Posts Tagged ‘ monsters ’

The Sudden Feaster

Check your conscience before you go to bed. Check under your bed, and in your closet as well, especially if your conscience isn’t clear. And I mean really clear, not just rationalized into something you think qualifies as clear. The sudden feaster smells your sins, and their stench whets its appetite for flesh. Your flesh. When a sudden feaster appears, seemingly out of nowhere, its fanged maw gapes wide and snaps shut fast and hard enough to sever limbs, making it all the easier for the feaster to gorge itself on your blood.

A sudden feaster is a fearsome, ogre-like creature driven by dark urges to hunt and devour the wicked. This monster is not, however, some righteous avenger of wrongs. Rather, it delights in the pain it inflicts, in the seeds of terror it sows in its victim’s life before it strikes.

Stats for Barbarians of Lemuria:

Attributes
Strength: 4
Agility: 1
Mind: 1

Combat Abilities
Attack: bite +0 (damage d6+2)
Defense: 2
Protection: d3-1 (magical hide)
Lifeblood: 14

Special
A sudden feaster can appear from and disappear into spaces too small to accommodate its bulk, doing one or the other once per round. If its victim cannot see it, a sudden feaster may make a check, modified by its mind and opposed by its victim’s mind, to create a sense of dread in the victim.

Stats for Dungeon World:

Intelligent, Large, Solitary, Stealthy, Terrifying
Bite (d10+1 damage, 1 piercing)
16 HP
1 Armor
Close, Forceful, Reach
Instinct: To eat the wicked

* Appear from or disappear into surprising places
* Make scary noises
* Sniff out the wicked

Stats for Swords & Wizardry:

Hit Dice: 6+2
Armor Class: 5 [14]
Attacks: 1 bite (1d10+1)
Saving Throw: 11
Special: appear/disappear, sow terror
Move: 9
Alignment: Chaos
Number Encountered: 1
Challenge Level/XP: 8/800

A sudden feaster can disappear into or appear from spaces too small to accommodate its bulk, doing so once per round. If it is unseen, it can sow terror by scraping its nails slightly on a solid surface, causing a board to creak ever so lightly, rapping on a window pane, et cetera. The victim’s idea that something might be lurking nearby festers in the subconscious. The victim must make a saving throw or suffer a fear-induced –2 penalty on attack rolls and saving throws for 1d4 rounds.

May 16th, 2014  in RPG 1 Comment »

Spiky Golem

A few days ago, I posted stats for the man-owl. As usual, I shared the post’s link via Facebook and G+. Not too long after, Eric Webb posted a picture in response, stating “A challenger appears”. The picture is to the right of these words, and my game stats for this alleged challenger appear below. Again, I offer the stats for three different games.

Spiky Golem

The spiky golem is an animated construct made of cuir bouilli with iron fastenings and hundreds of iron spikes, all fashioned around the skeleton of an executed criminal. It is given life by its creator, who summons and binds an infernal spirit to the man-like construct. As a result of this binding, a spiky golem has a dull, malevolent intelligence. Due to enchantments on its intelligence, the golem’s creator forces the monster’s obedience while earning its hatred.

A spiky golem attacks savagely with its powerful arms, delivering blows that both crack bones and tear flesh.

Stats for Barbarians of Lemuria:

Attributes
Strength: 4
Agility: 2
Mind: -1

Combat Abilities
Attack: 2 clubbing blows +0 (damage d6)
Defense: 2
Protection: d6 (rugged materials)
Lifeblood: 14

Special
A spiky golem takes half-damage from spells, and it is immune to mind-affecting spells. Due to the magical enchantments that strengthen its materials, roll 2d6 and take the larger of the two rolls when determining protection.

Stats for Dungeon World:

Construct, Group
Clubbing Blows (d8+2 damage, 1 piercing)
10 HP
2 Armor
Close, Forceful, Messy
Special Qualities: Covered in spikes
Instinct: To crush

* Detach animated spike
* Follow orders hatefully

Stats for Swords & Wizardry:

Hit Dice: 6 (30 hit points)
Armor Class: 6 [13]
Attacks: 2 clubbing blows (2d6)
Saving Throw: 11
Special: Hit only by magical weapons, immune to most spells
Move: 9
Alignment: Chaos
Number Encountered: 1d4
Challenge Level: 9/1,100

Only +1 or better magic weapons can harm a spiky golem. Magic Missile inflict normal damage to a spiky golem. An evil reversal of a Cure Light Wounds or Cure Serious Wounds spell heals a spiky golem a number of hit points equal to half the damage it would normally inflict. No other spells affect a spiky golem.

May 11th, 2014  in RPG No Comments »

The Man-Owl

The man-owl is a malignant monster that seeks to spread fear and chaos. It flies magically and in total silence. Those who meet a man-owl’s gaze often fall into the grip of crippling apprehension. To help the man-owl terrorize more adventurers and spread even more fear and chaos, its stats are presented below for both Swords & Wizardry and Dungeon World.

Man-Owl
Hit Dice: 3+6
Armor Class: 6 [13]
Attacks: 2 claws (1d6), 1 bite (1d4)
Move: 12 (Fly 15)
Special: Doom gaze, flies silently, -2 to all die rolls in bright light
Saving Throw: 14
Alignment: Chaos
Number Encountered: 1
Challenge Level: 5/240

Doom Gaze Effects: If the victim fails his saving throw, he suffers a -2 penalty to attack rolls and saving throws. Every day, a victim of the man-owl’s doom gaze is permitted a new saving throw (with the -2 penalty) to overcome these baleful effects.

