Posts Tagged ‘ monsters ’

Deer Season?

Cervus
No. Enc.: 1d8
Alignment: Neutral
Movement: 180′ (60′)
Armor Class: 7
Hit Dice: 4
Attacks: 1 or 2 (gore or bite)
Damage: 2d6 (1 or 2 gores), 1d8 (1 bite)
Save: L2
Morale: 9
Hoard Class: None
XP: 190

Mutations: Ultravision, Unique (Anticoagulant Saliva)

The cervus is a monstrous, predatory deer. When fully grown, an adult cervus stands over six feet at the shoulder. Its antlers spread wide enough that it can gore two targets who are within 10 feet of each other. The cervus deals double damage with its gore after charging. Outward curving canines jut from the cervus’ upper jaw, and it has a powerful bite. Its bite may deliver a dose of anticoagulant saliva (save versus poison). Prey affected by the saliva bleed profusely, losing two hit points per round until the wound can be properly bandaged.

About one in four or five cervuses has a third eye. A three-eyed cervus is intelligent. Roll 6+1d4 for Intelligence and Willpower, and increase save to L4. It also has 0-3 (1d4-1) mental mutations. Add 55 XP per additional mutation.

September 23rd, 2019  in RPG No Comments »

The Drukkin

Whew!

I started back up as a full-time teacher this month. I’m at a Catholic boys school about eight minutes from the house. So far, I’m enjoying the new gig. It’s certainly a huge improvement over my last full-time teaching position.

Anyway, on 7 August, Terry, a friend and fellow gamer, suggested I stat up the Greenland shark as a monster. I did a bit of reading about Greenland sharks. They are one more confirmation that nature hates us and will eat us given the chance. Seriously scary animal. Don’t let its goofy smile fool you. It’s hungry, and you’re lunch.

And so, here’s my take on the Greenland shark as a amphibious horror for use with Savage Worlds Deluxe Explorer’s Edition. (N.B. That’s an affiliate link also.)

Drukkin

We saw the blunt dorsal fin break the surface a dozen or so yards from the edge of the ice shelf. The seals must have seen it too. Those in the water flopped up onto the ice, and all of them moved away from the edge. None of could identify the shark, and we became a bit excited at the thought of stumbling onto a new species.

“Um, it’s picking up speed,” Roberts said.

He was right. The shark surged through the water, straight toward the ice shelf’s edge. Just as it was about to hit, rather than veering or diving, it burst from the water, it’s eyes flashing with an unearthly green light. Before it hit the ice, its pectoral fins changed, lengthened, became segmented. Monstrous three-toed paws with yard-long talons burst from the end of each limb.

“Run!”

We ran, desperately trying to avoid the panicked seals as well as escape the horrid fish. When I heard Roberts’s scream end abruptly, I knew it was gaining on us….

Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d10, Notice d12, Shooting d8, Swimming d10
Pace: 8; Parry: 7; Toughness 12

Special Abilities
Aquatic: Pace 10.
Bite: STR+d6.
Eye Bolts: Range: 30/60/120. Damage: 1-3d6, based on range. Rate of Fire: 1 or 2. The drukkin can fire bolts of burning energy from its eyes. After using its eye bolts, the drukkin is -2 on Notice checks until the end of its next turn.
Fear: -2. The drukkin inspires fear when it attacks or transforms.
Hardy: The drukkin does not suffer a wound from being Shaken twice.
Large: Attackers add +2 to their attack rolls when attacking the drukkin due to its large size.
Size: +4. The drukkin can grow up to 25 feet in length.
Transformation: As an action, the drukkin can transform so that it can function on land or revert back to its aquatic form.

August 28th, 2019  in RPG No Comments »

Tuesday Terror: The Air Maiden

It’s been months since I cracked open my AD&D Deities & Demigods. When I last did, I presented from the Finnish Mythos the Son of Pohjola, an evil hero and one of the few entries from the Deities & Demigods that I ever used as a villain while DMing. Today, I finish up the Finnish Mythos with Ukko’s warriors, the wise and fierce air maidens.

