Posts Tagged ‘ AD&D ’

The Eleventh Day

The penultimate encounter on our twelve day trip to meet new monsters.

On the eleventh day of searching / my party came upon: / eleven bereft phantoms / ten kanga raiders / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The bereft phantom is a pathetic undead creature, the tormented spirit of someone who died with some great longing left unfulfilled. Now cursed, the bereft phantom can never achieve in undeath what it longed for while alive. Driven mad with anguish and rage, the bereft phantom seeks to share its torment with others. The bereft phantom is obviously undead and tormented, appearing much as it did in life, but now weighed down by spectral chains forged link by link in the crucible of unrequited desire.

AD&D Version

Frequency: Very rare
No. Appearing: 1-12
Armor Class: 4
Move: 12″/24″
Hit Dice: 2+2
% in Lair: 10%
Treasure Type: E
No. of Attacks: 1
Damage/Attack: 1-6
Special Attacks: See below
Special Defenses: Silver or magical weapons to hit
Magic Resistance: See below
Intelligence: Average
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IV/175 + 3/hp

The bereft phantom’s touch burns both flesh and soul with its supernatural cold. A living creature damaged by this cold must make a saving throw versus spell or be slowed for 1-6 melee rounds. Silver weapons (which cause half damage) or magical weapons (which score full damage) are needed to hit a bereft phantom. It is unaffected by sleep, charm, hold, or cold-based spells or attacks. Poison and paralysis are likewise ineffective, but holy water inflicts 2-8 hit points of damage for each vial full which hits. A raise dead spell slays a bereft phantom.

The bereft phantom can use dimension door as a 7th-level magic-user up to three times per day. Once per day, a bereft phantom can impose a cursed geas upon a creature it touches (no saving throw). The cursed geas is a magical command to carry out some service, usually one related to the bereft phantom’s unrequited desire. The cursed geas cannot be fulfilled, but the victim must try nonetheless. Every day the victim labors under the effects of the cursed geas, he must make a saving throw versus death magic or lose 1 point of constitution. If the victim refuses to follow the cursed geas, he makes this saving throw with a -4 penalty. When the victim’s constitution reaches 2, he lapses into a coma. When it reaches 0, the victim dies. After 1-4 days, the victim becomes a bereft phantom.

Neither dispel magic nor remove curse can negate a cursed geas. Alter reality, dispel evil, limited wish, or wish can negate a cursed geas, as can slaying the bereft phantom who imposed it.


5E D&D Version

Medium undead, chaotic evil

Armor Class 13
Hit Points 39 (6d8+12)
Speed 0 ft., fly 60 ft. (hover)

Ability Scores STR 6 (-2), DEX 16 (+3), CON 14 (+2), INT 11 (+0), WIS 13 (+1), CHA 14 (+2)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks made with silvered weapons
Damage Immunities cold, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 3 (700 XP)

Cursed Geas (1/Day). As a bonus action, the bereft phantom places a magical command on a creature it hits with its chilling touch, thus forcing the creature to carry out some service, usually one related to the bereft phantom’s unrequited desire. While the target is under the effect of the cursed geas, it must make a DC 14 Wisdom saving throw once per day or take (11) 2d10 psychic damage. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts as long as the cursed geas. The target dies if its hit point maximum is reduced to 0. A humanoid slain by a cursed geas rises 24 hours later as a bereft phantom. Destroying the bereft phantom ends the cursed geas. A greater restoration or wish spell also ends it.

Incorporeal Movement. The bereft phantom can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

Chilling Touch. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d6) cold damage and 3 (1d6) necrotic damage, and the target is slowed for 1 minute. The target can make a DC 14 Wisdom saving throw at the end of its turn. On a successful save, the target is no longer slowed.

Dimension Door (3/Day). The bereft phantom can use dimension door three times per day.

January 4th, 2019  in RPG No Comments »

The Tenth Day

Way back when while running TSR’s Marvel Super Heroes, I pitted the heroes against a ridiculously large gang of a minimally-powered villains. Among them was Frank Oliver, also known as the Kangaroo. That’s him in the picture. For day ten, I take inspiration from Marvel’s greatest villain from the Land Down Under.

