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

Sunday, May 4, 2025

Humbling the Human Instant (Monsters)

More fun playing with Loch and Louis's monster generator. This time, I mostly went through a list of half-formed monster ideas and used the generator to flesh them out. This is why so many are humanoid in form.

For your own ease, here is an automated version of that generator using Spwack's list-to-html marvel: 



Pilate Bush

Grow slowly, only reliably reaching ambulatory adulthood near cataclysms and old battle sites. Lacking the full spiritual dimension of humanoids (which they are far more closely related to than true bushes), they seek to understand the divine spark of conscious life, like anatomists from the good old Burke and Hare days. They study victims spread-eagle, eventually giving up, drinking down the blood, and moving on.

HD 4. Armor: Needles. Attack: +2 impale/impale/impale/impale. Mind like a beefeater. Moves like an octopus on land— not apt, but surprisingly quick. # 1d2

  • Needles: provide armor as leather, bypassed by sawblades, machetes, or fire.
  • Impale: On hit, the target takes d6 damage. Until the Bush is dead, the target must make a grapple check to free themself from the needles. On a failure, they must either remain where they are or make a save vs death as they slide off the branch.
  • Organization: tend to chase off others of their kind, but 50% chance an adult Pilate Bush is training its 2 HD offbudding. On that Treasure Type V lifestyle.

Eukaryote

Ancient pre-humanoids, chitinous guys with odd jaws and experimental shapes. Some tall and thin, others bell-shaped, others squat, and so on. Suspicious of intricate crafts, they count loyalty as the highest technology. Known for their anaugers, those who seek glimpses of the upcoming ages and help their community to plan for them.

HD 1. Armor: as chain. Attack: weapon or Friend. Mind like a first-generation business owner. Moves like an old man with a cane, swims with hesitant grace.

  • Friend: Once all life feared the dry, deadly land. It was lightning, dancing light, that told them "I will go with you. I will bless and better you," In one round, a eukaryote can call out a spot for their friend to strike, and the vicinity goes tense with ozone. In the next round, the friend pounces, all flame and light— save or take 3d6 damage and everyone can see your skeleton.
  • Lycanthropy: The moon has slain many Eukaryotes for fleeing his service in preference for the high-falutin land. A Eukaryote gets -3 reaction to all encounters found in the moonlight, and attacks against one in moonlight crit on a 19 or 20.
  • Organization: undirected and ad hoc. Often encountered in groups of 1d8. Their spokesfigure is usually a carpenter or warrior. Elder Eukaryotes grow fatter shells and an extra HD, and are afforded bone kama as status symbols. Communities have Treasure Type D.


Carbonifer

Claim to have invented fire, but you'd think they'd be a bit more bored of it if that was the case. Broad-faced, neckless humanoid amphibians, they are genial swamp-dwellers who have through intelligence fucked up their ancestral niche. As a species, the carbonifer mates in the hot, dark summer, but suitable conditions can be simulated with enough smoke and fire. Small wars have been fought merely to gain hold of enough dry, flammable buildings to set the mood for an army's single's night. A more enthusiastic collier there has never been.

HD 2. Armour: sometimes. Attack: as weapon, or +2 tail whip 1d4. Mind like an impatient workman. Moves like a monkey in an axolotl's body.

  • Coalsmoke: Groups of Carbonifers love to burn their so-special smokes, especially in exigency. Each subtle hue in the coal can be brought out by the patient screever to filter out some behavior or perception. This one filters out anger and fear, and thus pacifies. That one renders impossible the concept of an "army." When you breathe the smoke, save or have the intended concept filtered from you for 1d6 Turns. 
  • Sluggard: Overexcitement mingles the fresh and spent blood in a Carbonifer's heart. They get -4 to grapples, physical saves, and the like.
  • Organization: found in crews of 1d4 x 2, always operating in even numbers to facilitate use of the butty system. Carbonifers prefer their mixed coalsmokes to most magic items, but can meet or exceed the craft of dwarves with ten times the bulk and a steady-burning power source. Treasure Type G.

Nosto

Dignified and romantic, subtle and shrill, everyone dreams of dating a bat-person who fell from the moon in a meteor. But truth is often the disappointment of our dreams. These are a stoic and cynical lot, on a reckless mission to gain their way back home.

HD 1/2. Armor: Grace. Attack: Foil 1d6 or Bite. Mind like a James Bond. Moves in brief flutters, unused to the weighty earth.

