Archive for the ‘ RPG ’ Category

Savage Rulers of Savage Lands

In distant, savage jungle lands, the mighty slanns sit upon their floating thrones, deeply meditating upon schemes to reconquer lands that centuries ago suffered under the crushing fists of their forebears. A slann resembles a bloated combination of frog and humanoid of prodigious size and weight. Sluggish and clumsy, slanns possess formidable magical powers. While strong enough to inflict punishing wounds with a strike, a slann prefers to project out to 60 feet destructive blasts of energy (lightning, fire, or cold) or else attack with spells. Every slann is a mage-priest that casts spells as both a 6th-level Cleric and a 6th-level Magic-User. The slanns are the absolute rulers of the lizardmen.

Slann
Armor Class: 2 [17]
Hit Dice: 12
Attacks: Strike (1d6+1) or blast (2d6)
Special: Magical blasts, spells
Move: 6/18 (when flying)
Save: 7
HDE/XP: 14/2,600

Lizardmen, or saurus as they call themselves, are reptilian humanoids who live in savage jungle lands, slavishly serving their slann masters. The saurus have a rigid caste society, with the mighty slann at the top, followed by priests, warriors, and then hunters. Much servile labor is performed by captured slaves of various warm-blooded races, for the cruel gods of the lizardmen prefer for their altars to be drenched with gore from “soft-skins”. The stats below represent a common lizardman of the hunter caste.

Lizardman
Armor Class: 5 [14]
Hit Dice: 2+1
Attacks: Claw or weapon
Move: 6/12 (when swimming)
Save: 17
HDE/XP: 2/30

The warrior of lizardmen, fierce in battle and arrogantly cruel, these monsters stand taller and broader than their social lessers. They act largely as temple guards, protecting the priests and keeping lesser beings away from their slann ruler. In times of war, the temple guards surround the slann’s flying throne, seeking to slaughter all in their path who oppose their master’s will.

Temple Guard
Armor Class: 4 [15]
Hit Dice: 4+1
Attacks: Claw or weapon (1d6+1)
Move: 9/12 (when swimming)
Save: 15
HDE/XP: 4/120

Lizardmen priests ruthlessly enforce the will of the slann master. Their chief duty is to fill the air with screams and drench the altars with the blood of “soft-skins”. Priests cast spells as 3rd-level Clerics and 3rd-level Magic-Users. They often ride cold ones, horse-sized lizards with a taste for warm blood.

Priest
Armor Class: 3 [16]
Hit Dice: 6+1
Attacks: Claw or weapon
Special:: Spells
Move: 6/12 (when swimming)
Save: 13
HDE/XP: 7/600

Cold One
Armor Class: 5 [14]
Hit Dice: 3
Attacks: Bite
Move: 12/12 (when swimming)
Save: 16
HDE/XP: 3/60

There are two types of lizardmen that occupy the lowest rungs of the caste, but still provide vital services to their slann master. These are the skinks and the kroxigors. Skinks are slend, smooth-skinned reptilians of small size and great stealth. They serve the slann as scouts and spies.

Skink
Armor Class: 6 [13]
Hit Dice: 1+1
Attacks: Claw or weapon
Special:: Camoflauge, surprise others on 1-4
Move: 12/9 (when climbing)
Save: 18
HDE/XP: 2/30

The kroxigors are giant, primitive lizardmen. Dimly intelligent and extraordinarily savage, kroxigors act as shock troops, often herded into position by skink units before being unleashed upon a slann’s enemies.

Kroxigor
Armor Class: 4 [15]
Hit Dice: 8+1
Attacks: Claw or weapon (2d6)
Move: 12/6 (when swimming)
Save: 11
HDE/XP: 8/800

March 5th, 2017  in RPG No Comments »

The Giant Claw Vulture

Giant claw vultures dwell only in regions where carrion is both large and plentiful, such as the primeval wildernesses where megafauna roam. They also flock to regions torn by war to feast on the dead. Giant claw vultures rarely wait for wounded creatures to finish dying before they feed, for these monstrous birds are much braver than most wild animals. Giant claw vultures have been seen swooping down on a heavily armored column of soldiers just to snatch up a few wounded stragglers from the end of the line. Due to their filthy eating habits and constant exposure to decaying flesh, giant claw vultures are harbingers of disease. Giant claw vultures are resistant to both disease and poison. These horrid monsters stand more than 13 feet tall, have a wingspan of over 30 feet, and weigh 500 to 600 pounds.