On the tenth day of searching / my party came upon: / ten kanga raiders / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes, / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The kanga raider is very much like a human, but larger and stronger, and possessing inhumanly strong legs used to jump and kick. The kanga raider lives in a semi-nomadic warrior society where the strong rule and conflicts are most often settled by fighting.

AD&D Version

Frequency: Very rare
No. Appearing: 10-80
Armor Class: 6
Move: 15″
Hit Dice: 1+1
% in Lair: 10%
Treasure Type: Individuals K; B in lair
No. of Attacks: 2 (or 1)
Damage/Attack: 1-6/1-6 (or by weapon type)
Special Attacks: See below
Special Defenses: Leader types
Magic Resistance: Standard
Intelligence: Low to very
Alignment: Any chaotic
Size: M (6-1/2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 2/hp

The kanga raider is a warrior who excels in fighting by means of powerful kicks from his unnaturally strong legs. He makes two kick attacks per melee round. A creature struck by both kicks must make a saving throw versus paralysis or be stunned for 1 round. A kanga raider can spring up to 25′ ahead or up to 15′ upward. If he leaps to attack, he makes a single kick attack with a +2 “to hit” bonus and inflicting 2-12 points of damage with a successful attack. The victim of this powerful flying kick must make a saving throw versus paralysis with a -2 penalty or be stunned for 1 round.

For every 10 kanga raiders encountered, there will be a 2nd-level fighter. For every 20, there will be a 3rd-level fighter. For every 30, there will be a 4th-level fighter, and for every 40, there will be a 5th-level fighter. These leader types are in addition to the number indicated by the dice. A band of kanga raiders will be led by a war chief of 9th or 10th level and two subchieftans of 6th or 7th level. If fewer than 45 kanga raiders are encountered, use the lower levels. For every 10 kanga raiders, there is a 10% cumulative chance that there will be a kanga raider cleric of 3rd to 7th level with 1-4 assistances of 1st to 3rd level.


5E D&D Version

Medium humanoid (kanga), any chaotic alignment

Armor Class 14 (hide armor)
Hit Points 68 (8d8+32)
Speed 40 ft.

Ability Scores STR 18 (+4), DEX 14 (+2), CON 19 (+4), INT 8 (-1), WIS 10 (+0), CHA 8 (-1)

Skills Athletics +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

Pounce. If the kanga raider moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, the target must succeed on a DC 13 Constitution saving throw or be stunned and knocked prone. The target is stunned until the end of its next turn. If the target is prone, the kanga raider can make one kick attack against it as a bonus action.

Reckless. At the start of its turn, the kanga raider can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap. With a 10-foot running start, the kanga raider can long jump up to 25 feet.

Actions

Multiattack. The kanga raider makes two kick attacks.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. If the target takes damage from two kicks on the kanga raider’s turn, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

January 3rd, 2019  in RPG No Comments »

The Ninth Day

Every now and then I run across someone claiming to be an old-school gamer who grouses that gunpowder, firearms, et cetera, have never had a thing to do with Dungeons & Dragons. A brief study of the subject shows this isn’t true. The world of Greyhawk included the quasi-divine cowboy Murlynd, who appears in Dragon #71 from March 1983. Both the AD&D Dungeon Masters Guide and the 5E D&D Dungeon Master’s Guide include rules for firearms and explosive (pages 112-113 and pages 267-268, respectively). My copy of the first of those books dates from 1979. So, um, stuff like firearms and bombs have been part of the game since just about the beginning, if not earlier, and, with that in mind, we reach day nine.

On the ninth day of searching / My party came upon: / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

Some goblins possess noteworthy intelligence and a penchant for alchemical experimentation. While most end up maimed or dead in some laboratory mishap, the most talented survive long enough to rise to positions of prominence among goblinoids. The goblin bomber appears much like a normal goblin, but tends to be taller, fitter, and noticeably more intelligent.

AD&D Version

Frequency: Very rare
No. Appearing: 1-3
Armor Class: 4
Move: 6″
Hit Dice: 2
% in Lair: 40%
Treasure Type: Individuals L, M; D, Q (x5), S in lair
No. of Attacks: 1
Damage/Attack: 2-8 or by weapon
Special Attacks: Bombs
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Lawful evil
Size: S (4′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/65 + 2/hp

The goblin bomber dislikes full daylight, attacking at a -1 when in sunlight. It has normal infravision (60′ range). The goblin bomber, being smarter and more experienced, is a competent miner, able to note new or unusual construction 35% of the time. It speaks goblin, lawful evil, kobold, orcish, and hobgoblin.

