Posts Tagged ‘ Swords & Wizardry ’

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 »

Masters of Vermin

Skaven never go into battle without a squirming horde of giant rats surging about their legs, swarming over enemy defenses, devouring and befouling enemy grain supplies. The packmaster herds the swarm, cares for the beasts, breeds the strongest with the strongest to create more ferocious rats, performing all of these tasks under the cruel supervision of the tribe’s verminlord, a monstrous skaven so terrifying that it rivals the power of the grey seers.

Most of the vermin that accompany a skaven tribe are giant rats. The packmaster’s bizarre husbandry practices, often combined with wicked magic, produce other, more dangerous forms of the giant rat. These ferocious rodents are used not only as troops and guards, but the larger may serve as mounts for packmasters and other exceptional skaven. To determine the stats of these rats, simply take the stas of another monster and change the name and appearance. A few examples could include blink rats, ghoul rats, horse-sized war-rats, and packs of howling worg rats.

Packmaster
Armor Class: 6 [13]
Hit Dice: 2+1
Attacks: Weapon
Special: Crack the whip
Move: 9
Save: 17
HDE/XP: 2/30

Packmasters herd the skaven horde of rats and rat-like monsters, often while mounted on a worg rat. When a packmaster cracks its whip, vermin within 60 feet know to attack with greater ferocity, and so gain a +1 bonus to attack rolls for the next 1d4 rounds. A packmaster may not crack its whip and attack in the same round.

Rat Ogre
Armor Class: 5 [14]
Hit Dice: 4+1
Attacks: Claws or weapon (1d6+1)
Special: +2 bonus on attack rolls, immune to fear
Move: 12
Save: 15
HDE/XP: 5/240

Rat ogres are giant, mutated skaven that combine minimal intelligence with great strength and bloodlust. They are fearless, and they attack with berserk fury with either weapons or their deadly claws.

Verminlord
Armor Class: 3 [16]
Hit Dice: 6+1
Attacks: Weapon (1d6+1)
Special: Disease (75%), spells
Move: 12
Save: 13
HDE/XP: 8/800

Horrific examples of pure pestilence given form, Verminlords live only to despoil and corrupt. Each clan has a verminlord, chosen from among the ranks of the packmasters by the tribe’s grey seer, who then subjects the chosen one to horrible rituals. In the unlikely event the packmaster survives, it emerges transformed as a verminlord, a creature with great skill in combat as well as magical powers. All vermin within 60 feet of a verminlord burn with rabid hatred, causing +1 damage on attacks. The verminlord’s own attacks are very likely to leave any who survive infected with some ghastly disease. It casts spells as a 3rd-level Cleric and a 3rd-level Magic-User, but its spells may never heal or cure.

March 11th, 2017  in RPG No Comments »

Envenomed Blades

The warrior and priestly castes draw their recruits from the clanrats of the tribe. These castes embody the Horned Rat’s aspects of conquest and disease. The caste that embodies poison, however, draws its recruits from the slave rats, the dregs of skaven society. The best of those dregs, who still occupy a rung on the skaven social ladder lower than the clanrats, become night runners, skirmishers and infiltrators.

While murder and treachery are common ways of social advancement among skaven, these tactics represent the only way of advancement among the skaven assassin caste. Consequently, the assassin caste is the smallest in skaven society, but these stealthy murderers are also among the most feared and hated of the Horned Rat’s followers.

Night Runner
Armor Class: 8 [11]
Hit Dice: 1d6 hit points
Attacks: Weapon
Special: Back stab (see below), thievery (1-2)
Move: 9
Save: 19
HDE/XP: 1/15

While skaven warlords lead formations of clanrats and plague monks rally the faithful, the night runners slink through tunnels, sneak along ditches, seeking to flank their enemies, picking off stragglers before retreating into hiding. A night runner that attacks by surprise or from an unseen vantage gains a +2 bonus on its attack roll, but otherwise inflicts no additional damage. The night runner’s thievery ability may be used for any number of clandestine or stealth-based actions, subject to the Referee’s discretion. Night runners comprise the bulk of the assassin caste. Few live long enough to see advancement to gutter runner.

Gutter Runner
Armor Class: 6 [13]
Hit Dice: 1
Attacks: Weapon
Special: Back stab (x2), poison, thievery (1-3)
Move: 12
Save: 18
HDE/XP: 2/30

Faster, stealthier, and more deadly when attacking by surprise, gutter runners are also trained in the use of poison. They coat their weapons with venoms that can be deadly (+4 on saving throws to resist). Gutter runners prefer to attack from a distance, usually with shuriken-like weapons.

Poisoned Wind Globadier
Armor Class: 5 [14]
Hit Dice: 2+1
Attacks: Weapon
Special: Back stab (x2), poisoned wind globes, thievery (1-3)
Move: 12
Save: 18
HDE/XP: 3/60

Gutter runners chosen for special training may end up serving as poisoned wind globadiers. Equipped with protective masks (+2 on saving throws versus inhaled substances) and poisoned wind globes, crystal spheres filled with an exotic toxic that expands into a gaseous cloud when exposed to air, the poisoned wind globadiers skirt the edges of battle, seeking an ideal place to shatter one of their deadly globes. A poisoned wind globadier carries 1d4+1 globes, each of which can be thrown up to 30 feet to shatter, releasing a toxic cloud is a 10-foot radius. Those caught in the cloud are permitted a saving throw (+2 bonus) to avoid a painful death by asphyxiation.

Poisoned Wind Mortar Team
Armor Class: 5 [14]
Hit Dice: 2+1
Attacks: Weapon
Special: Back stab (x2), poisoned wind mortar, thievery (1-3)
Move: 12
Save: 18
HDE/XP: 3/60

Gutter runners chosen to operate as a mortar team always go about in pairs. One carries the mortar while the other loads and fires the weapon, which propels of poisoned wind globe up to 90 feet. The equipment is bulky. Gutter runners weighed down by the poisoned wind mortar gear have thievery (1-2) and move 9. The stats above are for an individual that has abandoned his gear. A team usually carries 1d6+3 poisoned wind globes.

Skaven Assassin
Armor Class: 4 [15]
Hit Dice: 4+1
Attacks: Weapon
Special: Back stab (x2), poison, thievery (1-4)
Move: 15
Save: 15
HDE/XP: 5/240

The most skilled and most treacherous gutter runners may eventually rise to the rank of assassin. Armed with the most potent venoms and quite skilled in the arts of infiltration and stealth, a skaven assassin seldom operates in groups larger than two. Most prefer to work alone. When striking by surprise doesn’t get the job done, a skaven assassin is still a formidable combatant, trained to fight with a blade in each paw (and both blades invariably envenomed). A skaven assassin fighting with two weapon at once may choose each round a +1 bonus on attack rolls, a +1 bonus to AC, or a +1 bonus to damage.

March 10th, 2017  in RPG No Comments »