Posts Tagged ‘ monsters ’

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 »

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 »