(Nota Bene: The link the previous paragraph is an affiliate link. You click and buy, I get a bit of money.)

These powerful warriors will be sent by Ukko only when his worshipers face certain death at the hands of demons, devils or very powerful evil characters. … An air maiden appears as a winged human with a sword, garbed in flowing robes, and glowing with a brilliant light. … When sent by Ukko, a maiden will first advise the worshiper as to the best course of action, using telepathy; if necessary, a maiden will enter combat thereafter. … Should an air maiden be slain before her mission is completed, another will immediately appear. If a maiden is slain, she and all her possessions (including [her] sword) will vanish. (Deities & Demigods, page 62).

Air Maiden
Medium celestial, lawful good

Armor Class 19 (natural armor, shield)
Hit Points 136 (16d8+64)
Speed 60 ft., fly 120 ft. (hover)

Ability Scores STR 20 (+5), DEX 18 (+4), CON 19 (+4), INT 18 (+4), WIS 19 (+4), CHA 19 (+4)

Saving Throws STR +9, CON +8, INT +8, WIS +8, CHA +8
Damage Resistances fire
Damage Immunities cold
Skills Intimidation +8, Insight +8, Medicine +8, Perception +8, Persuasion +8, Religion +8
Senses darkvision 60 ft., passive Perception 18
Languages Auran, Celestial, telepathy 120 ft.
Challenge 11 (7,200 XP)

Air Maiden Sword. The air maiden’s sword attacks are magical. They inflict an extra 4d8 cold damage (included in the attack).

Extinguish Flame (Recharges after a Short or Long Rest). As a bonus action, the air maiden can extinguish all nonmagical flames within 30 feet.

Innate Spellcasting. The air maiden’s spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:

2/day each: fog cloud, thunderwave
1/day each: call lightning, gust of wind, shatter, sleet storm

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

Spellcasting. The air maiden is a 7th-level spellcaster as both a cleric and a wizard. She can prepare both 11 cleric spells and 11 wizard spells in slots up to 7th level. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The air maiden has the following spells prepared:

Cantrips (at will): dancing lights, friends, guidance, mending, message, ray of frost, sacred flame, thaumaturgy
1st Level (4 slots): alarm, bless, detect evil and good, detect magic
2nd Level (3 slots): aid, find traps, misty step, prayer of healing, see invisibility
3rd level (3 slots): dispel magic, fear, lightning bolt, slow, speak with dead
4th level (3 slots): death ward, freedom of movement, greater invisibility
5th level (2 slots): cure wounds*, confusion*
6th level (1 slot): conjure minor earth elementals*
7th level (1 slot): ice storm*

*The air maiden prepares these spells and typically casts them using the higher level spell slots.

Actions

Multiattack. The air maiden makes three sword attacks. The air maiden’s sword scores a critical hit on a roll of 18-20.

Sword.. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage plus 18 (4d8) cold damage.

Turn Undead (Recharges after a Short or Long Rest). The air maiden can channel divine energy to turn undead. Each undead that can see or hear the air maiden within 30 feet must make a DC 16 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. Undead of CR 1/2 or lower are destroyed rather than turned.

July 2nd, 2019  in RPG No Comments »

Savage Wednesday: Apes!

Next up in the AD&D Monster Manual are two apes: the gorilla and the carnivorous ape. I’m adding a third: the psionic gorilla. Why? Because Gorilla Grodd. As usual for Savage Wednesday, all three creatures are designed using Savage Worlds Deluxe Explorer’s Edition. Speaking of psionic gorillas, here’s a Grodd-like villain for Pathfinder and the dreaded Brainiape for Pete C. Spahn’s excellent WWII: Operation WhiteBox.

Nota Bene: Those previous links are affiliate links. If you click and buy, I get a few pennies.

