

Beast of the Week: Tupilaq

Inuit legends give us our Beast for this week.  I had been looking around for a Tolkien-inspired creature because I'm going to see The Hobbit tomorrow, but decided to stick with the winter/cold themed creatures for another week.  The Tupilaq was a magical construct created by Inuit shamans and sent after their enemies.  Sorta like the Invisible Stalker already in D&D, except crafted rather than summoned from another plane.

Tupilaq*
AC: 3 (17)
HD: 8*
Move: 120 (40) swim 90 (30)
Attacks: 1 bite
Damage: 2d8
No. Appearing: 1 (1)
Save As: F8
Morale: 12
Treasure Type: nil
Alignment: Neutral
XP: 1200

A tupilaq is a magical construct created by the shamanistic Clerics of tribes inhabiting the polar regions.  They have humanoid bodies with pointed heads, bulging eyes, and wide shark-like mouths, and smell of rotting flesh.  The rituals for creating one are known only to these tribesmen, and are not shared with outsiders.  The tupilaq is created from a variety of body parts, hair, skin and bones taken from sea and land animals native to the region, as well as the heart of a human or demi-human child.  A tupilac, once created, will serve its creator by hunting down one victim or group of related victims and killing them.  Tupilaqs can be defeated with spells and magic weapons.  A tupilaq can be turned against its creator by a dispel evil spell.  If the tupilaq fails a Save vs. Spells, its creator becomes its new target.

Sunday, December 9, 2012

Beast of the Week: Snow Queen

Hans Christian Andersen (and C.S. Lewis who appears to have borrowed from Andersen) provides us with another nice winter-themed monster as we enter the final stretch here on my Beast of the Week feature.  Only 3 more to go after this one, and only last week's one was late by a day. 

Let me tell you, it hasn't been easy trying to come up with a monster that's both new to D&D and provides something other than just a collection of hit points and XP for players to harvest.  I haven't always been able to craft something novel, but I've given it my best shot.  When I've failed to find a way to make the creature an interesting challenge in game, I've hopefully at least given it something cool so that some gamer somewhere will encounter it and enjoy the experience.  But enough blather.  Here's Andersen's Snow Queen for D&D:

Snow Queen
AC: 1 (19)
HD: 9***
Move: 120 (40)
Attacks: 1 kiss
Damage: special
No. Appearing: 1 (1)
Save As: M9
Morale: 7
Treasure Type: G
Alignment: Chaotic
XP: 3000

Snow Queens are tall, beautiful humanoid females, usually with extremely pale skin, white or pale blonde hair, and sky blue or grey eyes.  They can be found in arctic climes, high mountains, or deep in frozen dungeons.  Their manner is haughty and they are easily offended, but if treated with deference they may help adventurers.  Snow Queens refrain from physical combat when they can, preferring to let their minions protect them.  However, they have a magical kiss that they can bestow.  The first kiss causes the target to be affected as the Clerical spell Resist Cold.  A second kiss requires a Save vs. Spells or the target suffers from amnesia and is open to mental domination by the Snow Queen, with a successful Save still resulting in a Charm Person effect.  The third and further kisses require a Save vs. Death Ray or the target dies.  In addition to their magical kiss, Snow Queens can cast spells as a 9th level Magic-User, and may prepare spells from any class's spell lists.

Snow Queens are often served and protected by Chaotic dwarves, wolves and dire wolves, savage humanoids or various cold-based monsters.  They are fond of riding in sleighs pulled by reindeer or polar bears, and their castles are often made of solid ice.

Monday, December 3, 2012

Beast of the Week (overdue): Jack Frost

A day late, but I'll post another beastie later this week and all will be square.

Winter is coming!  And while I'm not going to be giving you stats for George R.R. Martin's White Walkers, I will give you a nice wintery monster to hopefully add some interest to your games in the next couple of months.

