Posts Tagged ‘ Domenico Neziti ’

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 »

The Bakemono of Kaosunoie

Are you familiar with the art of Domenico Neziti? If your answer is “No”, you owe it to yourself to check out his on-line portfolio. If Spes Magna Games had an art budget, I’d love to commission Domenico to do a cover and some interior art.

Domenico’s art has a definite voice that sets it apart. His character studies are evocative and stylized in a way that reminds me of Tony DiTerlizzi‘s Planescape work. Domenico’s monsters are usually scary, but some are adorable. His action pieces are dynamic and vivid.

Domenico has graciously permitted me to feature two of his pieces on site for this post. If you click on either piece, it will embiggen for greater clarity.

And now, some game content for Fate Accelerated Edition.

Sitting adjacent to a narrow, shallow canal that angles its way between barley fields, Kaosunoie appears as little more than a smallish, sturdy stone building. Its single entrance is blocked by nothing more than a silk curtain. Its small round windows hold nothing within their panes, presenting no real obstacle to sun, wind, or rain. The nearby well offers fresh, crisp water, and the dai-dōrō next to the winding path leading up to Kaosunoie hints that the structure is some sort of shrine.

Only the most aged locals remember a time when Kaosunoie was not there, and in the decades following the buildings mysterious appearance after a thickly fogged, windless night, everyone in the nearby farming village has made their peace with the strange structure. At the appointed times, they offer sacrifices of barley, rice, and braided hair, leaving these offerings around the dai-dōrō. In return, the bakemono that live within Kaosunoie avoid destructive mischief and even defend the village against threats.

Kaosunoie’s interior exists within two overlapping realities. In the mundane reality that the village also occupies, the building houses a single room with a dirt floor and unadorned walls. For those who, like the bakemono, can cross over into the spirit realm, Kaosunoie’s interior is a bewildering maze of corridors, ladders, chambers, and courtyards open to a starless, cloudless sky locked in eternal twilight. Dozens, maybe hundreds, of bakemono live in Kaosunoie, and the spaces harder to reach are home to more dangerous creatures, including at least one oni.

Stats for gangs of bakemono:

Bakemono Gang
Shapeshifter
Skilled (+2) at: Ganging up, pranks
Bad (-2) at: Staying focused, maintaining current form
Stress: [] [] [] (6 bakemono)

Stats for a bakemono character:

O-Tomiki
High Concept: Bakemono Shaman of the Void
Trouble: No Such Thing As Too Much Sake
Other Aspects: My Shapeshifting Powers Are Strong, Look! Over There!, I Can Smell Your Weakness

Approaches: Careful Mediocre (+0), Clever Average (+1), Flashy Fair (+2), Forceful Average (+1), Quick Good (+3), Sneaky Fair (+2)

Stunts
Like the Wind: Because my form is fluid, I gain a +2 to Quickly create an advantage or overcome an obstacle by changing my shape.

Refresh: 3

June 19th, 2015  in RPG No Comments »