Gorilla

The typical ape is found only in lonely tropical forest regions. It is non-aggressive and shy, but if threatened or cornered will fight fiercely.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d8
Skills: Climbing d8, Fighting d4, Notice d6
Pace: 6
Parry: 4
Toughness: 6
Special Abilities:

Pummeling: STR+d4. If the gorilla gets a raise, it +2 to its damage total by grabbing and rending its target.


Carnivorous Ape

The carnivorous ape is a larger, stronger and very aggressive relative of the gorilla. This beast has fair intelligence (IQ 70+) and is very cunning. It hungers particularly for human flesh.

Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength d10, Vigor d10
Skills: Climbing d10, Fighting d8, Notice d8
Pace: 6
Parry: 6
Toughness: 8
Special Abilities:

Claws: STR+d4. If the carnivorous ape gets a raise, it +2 to its damage total by grabbing and rending its target.

Keen Senses: The carnivorous ape has keen senses of sight, hearing, and smell. It gets a +2 to Notice rolls when applicable.

Size +1: The carnivorous ape stands more than 7 feet tall and is quite broad across the chest and shoulders.


Psionic Gorilla

Psionic gorillas are a race of intelligent, scientific apes often found in only the remotest of places, often living under the protection of some sort of screening device. Psionic gorillas often combine traits of savagery and sophistication, animalism and education.

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d8, Vigor d8
Skills: Climbing d6, Fighting d4, Knowledge (Science) d6, Psionics d10, Notice d10
Pace: 6
Parry: 4
Toughness: 6
Special Abilities:

Claws: STR+d4. If the psionic gorilla gets a raise, it +2 to its damage total by grabbing and rending its target.

Equipment: The psionic gorilla understands technology, and may make use of tools, weapons, and armor. It often has access to a combination of medieval and futuristic technology.

Psionics: The psionic gorilla has the Bolt, Mind Reading, and Telekinesis powers. It has 20 Power Points.

June 26th, 2019  in RPG No Comments »

Savage Wednesday: Giant Ants

So, got off to a late start with posts this week. Say, “La vee.” “La vee.”

Continuing with my slow romp through the AD&D Monster Manual, I left behind the anhkheg for another giant arthropod. Yes, that’s right. The giant ant. Giant ants are scary. They’re fast, hard to hurt, and often encountered in large numbers. Among those large numbers? Giant warrior ants that will sting you (probably) to death. Oddly (to me), Savage Worlds Deluxe Explorer’s Edition doesn’t have giant ants already statted.

(Even more oddly, there are no gorillas or killer apes, but that’s a later post. Also, nota bene: Those previous two links are affiliate links. If you click and buy, I get a few pennies.)

And so, without further ado:

Giant Ant

Giant ants are, well, ants that are really big. Giant warrior ants are even bigger and have a venomous sting. Giants ants are territorial aggressive. It is doubtful that any of them would make a good pet.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d4, Notice d6
Charisma:
Pace: 9
Parry: 4
Toughness: 6 (2)
Special Abilities:

Armor: +2.

Bite: STR+d6.

Pheromones: The giant ant communicates via pheromones. It can convey simple messages (“Danger!” or “Attack!”, for example) as well as lay down a trail for other giant ants to follow. The giant ant gets a +4 bonus to Notice rolls when detecting pheromones.

Size -1: The giant ant reaches lengths of about a yard.

Wall Walker: The giant ant can walk on vertical surfaces at Pace 9.


Giant Warrior Ant

Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6
Charisma:
Pace: 9
Parry: 5
Toughness: 7 (2)
Special Abilities:

Armor: +2.

Bite: STR+d4. If the giant warrior ant hits with its bite, it may sting without the multi-action penalty.

Sting: STR+d4 plus Venomous Poison.

Pheromones: The giant warrior ant communicates via pheromones. It can convey simple messages (“Danger!” or “Attack!”, for example) as well as lay down a trail for other giant ants to follow. The giant warrior ant gets a +4 bonus to Notice rolls when detecting pheromones.

Size -1: The giant warrior ant reaches lengths of about a four feet.

Wall Walker: The giant ant can walk on vertical surfaces at Pace 9.

June 19th, 2019  in RPG No Comments »