Jack Frost
AC: 6 (14)
HD: 3*
Move: 120 (40) Fly 150 (50)
Attacks: 1 breath
Damage: 1d8+paralysis
No. Appearing: 1d6 (1d10)
Save As: E3
Morale: 8
Treasure Type: B
Alignment: Chaotic
XP: 50

Jack Frosts are small fey creatures, related to pixies and sprites and similar to them in appearance.  They are typically only encountered in the wintertime, in arctic climates, or in high snow-capped mountains.   They are mischievous, and like to torment anyone that strays out in the cold.  In combat, they breathe frosty air on opponents (needing a normal hit roll).  Those hit by their breath must Save vs. Paralysis or be held motionless by a coating of ice for 1d6 Rounds.  Jack Frosts are immune to cold-based attacks, and are so chilly that they naturally resist fire (as the ring).  Once per day, three Jack Frosts working together can cast an ice storm (as the spell, caster level 7).

Friday, November 23, 2012

Beast of the Week: Horned Serpent

Yesterday being Thanksgiving (I'm American if you didn't know), I was thinking of doing another monster from my traveling pocket notebook, based on the "turducken" (a duck stuffed in a chicken stuffed in a turkey and baked), sort of a "kill this monster, then a smaller one pops out of it, and when it's dead a third monster pops out" but that was just too involved. 

Instead, how about going back to Native American mythology and writing up another NA monster? 

Horned Serpent*
AC: 0 (20)
HD: 6**
Move: 120 (40)
Attacks: 1 horn, 1 bite or breath
Damage: 1d10/2d6+poison
No. Appearing: 1d4 (1d6)
Save As: F6
Morale: 8
Treasure Type: D
Alignment: Chaotic
XP: 725

Horned serpents are 50' long giant snakes with iridescent scales and one or two crystalline antlers protruding from their heads.  They live in lakes and rivers and may attack those that stray too close to their underwater lairs.  A horned serpent's bite is poisonous; those bitten must Save vs. Poison or die in 1d6 Turns.  Instead of biting, the serpent may spray poison in a 15' diameter cloud around it.  All within the cloud must Save vs. Poison or become sickened, suffering a -4 penalty to attacks and saves, for 1d4 hours.  The horned serpent can also use its horns to lure creatures near it.  Three times per day, the serpent can send out a signal.  Creatures within 120' must Save vs. Spells or approach the serpent and stand enraptured by the call for 1d4 Rounds.  The antlers of horned serpents are prized by Magic-Users and alchemists, and each horn can fetch 2d4 x100gp.

Sunday, November 18, 2012

Beast of the Week: Trogdor

Trogdor was a man. Then, he was a dragon-man.  Maybe he was just a dragon?  But he was still Trogdor!!!

Yes, everyone's favorite Strong Bad email from Homestar Runner serves as this week's beast.  Can't wait to unleash some trogdors in my megadungeon!

Trogdor
AC: 2 (18)
HD: 8**
Move: 120 (40) fly 60 (20)
Attacks: 1 weapon, 1 bite
Damage: by weapon+3/2d6
No. Appearing: 1d4 (1d4)
Save As: F8
Morale: 10
Treasure Type: H
Alignment: Chaotic
XP: 1750

Trogdors are dragon-kin with long, serpentine bodies, stubby wings that allow for slow flight, and a single muscular humanoid arm.  Trogdors attack with a weapon (doing +3 damage due to their great strength) and a bite.  They can also use a fiery breath weapon at will.  The breath is a cone 60' long and 20' wide at the far end.  All in the cone take 4d6 damage, but may Save vs. Dragon Breath for half damage.  Trogdors love nothing more than burninating every peasant and village they come across.  There are rumors that some trogdors can shape-shift into human and half-dragon humanoid forms, but this has never been confirmed.

Saturday, November 10, 2012

Beast of the Week: Golgothan

I've got a little pocket notebook that I carry around with me (usually in my backpack, rather than my pocket, but sometimes it makes its way there as well).  I use it to jot down mostly gaming ideas I have while I'm commuting or at work, but it's also handy for keeping information about my various private lessons sorted out.  Way back in the spring, I think, I made a list in this notebook of creatures I thought I would write up for this Beast of the Week series (nearing completion!).  After using a few of them, I mostly would find other inspirations to use during my week, so it became sort of the fall-back option.  If I had no other ideas, I'd write up one of the creatures from that notebook page.