  • Grace: When holding still, unarmored. Otherwise, armor as plate and +3 to physical saves.
  • Bite: Save or be suborned, charmed by the little guy hanging off your neck or arm, their skull flattening around their mouth. Control lasts for 25 rounds, minus victim's Charisma score. If the Nosto is killed before the duration ends, the affect [sic] continues until removed, dealing 1 damage to the victim.
  • Organization: Nostos operate in isolated cells of 1d4+2, with a 2 HD handler. They are known to use magic wands and scrolls. Treasure Type S.


Hadean

Rocky centauroids from a world like our own volcanic past. They regard our experience of liquid water and plate tectonics as a pitiable state. Morose, cynical, and egalitarian.

HD 3. Armor: Rock. Attack: +2 (+4 when charging) Sledgehammer 1d8 or +3 Rescue. Mind like an umarell. Moves like an overladen deer.

  • Rock: provides AC as chain armor, and DR 2 vs attacks that wouldn't be very effective against a rock guy, like a sword slash.
  • Rescue: especially charitable Hadeans may try to carry off targets from their humid, soft-fleshed environs and rescue them to a nearby volcano or chasm. When a Hadean charges or rides by a foe, they can roll vs the target's AC to sweep them up. Someone who grapples their way free of a Hadean may risk 1d6 road rash damage (leather armor negates).
  • Avert!: Hadeans regard lithostratic inquiry and geology to be the key to avoiding liquidity on their own world, and must save or be fascinated by sufficiently interesting minerals, fossils, or stones.
  • Guileless: The unicameral Hadean mind is unaccustomed to flim-flammery, rhetoric, or legalism. It cannot assess whether a complicated series of logical statements are straightforward or deceptive, and thus many Hadeans regard the humanoids of our world like tottering tricksters. They get disadvantage vs. mazes.
  • Organization: 2d4 clades (1d6) make up a pride, led by a 5 HD mare and a 4 HD quartermaster, who has a 50% chance of owning 1d4 stones similar to our world's feather token. Instead of a tree token, for instance, it might summon a lattice of gypsum. Instead of an anchor, a lodestone. Instead of a bird, a mole. Treasure Type A.

Pangean

Four-foot-tall brightly colored vulturoids, with round teeth, slutty mynacean garments, and advanced glass eyewear. Used to be top dog before their supercontinent-spanning empire was split apart by warring successor-generals and tectonic plates. Though their society is egalitarian and still very advanced in ingenuity, Pangean society at large disdains most of the world as jumped-up former colonies and ungrateful yokels. Nabobs seek to recreate their "golden age" society in missions across the continents, never admitting that the golden age they chase is long-set.

HD 1. Armor: none. Attack: Spell or Mammalesis Staff. Mind like a Lepidopterist. Moves like a vulture.

  • Mammalesis Staff: used to keep servitor species in line, way back when. The target saves or grows more hirsute, spawns extra ossicles, broadens their forehead, and/or lactates. This deals 1d6 damage and 1d3 dexterity damage. If a creature is reduced to 0 dexterity in this way, they explode into a pile of live young of a new species. A staff has 2d6 charges.
  • Dirge: to maintain their society's haughty and exclusive customs, Pangeans are stuffed with cultural programming and a literary canon like they're foie gras. If anyone plays the Notes of Noy, or quotes other examples of the works memorializing their lost empire, Pangeans must test Morale or flee and weep, thinking only of their losses.
  • Organization: expeditions of 2d6 Pangeans, led by one 3 HD professor (75% chance of magic staff, 50% chance of 1d3 spell scrolls, 25% chance of treasure map) and accompanied by 1d20 non-Pangean servants. Treasure Type E.

Schioppa

Captured valkyries, left to winnow and molt in cages of armor plates, too clumsy to heal or carry, and too ill-oiled to sing thee to thy rest.  Most confuse them for ensorcelled armor with plaster wings. Sorrowing weapons of war, bound to bound forward like charging destriers to break a line, and leave the souls of the vanquished for the crows. Some wander the byways now, stuck in a never-ending pilgrimage, laying strangers low for there is nothing else they can do and no one to stop them.

HD 3. Armor: plate. Attack +6 Barrel Through 3d8 or +2 Buffet 1d8. Moves like a nurse just coming off a long shift, or like a drunken bull. Mind like a rambo.

