Posts Tagged ‘ monsters ’

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 »

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 »

The Pineto for S&W and MF

I’m now heading further back in time to 1978’s Gamma World to find a new monster for conversion to both Swords & Wizardry and Mutant Future. Way back in the day, we played Gamma World quite a lot. For a time, it completely replaced AD&D as our game of choice. It remains one of my most favoritest RPGs. This post is not my first foray into Gamma World conversions. Click here for other such posts.

These oddly mutated plants have a horizontal trunk and movable branches, adapted to rapid locomotion. A large clump of roots, and keen visual and olfactory appendages at the base of its trunk vaguely resembles a shaggy horse’s head. It feeds on nutrimental matter, which its tendrils thrust into the trunk cavity where it is absorbed by thousands of tiny rootlets. The pineto takes on moisture much like an animal, by dipping its “head” (root clump) into a stream or pond. Pinetos can be domesticated for riding or work as a beast of burden (carrying up to 800kg on their backs). Control is by a sharp goad stick which is jammed into the pineto, just behind the root clump. (Gamma World 25).

For Swords & Wizardry

Hit Dice: 3
Armor Class: 4 [15]
Attack (Damage): 1 slam (1d6+2)
Move: 18
Save: 14
Alignment: Neutrality
Challenge Level/XP: 3/60
Special: Needles

A pineto is covered with short, sharp needles. It attacks by slamming these needles into its target. A target with an armor class of 7 [12] or better takes half damage from this attack. A rider without a saddle or other suitable protection takes 1 point of damage each round it rides the pineto.

For Mutant Future

Number Encountered: 1 (1d8)
Alignment: Neutral
Movement: 180′ (45′)
Armor Class: 4
Hit Dice: 3
Attacks: 1 (slam)
Damage: 1d6+2
Save: L2
Morale: 7
Hoard Class: None
XP: 110

Mutations: Free Movement, Full Senses, Natural Armor (Plant), Vegetal Weapon (Needles)

A pineto is covered with short, sharp needles. It attacks by slamming these needles into its target. A target with an armor class of 7 or better takes half damage from this attack. A rider without a saddle or other suitable protection takes 1 point of damage each round it rides the pineto.


In other news, if you’ve enjoyed my recent monster posts, you might enjoy these for-sale offerings available via DriveThruRPG. Both are on sale for July at half their normal price. For each PDF, the first link takes you to the product page and the second link applies the discount code to your cart for checkout.

That’s a Goblin!? (Discount Link)

Catch your players off guard with That’s a Goblin!?. This Old School supplement presents 23 goblin mutations, 15 fey goblin abilities, 3 goblin subspecies, and 6 goblin tactical specialties. Mix and match to create scores of different goblins! That’s a Goblin!? also includes Tributary of Terror, a mini-adventure taking place within Reyr’s Well, a detailed fantasy hamlet suitable for just about any campaign world.

Terrors of the Toxic Waste (Discount Link)

Terrors of the Toxic Waste presents 21 new mutant foes, hazards, and NPCs – from the psychotic killdren to the benevolent Yozuvchi of the Endless Tales – all ready to add more danger and excitement to your post-apocalyptic world.

July 4th, 2021  in RPG No Comments »

The Boalisk for S&W and MF

Time for another old AD&D favorite re-imagined for Swords & Wizardry and Mutant Future!

According to a few gaming sites, the boalisk appeared first in one of my favorite modules: The Lost Caverns of Tsojcanth. I can’t find my copy of that module, and I don’t remember the boalisk being part of it, but my memory could be wrong. Regardless from where, the boalisk slithered its way into AD&D’s Monster Manual II in 1983.

The boalisk, a variety of tropical snake, is nearly identical to the constrictor snake (q.v.) in all respects, and it has a gaze attack. Those who fall victim to the boalisk’s gaze attack contract a rotting disease. In tropical climes, constrictors encountered may be accompanied by boalisks (25%), and vice versa (Monster Manual II 71).

For Swords & Wizardry

Hit Dice: 5+1
Armor Class: 5 [14]
Attack (Damage): 1 bite (1d3)
Move: 12
Save: 12
Alignment: Neutrality
Challenge Level/XP: 7/600
Special: Constriction, gaze causes rotting disease

If a boalisk’s bite hits, its coils automatically wrap about its victim, causing 1d6+1 points of constriction damage per round thereafter, but a boalisk can constrict only one target a time. The boalisk gazes each round. A surprised target meets the boalisk’s gaze automatically and gets no saving throw. Otherwise, a creature who meets the boalisk’s gaze must make a saving throw to avoid affliction with a rotting disease. This disease prevents magical healing and causes wounds to heal at one-tenth the normal rate. A Cure Disease increases healing to one-half normal rate, but only a Remove Curse completely cures a victim of the boalisk’s rotting disease. A boalisk’s gaze does not affect others of its kind, including normal constrictor snakes.

