Posts Tagged ‘ monsters ’

More Undead to Dread

Another Shadowdark post with more wonderful art by Fernando Salvaterra. All art is used by permission.

King of Corruption

Tentacles squirm, appear, and disappear. Tendrils wriggle in place of its lower jaw. Glowing white eyes shine malevolently. Rich robes and cape shift as if the body beneath has no set form or number of limbs.

AC 16, HP 57, ATK 1d4 tendrils +5 (1d6 plus disease), MV near, S +1, D +4, C +3, I +2, W +3, Ch +2, AL C, LV 10

Command Undead. Skeletons and zombies obey its commands.

Disease. DC 16 CON or infected. DC 16 CON each day or lose 2d4 HP (can’t heal naturally). Ends on success.

Disintegrate into Swarm. Collapses into a writhing mass of biting tendrils. Moves and attacks as a rat swarm (Shadowdark 245). Regenerates 1d8 HP on its turn unless wounds are cauterized with holy water.

Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.

Reaper, Skeletal

Mottled bones almost devoid of tissue. Pinpoints of light for eyes. Ragged clothing and cloak. A blood-stained scythe ready to strike!

AC 14, HP 15, ATK 1 scythe +3 (1d10), MV near, S +3, D +0, C +2, I +0, W +2, Ch +2, AL C, LV 3

Greater Undead. Immune to morale checks. Only damaged by silver or magical sources.

Lasting Wounds. Damage from its scythe can be healed only by nonmagical means.

October 15th, 2024  in RPG No Comments »

Two Killer Kobolds

I think Shadowdark is my new favorite game. I’m running it for a group of middle school students during our lunch/recess hour. So far, everyone says they’re having fun.

I’m also enjoying Fernando Salvaterra’s wonderful artwork. This time, I offer up two of his kobolds as monstrous NPCs. As always, I’ve used these pic with permission, and you should consider supporting Fernando via his Patreon.

Dalto the Daring

Gleaming armor and flashing blade! Dalto the Daring darts and jabs, barking strange quips in his native tongue.

AC 16 (chainmail), HP 17, ATK 1 Sharpsteel +6 (1d6+3), MV near, S +0, D +3, C +1, I +0, W -1, Ch +1, AL C, LV 3

Acrobatic Flourish. Move up to near and make a DC 12 Dexterity check.

  • Success = Advantage on next melee attack this round
  • Critical success = As success and +2 AC for one round
  • Critical failure = Melee attacks against Dalto have advantage for one round

Dalto’s Sharpsteel. This +1 shortsword has the finesse quality. Dalto has weapon mastery with this blade.

Dodge. 1/day, an attack that would hit misses instead.

Moldo of the Evil Doll’s Head

Sinister and sibilant! Moldo commands dark magic and wields a hell-crafted staff to which he often speaks. When he listens, does he hear the doll’s head’s evil words?

AC 13 (leather), HP 18, ATK 1 +1 staff +4 (1d4) or 1 spell +3, MV near, S -1, D +2, C +0, I +1, W +1, Ch +3, AL C, LV 4

Dodge. 1/day, an attack that would hit misses instead.

Scorpion Sting (CHA Spell). DC 11. Near range, one target. 1d6 damage and target has disadvantage on next attack roll or check.

Sinister Distractions (CHA Spell). DC 13. Near range, one target. For 1d10 minutes, the target hears eerie noises and glimpses disturbing shapes that impose disadvantage on checks related to concentration and perception. A target with keen senses (e.g., a goblin) can be surprised normally while the spell is in effect. A successful Wisdom check by the target reduces the duration to 1d10 rounds.

Spider Swarm (CHA Spell). DC 12. A spider swarm appears within near. Stays 1d4 rounds. Follows sorcerer’s commands.

Staff of the Evil Doll’s Head. This +1 staff that enables a spellcaster to cast illusion (DC 13 Intelligence check). Moldo cannot use this ability; he doesn’t even know about it. On a critical failure with illusion, the staff summons a barbed devil that attempts to slay the staff’s user and then disappear with the staff.

October 1st, 2024  in RPG No Comments »

Drooling Eyebeast & Salt Ooze

Cleaning up old files on my computer, I found a folder full of stock art gathering virtual dust, and so I moved the folder to a more visible part of my desktop to remind me not to pay for things that get lost. The illustrations for the two monsters below come from Creeper Classics 1. The art in this post (and copyrights for the art) belong to J.M. Woiak and Heather Shinn of the STINKYGOBLIN.

Enjoy two more monsters for Shadowdark.

Eyebeast, Drooling

The drooling eyebeast (the least eyebeast) is an undulating sphere the size of a human head. Wart-like growths cover its moist flesh. From its top grow four flexible stalks, each ending in an eye. It has a large central eye above a wide, drooling maw. Numerous fangs grow from the upper jaw.

