Archive for the ‘ RPG ’ Category

The Yexil

I’ve not posted a new monster for 5E D&D since December 2020. Shocking, I know. So, to remedy that oversight, here’s an oldie-but-goodie glommed from 1978’s Gamma World from TSR. Merry Christmas in July!

N.B. That link goes to my DriveThruRPG store’s products, which are on sale for a few more days.

Standing nearly 10 feet tall with a wingspan of just over 25 feet, the yexil move clumsily on the ground but with grace while in flight. It has deep orange fur, a sinuous neck, and a leonine head with large eyes and insect-like mandibles. Yexils are omnivores with a fondness for eating manufactured clothing, the more colorful and fashionable the better.

Yexil
Large beast, neutral

Armor Class 14 (natural armor)
Hit Points 75 (10d10+20)
Speed 25 ft., fly 75 ft.

STR 18 (+4), DEX 11 (+0), CON 15 (+2), INT 8 (-1), WIS 13 (+1), CHA 10 (+0)

Saving Throws CON +4
Skills Perception +3
Damage Resistances cold
Senses passive Perception 13
Languages understands Common but can’t speak
Challenge 4 (1,100)

Dive Attack. If the yexil is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.

Flyby. The yexil doesn’t provoke an opportunity attack when it flies out of an enemy’s reach.

Keen Sight. The yexil has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The yexil makes two attacks: one with its mandibles and one with its talons.

Mandibles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) piercing damage.

Talons. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) slashing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yexil can’t use its talons on another target.

Searing Eyes (Recharge 5-6). The yexil fires twin beams of intense heat from its eyes, affecting a line 75-foot long line that is 10 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.

July 28th, 2021  in RPG No Comments »

Shark Monsters for S&W and MF

Just when you thought it was safe to adventure in the water again, here come two new monsters, one for Swords & Wizardry and the other for Mutant Future.

Carcharidaemon for Swords & Wizardy

The fearsome carcharidaemon prowls the watery depths as well as the coasts of hellish realms. It preys on lesser creatures not because it must eat to live but because it enjoys inflicting pain and causing death. A carcharidaemon is equally at home swimming in the water or crawling and hopping frog-like on land. Twenty feet long and immensely strong, few creatures dare challenge the might of the carcharidaemon.

Hit Dice: 20
Armor Class: 0 [19]
Attack (Damage): 1 bite (3d6), 2 tentacles (1d6), 2 claws (2d6)
Move: 15/24 swimming
Save: 3
Alignment: Chaos
Challenge Level/XP: 30/7,400
Special: +1 or better weapons to hit, constriction, immunity to acid and poison, magic resistance (75%), spells, swallow whole, telepathy 100 ft.

A carcharidaemon swallows a person whole on any attack roll in which the die rolled is 4 or more over the required number, and always if the die roll is a 20. Swallowed victims suffer 1d6 points of damage each round from powerful digestive fluids. This monster’s tentacles extend to 20 feet. If a tentacle hits, it automatically constricts, claws, and gnaws for 2d6 points of damage per round (instead of the normal 1d6). There is a 50% chance that the tentacle also pinions one of its victims limbs. A carcharidaemon can always Detect Invisibility, and it can cast Dispel Magic up to thrice per day. Once per day, it may Raise Water (treat as the reverse of Lower Water).

Sharktopus for Mutant Future

A monstrous combination of giant octopus and great white shark, the sharktopus may have its origins in an ancient military lab. Released or escaped into the oceans, the sharktopus threatens both open water and coastal regions. This cunning beast attacks quickly, especially once it senses blood (which it can do to a range of 300 feet). When in its feeding frenzy, a sharktopus never checks morale. Its tentacles grow to lengths of 15 feet. On land, these tentacles are strong enough to act as legs, and the sharktopus can survive out of water for several minutes.

Number Encountered: 0 (1d3)
Alignment: Neutral
Movement: 90′ (30′), Swim 120′ (40′)
Armor Class: 5
Hit Dice: 15
Attacks: 9 (tentacles x8, bite)
Damage: 1d6 tentacle/2d8 bite
Save: L7
Morale: 7
Hoard Class: None
XP: 3,300

Mutations: Chameleon Epidermis, Echolocation

When swimming to attack, the sharktopus jets at three times its normal speed. Once in melee range, it sprays a 40-foot-radius cloud of black ink that obscures its prey’s vision. With a successful hit, a tentacle constricts a victim, automatically inflicting damage each successive round. The victim suffers a cumulative -1 attack penalty per tentacle constricting it. A hit with an edged weapon that inflicts at least 8 points of damage with a single blow severs a tentacle.