  • Barrel Through: with at least 20 feet of space to build up speed, a Schioppa can run straight through formations, walls, and even your scrawny ass, essentially running a path of destruction in a 60' straight line. Any hit that exceeds the target's AC by 5 or more throws them into the air, to somersault and crumple.
  • Angelic: though diminished and pitywauling, the Schioppa still has scruples unbroken. Children and the totally innocent cannot be Barreled Through, and the monster is careful not to harm someone who is already dying. If she somehow breaks this prohibition, she must save or become demonmail.
  • Bitter Fruits: A slain Schioppa's armor has a 50% chance of being cursed with one of the following: (d4) casts levitation at inconvenient times 1/day, -4 AC, frightening afterlife dreams that prevent rest, or -6 to attack Lawful creatures. Otherwise, a set of armor is worth 1,000 to a collector or 2,000 to a godi or jarl. Treasure Type U.

Breaker Guardo

The elite soldiery of and main export of Breakerland , a remote mountain nation which maintains shrines to gods of traps, gold, and lack of moral outrage, even trapping the few tunnels and passes into their land and banking for demiliches and Orcuses. There are two sorts of Breakers— those who carry a knife, and those who carry a knife and a short-hafted mancatcher. The cream of the crop are rented out to patrol and vouchsafe the bodies of  warlords, dungeon masters, and most famously, the faith head of the Archdruidal States. 

HD 2+2. Armor: Costume. Attack: +2 Mancatcher or +2 Knife 1d4. Mind like a child soldier. Moves like a parade ground bravo.

  • Costume: Pantaloons and doublets of slate grey or marbled marble flicker into braggadocious technicolorcolor right before the Breaker attacks. Ambushes on a 1-2, as long as they remain still. Protects as leather +1.
  • Mancatcher: On a hit, the target takes 1d6 nonlethal damage from the jostling spikes within the collar, and saves or is grappled. If reduced to 0 damage while mancaught, the victim is half-conscious and helpless, easily led and unable to defend themselves.
  • Ancient Enmity: goes postal in the presence of a Gessler, an explosive skeletal wheel-shaped creature known for trampling crops by night and thwarting the looting of cities and churches. And you know what? Fair enough. Also fears other tokens of their local superstition, such as the linden leaf, depictions of Lady Medusa, and the touch of a Lawful cleric.
  • Organization: Found in platoons of 2d4 squads of six. Like to carry magic items as a display of wealth, but tend not to use them. Treasure Type C.


Carnifex

When the wrong person is interred in a sarcophagus, especially a chamber intended for a rare and noble personage, the unrest in the ceremonial vessel and the lich can mingle together, spiraling around the unrest of lacking the proper inhabitant. Stone swells over the fingernails and tastes the gums. Bone swirls through and around the coffin. Once waiting becomes unbearable, the box-body floats up and begins to search for the right occupant.

HD 6. Armor: Lithossum. Attack: Apprehension and +6 Crash 1d8 or +4 Swallow. Mind like a starving rat. Moves like a mastiff running on ice.

  • Lithossum: The ornate planes of the box are easy to strike (armor as leather) but harm is only suffered when attacked with something that has a reasonable chance of damaging stone.
  • Apprehension: the mind of the Carnifex rubs against yours, searching for familiarity that will never come. You sense death probing you. Save vs fear or refuse to approach the Carnifex for a turn.
  • Swallow: the lid unhinges to engulf someone— perhaps this is the correct occupant? If it is, the carnifex immediately disanimates. Otherwise, it begins to drain the moisture and youth from the victim, 1d4 Constitution damage each turn. The Carnifex will always use this ability after crashing into a group of foes.
  • Vacation: The box's interior still contains the rooted skeleton of the original, erroneous occupant, the skull flickering with electrical force. When the skeleton is exposed (including during and right after the Carnifex attempts to use its Swallow ability), it can be attacked. It is unarmed and lacks the Lithossum ability, and when harmed inflicts double damage on the Carnifex. Treasure Type B.


These last two were largely the creative work of Renegade, who is very good at synthesizing a strong concept from the table results. I composed the words.


Scadu Fairies

The shadows of fairies, and some say their opposite. Rough and crass, they bring unwelcome news and unwise solutions, then demand they are enacted. They're always saying things like "So what if she gave back the ring? She can't run around with someone else!" and "You should kill your boss!" As a group, they have a raggedy hierarchy like kids playing soldier.

HD 1/2. Armor: smallness as chain. Attack: +1 needle 1d2. Speed: annoyingly fast. Mind like a tattle-tale. Moves like a dragonfly.

  • Things of Shadow: Live in the shadows of flowers. At night, you can't see them and therefore they disappear until sunrise. They are flammable, and if one member of a cloud of Scadu Fairies is ignited, there's a 50% chance a nearby one will be too (and so on and so on). 
  • Organization: Frequently appear in clouds of 2d10 or more, dispersing into a spy network to sniff out wrongdoing and demand the person they imagine to be the victim to seek justice. Treasure Type U.

