Posts Tagged ‘ monsters ’

ThursdAD&D: Scaly Creatures

Way back in 1978, Ms. Marvel met a race of lizard people who had mutated from common desert reptiles into an intelligent society, all as a result of atomic bomb testing. I used to have that comic book. I’m pretty sure it was among the several comics from late 60s through the mid-80s that did survive the purge of my bedroom after I left for basic training in the summer of 1985.

Dinosaurs, lizardmen, et cetera have long been a staple of fantastic fiction and roleplaying games. From Lost Worlds to Lovecraftian serpent people to tragically mutated one-armed scientists, who doesn’t love scaly creatures? People who are wrong. That’s who.

Sollersaurus
Frequency: Rare
No. Appearing: 1-6 (4-24 in lair)
Armor Class: 4
Move: 15″ or 21″ (see below)
Hit Dice: 4+4
% in Lair: 20%
Treasure Type: D
No. of Attacks: 3
Damage/Attack: 1-4/1-4/2-8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral
Size: L (6′ tall, 12′ long)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IV/250 + 5/hp (Alphas: IV/290 + 5/hp)

The sollersaurus is an intelligent saurian carnivore. It is fast, and it has a whip-like tail, grasping forearms with hand-like appendages sporting sharp talons, a strong jaw full of fangs, and powerful hindlegs. The sollersaurus travels on either two legs or four (move 15″ or 21″, respectively). Its coloration is highly adaptable, much like that of a chameleon.

The sollersaurus has keen senses and infravision of the 90-foot variety. It is immune to illusions and is surprised only 1 in 8 times. The sollersaurus moves quickly and stealthily. It surprises its prey 4 in 6 times. On the first round of combat, the sollersaurus may leap up to 3″ and attack with the gutting talons on its hind legs. This attack enjoys a +2 to-hit bonus and inflicts 3-12 points of damage.

A pack of sollersauruses numbering at least 4 creatures will be coordinated by a mated pair of alphas. These alphas have at least 6 hit points per hit die and have a +1 to-hit bonus on attacks.

The sollersaurus speaks it own language of barks, trills, and hisses. It has a 25% chance to understand 1-2 other languages, although the sollersaurus lacks the vocal apparatus to speak most other tongues. Despite its intelligence, the sollersaurus seldom makes use of tools.


It’s been a while since I featured anything for The Four Color Hack, and a post that opens talking about a comic book seems an good time to remedy this omission.

The lizard people that Ms. Marvel met included some pretty tough customers. Some had psychic powers. One was a giant viper of sorts. Another threw a tank at Ms. Marvel. That takes some muscle.

Sca-Lor
Level 5 Villain

Quote: “Rraauwrrr!”
Real Name: H’stok
Identity: Secret
Place of Birth: Somewhere in the southwestern United States
Height: 7 ft. 6 in.
Weight: 390 lb.
Eyes: Yellow
Hair: None

Hit Points: 30 (4 Vigor)
Base Damage: d10
Powers: Desert Camouflage d10, Regeneration d10, Super-Strength d16 (d10+d16 damage), Thick Scales d12 (7 protection)

Background: Sca-Lor is the war-like champion and self-appointed guardian of the saurian people who live hidden in caves in the southwestern United States. Belligerent, xenophobic, and ambitious, Sca-Lor believes he should lead his people out of hiding in order to wage war on the “sssoft skinsss” that seem to be increasingly encroaching on saurian territory.

Powers: Sca-Lor’s powers are straightforward and quite exceptional for a saurian. He can lift 50 tons, and his thick scales are immune to most conventional weaponry. He heals rapidly, and he can even regenerate lost limbs and organs.

May 23rd, 2019  in RPG No Comments »

Savage Wednesday: Nile Dangers!

The Kids’ Game campaign continues. The heroes left behind Miami, Florida, in the 1980s and entered the Nile Empire, a strange mixture of ancient Egyptian society, Depression-era pulp noir, weird science, and masked men of mystery. Transformed from 8th-graders into men of action, the heroes found themselves thwarting attempted murder by giant scorpion, matching wits and bullets and fists against a master of disguise, and racing against the agents of the diabolical Wu Han, servant of Pharoah Doctor Mobius, to retrieve a set of mysterious tiles stolen from the Temple of Tears deep in be-jungled Leopard Man territory. The tiles, it is said, must be restored to their original configuration in the Temple in order to reveal the location of the fabled Chalice of Possibilities, an obscure but allegedly powerful artifact that several would-be world conquerors seek to possess.

Among foes faced by the heroes were a Priestess of Sobek and an Avatar of Sobek, a monstrous crocodile. Between the Avatar’s jaws and the Priestess’s fear magic, the heroes nearly met defeat.