In keeping with the theme of this post, I’ve put both versions of Sharks & Shallows on sale for a mere $0.50 for the rest of this month. The title link goes to the product description page. The discount link adds the PDF to your cart at the discounted price. In either case, Shallows & Sharks presents a half dozen predators to challenge your players.

Shallows & Sharks: Old School Fantasy Version and its discount link

Shallows & Sharks: Old School Mutant Apocalypse Version and its discount link

If you missed the two other posts with discounts, this post includes Aquatic Depths & Denizens at a discount whereas this other post includes That’s a Goblin!? and Terrors of the Toxic Waste at reduced prices.

July 14th, 2021  in RPG No Comments »

Super Bard!

Super Bard uses magical music to fight crime and help others. Most of his powers focus on the latter. His oratorical powers inspire others to greater success, and his soothing songs heal injuries and boost willpower. When he needs to fight, his magical sonic scream serves as a ranged attack, while in close combat he relies on his fencing skills. Super Bard is multilingual, skilled in English, French, and Italian.

William Speares aka Super Bard
Power Level 6

Strength 0, Stamina 0, Agility 1, Dexterity 1, Fighting 2, Intellect 2, Awareness 2, Presence 3

Powers:
Bardic Inspiration
Enhanced Advantage (Inspire 3) [Cost: 1 per rank, 3 pp]
Enhanced Advantage (Luck 2) (Flaw: Luck limited to Inspire) [Cost: 1/2 per rank, 1 pp]

Counter Charm
Immunity 10 (Mind/Emotion Control Effects) (Extras: Perception Area, Selective, Sustained; Flaws: Distracting, Half Effect) [Cost: 1 per rank, 10 pp]

Magical Music
Sonic Scream – Damage 4 (Extra: Ranged) [Cost: 2 per rank, 8 pp]
AE: Charming Lyrics – Affliction 2 (Dazed, Compelled, Controlled; Resisted by Will) (Extras: Cumulative, Perception, Ranged) [Cost: 4 per rank, 1 pp]
AE: Songbird – Flight 4 (500 ft.) [Cost: 2 per rank, 4 pp]

Song of Healing
Healing 5 (Extras: Perception Area, Selective; Flaws: Distracting, Others Only) [Cost: 2 per rank, 10 pp]

Advantages: Close Attack 3, Defensive Roll 4, Equipment 2, Jack-of-All-Trades, Languages, Ranged Attack 3

Skills: Perception 4 (+6), Persuasion 4 (+7), Sleight of Hand 2 (+3)

Offense:
Initiative +1
Rapier +5 (Close, Damage 3, crit 19-20)
Dagger +5 (Close, Damage 2, crit 19-20)

Defense: Dodge 5, Parry 5, Fortitude 5, Toughness 5/1 (leather armor), Will 5

Power Point Totals: Abilities 22 + Powers 34 + Advantages 14 + Skills 5 + Defenses 15 = 90

July 13th, 2021  in RPG No Comments »

A Heroic Orc Cobbler?

Not too long ago, whilst talking with Terry and Eric instead of continuing our small-scale post-apoc Savage Worlds campaign, we brainstormed a bit about running D&D’s The Keep on the Borderlands as a reverse dungeon. The players would make up orcs, goblins, et cetera as characters to defend the Caves of Chaos against the human invaders who’ve set up shop in the nearby keep.

Around the same time, I almost got to play in a Dungeon Crawl Classics (DCC) game (but the GM backed out before the start). I’ve never played DCC, but I’ve read parts of the rulebook, especially the character creation material. For those unfamiliar, DCC players make up two 0-level characters who have little in the way of equipment, abilities, or hit points. The process is highly random. Ability scores, race, and background are all generated via dice rolls. These character are then run through an introductory adventure, called a funnel, and those that survive become 1st-level characters.