Melach Hashuta

Also called a Fool's Angel. This creature hides in cavern pools, turning them into deadly sludge. A golden crystalline thing that can shift from the form of a pillar to a pile to a grasping tendril. Its touch fills water with sulfuric acidic. Made by an ancient logos as a chthonic angel to protect the occulted teachings of that godhead, and gradually parasitized by pyretic structures which help it drink up the vital juices of interlopers.

HD 5. Armor: as chain. Attack: +5 slam 1d8. Moves with lumbering reproach. Mind like the scripture of an inhuman god.

  • Crystalline Coating: has achieved perfect, austere stillness, resembling a remarkably large but inert pyrite outcropping. Ambushes on a 1-3. Though large as a stallion, it can flow through any space large enough for a newborn foal. 
  • Sulfuric Acid: All water touching the monster is impregnated with potent, scentless, colorless, oily vitriol. Those who might touch it unknowingly save to realize the danger in time, or take 1d6 damage, and 1d6 for each round spent in the water. Wood chars, leather suffers, metal discolors. If the water is superheated, as by a fireball, it will disperse acidic fumes in a 60' radius.
  • Forehead: A broken Melach Hashuta will reform over the course of 1d4 days unless the pyrite around its head is scraped away to reveal the Secret Name that animates it. As soon as it is read, the creature slow, fails, and dims.

Sunday, April 27, 2025

His Ghastly Song, No Chant of Victory (Two Monsters, Four Areas)

Part of the bandwagon started by Louis and Loch. Use this generator, and make 1d2 monsters in a 1d4+1 area dungeon. 
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I hear that great town Sekahii was wiped off the map, torn down by the fire of the gods. Guess nothing's certain in this bitch age. I'd avoid that cursed place myself, but there are those who would love to know what became of their loved ones, and others who wonder if anything of value survived.

"The only thing strange was that nothing was missing, except all the people."

Sekahii

Ash and fresh stone covers almost everything. Wind has started to reveal the roofs of buildings and the tops of the city walls— those defenses which once repulsed the Tribes of Gale, and which you now step over. In the center of town, the high walls of the temple reach out like a drowning man's hand, and closer, as though grinding against the city wall, is a strange tower, the ash dunes sinking down and leaving the space around it clear. Beyond the town, the fresh-faced Mount Pertumum stares down like a hung-over horse.

  • Tower: The Thief's Tower is trying to escape the city but finding itself penned in by the city walls. It has resorted to eating ash. This specimen is four stories tall, with windows on all but the top floor.
    • Each floor is decorated with stolen tables and chairs. On the third floor, fine silverware (500 gp)  and a tapestry (1000 gp) hang, saliva having cleaned away any ash that would mar them. On the ground floor, a collection of pottery, jewelry, and hasty sketches (60 gp) lies in rows, the desperate offerings of refugees who tried to escape the eruption into the Thief's Tower.
  • Temple: Half-rubble, many ash-stains that once were people. A godstone gilded with gore.
    • One ash-stain clutches a set of tablets, a half completed Monster Manual. Experts will recognize this work as a draft by the famed naturalist Tutiksus, literally priceless now that he has passed away. The tablets have information on six "monstros", which range anywhere from an elf to a merchant to a beholder. A player can declare that some creature they encounter is one of the ones described, and consult the tablets about its weaknesses, capabilities, or how to get on its good side. The tablets have a 50% chance of giving specific, correct information and a 50% chance of giving specific, incorrect information.
  • Tunnel: Poking out of the mountain, a new, smooth tunnel leads down to the heart of the rock. Here lairs the Aasales, so fumes roll out of the tunnel as she scans for prey.
  • Volcano Shrine: Once accessed by a narrow path now-ruined. Now connected to the Aasales's tunnel(, a miracle ordained by the Earth god to ensure people could still worship him.) The shrine of worked iron has been defaced by graffiti— "Tefurus has a long-ass schlong. The Earth God's Schlong is soft and mediocre". There is an ash stain before the altar. If the graffiti is somehow cleared away, the Earth God will bless the suppliant, giving them immunity to lung-based diseases and the ability to safely run over lava and magma.

Bestiary

Thief's Tower

+8 Door (engulf), +4 Stomach quills 1d8. Moves 1 foot/day.

Keystone HD 3, unarmored.

- Furnace Metabolism: It gives off a pleasant aroma, like cooking meat. The result of its alien physiology, it entices victims. On a negative reaction roll, those within 100' must save or try to enter through a door or window.