If a goblin bomber has access to its laboratory and supplies, it can produce 1-3 bombs per day. When encountered, it has 1-3 days worth of production on hand to use in combat. A bomb is a grenade-like missile with a range of 6″. Beyond 2″ is medium range, and beyond 4″ is long range (-2 and -5 “to hit”, respectively). Due to its variable fuse length, a bomb explodes 1 to 3 segments after its lit and thrown. The bomb’s explosion affects a 1″ radius, causing 6-36 points of damage (save versus spells halves the damage as if it were a fireball).

It is up the DM to determine how easily others, such as player characters, can learn the goblin bomber’s art. It is recommended that the process be fraught with peril, time consuming, and expensive.


5E D&D Version

Small humanoid (goblinoid), neutral evil

Armor Class 15 (studded leather)
Hit Points 44 (8d6+8)
Speed 30 ft.

Ability Scores STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 10 (+0), CHA 12 (+1)

Saving Throws DEX +5, INT +4
Skills Stealth +7
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)

Nimble Escape. The goblin bomber can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin bomber makes two attacks with its scimitar.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.

Bomb (3/Day). The goblin bomber can throw a bomb up to 60 feet. Each creature within 10 feet of the point of impact must succeed on a DC 13 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A bomb may be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.

January 2nd, 2019  in RPG No Comments »

The Eighth Day

Have you seen Bearded Devil? No? Well, click on that link and check it out. There’s some cool stuff featured there. The site first caught my attention due to a shared pic of the “Zymotic Ward Rookery”. Click here to see what I’m talking about. What most caught my attention in the pic was the bottom right corner’s headline about a “Fluxcat Infestation”. I have no idea what a fluxcat is beyond the information in that one paragraph, but I do know that day eight of twelve means I need to write up my version of the critter.

On the eighth day of searching / My party came upon: / eight mewling fluxcats, / seven rapid oozes / six vile ogbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The fluxcat is a magical feline brought to the Material Plane from Limbo, probably by some plane-hopping wizard. The creatures escaped captivity or were set free, and have bred and spread, especially in certain cities. The fluxcat appears much like a domestic cat, except for its distorted face and trifurcated tail covered with scintillating fur.

AD&D Version

Frequency: Rare
No. Appearing: 2-12
Armor Class: 6
Move: 12″
Hit Dice: 2-5 hit points
% in Lair: 25%
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-2/1-2/1
Special Attacks: See below
Special Defenses: Surprised 1 in 6 times
Magic Resistance: 15%
Intelligence: Semi-
Alignment: Chaotic neutral
Size: S (1′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 1/hp

The fluxcat is an efficient hunter, moving with grace and stealth. It suprises others 5 in 6 times, and its keen senses mean it’s surprised only 1 in 6 times. The fluxcat is capable of bursts of speed, doubling its movement rate to 24″ for 1-4 rounds every turn. The fluxcat attacks with its claws and sharp teeth. If both front claws hit, the fluxcat rakes with its rear claws for 1-2/1-2 points of damage.

Once per turn, the fluxcat may emit a variegated yowl. Flashes of various colors accompany this unearthly noise, which affects a cone 1″ long with a 1/2″ base diameter. Creatures caught in the cone must make a saving throw versus spells. The effect of a failed save depends on the victim’s Hit Dice. A victim with 1 or fewer Hit Dice is confused. A victim with 2-4 Hit Dice is stricken with a debilitating headache, and one with 5-6 Hit Dice suffers bleeding, usually from the nose. Each of these effects lasts for 2-8 melee rounds. The debilitating headache imposes a -2 “to hit” penalty on attack rolls and a 10% chance of spell failure. Each round of bleeding has a 25% chance of causes 1 hit point of damage due to blood loss.

The fluxcat’s strange tails are useful as “reagents for transmutation potions.” A fluxcat’s tails can fetch prices as high as 50 gold pieces each.


5E D&D Version

Tiny aberration, chaotic neutral

Armor Class 13
Hit Points 7 (2d4+2)
Speed 30 ft., climb 20 ft.