Anyway, this week the inspiration was tied to one of the creatures on that page - the Golgothan excremental, or shit demon, from Kevin Smith's movie Dogma.  After last week's Vaults of Ur game involving a strong fear of a poop monster, I think it's time to unleash this critter on the fifty or so people actually still reading this blog.

Golgothan*
AC: 7 (13)
HD: 9**
Move: 90 (30)
Attacks: 2
Damage: 1d8/1d8+special
No. Appearing: 1d6 (1d2)
Save As: F9
Morale: 11
Treasure Type: nil
Alignment: Chaotic
XP: 2300

Golgothans, or excrementals, are demons created out of human feces culled from places of execution or slaughter.  They stand roughly as high as a man, and have a humanoid form, but their body is a slimy mass of dripping dung.  Those within 30' of an excremental must Save vs. Poison or be unable to act for 1d4+1 Rounds due to the strong stench emanating from the demon.  Even those that save suffer a -2 to hit while within the noxious cloud.  In combat, golgothans can make two slam attacks, or fire off a blob of their own substance up to 60' away as a ranged attack.  Anyone struck by a golgothan or one of its fecal blasts becomes coated with crap, and must Save vs. Paralysis or be slowed (as the spell) until the dreck is washed away or dries (in about one hour).  Once per day, golgothans may use any toilet, latrine, chamber pot or dung heap as a dimension door, appearing out of a similar location within 1 mile.

Sunday, November 4, 2012

Beast of the Week: Witch

What the heck, Halloween is past, but it was still this week.  One more Halloween monster.  Plus, with the U.S. election nearing, and Thanksgiving, and myself working sporadically on Presidents of the Apocalypse, my mind is on things Early American, including the Salem Witch Trials.

So this week, I present a Witch for old school D&D, one a bit different than just a Magic-User or Cleric, or any of the various Hag monsters found throughout D&D.

Witch
AC: 9 (11)
HD: 1* to 5*
Move: 120 (40)
Attacks: 1 weapon
Damage: by weapon
No. Appearing: 1d6 (1d10)
Save As: C1 to C5
Morale: 7
Treasure Type: E (U)
Alignment: Chaotic
XP: 13, 25, 50, 125, 300

Witches are Normal Men who have made a pact with a powerful unholy creature in exchange for supernatural powers.  Witches have access to a number of spells, which they use to sew chaos and distrust in their communities, and harvest souls for their diabolical patrons.  Witches have access to the following powers (each as the spell of the same name): Cause Fear, Charm Person, Detect Magic, Blight, ESP, Hold Person, Locate Object, Speak with Animals, Cause Disease, Clairvoyance, Curse, Fly, Speak with the Dead.  At 1HD, a witch knows one of these powers that is usable once per day, and also gains three castings per week, which may be any of the spells on the list.  At 2HD, the witch has two spells usable daily, plus four castings per week.  At 3HD, the witch has one spell usable three times per day, three usable once per day each, and four weekly castings from the general list.  At 4HD, the witch has two spells usable three times per day, four usable once per day, and five weekly castings.  At 5HD, a witch has one spell usable at will, two usable three times per day, five usable once per day, and five weekly castings from the full list.

Sunday, October 28, 2012

Beast of the Week: Grasping Hand

This is a bit of a weird one, as it straddles the line between monster and trap.  But then green slime, rot grubs, piercers, trappers, cloakers, lurkers above, and plenty of other "monsters" also straddle the line, so here it is.  Finishing up this month's Beasts with one from both Castlevania AND Ghostbusters.




Grasping Hand
AC: 8 (12)
HD: 1/2* to 3*
Move: 0 (0)
Attacks: 1 claw
Damage: 1d6
No. Appearing: 1d10 (1d10)
Save As: NM to F3
Morale: 12
Treasure Type: nil
Alignment: Chaotic
XP: 6, 13, 25, 50

Grasping hands appear as skeletal, rotting, or demonic arms that suddenly spring out of solid objects or the ground and attack.  They surprise on a roll of 1-4 on d6.  Any hand that hits grabs onto the victim and will not let go until slain (the victim may Save vs. Paralysis to escape).  Anyone grabbed may attack the grasping hand, but at -4 to hit.  Others may make normal attacks, but there is a 50% chance any hit will deal half damage to the victim and half damage to the hand.