Giant Claw Vulture
Armor Class: 2 [17]
Hit Dice: 9
Attacks: Bite (2d6)
Special: Disease (10%)
Move: 6/15 (when flying)
Save: 10 (6 versus disease and poison)
HDE/XP: 11/1,700

March 3rd, 2017  in RPG No Comments »

The Salt Sucker

Tropical jungle wildernesses, especially those close to coastal regions, conceal many threats, among them the dreaded salt sucker. Intelligent and manipulative, a salt sucker’s natural appearance is monstrous, with dark eyes, a lamprey-like mouth, downy fur, and powerful arms that end in three-fingered hands. These fingers are quite long and the gripping surfaces are covered with strong, sucker-shaped muscles.

A salt sucker is seldom seen in its natural appearance. These creatures possess telempathic abilities that enable them to instantly appear as any humanoid drawn from the emotional memories of its victims. Under cover of this illusory appearance, the salt sucker then causes paralysis with its gaze. At this time, its victim is helpless. The salt sucker uses its fingers to suck all of the salt from the victim, an act which kills the victim in 1d4 rounds. If forced to defend itself in melee, a salt sucker uses its powerful strike.

Salt Sucker
Armor Class: 6 [13]
Hit Dice: 6
Attacks: Strike (1d6+1)
Special: Gaze causes paralysis, suck salt, telempathic illusion
Move: 12
Save: 13
HDE/XP: 9/1,100

March 2nd, 2017  in RPG No Comments »

Have No Fear!

The Lord is my light and my salvation, whom shall I fear? The Lord is the protector of my life: of whom shall I be afraid? (Psalm 26:1, Douay-Rheims)

Last Sunday, I wrote about using turn undead as a way of transforming the Cleric into a melee master against affected undead. This seems especially appropriate for Clerics who follow deities devoted to battle, undead smashing, et cetera. Not all Clerics, however, fit that mold, so this Sunday I want to turn my attention to Clerics who seek to encourage their allies in conflict with the soul-rending terrors of the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric’s allies gain for 3d6 rounds a +1 “to-hit” bonus when fighting affected undead. Those allies also gain a +1 saving throw bonus against special attacks from the affected undead.

* If the table indicates “T”, the Cleric’s allies gain for 3d6 rounds +1 bonuses both “to-hit” and to damage. The saving throw bonus increases to +2. Furthermore, any ally who fails or who has failed a saving throw against a special attack from the affected undead immediately gains a reroll on that saving throw with that +2 bonus.

* If the table indicates “D”, the Cleric’s allies gain for 3d6 rounds a +2 “to-hit” and +2 damage bonus against the affected undead. Furthermore, the allies become immune to the special attacks of the affected undead.

January 22nd, 2017  in RPG No Comments »

Smite Those Undead!

…I am glorified in the eyes of the Lord, and my God is made my strength. (Isaiah 49:5)

Certain Lawful Clerics do not “turn” undead monsters. Instead, these Clerics call for divine assistance in direct combat with the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric gains for 3d6 rounds a +1 “to-hit” bonus and a damage bonus equal to the half Cleric’s level (round up) when fighting affected undead.

* If the table indicates “T”, the Cleric gains for 3d6 rounds a +1 “to hit” bonus and a damage bonus equal to the Cleric’s level when fighting the affected undead. Furthermore, the Cleric makes one attack per level each round against the affected undead.

* If the table indicates “D”, the Cleric gains for 3d6 rounds a +1 “to hit” against the affected undead. Any hit automatically destroys the undead monster, reducing it to dust. Furthermore, the Cleric makes one attack per level each round against the affected undead.

January 15th, 2017  in RPG No Comments »