Ability Scores STR 5 (-3), DEX 17 (+3), CON 12 (+1), INT 5 (-4), WIS 14 (+2), CHA 9 (-1)

Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 1/4 (50 XP)

Burst of Speed (Recharge 5-6). The fluxcat can move up to its speed as a bonus action.

Keen Sight and Hearing. The fluxcat has advantage on Wisdom (Perception) checks that rely on sight or hearing.

Magic Resistance. The fluxcat has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The fluxcat makes three attacks: two with its claws, one with its bite. Its claws score a critical hit on a roll of 19 or 20.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Variegated Yowl (Recharge 6). The fluxcat emits a bizarre yowl accompanied by flashing colors that affects a 10-foot cone. Each creature in the area must make a DC 13 Wisdom saving throw. Roll 6d10; the total is how many hit points of creatures the cone can effect. Creatures are affected in ascending order of their current hit points (ignoring unconscious creatures). A creature that fails its saving throw by more than 5 or more becomes confused (as per confusion). A creature that fails its saving throw by more than 2 but less than 5 suffers a debilitating headache (treat as poisoned). Any other creature that fails its saving throw starts to bleed, suffering 1 point of damage at the start of its turn. Each of these different effects lasts for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

January 1st, 2019  in RPG No Comments »

The Seventh Day

Day seven oozes over the eastern horizon a whole lot faster than expected.

On the seventh day of searching / my party came upon: / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The rapid ooze resembles a fluid filled membrane about two feet across. A rapidly pulsating nucleus is visible floating in its protoplasmic interior. The whole ooze vibrates continuously.

AD&D Version

Frequency: Rare
No. Appearing: 1-10
Armor Class: 6
Move: 12″
Hit Dice: 1+1
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Intelligence: Animal
Alignment: Neutral
Size: S
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/126 + 2/hp

Unlike many oozes, slimes, and puddings, the rapid ooze is neither slow nor dangerously acidic. The rapid ooze is an aggressive predator. It is semi-transparent, and its malleable form can squeeze into or through narrow spaces. Thus, the rapid ooze surprises prey on a 1-4. Thousands of stinging cells cover its outer membrane. Any creature touching this membrane takes 1-4 points of damage and must make a saving throw versus paralyzation (as if hit by the rapid ooze). The rapid ooze attacks with a whip-like pseudopod. A creature hit by the rapid ooze must save versus paralyzation or be anesthetized for 2-12 melee rounds. The rapid ooze then engulfs as much of its prey as it can. Its digestive enzymes inflict 1-4 points of damage each melee round.

The rapid ooze can be hit by all forms of weapons, but it takes only half damage from blunt weapons. Cold does not affect a rapid ooze unless it fails its saving throw, in which case it is slowed 50%. Electricity, fear, hold spells, paralyzation, polymorph, and sleep based attacks have no effect on the rapid ooze.


5E D&D Version

Small ooze, unaligned

Armor Class 14 (natural armor)
Hit Points 13 (3d6+3)
Speed 30 ft.

Ability Scores STR 8 (-1), DEX 15 (+2), CON 12 (+1), INT 3 (-4), WIS 12 (+1), CHA 6 (-2)

Skills Stealth +4
Damage Resistances cold; bludgeoning
Damage Immunities lightning
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages
Challenge 1 (200 XP)

Amorphous. The rapid ooze can move through a space as narrow as 1 inch wide without squeezing.

Pack Tactics. The rapid ooze has advantage on an attack roll against a creature if at least one of the rapid ooze’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Stinging Cells. A creature that touches the rapid ooze or hits it with an unarmed melee attack must make a DC 13 Dexterity saving throw or take 2 (1d4) piercing damage and be paralyzed for 1 minute. A paralyzed target can attempt at DC 13 Constitution saving throw at the end of each of its turns, ending the effect on a success.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must make a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Engulf. The rapid ooze moves up to its speed. While doing so, it can enter Small or smaller creature’s space. Whenever the rapid ooze enters a creature’s space, the creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the rapid ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the rapid ooze enters the creature’s space, and the creature takes 2 (1d4) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 7 (3d4) acid damage at the start of each of the rapid ooze’s turns. When the rapid ooze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the rapid ooze.

December 31st, 2018  in RPG No Comments »