Archive for January 16th, 2018

Lair of the Zorboes

Did you know that Matt Jackson is creating Old School maps that you too can support and own and cherish via Patreon? Well, he is, and you can. The map to to the right is a sample of Matt’s work. If you click the map, it embiggens. If you click this link right here, you can download a short 5E adventure using the map. It is written for 3-5 characters with an average level of three. The adventure features an oldie-but-goodie from 1983’s Monster Manual II, which I’ve posted below after some self-serving promotional stuff.

Did you know that I’ve released two new for-sale PDFs so far this year? Amazing, huh? If only I could be this productive every month.

Chance Encounters II expands your campaign using the fifth edition of the World’s Greatest Roleplaying Game. Revel at College of Cheer and Good Tidings. Gain a blessing from mulled wine. Be more alert in the glow of a guiding light. Fight side-by-side with a champion toy against an abominable snowman in cursed Arktinis. With five new character options, two new spells, seven new monsters, three new magic items, two new places, and an essay about cinnamon, Chance Encounters II offers something for almost everyone.

The war against the Axis Powers just got weird. World War Weird Classes presents 10 character classes from Demi-God to Gremlin to Zombie. Augment a team of commandos with something supernatural, or put together a Nazi-fighting monster squad. A huge thanks to Pete Spahn not only for WWII: Operation WhiteBox but also for being a class act and offering me numerous suggestions and corrections.

And now for that new monster!

“This carnivorous beast likes human and demihuman flesh. A zorbo has poor armor class and attack damage when first encountered, but it can absorb the natural armor class of its surroundings….” (Monster Manual II, p. 131)

Zorbo
Small monstrosity, unaligned

Armor Class 10
Hit Points 22 (4d6+8)
Speed 40 ft., climb 30 ft.
Ability Scores STR 13 (+1), DEX 10 (+0), CON 15 (+2), INT 3 (-4), WIS 13 (+1), CHA 8 (-1)

Skills Athletics +3
Senses darkvision 60 ft., passive Perception 11
Languages
Challenge 1 (200 XP)

Item Absorption. When the zorbo hits a creature with its claws, the zorbo absorbs the Armor Class (including magical bonus) or magical quality of a random protective item worn or carried by the creature hit, even if the net result reduces the zorbo’s Armor Class. The creature can resist this effect with a Wisdom save against DC 13. If the protective item is magical, it loses its magical functions for 1 minute. The zorbo acquires an Armor Class equal to what it would have if it were using the protective item.

Magic Resistance. The zorbo has advantage on saving throws against spells and other magical effects.

Actions

Claws. Melee Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) slashing damage.

Nature Absorption (Recharge 6). The zorbo can absorb the natural armor class of whatever natural material it touches. This grants the zorbo an improved Armor Class, depending on the material: Armor Class 20 for stone, Armor Class 17 for metal, Armor Class 15 for wood, or Armor Class 13 for earth. The zorbo also gains a bonus on melee attack damage rolls: +5 damage for stone, +3 damage for metal, +2 damage for wood, or +1 damage for earth. The new Armor Class and damage bonus lasts for 1 minute.

January 16th, 2018  in Spes Magna News No Comments »