Posts Tagged ‘ monsters ’

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.

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.

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.

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.

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.

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 »

Chance Encounters…Almost

If you’re not in the same virtual places I’m in on G+ and Facebook, you likely missed the posting of two creatures excerpted from Chance Encounters, my soon-to-be-released collection of fantastic creatures for Swords & Wizardry. You can take a gander at the bloody bones demon here and then find the ioun bug here. Chance Encounters includes these two monsters along with 24 others, each gloriously illustrated by stock art from some pretty talented artists.

What I’d really like is for some gimlet-eyed folks to read through my almost-final draft of Chance Encounters in order to provide me with constructive criticism. The task offers a very small amount of fame as well as a free copy of Chance Encounters when it goes live for sale. If you’re interested, shoot an e-mail to mark at spesmagna dot com. I’m pushing to get Chance Encounters finished by about 25 September or so.

Speaking of finished products, I published for the excellent The Black Hack a collection of character classes entitled Clever Title Using Hack & Class. It’s selling really well for something I’ve written, perhaps because it’s currently on-sale for $0.50.

Indeed, everything I’ve published at DriveThruRPG is on-sale this month as I try to raise enough money to buy dice for a dozen or so students that will soon participate in Ludi Fabularum, the story-game club I’ve facilitated for the past few years at the school whereat I teach.

Last of all, if you’re still playing AD&D, here’s a link for a new monster, the shereriti, a horrid product of ghastly rituals to Lloth. Enjoy!

Slowly, Slowly, Progress

More work has been done on Chance Encounters, a growing collection of new monsters for Swords & Wizardry. Here’s another sample:

At first blush, zymotic ants appear to be a common variety of giant ant, but closer observation shows otherwise. Zymotic ants not only have powerful mandibles, but their abdomens sport sharp stingers. Worker zymotic ants “harvest” living creatures, overwhelming them by sheer numbers and dragging the unconscious and dead back to the hive’s incubation chambers. Therein, the toxic pathogens injected via stinger are cultivated, for these horrible insects feed primarily on the effluvia of illness. The unquestioned ruler of a zymotic ant hive is its huge queen. Bloated and slow, the queen commands the hive via telepathy. Once per day, her telepathic energies act as an Animate Dead spell, summoning 2d6 zombies. One in 20 of these undead monsters cause disease with their attacks.

Hit Dice: 2 (worker), 3 (soldier), or 10 (queen)
Armor Class: 3 [16]
Attack (Damage): Bite (1d6), sting (1d4 + disease)
Move: 18, 15, or 3
Save: 16, 14, or 5
Alignment: Neutrality
Challenge Level/XP: 3/60 (worker), 4/120 (soldier), or 12/2000 (queen)
Special: Cause disease, immune to disease and poison, queen abilities (Animate Dead and telepathy)

As you’ve seen if you’ve been paying attention, I’ve also been tooling about with new character classes for The Black Hack. I’m thinking of compiling them into a PDF, either for sale or for free (or both via DriveThruRPG’s pay-what-you-want option). One of the aspects of The Black Hack approach to character classes is how easy it is to make a class that fills a specific campaign niche. Say, for example, your campaign features downtrodden goblin anarchists who fight the power….

Goblin Bomb-Lobber
Starting HP: d8 + 4
HP Per Level/Resting: 1d8
Weapons & Armor: Any and All
Attack Damage: 1d8 Bombs / 1d4 All Others

Special Features
A Goblin Bomb-Lobber makes his own bombs, producing several each day from available materials. He has a d4 Bomb Usage die. A bomb may be thrown to affect 1d4 Nearby creatures, each one taking damage from the explosion.

A Goblin Bomb-Lobber rolls with Advantage when working with explosives and chemicals, to include avoiding the effects of things that blow up.

Due to his revolutionary beliefs, a Goblin Bomb-Lobber rolls with Advantage when testing CHA during interactions with radicals, chaotic beings, et cetera. He suffers Disadvantage to the same sorts of tests when dealing with law-abiders.

Leveling Up
Roll to see if attributes increase. Roll twice for DEX and CHA.

Every odd numbered level, step up the Bomb die as well as the number of Nearby creatures a bomb may affect.

August 2nd, 2016  in RPG No Comments »