Posts Tagged ‘ monsters ’

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 »

The Hairypeople for CoC

I started watching season one of Cleverman on Netflix. I’m two episodes in, and it’s pretty good. Australian history and mythology blend with science-fiction, dystopia, and a bit of horror. Central to the story are the Hairypeople (or Hairies), a non-human humanoid people who entered the “real world” from the Dreaming on what is called Emergence Day.

The Hairies are drawn from Australian mythology, such as from the Gamilaraay and Bundjalung peoples. Stronger and faster than humans, heavy facial and body hair cover Hairies, who also have thick, almost talon-like fingernails as well as brightly colored eyes. A Hairy is sufficiently human in appearance to pass as human with shaving, nail-trimming, and the wearing of tinted contact lenses.

Of course, watching the first two episodes this week reminded me of Chaosium’s Terror Australis for Call of Cthulhu. So, with that in mind, here are the Hairyfolk. (N.B. Those previous two links are affiliate links.)

Hairypeople (Lesser Independent Race)

STR 3d6+6 (16-17)
CON 3d6+3 (13-14)
SIZ 2d6+6 (13)
INT 2d6+6 (13)
POW 3d6+3 (13-14)
DEX 3d6+6 (16-17)
APP 3d6 (10-11)
Hit Points 15-16
Move 10

Weapon (Attack %, Damage)
Fist/Punch (50%, 1d3+1d4)
Kick (25%, 1d6+1d4)
Nails (35%, 1d4+1d4)

Armor 1 point of skin and hair
Spells Hairyfolk with a POW of 14 or more will know spells at the discretion of the Keeper. At least 1d4 spells will be known by such exceptional Hairyfolk.
Skills Climb 55%, Hide 25%, Jump 40%, Listen 35%, Sing 25%, Sneak 25%, Spot Hidden 35%, Swim 55%, Throw 30%, Track 35%
SAN None

June 14th, 2019  in RPG No Comments »

ThursdAD&D: Another Scaly Creature

A couple of weeks ago, I mentioned Ms. Marvel’s 1978 encounter with a race of lizard people who had mutated into an intelligent society from common desert reptiles due to atomic bomb testing. So-called saurians have been a staple in fantasy and science fiction for further back than the late 70s. For example, Edgar Rice Burroughs had the frightening Mahars, intelligent pteradon-like creatures with deadly psychic powers. (Click here for a look at one of these malevolent beasts.)

But back to Ms. Marvel. If memory serves, she held her own pretty well against those mutated lizards when it came to fisticuffs, but not so well when targeted by a psychic attack. Different saurians had different abilities, and some were capable of a sort of bolt of psychic energy. For last ThursdAD&D, I presented the sollersaurus, an intelligent raptor-like creature. Today, I add the cogitasaurus, which I see as a sort of behind-the-scenes leadership for saurians.

Cogitasaurus
Frequency: Rare
No. Appearing: 1 (1-6 in lair)
Armor Class: 5
Move: 12″
Hit Dice: 6+6
% in Lair: 45%
Treasure Type: Q, S, T
No. of Attacks: 2
Damage/Attack: 1-4/1-4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Lawful neutral
Size: M (3′ tall, 6′ long)
Psionic Ability: 70-100
Attack/Defense Modes: A, B/F, G, H
Level/XP Value: VI/850 + 8/hp

The cogitasaurus is an intelligent saurian carnivore of exceptional intelligent. It possesses powerful psionic abilities, which is prefers to use in lieu of its claws. The cogitasaurus is bipedal, and it more closely resembles a humanoid-form that the sollersaurus. The cogitasaurus often rule over sollersauruses, using them as guards and mounts. It is unlikely (only 20% chance) that a cogitasaurus will be encountered outside its lair without 1-4 sollersauruses. A cogitasaurus lair is always protected by 1-4 sollersauruses per cogitasaurus.

The cogitasaurus has keen senses and infravision of the 90-foot variety. It is surprised only 1 in 6 times. The cogitasaurus has the following psionic abilities (performed at 6th-level mastery): animal telepathy, domination, and energy control. While the cogitasaurus cannot cast spells per se, it can read magic at will and utilize scrolls of all sorts as if it were a 6th-level caster.

The gaze of the cogitasaurus poses a special threat. Any avian or mammalian creature that meets the gaze of the cogitasaurus must make a saving throw versus paralyzation. Failure results in the victim being stunned for 2-8 rounds, dropping anything held in manipulative members. Creatures with more than 6 levels or hit dice receive a +4 bonus on the saving throw to resist the cogitasaurus’s gaze.

The cogitasaurus speaks the same tongue as the sollersaurus. The cogitasaurus has a 75% chance to understand 1-4 other languages, although the cogitasaurus lacks the vocal apparatus to speak most other tongues. Despite its intelligence, the cogitasaurus seldom makes use of much more than the simplest of tools.

June 6th, 2019  in RPG No Comments »

Savage Wednesday: The Anhkheg

Last week, I took the aerial servant from the AD&D Monster Manual and statted it up for Savage Worlds Deluxe Explorer’s Edition. If you missed that installment of Savage Wednesday, you can click here to make amends.

(Nota Bene: The first two links above are affiliate links.)

I kind of enjoyed writing the aerial servant post, and so I asked myself, “Self, why not do the same thing for the next monster?” I couldn’t think of a good reason to not do so. The AD&D Monster Manual remains a classic among the host of roleplaying game collections of monsters. Sure, some of the art is a bit uninspired. (I’m looking at you, Brachiosaurus.) Some of the monsters are perhaps a bit odd or even unnecessary. (Now I’m looking at you, Mule. You’re not a monster.)

Other entries, however, are classics, and the anhkheg (note the correct spelling) is a classic. An giant burrowing arthropod that attacks by surprise and spits acid? What’s not to love?

Anhkheg

The anhkheg burrows through the earth like an earthworm, preferring soil rich in minerals and organic matter. Thus it will usually be found in forests and choice agricultural land. This causes farmers great consternation, since the anhkheg likes to supplement its earthly diet with a bit of fresh meat, human or otherwise. The anhkheg has a chitinous shell which is brownish in color. Its underside is pinkish. The creature’s eyes are glistening black.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12+4, Vigor d10
Skills: Fighting d8, Notice d8, Shooting d6, Stealth d8
Charisma:
Pace: 6
Parry: 6
Toughness: 14 (3)
Special Abilities:

Armor: +3.

Bite: STR+d10.

Burrowing: The anhkheg has a Burrowing Pace of 3. When burrowing, the anhkheg gains a +2 to Stealth rolls.

Spray Acid: The anhkheg sprays acid using the Cone Template. Every target within this cone must beat the anhkheg’s Shooting roll with Agility or suffer 4d8 points of damage. The anhkheg can spray acid once every 1d6 hours.

Size +4: The anhkheg reaches lengths of 20 feet.

Tremorsense: The anhkheg tends to lurk underground and attacks by ambush. The anhkheg detects vibrations within 6″, gaining a +2 to Notice rolls.

June 5th, 2019  in RPG No Comments »