Avatar of Sobek (Wild Card)

Larger and more powerful than most Nile crocodiles, the Avatar of Sobek bears the hieroglyph of Sobet on its head, branded between its eyes. It obeys its mistress’s orders.

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

Aquatic Pace: 6

Bite: STR+d6

Tail: STR+d6. The Avatar of Sobek cannot target the same creature with its bite and its tail.

Death Roll: With a raise, the Avatar of Sobek inflicts +2d4 damage.

Size +4: The Avatar of Sobek is more than 20 feet long.

Priestess of Sobek (Wild Card)

Scaly fleshed and wearing a crocodilian mask, the Priestess of Sobek is a fearsome enemy.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d10, Notice d12, Swimming d10
Charisma: +0
Pace: 6
Parry: 6
Toughness: 7
Special Abilities:

Aquatic Pace: 5

Crocodile Fang Sword: STR+d6

Crocodile Paw Throwing Knife: STR+d4 (3/6/12 range)

Miracles of Sobek: The Priestess has 10 Power Points to spend on Beast Friend and Fear. She gets a +2 to influence reptiles, but has a -2 to influence other animals.

Scaly Blessing: +2 TOU

And, just because I did it for two other game systems, here’s a third version of the bearboar:

“Everybody died,” the scientist claims. The grizzly boar charged through the grounds and impaled the rich hunters, one after the other, on its sharp tusks. Though it was shot a few times, the creature seemed to have no problem absorbing bullets.

Mad scientists in a lab with poor security? Of course. Sheesh, what fresh hell will it be this time?

Bearboar

Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12
Skills: Fighting d8, Notice d8, Swimming d6
Charisma:
Pace: 8
Parry: 6
Toughness: 10
Special Abilities:

Bear Hug: A bearboar that hits with a claw and gets a raise has pinned its foe. The foe may only attempt to escape the “hug” on his action, which requires a raise on an opposed Strength roll.

Bulletproof: The bearboar’s mutated hide negates up to 4 AP from bullets and provides +4 protection from them as well. This bonus is not added to the bearboar’s Toughness above.

Claws: STR+d6

Improved Frenzy: The bearboar can make two Fighting attacks each action at no penalty.

Tusks: STR+d6. If the bearboar can charge at least 6″ before attacking with its tusks, it adds +4 to its damage total.

Size +2: The bearboar is more than 8 feet long and weighs more than 1,000 pounds.

May 22nd, 2019  in RPG No Comments »

Tuesday Terror: The Bearboar

Last week, I ripped a headline from current events to create a new AD&D monster. For this week’s Tuesday Terror, that same headline gets the 5E treatment.

“Everybody died,” the scientist claims. The grizzly boar charged through the grounds and impaled the rich hunters, one after the other, on its sharp tusks. Though it was shot a few times, the creature seemed to have no problem absorbing bullets.

Scientists performing mad experiments in genetic engineering are the equivalent of the insane wizard who created the first owlbear. The bearboar is the result of some mad experiment by an insane wizard. It combines the form and features of a cave bear and a giant boar. Although omnivorous, the bearboar prefers a diet of meat. It has excellent hearing and smell but rather poor eyesight.

Bearboar
Large monstrosity, neutral evil

Armor Class 14 (natural armor)
Hit Points 84 (8d10+40)
Speed 30 ft.

STR 19 (+4), DEX 10 (+0), CON 20 (+5), INT 4 (-3), WIS 11 (+0), CHA 7 (-2)

Damage Resistances bludgeoning and slashing from nonmagical attacks; piercing from magical attacks
Damage Immunities piercing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 5 (1,800 XP)

Charge. If the bearboar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.

Deadly Claws. The bearboar’s claws score a critical hit on a roll of 18-20.

Keen Hearing and Smell. The bearboar has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Poor Eyesight. The bearboar has disadvantage on Wisdom (Perception) checks that rely sight.

Relentless (Recharges after a Short or Long Rest). If the bearboar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Multiattack. The bearboar makes three attacks: two with its claws and one with its tusks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) slashing damage.

Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) slashing damage.

May 21st, 2019  in RPG No Comments »

ThursdAD&D: The Bearboar

“Everybody died,” the scientist claims. The grizzly boar charged through the grounds and impaled the rich hunters, one after the other, on its sharp tusks. Though it was shot a few times, the creature seemed to have no problem absorbing bullets.

Scientists performing mad experiments in genetic engineering are the equivalent of the insane wizard who created the first owlbear.