- Engulf: Those who hesitate to enter outside the door of the Thief's Tower will find it splits in half hamburger-style to swallow them. Save or be swallowed. The door-mouth can be battered down as any stuck door, but see Quills below.

- Leveled Stomach: Though the exterior roughly resembles a constructed stone tower, the inside is clearly a thing of flesh. A Thief's Tower will have 1d4+2 levels, each a stomach chamber lined with walls of undulating quills, bony floors, and cartilaginous, ropy ladders ascending and descending.

- Symbiosis: The Tower will protect those who beautify and enrich it. Bringing in furniture or draping treasure about can give you a well-guarded hideout, the source of the creature's moniker.

- Quills: The quills can carefully push objects around the room, or strike at prey. Each round, it may attack as many targets as it can perceive, and will lunge out of hunger, or to punish those who try to damage it, who try to steal its treasure. The Tower has no vision. It uses its quills to feel and hidden ears to hear what happens within it.

- Keystone: On one floor is the heart-brain of the Tower, resembling an undulating piece of soapstone with veins connecting it to the cartilage and bone. The level that contains the keystone lacks windows.Damaging the keystone, in addition to incurring quill attacks, causes the tower to shrivel up like a juicebox. Save or be thrown off your feet as the tower tilts and wilts wildly, falling prone into a wall and either taking 1d6 damage or losing your next turn (your choice)

Also called a Witch's Tower or Gardinel D'Bologna, the Thief's Tower is a giant cylindrical creature with an eel-smooth, chitin-hard skin. In early spring, it appears in urban areas, the sorts of Gygaxian cities with encounter tables loaded up with vampires and wraiths. Bandits and other monstrous humanoids frequently take advantage of its refuge, and local lords are often slow to address the arrival of a Thief's Tower, as the law usually states that those who slay one are entitled to its treasures, and it's tempting to let it accumulate some booty before you fell it. 


Aasales

HD 6, Unarmored, claw 1d6/claw 1d6/proboscis (see below). Fast as a starving catamount.

- Fume Cloud: constantly giving off black and neon-green volcanic fumes, giving her cover (+4 AC) vs ranged attacks. Breathing the fumes is unpleasant and painful. After an encounter with the Aasales, anyone exposed without PPE has a [round of exposure]-in-10 chance of contracting (and I swear I'm not going out of my way to shoehorn this in) Pneumonoultramicroscopicsilicovolcanoconiosis. Each day, a victim must save or reduce their dexterity by 1. If reduced to zero, their lungs turn to lava.

- Proboscis: After making her claw attacks, the Aasales can grab someone she hit and jab them with her sucking muzzle. Do however you do a grapple contest in your game, and if the Aasales wins she drains 1d4 HP from its target. An Aasales who has drained at least 5 HP in the past week is no longer slavering, and has a +1 to reactions and a -2 to morale.

- Parched: She swims through fire like water and water burns her like fire. Must test morale to attack a soaked person or cross over wet ground.

A ravenous cthonic predator. From the fiery forge that makes the world over and anew again, deep below the surface. She resembles nothing so much as a lioness or mountain cat, with a sharp, eversible needle-face and crunchy, chalky fur. Naturalists value her organs, as they are said to animate desiccated or mummified remains if sewn into them. Monks believe she is a metaphor for the fantasy covenant of their religion.


Saturday, March 29, 2025

The Hydra Problem

 Discordian FifthDragon posted an image of this tumblr post the other day:

Interesting for sure, and with a very fine piece of art to go with it. But as people in the glog discord server riffed off this idea, suggesting their own variations, it made me think about the weird tension of hydras in adventure games. Like the troll and the vampire, the hydra's main gimmick is well-known. If you cut off a head, more will grow back in its place. Unlike the troll or the vampire, its gimmick is often quite avoidable if you endeavor to fight one. Rather than changing how you attack it, you ignore its special ability. Don't go out of your way to cut off a head-- just strike at the body as you would with any monster.

This isn't very fun. You want the monster to have the potential to do its coolest thing, but it would take an especially obliging player to willingly fall into the trap. Original D&D makes the regrowing of heads a special ability that only some hydras possess. Other rulesets might give the necks a lower AC or slow down the speed at which new heads grow to introduce some kind of risk-and-reward decision. Anytime I've run or played in a game which took such measures, they failed to encourage the heroes to consider trying to cut the hydra's heads. Most of the players I know are a little risk-averse, and often the mathematical considerations used to balance the dilemma are too obscure. Much safer, it was reasoned, to not engage with the hydra's special ability.

