Posts Tagged ‘ monsters ’

Paschal Greetings!

Lent is over, and the Easter season has begun. It’s been a trying Lent. My goal was to give up making lame excuses. Overall, I don’t think I did well. My three main projects — The Grimms Fairy Hack, The Four Color Hack, and Boogie Knights of the Round Table — have all languished, neglected and sad. It’s not that I’ve done nothing with them. Well, except for Boogie Knights. That one I’ve not even looked at. It’s also not that I’ve been a complete failure. In no particular order:

I have managed to post a few new monsters. I also took the posts I did converting the skaven to Swords & Wizardry White Box and formatted them into this simple PDF. As the school year winds down, so too do the number of sessions left with Ludi Fabularum, the story game club I facilitate where I teach. For our last meetings this month and next, the students are playtesting the core of The Grimms Fairy Hack. I’m using Adventure Most Fowl by Howard Beleiff and Michael Garcia for the scenario. So far, the sessions have worked pretty well, but we’ve not hit any really crunchy parts yet. Next session, the children almost certainly find the goblins.

Part of what has slowed progress has been bouts in illness that started with my wife, moved to me (including the discovery of a class of antibiotics to which I am allergic), then to my son Christopher. Now the dog is sick. Wife Trina and daughter Adrienne are taking Sammie to the vet as I type this, which means we’re splitting up Mass times this Eastern morning. I need to make the 0800 Mass since I usher and Christopher’s in the choir. Later today, we’ve got two sets of in-laws to visit with, one for lunch, the other for dinner.

Tomorrow, for the first time in years, I’m not going to work. It’s nice having Easter Monday off, but I also have a stack of school work to do, including grading and lesson plans. I’d also like to get some writing done. We’ll see. Tomorrow evening, I’m going to hit a very small, local gym for a fitness assessment, have my body mass index measured, et cetera. If Christopher’s up to it healthwise, he’s coming along. We both need to lose some weight and get into better shape, and this seems like the place to do it. I’d rather give my money to a local business than a chain like 24 Hour Fitness.

Well, that’s my life in a nutshell lately. Good times.

April 16th, 2017  in Spes Magna News No Comments »

Three More Monsters

More monsters inspired by Domenico Neziti.

Mamac
Armor Class: 5 [14]
Hit Dice: 2
Attacks: Bite (1d6)
Special: See below
Move: 6/12 (when swimming)
Save: 17
HDE/XP: 3/60

Mamacs are humanoid creatures that dwell in murky coastal waters. They appear more fish than man, with webbed fingers and toes, a prominent doral fin, an eel-like tail, and a large head split by a wide mouth. Long barbels grown from the upper and lower jaws, and mamacs have large, lidless eyes. A fleshy esca grows from a mamac’s head. This organ glows with a soft, comforting light. A mamac’s barbels pick up vibrations in the air or water, making mamacs difficult to surprise (half normal chance) and enabling the monster to fight in melee even when it cannot see. A creature not already engaged in combat who sees the light of a mamac’s esca must make a saving throw are be lulled into a passive trance that lasts as long as the light is visible or until the victim suffers damage.

Kriti
Armor Class: 7 [12]
Hit Dice: 6
Attacks: Beak (1d6)
Special: See below
Move: 6/12 (when flying)
Save: 13
HDE/XP: 7/600

Kritis are magical avian humanoids. They are darkly feathered with heads like those of crows or ravens. Wings grow from their shoulders, as do human-like arms. Their legs resemble those of a great bird. A kriti can don a few items of clothing in order to create about itself the illusion that it is whatever humanoid creature the clothing is common to. They use these disguises to move about villages in order steal shiny objects and abduct particularly beautiful children. Kritis can Speak with Animals, and once per day each they can use Phantasmal Force and Confusion.

Fenjer
Armor Class: 7 [12]
Hit Dice: 3+3
Attacks: Touch (see below)
Special: See below
Move: 12
Save: 16
HDE/XP: 4/120

Fenjers are a type of ghost it seems, perhaps the spirits of those who died while lost. They appear much as they did in life, but are obviously not corporeal. Fenjers pass through most solid objects as if those objects weren’t there. They can only be harmed by magical weapons and by spells, except for those that cause sleep, charm, or inflict damage via cold. A fenjer’s touch is painfully cold. With each successful hit, its touch drains one point of Dexterity. If a victim is brought to 0 Dexterity, he freezes solid and dies. Dexterity points return after an hour, assuming death has not occurred. All fenjers carry a lantern. These lanterns cause night-time darkness in a 20-foot radius.

April 7th, 2017  in RPG No Comments »

Ledpauks & Rojîyans

Ledpauks are monstrous spiders that are difficult to immediately distinguish from the more common web-building giant spider. In combat, however, the differences between giant spiders and ledpauks become evident, revealing why the later are the more dangerous monster. Ledpauks are immune to fire, even magical fire such as a fireball. The bite of a ledpauk is poisonous. A victim must save versus poison or be killed. Ledpauks spin their sticky webs horizontally or vertically so as to entrap any creature which touches them. The web is as tough and clinging as a web spell. Any creature with 18 or greater strength con break free in 1 melee round, a 17 strength requires 2 melee rounds, etc. Webs spun by ledpauks are are invulnerable to fire. Worse still, these webs grow instantaneously upon contact with fire. If a torch, flaming oil, or a fireball contacts the webs, they row 2,4, or 8 times their size as they “feed” on the heat.