Bearboar
Frequency: Uncommon
No. Appearing: 2-6
Armor Class: 6
Move: 12″
Hit Dice: 7+5
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-8/1-8/3-18
Special Attacks: Hugs for 2-16
Special Defenses: +1 or better weapon to hit
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral
Size: L (8′ at shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/1,000 + 10/hp

The bearboar is the result of some mad experiment by an insane wizard. It combines the form and features of a cave bear and a giant boar. Although omnivorous, the bearboar prefers a diet of meat. It has excellent hearing and smell but rather poor eyesight. If a bearboar scores a paw hit with an 18 or better, it also hugs for 2-16 points of additional damage. Due to its exceptional ferocity and stamina, the bearboar will continue to fight for 1-4 melee rounds after reach 0 to -9 hit points. At -10 or greater damage, it is killed immediately.

If 3 or more bearboars are encountered, there is only a 25% chance that there will be young numbered from 1-4 of the total herd. These young will have 2-6 hit dice, and their attacks inflict less damage:

2 HD: 1-4 (gore only); hit by normal weapons
3 HD: 1-3/1-3/2-5; takes -2 damage from nonmagical weapons
4 HD: 1-4/1-4/2-7; takes -1 damage from nonmagical weapons
5 HD: 2-5/2-5/2-8; takes half-damage from nonmagical weapons
6 HD: 1-6/1-6/3-12; +1 or better weapon to hit

May 16th, 2019  in RPG No Comments »

ThursdAD&D: Bunny, Ho!

No prog rock inspired post today. (Aside: I skimmed through Rolling Stone‘s top 50 list of greatest prog rock albums of all time. Not a single Moody Blues album was on the list. Absurdity!)

It’s nearly Easter (by the Western method of figuring out the date). Much like (but less so than) during the Christmas season, Internet wags waggle their fingers across keyboards to explain the “true origins” of Easter and its associated bunnies, eggs, et cetera. One of the more popular “true origins” explains that “Easter” derives from “Ishtar”, who, of course, was celebrated with eggs and rabbits. It’s all sorts of whacky fun that only seems plausible if one ignores some major things, such as reality.

But I digress.

Per Folmer, a wonderful artist whose work can be seen by clicking here, shared the picture below via MeWe. After a brief chat, he generously gave me permission to feature the bunny-rider for today’s post.

So, with no more blather: Bunny, ho!

Jättekanin
Frequency: Rare
No. Appearing: 1-4
Armor Class: 5
Move: 15″
Hit Dice: 3+3
% in Lair: 15%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 2-5
Special Attacks: Nil
Special Defenses: Retreating kick
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral
Size: M (3′ at shoulder)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/85 + 4/hp

The jättekanin is a rabbit of unusual size and courage. While not aggressive, the jättekanin is a fierce fighter if threatened or cornered. It can spring upwards 15′ or ahead at least 20′ to attack, raking and kicking with its blunt claws and sharp incisors. When retreating, the jättekanin can kick backwards with its hind legs, making two melee attacks that inflict 2-5 hit points damage for each that hits.

If encountered in its lair, there is a 50% chance that there will be 2-8 bunnies (1-2 hit dice, 1-2/1-3 damage/attack). These young are worth from 100 to 200 gold pieces on the market as they can be tamed and trained. Gnomes and some faeries train jättekanins, using them as pets, mounts, and guards. A jättekanin can bear up to 1250 gold pieces in weight, but it is considered encumbered if carrying more 625 gold pieces in weight.

The jättekanin does not speak, but it can understand the languages of gnomes and faerie creatures.

Äggkrigare
Frequency: Very rare
No. Appearing: 1-4
Armor Class: 6
Move: 9″
Hit Dice: 1+1
% in Lair: 20%
Treasure Type: C
No. of Attacks: 1
Damage/Attack: By weapon type
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 25%
Intelligence: Very
Alignment: Neutral good
Size: S (2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/126 + 2/hp

The äggkrigare is a faerie creature found meadows and forests. Exuberant but bellicose, the äggkrigare loves games of chance and athletics as much as it hates any sort of evil. In combat, the äggkrigare fights with small sword and bow (equal to a dagger and short bows, respectively). In its natural habitat, the äggkrigare moves with great stealth. It is effectively invisible until it attacks, and it surprises others on a 1-4 (in 6).

The äggkrigare’s most effective weapons are the magic eggs it carries in a basket. When encountered, the äggkrigare has 3-6 such eggs. The äggkrigare can throw an egg as its attack. Treat the egg as a grenade-like missile with a 3″ short range, a 6″ medium range, and a 9″ long range. The egg’s effect is determined by rolling 1d8:

1-2: entangle
3-4: scare
5-6: pyrotechnics
7: sleep
8: slow

The äggkrigare speaks its own language as well as one or two other languages common to the area in which it lives.

April 18th, 2019  in RPG No Comments »