Some creativity can solve this. All you really need to do is give a proactive reason to slice at the hydra's heads. Here are some hydras for which the right circumstance can be set up without losing the element of risk inherent to the hydra's dilemma:

  • Vampire hydra. You can try to use the standard vampire weaknesses, but it would be be hard to immobilize enough heads to drive a stake through its heart. Cutting each neck brings double smoke-particulate heads, but if you cut all the physical heads it is banished to its resting place to recuperate.
  • Zombie hydra. Stupid, yet infectious. Cutting each neck brings double ghost heads, but if you cut off all physical heads you can send the fully-ghost hydra to its eternal rest by resolving its unfinished business. Usually this is embarrassing a demigod, fully killing a guy who's only mostly-dying of its poison bites, or telling its living descendants that it loves them and is proud of them.
  • Lich hydra. A skilled, senile swordsman. Cutting each neck brings double mimic heads, then double rabbit heads, then double gorgoose heads, then double stirge heads, then its true death, which when destroyed ends the immortal fiend.
  • Necromancer hydra. Intentionally kills the lesser heads to split off, then resurrects them. Rendering all original heads inert kills it.
  • Skeleton hydra. If you cut off a heads, it doesn't double, instead snaking around as a necrophidius you may find more manageable.
  • Pyrohydra. The classic fire-breathing hydra. Perhaps only the original heads can use its breath weapon?
  • Philopater. The monstrous son of a vengeful god. You really don't want to kill this one, but severing a couple heads might give you enough opening to run away or hurry past it.
  • Cosmic Hydra. Each head has a random alignment, and severing one might replace it with one or more allied heads.
  • Mechanical Hydra. By summoning more pop-out heads, you create new weak points and even hiding spots in the torso of the monster.
  • Cadmean Hydra. The hydra's blood is soldiers, gold, or some other desirable resource, and severing its heads is the most efficient way to access it.

Tuesday, October 1, 2024

Is There Then No One? Is There Then No One? (GLoGtober 2024)

 Spooky Halloween monsters for GLoGtober 2024.

Skara Woundbite- party attacked by four 1 HD orcs. After the battle, one is still alive but in pain. You gotta put her out of her misery. Every 1d4 days, she comes back, with +1 HD and a new ability based on method of dispatch. Slit her throat? That cut becomes a second mouth. She believes that killing the party will end her curse.

  • Final death: buried with funeral, Remove Curse spell, or complete destruction of the body.

Grumbler: random PC dreams that a nonexistent party member, a scraggly soldier in a bright blue and red coat, sits around their fire, making a lot of petty complaints about the PCs. Why does she get a full share? She didn’t help at all when those hellhounds attacked. How come you get to pay for your rations out of the party fund? I told you guys that room was trapped and you didn’t listen. The next day, at the worst possible time, they’ll turn and see the Grumbler make some decisive action— triggering a trap, spoiling an ambush, etc. Every night a new dream, and each day more frequent interference. If challenged, will aggressively defend his actions as simply being his nature, and will claim he’s a good man, just a little chaotic.

  • Final death: exorcism (counts as 6 HD undead for Turn attempts), pour holy water in the afflicted’s ears, or one-shot the grumbler when he appears.

The Bonelicker: reptile-like, muscular demon. Preferentially attacks women. (People don’t like it when the monsters are sexist.) Lair (multiple chambers in a dungeon) covered in woman bones, sucked dry. Final death if slain by a woman. Otherwise, will hatch from the next problematic book read by the person who delivered the killing blow. (There will be several in the lair.)

Needle Master: body of a bear, quills of a porcupine, legs of a horse, head of a skunk. Whenever PCs damage it, explain that you’ll be really upset if they kill it, but keep having it try to kill them.

Bellumundi: A complex creature. Resembles a naga, but the tip of its tail is connected to the heel of a warrior, gentle and bold both. Where they fight, bystanders die. Banks empty. Crops are carried away by the wind. Each has 7 HD, and if one wins their fight, the other is nourished to new life after about a week as the victor gloats and feasts.
Sirens: 3HD. Unaccountably strong for their famine-ruined frames. Not beautiful. Voices cracked with salt-pang. Can weep but never sing. Beg for rescue from war’s unjust prison, shout quick claims that the sailors’ tales are fiction and cruel lie, throw themselves on the beach in despair. Help us, help us, help us. You are killing us. On a successful bite attack, lobster antennules emerge to automatically grapple.


