Posts Tagged ‘ AD&D ’

The Teeth in the Darkness

First, some news: I’ve released the playtest version of The Grimm’s Fairy Hack via DriveThruRPG. It’s listed as Pay What You Want with a suggested price of $2. Of course, as a purchaser (even if you choose to purchase the game for free), you’ll automatically receive updates to TGFH, to include the final, for-sale version. In TGFH, a based on The Black Hack roleplaying game, the players take on the roles of children from our real world who find themselves lost in a dangerous, magical realm. These playtest rules include all the information you need to get started exploring your own versions of grim tales.

And now a monster inspired by an entertaining film starring Finn and half of Firestorm.

Teeth in the Darkness
Frequency: Very rare
No. Appearing: 5-30
Armor Class: 6
Move: 12″
Hit Dice: 2-5
% in Lair: 35%
Treasure Type: O, P, R
No. of Attacks: 3
Damage/Attack: 1-4/1-4/1-6
Special Attacks: Add 1/2 HD to damage rolls
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Low to Average
Alignment: Neutral evil
Size: S to M (2′ to 5′ at the shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/X.P. Value: 60+2/hp (2 HD); 110+3/hp (3 HD); 185+4/hp (4 HD); 290+5/hp (5 HD)

Found in caverns and ancient forests, the teeth in the darkness are intelligent predators that run in packs, hunting much like wolves. These creatures lope about most of the time on all fours, and they are skilled climbers but do not swim well. Their forelegs are longer than their rear legs, giving them an appearance somewhat like an gorilla. The teeth in the darkness have no eyes (and are consequently immune to attacks and illusions that affect the sense of sight). They have highly developed olfactory senses as well a form of echolocation that uses clicks, grunts, snarls, and surprisingly human-like screams; some of the teeth in the darkness’s vocalizations cannot be detected by normal hearing. The teeth in the darkness use these same sounds to communicate with each other. Due to their unusual senses, the teeth in the darkness are surprised only a on 1 (in 6), and they track prey by scent like a bloodhound.

In the dimly lit and shadowy conditions, these monsters are almost impossible to see as long as they keep their mouths closed to conceal their bioluminescent fangs. They move silently with cunning. In the dark when they cannot be seen, they surprise foes 5 in 6 times. Even in lighted conditions, they still surprise foes 3 in 6 times due to their stealth. The size of these monsters (and HD) varies with age and sex. Males are generally larger when fully grown. Regardless of size, they are quite strong. Add one-half the monster’s HD (round up) to damage rolls with its bear-like claws and glowing fangs. Their fur is blacker than black, and it does not reflect light. This makes it difficult to accurately judge their position at distances farther than 15 feet, especially when they are moving; this trait imposes a -4 penalty on “to-hit” rolls with ranged attacks.

July 4th, 2017  in RPG, Spes Magna News 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 »

The Flu Bug

I write this as someone who lost about 36 hours this week to what the doctors claim was the flu, but what I know was actually an invisible 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 »

Urticating Hairs!

Inspired by a Facebook post by Joe Pizzirusso in the 1st Edition Advanced Dungeons & Dragons group, here comes two special abilities for more scientifically accurate giant spiders. If you want more information about the discovery of a new species of tarantula, check out this NatGeo article. Also, this is not the first time I’ve visited monstrous arachnids. Check out these older posts:

* The Spiders from Mars, monstrous foes for Fate Accelerated Edition.
* Plague of Spiders, a terrifying Third Magnitude spell for Barbarians of Lemuria.
* The Pholcids of Orgimchak, magical spiders for Swords & Wizardry.
* Day 17: My Animal/Vermin for assorted spider facts.

But enough of that. Giant spiders stalk hereafter.

Everyone knows that giant spiders are web builders who construct their webs “horizontally or vertically so as to entrap any creature which touches the web.” Of course, a giant spider’s bite packs a poisonous punch. “A victim must save versus poison or be killed.” All of this is explained on page 90 of the Monster Manual. Go ahead and check. While you’re at it, look at the glorious full page illustration on page 91. See those bristles and hairs on the giant spider fixing to pounce on the unsuspecting adventurers?

Those are urticating hairs, which aren’t really hairs. Instead, they’re bristles covered with microbarbs, and they’re a defensive adaptation. When bothered or angered, a giant spider shakes and scrapes its legs together and across is abdomen. This kicks up a cloud of urticating hairs in a 1/2″ or 1″ radius around the spider (50% chance of either). The cloud lasts for one to three rounds, depending on air conditions (shorter duration in wind or rain, for example).

Creatures other than giant spiders caught in a cloud of urticating hairs must save versus paralyzation. Failure means the creature has inhaled some of the hairs while other hairs have embedded themselves in the creature’s eyes and skin. This is not a good thing as it renders the victim blind and in pain for 1d4+1 turns. The pain part is simulated by suffering 2d4 points of damage per turn unless the victim remains very still.