Saturday, October 20, 2012

Beast of the Week: Demon Dog

Last week, Tim of Hero Press asked, following my posting Slimer from Ghostbusters, if I was gonna do the Stay Puft Marshmallow Man next.  Well, there's still one more week before Halloween, I just might.  But for this week, I present the Ghostbusters demon dog for D&D, clones, simulacrums, propane and propane accessories.


Demon Dog*
AC: 5 (15)
HD: 5+2**
Move: 150 (50)
Attacks: 2 claws, 1 bite
Damage: 1d6/1d6/1d8
No. Appearing: 1d4+1 (1d4+1)
Save As: F5
Morale: 10
Treasure Type: L+N (V)
Alignment: Chaotic
XP: 575

Demon dogs are large creatures from the Lower Planes with bodies shaped like a cross between a frog and a hairless dog.  They have horns on their heads and glowing red eyes.  Demon dogs are usually encountered in small packs, each with a cryptic name related to its role in the ritual (see below).  Each demon dog in a pack chooses a victim that it hunts and attempts to possess using its magic jar ability (once per day).  While hunting, it can become invisible to all but the target.  While in possession of a mortal, the demon dog gains the following powers: polymorph between demon dog form and the victim's true form, levitate, and cause fear, each three times per day.   Once each dog in the pack has possessed its target, the dogs come together and perform a ritual that opens a Gate, allowing a powerful extra-dimensional being or demon to enter the Prime Plane.  The demon dogs then serve as the demon's guardians and servants.  When killed, a demon dog turns to stone, and if in possession of a victim at the time of death, the statue crumbles within one Turn, releasing the victim.

Friday, October 12, 2012

Beast of the Week: Slimer

Somethin' strange in your neighborhood?  Who ya gonna call?  Ghostbusters!

Yep, this week's beast is everyone's favorite green binging ghost, Slimer.

Slimer*
AC: 3 (17)
HD: 3*
Move: Fly 150 (50)
Attacks: 1 pass
Damage: special
No. Appearing: 1d4 (1d4)
Save As: F3
Morale: 8
Treasure Type: Nil
Alignment: Chaotic
XP: 50

Slimers are bulbous green lesser ghosts made mostly of ectoplasm.  They can pass through solid objects easily, but leave a slimy coating of ectoplasm behind when they do so.  While mostly immaterial and only damaged by spells or magic weapons, they can manipulate physical objects to a limited extent (Str 3).  They are constantly hungry, as eating replenishes their ectoplasmic mass.  In combat, they do no damage when they hit, but they coat the target with ectoplasm, imposing a -2 penalty to hit rolls, damage, and saving throws.  Anyone hit by a slimer must Save vs. Death Ray or all consumables and paper products (including rations, potions, scrolls, maps and spellbooks) are ruined by the slime.  The slime can be washed off normally, but requires large amounts of water.  Slimers have all the normal undead immunities, and are Turned as wights.

Sunday, October 7, 2012

Beast of the Week: Cauldron Born

A few weeks back, I posted my old stats (from '89 or '90) of my version of Lloyd Alexander's Huntsmen of Annuvin.  Here are the Cauldron Born from the same source, the Prydain Chronicles.  Alexander took the idea of the Cauldron of Rebirth from the Mabinogion (The Tale of Branwen), and like his Arawn, the Cauldron and its contents are much more sinister in Prydain.  Originally I'd made these monsters for a high level plane-hopping adventure that was inspired in equal parts by the Prydain Chronicles and Led Zeppelin's Battle of Evermore.  Never got the adventure completed, but did write up my various Aunnuvin creatures for it.  Anyway, here are the Cauldron Born:

Cauldron Born*
AC: 4 (16)
HD: 5**
Move: 60 (20)
Attacks: 1 weapon
Damage: by weapon +2
No. Appearing: 2d6 (2d6)
Save As: D5
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP: 425


Cauldron Born are powerful zombies created by an artifact known as the Black Cauldron.  They can be distinguished from normal zombies before combat by the Chaotic holy symbols that are branded onto their foreheads.  They may only be damaged by spells or magical weapons, and both of these always do minimum damage.  They are immune to sleep, charm and hold spells, and to all spells of third level or lower.  Clerics Turn cauldron born as Specials*.  