These two things — the reverse dungeon and DCC character creation — merged in mind. I’ve put together about a half dozen pages written for 5E D&D that address semi-DCC-esque character creation that randomly generates ability scores, race, and background.

(N.B. The two links above are affiliate links.)

Here’s an example of a 0-level character made using the process I’ve come up with:

Orc Guild Artisan (Cobbler)

Strength 15
Dexterity 12
Constitution 15
Intelligence 10
Wisdom 17
Charisma 10
Luck 12

Birth Sign/Boon Unicorn/Medicine Skill Expertise

Hit Points 4
Proficiency Bonus +2

Skills Insight, Persuasion
Tool Proficiencies Cobbler’s Tools
Languages Common, Giant, Orc
Equipment Cobbler’s tools, a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp

July 11th, 2021  in RPG No Comments »

Giant Catfish for S&W and MF

Let’s return to 1983’s Monster Manual II to find a creature suitable for translation to Swords & Wizardry and Mutant Future. For reasons that become thematically apparent, I’m searching for an aquatic monster. After some flipping out and checking ideas against the Swords and Wizardry SRD, I settle upon the Giant Catfish.

A huge catfish occasionally survives to grow even larger and become a giant of its kind. Catfish of all sorts inhabit fresh waters in warm-temperate to tropical climate regions. Giant catfish are found only in very large rivers or in lakes fed or emptied by them. They are principally bottom-feeding scavengers, although they are sufficiently aggressive to attack any creature recognized as “food” and of a size small enough to swallow. The largest giant catfish reaches a length of 24 feet (Monster Manual II 23).

For Swords & Wizardry

Hit Dice: 7-10
Armor Class: 7 [12]
Attack (Damage): 1 bite (3d4), 1d2 spines (2d4 + poison)
Move: 0/18 swimming
Save: 9, 8, 6, or 5
Alignment: Neutrality
Challenge Level/XP: 7 HD (9/1,100); 8 HD (10/1,400); 9 HD (11/1,700); 10 HD (12/2,000)
Special: Poison spines, swallow whole

When biting, a giant catfish swallows its prey whole on a natural roll of 18-20, assuming the prey is small enough. A 7-HD giant catfish can swallow a gnome or halfling whole. At 8 HD, a giant catfish can swallow whole a dwarf or elf. At 9 HD, the giant catfish can swallow whole a human, while a 10 HD giant catfish can swallow whole a creature as large as an ogre. In addition to its bite attack, a giant catfish has several stiff feelers around its mouth and gills. A giant catfish lashes its head about in combat, which lets it makes one or two spine attacks each round. A creature hit by a spine must make a saving throw to avoid suffering an additional 1d4 points of damage from the giant catfish’s painful venom.

For Mutant Future

Number Encountered: 1
Alignment: Neutral
Movement: Swim 180′ (60′)
Armor Class: 7
Hit Dice: 10
Attacks: 1 (bite) plus 1d2 (spines)
Damage: 3d4+4 plus 2d4+4, poison
Save: L5
Morale: 9
Hoard Class: None
XP: 3,100

Mutations: Gigantism, Toxic Weapon

When biting, a giant catfish swallows its prey whole on a natural roll of 18-20, so long as that prey is no larger than horse. A victim swallowed whole takes 1 point of damage per round from digestive fluids and has a 5% chance of suffocating each round. These hazards stop when the victim dies, the catfish is killed, or the victim escapes. A giant catfish lashes its head about in combat, which lets it makes one or two spine attacks each round. The giant catfish’s spines carry class 1 poison (save or take 1d6 points of damage).


I’ve added Aquatic Depths & Denizens to the short list of Spes Magna OSR products that are on sale this month. If you click on this link, Aquatic Depths & Denizens shall be added to your DriveThruRPG cart for the discount price of 75 cents.

Aquatic Depths & Denizens dives into Old School aquatic environs, offering the Referee and the players several tools to help bring new worlds of excitement to life via guidelines for adventuring underwater, the addition of five aquatic races suitable for PCs, and many new spells and monsters to be cast or fought while submerged.

(N.B. The other two products on sale are That’s a Goblin!? and Terrors of the Toxic Waste, details to be found in this post.)

July 7th, 2021  in RPG No Comments »