For Mutant Future

Number Encountered: 1d3 (1d3)
Alignment: Neutral
Movement: 120′ (40′)
Armor Class: 5
Hit Dice: 5+1
Attacks: 2 (bite, constrict)
Damage: 1d3+1/1d6+1
Save: L3
Morale: 8
Hoard Class: VI
XP: 660

Mutations: Gigantism, Unique (Disease Gaze)

A boalisk’s first attack is its bite. If the bite hits, the boalisk constricts its victim for an additional 1d6+1 damage. Constriction damage continues on subsequent rounds. A creature that meets a boalisk’s gaze must make a saving throw versus poison or contract a rotting disease. This disease’s infection duration, affected stats, and damage per day are identical to flesh-eating bacteria (Mutant Future 48).

July 3rd, 2021  in RPG No Comments »

The Grippli for S&W and MF

So, it seems there’s a lot of internet drama about a certain game company and certain people associated with that game company who’ve done and said Bad Things. Since social media’s main function is to encourage gossip and conclusion jumping in order to drive up ad revenue for Very Rich People, many gamers are gossiping and griping and leaping from one place to another. I made the mistake of wandering into a social media thread complaining about the ubiquity of this gossip, griping, and leaping, and about how such things have taken over the content of at least one social media subgroup.

Two thoughts wandered into my head as I read the often stupefying comments:

  1. There’s no good reason to read any of this.
  2. Social media content of This versus That is a ratio. Tired of That? Then post some of This.

It’s been a while since I posted anything related to either frogs, Swords & Wizardy, or Mutant Future. Regarding the first topic, it appears I like posting about frogs. Here’s a froggy-themed index of previous posts:

OSR Games

The Anuran Antres of the Sinister Salientians

Firefrog

Frog Wraiths

Giant Heliotrope Frog

Hypnotoad

Kung Frogman

Lesser Servants of Wastri

Mutant Frogs

Savage Worlds

Bullywugs

Wastri & Minions for 5E

Killer Frog

Hopefuls & Skewers

Priest of Wastri

Wastri the Hopping Prophet

And now for an old monster made new again for two of my favorite OSR systems, I summon forth the grippli from AD&D’s Monster Manual II, published way back in 1983:

The grippli resemble small, intelligent, humanoid tree frogs. They eat insects and fruit. Grippli hands and feet are adapted for easy movement through tree branches. They have 700-year life spans and produce few offspring. Grippli live in swamps and rain forests. Their gray-green skin gives them natural camouflage…. Grippli are not warlike. They love bright colors and have been known to make raids to steal bright colored clothing for their huts. They defend themselves with snares, nets, poisoned darts and bolts, and occasionally a sword or dagger. Grippli see equally well during the day and night, but they cannot see in total darkness. A grippli lair is built on the ground and consists of mud and wood huts (Monster Manual II 71).

For Swords & Wizardry

Hit Dice: 1+1 (2+2 for guards, 3+3 for tribe mother)
Armor Class: 9 [11] (8 [12] for guards, 7 [13] for tribe mother)
Attack (Damage): Weapon
Move: 9/15 swimming
Save: 17, 16, or 14
Alignment: Neutrality
Challenge Level/XP: 1 HD (2/30), guards (3/60), tribe mother (5/240)
Special: Surprise on 1-4

A tribe mother leads a grippli lair. A tribe mother is immune to poison. Once per day, she can emit a noxious cloud of musk. The cloud spreads to a 20-foot radius around the tribe mother. Grippli within the cloud become fiercely inspired, gaining a +1 bonus on to-hit rolls for 1d4+1 rounds. Other creatures caught in the cloud must make a saving throw to avoid being rendered helpless for 1d4+1 rounds due to nausea. Those who make the saving throw are helpless for as long as they remain in the cloud plus one more round. The cloud lasts for three rounds unless dispersed by strong winds.

A tribe mother has 1d3 guards who also serve as her mates. These guards have a +1 damage bonus due to the size and strength.

For Mutant Future

Number Encountered: 1d10 (5d6)
Alignment: Neutral
Movement: 90′ (30′), Fly 150′ (50′)
Armor Class: 8 (7 for guards, 6 for tribe mother)
Hit Dice: 3 (5 for guards, 7 for tribe mother)
Attacks: 1 (weapon)
Damage: weapon
Save: L3 (L4 for guards, L5 for tribe mother)
Morale: 7
Hoard Class: XIII
XP: 80 (500 for guards, 1490 for tribe mother)

Mutations: Chameleon Epidermis, Night Vision

A guard has a +1 modifier on to-hit and damage rolls due to his greater strength. A tribe mother is immune to poison. Once per day, she may release a toxic cloud that fills a 20-foot radius with Class 10 poison. Grippli are not only immune to the cloud, but the musk grants them a +1 to-hit bonus due to increased aggression. These effects last for 1d6 rounds.

July 2nd, 2021  in RPG No Comments »