Ledpauk
Frequency: Rare
No. Appearing: 1-4
Armor Class: 4
Move: 3″*12″
Hit Dice: 4+4
% in Lair: 70%
Treasure Type: C
No. of Attacks: 1
Damage/Attack: 3-9
Special Attacks: See below
Special Defenses: Immune to fire
Magic Resistance: Standard
Intelligence: Average
Alignment: Any evil
Size: L
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: V/320 + 5/hp

The link at the top of the next stat block takes you to another excellent illustration by Domenico Neziti.

Rojîyan
Armor Class: 3 [16]
Hit Dice: 4
Attacks: Claw (1d6)
Special: See below
Move: 15
Save: 15
HDE/XP: 6/400

Rojîyans are embodied spirits sent to punish sinners. Each rojîyan is attuned to a particular sort of sin, such as one of the seven deadly. A rojîyans can always detect such a sinner out to a range of 120 feet. These monsters are immune to all non-magical weapons. Against sinners to which they are attuned to punish, rojîyans drain 1 level per hit, and they take only one-half damage from the sinner’s attacks. Rojîyans are immune to sleep, charm, and hold effects.

April 3rd, 2017  in RPG No Comments »

Boldogs & Domenico Neziti

If you’ve never checked out the art of Domenico Neziti, you’re wrong. Stop being wrong. Seriously. He’s worth your time. I’ve mentioned this before in another post that includes more links. I see work like this, and it just screams to be used in a game.

Boldog
Armor Class: 4 [15]
Hit Dice: 5
Attacks: Weapon (1d6+1)
Special: See below
Move: 12
Save: 14
HDE/XP: 6/400

Boldogs are powerful demons who are often deified by orcs. A boldog somewhat resembles an orc, but they are larger, stronger, and obviously more intelligent as evidenced by the cunning malevolence that burns in their eyes. The spells of casters below 3rd level do not affect boldogs, and these demons are 35% immune to spells from more powerful casters. In battle, boldogs fight with swords and wield shields. A boldog’s gaze causes disease, putrefies food, and poisons water.

March 29th, 2017  in RPG No Comments »

The Flu Bug

I write this as someone who lost about 36 hour this week to what the doctors claim was the flu, but what I know was actually an invisibile monster.

The Flu Bug
Frequency: Uncommon
No. Appearing: 1 (see below)
Armor Class: 8
Move: 15″/30″
Hit Dice: 1
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 4
Damage/Attack: 0
Special Attacks: Disease
Special Defenses: See below
Magic Resistance: See below
Intelligence: Low
Alignment: Neutral
Size: S (about 1′ diameter)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: III/61 + 1/hp

The flu bug is a dreaded monster that appears seasonly in many parts of the world. It skulks about, usually airborne, relying on its natural invisibility and amorphous form to squeeze through small spaces in order to infiltrate buildings where people live and work. The worst part about the flu bug is that killing it might make it all the more dangerous.

Since flu bugs are normally invisibile, they gain the advantage of subtracting 4 from “to hit” dice rolls of all opponents unable to detect them. Flu bugs can attack while invisible. They do so striking with their frail-looking arms. These attacks inflict no damage, but the creature struck must make a saving throw versus poison with a -1 penalty per successful attack by the flu bug that round. Failure means the creature contracts a disease. Once a flu bug has infected a victim, the flu bug dies, having fulfilled its purpose. Flu bugs that die this way do not spawn (see below).

Flu bugs can be harmed by normal weapons, but they are immune to most magic. Spells that cure wounds or disease affect flu bugs. A cure wounds spell causes damage to a flu bug equal to the amount the spell would normally cure. A cure disease slays the flu bug immediately (no save), and prevents the flu bug from spawning. Otherwise, when a flu bug is killed, it spawns a number of new flu bugs equal to the original monster’s hit points unless the area in which the flu bug died, including everyone and everything it came into contact with, is thoroughly sanitized. These new flu bugs spawn in 1d4 hours, and gain 1 hit point per hour thereafter until they reach whatever their maximum hit points might be.

The disease caused by the flu bug is debilitating and potentially fatal. Each day for the 3-8 days, the victim suffers these effects:

* A cumulative 10% loss of hit points due to weakness and fatigue.
* The loss of 2 points from both Strength and Constitution due to joint pain, vomiting, and difficulty breathing.
* The loss of 1 point of Dexterity due to dizziness.
* Difficulty concentrating due to high fever, imposing a 10% cumulative chance of miscasting spells.

Total bed rest helps mitigate these effects, making it only 50% likely that each will occur each day of the illness. Victims are also highly contagious. Double the normal modifier for “exposure to carrier of communicable disease” (from +10% to +20%, as explained on page 13, Dungeon Masters Guide). A cure disease spell removes the disease from the victim, but does not remove the effects of the disease. Those fade at the same rate by which they accrued.

March 17th, 2017  in RPG No Comments »