*If using a rule set other than BECMI/RC, they Turn as the most powerful undead in that ruleset, whatever that may be.

Saturday, September 29, 2012

Beast of the Week: Jack-o-lantern

I mentioned earlier in the week that my son is sorta playing Dragon Strike (or at least playing with the pieces).  When he runs around as the Wizard, he often says that he's changing into a "pumpkin head wizard."  The his wizard punches the monsters.  Also, while it's Chuseok (one of the big annual Korean holidays, sort of Thanksgiving and the Confucian version of Halloween rolled into one) and I thought I'd try to post another Korean monster, most of them are things already covered by monsters in D&D (OA) or else in Flying Swordsmen.  So I'll start my annual Halloween monster postings tonight with a jack-o-lantern monster.

Jack-O-Lantern
AC: 6 (14)
HD: 4*
Move: 120 (40)
Attacks: 1 bite/1 gaze
Damage: 2d6/blindness
No. Appearing: 1d6 (1d6)
Save As: F4
Morale: 7
Treasure Type: C
Alignment: Chaotic
XP:125

Jack-o-lanterns are evil spirits animating a scarecrow with a carved pumpkin head for a face.  The eyes, nose and mouth of the pumpkin glow with an eldritch light.  Despite their jerky movements, they are capable combatants, with iron-hard jaws.  In addition to their bite attack, jack-o-lanterns can use a gaze attack each round.  A target who meets the gaze (see standard penalties for avoiding the gaze under the Medusa) must Save vs. Paralyzation or stand still, unable to move for 1d6 Rounds.

From: www.sleepyholloween.org/
I personally plan to describe each jack-o-lantern's gaze differently.  One will be beams of light shooting out of the face like Lo Pan, another might be swirling, mesmerizing hell flames like Ghost Rider, another might release strands of ectoplasm which wrap up the victim.  Just to keep players on their toes and give them something cool to talk about.

Saturday, September 22, 2012

Beast of the Week: Liger

Bred for its skills in magic.
This week, I'm taking my cue from Napoleon Dynamite.  Why not?  Have a liger!

Liger
AC: 2 (18)
HD: 7*
Move: 150 (50)
Attacks: 2 claws, 1 bite
Damage: 2d4/2d4/1d12
No. Appearing: 1d4 (1d8)
Save As: F7
Morale: 9
Treasure Type: U
Alignment: Neutral
XP: 850

Ligers are a crossbreed of lions and tigers.  They grow larger than tigers, although not to the size of saber-tooth cats.  They are semi-intelligent, and can cast spells as a 4th level caster.  Males have spells as Magic-Users (2 first level and 2 second level spells), while females have Cleric spells (2 first level and 1 second level).  Both sexes cast spells as Clerics, not requiring a spellbook to operate and being able to memorize any spells on their respective lists.

Sunday, September 16, 2012

Beast of the Week: Ungol

Turning to Tolkien this week, we get one of the iconic creatures of both Lord of the Rings and the Hobbit, the intelligent giant spider.  The giant spiders of Mirkwood are the offspring of Shelob, who is the offspring of Ungoliant.  Ungol was the Sindarin word for 'spider' hence Cirith Ungol, the Pass of the Spider where Shelob laired.

Ungol*
AC: 2 (18)
HD: 7+2***
Move: 180 (60)
Attacks: 1 bite
Damage: 3d6 + poison
No. Appearing: 1d3 (3d6)
Save As: F5
Morale: 10
Treasure Type: A
Alignment: Chaotic
XP: 1650


Ungols, also known as Shadow Weavers, are giant intelligent spiders.  They are web spinners, and also possess a venomous bite.  Being intelligent, they can control the amount of poison they inject.  They typically only inject enough venom to paralyze a victim for 2-8 Turns (save vs. poison to resist).  They then wrap their victims in webs and take them back to the lair to feed upon later, typically within one week.  Against foes that prove their mettle, such as those wielding magical weapons that can harm them, they will inject enough poison to be deadly (save vs. poison or die instantly).  In addition to their poison, they may use their webs to create traps equal in strength to a web spell, and can use darkness three times per day and confusion once per day.