Rarely, a giant spider’s urticating hairs grow sturdier and sharper. The saving throw against these sorts of urticating hairs is made with a -2 penalty, and the victim suffers the aforesaid effects for 1d6+1 turns. What’s more, a combatant who attacks such a giant spider with a weapon no longer than 2 feet must make a saving throw versus paralyzation if the combatant’s attack roll fails. An attacker who fails this saving throw is jabbed by 1d8 urticating hairs. Each hair inflicts 1 point of damage.

If you add either or both of these abilities to a standard giant spider, adjust the spider’s XP value accordingly. Here’re my recommendations:

Standard Giant Spider Level/XP Value: V/315+5/hp
With Urticating Hair Cloud: +75 XP
With Sturdier Urticating Hairs: +40 XP

July 2nd, 2016  in RPG No Comments »

Even More Monsters

Today offers three more monsters, one each for Advanced Dungeons & Dragons, Mutant Future, and Swords & Wizardry, respectively. Enjoy!

Dringwr

Not all halflings are “hard-working, orderly, and peaceful citizens”. A few embrace lives of sloth, disorder, and violence. These aberrations seldom last long in the typically lawful and good villages of their fellow halflings. Exile or even execution for their crimes are the most common consequences. Very rarely, such a wicked halfling returns from the grave as a dringwr, a terrible undead monster that loves nothing except for inflicting pain and causing sorrow. Of course, a dringwr prefers to prey on halflings, but its spiteful nature delights in harming any living creature that it can. A dringwr can summon and control dogs, calling 3-18 such animals to arrive in 2-12 melee rounds. It also moves with great stealth, surprising other creatures 4 times in 6. A dringwr cannot be harmed by normal weapons, and it makes all saving throws as if it had 6 Hit Dice. In combat, it attacks with its talons and fangs.

Of grayish-green complexion, a dringwr tends toward rust-red or black hair coloration. Its eyes are solid white. It dresses in drab trousers and coat, and often uses a hooded cloak to hide its obvious undead appearance. Short, ragged fangs line its gums, and its fingernails and toenails hook like talons. A dringwr speaks whatever languages it knew in life.

Dringwr: Freq very rare; # App. 1-6; AC 5; Move 9″; HD 2; % in Lair 35%; Treasure B; # Atk 3; Dmg/Atk 1-3/1-3/1-4; SA summon/control dogs, surprise others 4 in 6; SD +1 or better weapon to hit, save as 6-HD monster; MR standard; Int Very; AL CE; Size S; Psi nil; Lvl/XP III/52 +2/hp.

Demodex

Eight-legged with a flat tail, growing to the length of a man’s arm, fleshy with a rippled and leathery back, its blunt head featuring antennae and multiple small black eyes, the horrid demodex attacks with its spiked, oval mandibles. This mutant monster feeds on skin and sebum, the oily or waxy matter secreted to lubricate and waterproof the skin and hair of mammals.

Demodexes are aggressive and voracious. They use their remarkable olfactory abilities to detect and track mammals, which are their preferred prey given the demodex’s unusual diet. A demodex’s attacks can cause an allergic infection in mammals. Such a victim has a 2% cumulative chance per point of damage suffered from a demodex to develop such an infection. Treat allergic infection as a disease with the following statistics: save modifier -1; infection duration 1d12 days; affected stats DEX -2, CHA -1 (if visible); damage/day 1d4.

Demodex: # Enc. 2d4; AL N; MV 120′ (40′); AC 6; HD 2; Atks 5 (4 claws, bite); Dmg 1d4/1d4/1d4/1d4/1d6; SV L1; Morale 7; Hoard None; XP 38; Mutations Allergic Infection, Increased Smell.

Skacina

Skacinas are brutish humanoids with a thick, wrinkled hide. A peaked, heavy plate of bone tops a skacina’s heavy skull, which is supported by powerful neck and shoulder muscles. These creatures live in rugged hills and mountains, and make their lairs in natural caves or abandoned structures built by others. Skacinas practice only the crudest of crafts, making simple tools from hide, bone, wood, and stone. While they are not particularly intelligent, skacinas are territorial and prone to violence.

For some reason, skacinas are immune to petrification. Some sages conclude that these monsters have a distant origin on the Elemental Plane of Earth. This theory seems to gain support due to the fact that skacinas often kill captured trespassers by crushing them beneath large rocks or by burying the captives alive.

Skacina: HD 3; AC 6 [13]; Atk 1 head butt (1d4) and weapon (1d6); Move 12; Save 14; AL C; CL/XP 3/60; Special: immune to petrification.

June 15th, 2016  in RPG No Comments »