Man-Owl
Intelligent, Solitary, Stealthy
Claws (d6+2 damage)
10 HP
0 Armor
Close, Messy
Special Qualities: Look causes crippling apprehension, magical flight
Instinct: To spread fear and chaos

* Make eye contact
* Rend and screech
* Pull someone into the air

May 8th, 2014  in RPG No Comments »

Y Is for Yappy

yappy: (adj.) inclined to talk foolishly or at length

Most ettins, two-headed giant-like creatures, dwell only in remote areas in underground lairs, for these monsters prefer darkness. They revel in savagery and live at a level barely above the Stone Age. Some, however, have greater than intelligence, and they develop something more like a civilized attitude.

These advanced ettins lack the base savagery of their less intelligent relatives. Many advanced ettins possess skills such as metalworking or agriculture. This is not to say that advanced ettins cannot be cruel, even evil. Sophistication and culture do not preclude moral depravity. Indeed, most advanced ettins cannot be trusted unless dealt with carefully, preferably from a position of strength.

An advanced ettin’s most remarkable trait are his two personalities. Both heads have their own intelligence, name, personality, et cetera. These two heads do not always get along with each other, and they tend to carry on lengthy, often strident conversations with each other. The monster’s left head controls the right side of the ettin’s body, whereas the right head controls the other side.

Even though an advanced ettin has a single body (and corresponding hit point total), it acts as if it were two different creatures. Often, one head focuses on thrown weapons, acting during the Movement and Missile portion of the round. The other head concentrates on melee attacks, or, rarely (10% chance), casts spells. An advanced ettin spellcaster is able to cast 1d4 1st-level Magic-User spells, 1d3 2nd-level Magic-User spells, and 1d2 3rd-level Magic-User spells.

Advanced Ettin
Hit Dice: 10
Armor Class: 3 [16]
Attacks: 1 weapon (2d8) plus 1 weapon (3d6)
Special: Surprised only on a 1, two personalities
Move: 12
Saving Throw: 5
Alignment: Neutrality or Chaos
Number Encountered: 1d3
Challenge Level: 11/1,700 (13/2,300 for spellcaster)

April 29th, 2014  in RPG No Comments »

X Is for Xanthic

xanthic: (adj.) of, relating to, or tending toward a yellow color

Here I am, almost through a month of alphabetical adjectives focused on old school gaming. Most of this month’s posts have focused on Swords & Wizardry and Stars Without Number, but every Saturday and Monday have been devoted to various old school games, such as the first editions of Gamma World and Top Secret.

Today, however, I’m going for a newer game from 2009. It might not be old-school old school, but Simon Washbourne’s Barbarians of Lemuria does the pulp-era, sword-and-sorcery genre better than most games out there. The hardback clocks in at about 100 pages of muscle-flexing barbarian goodness. Seriously. Check out Beyond Belief Games. Mr. Washbourne puts out some great products. If you like BoL, you should definitely check out Dicey Tales, which “was created with the goal of giving the fan of the Barbarians of Lemuria (BoL) role playing game a chance to explore a variety of pulp genres while still remaining firmly within the BoL rules set.” Dicey Tales does two-fisted, square-jawed pulp heroes the right way.

But enough of that. Let’s get to a monster.

The Xanthic Monarch serves Morgazzon, the Demon of Madness. For more than a century, rumors have whispered about the Xanthic Monarch’s domain, Vicha’a, a ruined city deep in the Jungles of Qush, perhaps in the foothills of the Mountains of Axos. How reliable these rumors are is highly suspect, for no one who isn’t completely mad claims to have seen Vicha’a’s demon-haunted streets that twist and turn between dimensions.

If the Xanthic Monarch survived the fall of the Sorcerer-Kings, he may truly be immortal, and he certainly commands soul-searing magic. Perhaps even the fables about his xanthic sigil are true, but this seems unlikely, for otherwise the Xanthic Monarch would surely rule from the throne of some major city, surrounded by thousands enslaved to his will by the sigil’s power. In the middle of all of the rumors and tales, many of them contradictory, one fact is certain: xanthic sokwes hunt the region of Qush near where the jungle allegedly hides Vicha’a.

Xanthic Sokwe

A xanthic sokwe resembles a great ape, but its fur is a deep yellow, and its terrifying face twists into demonic expressions of hatred and rage. These monsters are cruel and remarkably strong. Most seem to be little more than savages, but a few exhibit unnerving signs of intelligence. These elite xanthic sokwes merit the strongest caution.

Attributes
Strength: 6
Agility: 1
Mind: 0

Combat Abilities
Attack: bite +1 (damage d6+1), 2 claws +2 (damage d6)
Defense: 2
Protection: d3 (tough hide)
Lifeblood: 16

Special
For an elite xanthic sokwe, increase Mind to 1 and add Appeal 0. Divide 6 points between Brawl, Melee, Missile, and Defense, with no more than 3 points added to any single category. Divide 2 points between two careers, usually savage, tracker, warrior, druid, or torturer.

April 28th, 2014  in RPG 1 Comment »