Friday, September 8, 2023

Seven Parable Monsters

 Written in celebration of Pilgrim Procession's birthday

Bukti- born from a potters' field like a snake from an egg when a people long suffer and groan for relief. Over the course of a day, turns from a skittering soft quadruped to a bearded and serious vagrant. Will fight authorities on behalf of the wish that birthed it. Attempts to imprison it will be thwarted by angels and coincidence. When slain, roll a d4:

1. 10% of the dead within 2 miles animate as zombies 2. Every public building catches fire 3. 40 HD of angry animals emerge from the wounds 4. Instead of dying, now there's two identical bukti.

Hand- bulky, muscular, radially-symmetrical creature, all quaking limbs and mouths singing exultations and a fat blue eye. Grants blessings in exchange for alms (as cleric spells), but when the party encounters any hostile force the blessings abandon them. Healed HP is depleted, conjured food turns to ash, etc. Roasts lambs and domesticates wolves.

Zenf Devil- tall, goatlike figure with greasy human hands and a stiff leather sling. By wringing its hands over seeds or pips, it can temporarily turn them into magical tokens that, when struck against a hard surface, causes a fully-grown tree to burst forth. This deals 2d6 damage when fired from the sling. Zenf devils, actually a kind of hairy monkey, slowly drive forests about, smother fires, and cut off nearby communities from each other.

Adosedo- in some ways, the opposite of a guardian angel. Imagine if a goose was turned into a nasty little reality TV personality. Claws deal 1d4 wisdom damage, and for each damage they manage to claw 10 silver coins out of your very flesh— what were those doing there? Oh, and one of the coins contains your immortal soul and anyone who picks it up can command you. Adosedoi are most often seen after being conjured by irresponsible wizard grandfathers or bored youths.

Idolie- a great saturnine magician with vague features and a cloak that seems to change colors. His great trick is to summon faces in any surface wide enough to bear one, and to command these faces to look out for intruders, bite passers-by, or yell real loud to distract from his escape. Will perform complex auguries with the tarot for PCs, but instead of coming true the auguries will just summon more faces at the appointed time.

Skavir- a scorpion-tailed troll with potent X-Ray vision who can see down to the very bones of a person, where the secrets are kept. When stung, someone must save vs doing something  pointless and terrible on their turn in a combat round. Regeneration halted not by fire but by excuses for its actions, no matter how tenuous or disingenuous.

Pygmachoi- thin collectors of weakened joys. Pale, soft-spoken, charming creatures. Technically lawful-aligned, they seek out magic, wonders, love, and potential, harvest it, and hide it away in a gilded box, one for every group. Stats as rabbits, but grapple like gorillas, wrenching abstract concepts as technicolor tendon-like cords from their targets. Overharvested victims become pygmachoi in 1d4 weeks. Imposing despite their frailty. Someone who consumes too much of a gilded box's contents gain 2d6 wisdom and charisma and lose 3d6 intelligence, becoming a giant songbird, oscar fish, or capuchin monkey if they reach 0 intelligence.

Monday, June 6, 2022

OSE Goons

 I love the format of the monster entries in the OSE Referee's Tome. Though streamlined, it retains information not only on the number of a particular creature appearing in an encounter but also their potential organization, equipment, and behavior. I find it so helpful to refer to the organizational details of, say Brigands or Nomads that I wanted to write up a few additional minor human monster entries of that type.

I've included the full statblocks, even though they are not all too interesting, for ease of running the creatures described.

Boy

Inept criminals with striped outfits and fast-firing weapons. Found in cities and outlying hideouts.


Armour Class


9 [10]

Hit Dice


1–1 (3hp)

Attacks


1 × tommy gun (1d6+2)

THAC0


20 [-1]

Movement


120’ (40’)

Saving Throws


D14 W15 P16 B17 S18 (NH)

Morale


7 (10 with boss)

Alignment


Chaotic

XP


5 ( boss: 35)

Number Appearing


3d4 (3d10)

Treasure Type


R (C)


  • Poor Trigger Discipline: Boys deal +2 damage with missile weapons, but must stop to reload their magazines or quivers after firing for two rounds, during which they take no action. If a Boy fires into a melee and misses, he damages a Boy in that melee.

  • Boss: Gangs of 6 or more Boys are led by a Boss, a level 4 fighter with a random ability based on a bottom-shelf theme. In combat, they will wait to engage until their enemies are weakened.

  • Prisoners: 25% chance of 1d3 prisoners to be ransomed.

  • Hoard: Only have treasure type C when encountered in the wilderness or in their lair.

Sailor

Skilled ship workers who have seen too much of the Deep and too little of their families.