Saturday, September 8, 2012

Beast of the Week: Huntsmen of Annuvin

My son wanted to rewatch the old Disney "The Black Cauldron" movie the other day, which is inspired (got the characters close, but the story is pretty different) by one of my early fantasy influences, the Prydain Chronicles by Lloyd Alexander. 

Then, today, while going through an old folder looking for some old character sheets to play in a FLAILSNAILS game (more on that later), I found a page with three creatures from the Prydain Chronicles, the Huntsmen of Annuvin, the Cauldron Born, and the Gwythaints.  I already did gwythaints back in May.  The version from this sheet, which must date back to my high school days, are a bit more powerful.  I may use them as a "greater gwythaint" in the future.  I'll save the Cauldron Born for next month, as they're undead and make a good Halloween monster.  So anyway, here is the monster you do get, the Huntsmen of Annuvin:

Huntsmen of Annuvin
AC: 5 (15)
HD: 3**
Move: 180 (60)
Attacks: 1 weapon
Damage: by weapon
No. Appearing: 1d4+2 (3d6+2)
Save As: F6
Morale: 10
Treasure Type: nil
Alignment: Chaotic
XP: 65


The Huntsmen of Annuvin were formerly human warriors, but due to a dark magical pact, have left their human natures behind.  They still appear as humans, often garbed in barbaric fashion.  Each group has a living Chaotic holy symbol etched into their forehead, which bonds the group together.  They share an empathic bond with their group.  When one dies, all group members within 120' gain 1d8 temporary hit points and a +1 bonus to hit and damage for the next 24 hours.  Huntsmen are enchanted creatures, and are affected by spells such as Protection from Evil, although they have no special invulnerability to normal weapons.

Friday, August 31, 2012

Beast of the Week: Humbaba

Going WAY back for this week's beast, we've got one of the oldest known monsters from the Epic of Gilgamesh, Humbaba, the guardian of the Cedar Forest that the hero and his companion Enkidu capture then slay so that they can bring cedar wood back to Gilgamesh's city of Uruk.  Here's a stab at him in D&D terms:

Humbaba*
Armor Class: -1 (21)
Hit Dice: 12***
Move: 120 (40)
Attacks: 2 fists/1 bite + gaze
Damage: 3d6/3d6/3d6/special
No. Appearing: -- (1d4)
Save As: Fighter 12
Morale: 10
Treasure Type: H
Alignment: Neutral
XP: 3500


Humbabas are lion-faced giants, standing 18' tall.  They serve as protectors and guardians of ancient otherworldly forests, and will violently oppose any who trespass within their domains.  A humbaba is able to communicate with normal animals and plants at will (as the spells), and they can stretch their senses out to a radius of 3 miles through the trees.  They are thus never surprised unless somehow encountered away from their forest homes.  In combat, a humbaba batters opponents with its fists and rends them with its long leonine fangs.  Its gaze is also deadly, and the first time any character meets the gaze (once per encounter), the character must Save vs. Death Ray or die.  Furthermore, each humbaba knows seven Magic-User or Cleric spells of at least 5th level, each of which may be cast once per day.  Each humbaba's spells can be selected as the DM desires, or rolled randomly.


For ease of use, here's a random table to determine spell levels:
Roll 1d8
1: 5th level Magic User spell (roll 1d12 to determine which spell)
2: 5th level Cleric spell (roll 1d8 to determine which spell)
3: 6th level Magic User spell (roll 1d12 to determine which spell)
4: 6th level Cleric spell (roll 1d8 to determine which spell)
5: 7th level Magic User spell (roll 1d12 to determine which spell)
6: 7th level Cleric spell (roll 1d8 to determine which spell)
7: 8th level Magic User spell (roll 1d12 to determine which spell)
8: 9th level Magic User spell (roll 1d12 to determine which spell)