Armour Class


9 [10]

Hit Dice


1 (4hp)

Attacks


1 × weapon or fists (1d3)

THAC0


19 [0]

Movement


120’ (40’)

Saving Throws


D12 W13 P14 B15 S16 (1)

Morale


8

Alignment


Any

XP


10

Number Appearing


3d4 (See Below)

Treasure Type


B + D


  • Sea Legs: A sailor is not slowed when climbing and never loses their grip.

  • Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 sailors each); coastal waters: 1d6 small galleys (1d3+1 × 10 sailors each); any: 1d4 longships (1d3+2 × 10 sailors each); ocean: 1d3 small vessels (1d5+3 × 10 sailors each).

  • Arms: 75% have: leather armour, sword, crossbow; 25% have: leather armor, sword, net.

  • Leaders: For every 30 sailors, there is a 4th level ranger boatswain. For every 50 sailors, and for each ship, there is a 5th level ranger captain. For every 100 sailors, and per fleet, there is an 8th level ranger admiral.

  • Fleet commander: Fleets of 300 or more sailors are led by a merchant prince (11th level thief). There is a 75% chance they consult a magic-user (level 1d2+8).

  • Treasure: Each fleet has a 30% of possessing a treasure map.

Cultist

Followers of a controlling, charismatic priest. Found in settled areas and remote compounds


Armour Class


7 [12]

Hit Dice


1 (4hp)

Attacks


1 × wavy dagger (1d6)

THAC0


19 [0]

Movement


90’ (30’)

Saving Throws


D11 W12 P14 B16 S15 (C1)

Morale


8

Alignment


Chaotic

XP


5

Number Appearing


1d8 (1d20)

Treasure Type


V


  • Sly: will impersonate normal humans or magic-users.

  • Summon: 5 cultists together can perform a ritual to summon a terrible demon of HD equal to their number upon completion of the ritual, which takes 2d4 rounds, during which time they attack at -2. If 4 or fewer cultists complete the ritual, a magical mishap occurs

  • Leader: Groups of 4+ are led by a cleric of 1d4+1 levels. Choose or roll the leader’s spells.

  • Monster: 10% chance the cult will be blessed with a monstrous servant of their patron deity, such as a Hook Beast, Hellhound, or a Warp Beast

Militia Man

Volunteer fighters for a local lord or well-connected partisan. Found in settled country where they are popular


Armour Class


7 [12]

Hit Dice


1 (4hp)

Attacks


1 × sword (1d6) or oil (1d8 splash)

THAC0


19 [0]

Movement


90’ (30’)

Saving Throws


D12 W13 P14 B15 S16 (1)

Morale


7

Alignment


Any

XP


10

Number Appearing


1d6 (3d10)

Treasure Type


U


  • Ranging: On positive reaction rolls, will give directions and escort. Militia men will always help a party attacked by monsters or the militia’s enemies.

  • Beasts: 25% chance the group is mounted, 25% chance it is accompanied by 1d4 hunting dogs

  • For every 20 militia men, there is a captain (2nd level Fighter).They ride long-toothed war horses (with barding) and have: chain mail, sword, lance.

  • Fortified Manse: cells commonly combine and live in a clubhouse of 5d6 × 10 militia men. These are led by a veteran (6th level fighter), with a 50% chance of being advised by a 4th level cleric and a 30% chance of bossing around a level 1d4+3 magic-user.

Johun

Martial arts enthusiasts who lack the wisdom to practice truly numinous feats.


Armour Class


7 [12]

Hit Dice


1 (4hp)

Attacks


1 × strike (1d4, see below)

THAC0


19 [0]

Movement


120’ (40’)

Saving Throws


D11 W12 P14 B16 S15 (C1)

Morale


6

Alignment


Neutral

XP


10

Number Appearing


1d6 (1d12)

Treasure Type


U


  • Dissolute: Love to drink, gamble, woo, and show off.

  • Strike: Johuns deal 1d4 damage with an unarmed attack, and require their foe to save vs paralysis or take one of the following effects at random (d6): 1. sent flying back ten feet 2. Backflipped off of for -2 attack for a round 3. Legs swept out from under them 4. disable a limb for a round 5. Held item thrown fifteen feet 6. Heartstruck!-- lose a turn and save vs death.

  • Leader: Groups of 3 or more Johuns have a leader who they believe is best at fighting. This leader has -1 morale. Groups of 10 or more Johuns are led by a cash-strapped teacher (3rd level Fighter with Strike ability) with a once-great name.

  • Hiring Johuns: can be done if defeated, acting as a retainer with -1 loyalty.