AC 12, HP 9, ATK 1 bite +2 (1d4 + attach) and 1 eyebeam (far) +4 (1d8), MV near (fly), S +0, D +2, C +0, I -1, W +2, Ch -1, AL C, LV 2

Alert. Cannot be surprised by visible creatures.

Attach. Attach to target; bite auto-hits next round. DC 14 STR on turn to tear off.

Eyebeam. Roll 1d4 to determine type of energy: 1 = heat, 2 = cold, 3 = electricity, 4 = necrotic.

Ooze, Salt

A mound of light grey slurry, wet and gritty. Malicious and among the weakest of creatures from the Quasi-Elemental Plane of Salt.

AC 13, HP 16, ATK 2 slams (1d6), MV near (swim), S +2, D +1, C +1, I -3, W +1, Ch -3, AL C, LV 3

Dessicating Aura. Flesh-and-blood creatures within close suffer 1 point of damage at the start of turn.

Impervious. Only damaged by magical sources. Immune to cold.

September 14th, 2024  in RPG No Comments »

Greater Cockatrice

The wonderful illustration above is by Fernando Salvaterra, and it is used with permission. If you’re looking for a great artist to support via Patreon, check him out here.

Cockatrice, Greater

A molting, lizard-chicken hybrid with a crimson, razorlike crest and a tail that is the body and head of a venomous serpent.

AC 12, HP 18, ATK 1 bite +4 (1d4 + petrify) and 1 bite +4 (1 + poison), MV near (fly), S -2, D +2, C +1, I -3, W +1, Ch -3, AL N, LV 4

Petrify. DC 12 CON or petrified.

Poison. DC 18 CON or go to 0 HP with a death timer of 1.

September 12th, 2024  in RPG No Comments »

Bullywugs for DCC/MCC

More than two centuries ago, stars fell from the night sky, bringing with them the Ancient Ones, conquerors who commanded terrible technologies. Wars raged for decades. Cities fell. Alien energies burned forests and reduced grasslands to dust. Little by little, Oerth’s defenders turned back the blood-dimmed tide. The stellar invader’s defenses failed, and they either retreated back to the stars or vanished into the Nether Gloom.

A few weeks ago, I started running a sporadic DCC/MCC mashup set in a post-apocalyptic World of Greyhawk. The funnel adventure took place in the Hommlet on a dark, stormy night during which a mob of bullywugs attacked the village. Below are the stats for the bullywugs and two mutant forms of bullywug. Enjoy!

Bullywug

Bullywugs, vicious humanoid frog-men, primitive and violent, live in wetlands and rainforests, venturing forth to raid and kill. These creatures are given to religious mania, and charismatic leaders find bullywugs useful servants. This is especially true among followers of Wastri the Hopping Prophet.

Bullywugs speak their own language. Leaders often speak one or two other languages as well. It is rumored that perverse matings of bullywugs and humans produce degenerate humans afflicted by froggish features and behaviors.

#APP 10d8 (20% in lair); Init +1; Atk as weapon +1 melee or tongue spike +2 ranged (1d4 plus poison); AC 11 + armor; HD 1d8+1; MV 20 ft., 20 ft. climb, 30 ft. jump, 20 ft. swim; Act 1d20; SP camouflage, jump, tongue spike; SV Fort +2, Ref +2; Will -1; AL C.

Camouflage: Skin coloration varies from light to dark shades of gray, green, or brown. If motionless, a bullywug is 75% like to be unseen.

Jump: A bullywug’s jump clears a vertical distance equal to half the horizontal distance. With a standing jump, a bullywug can leap 15 feet straight up.

Tongue Spike: Range 20 ft. with no range modifers. Fort SV DC 10 or paralyzed for 1d5 melee rounds.

Armor & Weapons: Bullywugs seldom wear armor heavier than leather or use shields. They prefer spears.

For every 10 bullywugs: 1 bullywug with 9 hit points.
For every 10 bullywugs: A cumulative 10% chance of a tribal shaman with 3+3 hit dice who has the abilities of a 3rd-level Cleric.
For every 20 bullywugs: 1d5-1 tad-things and 1d3-1 bull bullywug.
For every 30 bullwugs: 1 leader with 2+2 HD and at least 10 hit points.
If 60 or more bullywugs: 1 great chief with 4+4 HD and at least 16 hit points. A great chief has an effective STR bonus of +2.

Bullywug, Bull

A bull bullywug (sometimes called bullywug ogres) grows to greater size and strength than normal for even the healthiest bullywugs. Normal bullywugs fear these mutant bullywugs, and bullywug chiefs reward bulls with special privileges. Bulls have all the abilities of normal bullywugs.

#APP 1d3-1 per 20 bullywugs; Init +0; Atk as weapon +5 melee (+3 damage) or tongue spike +3 ranged (1d6 plus poison); AC 12 + armor; HD 4d10+8; MV 30 ft., 20 ft. climb, 30 ft. jump, 20 ft. swim; Act 1d20; SP camouflage, jump, tongue spike; SV Fort +4, Ref +2; Will +2; AL C.

Bullywug, Tad-Thing

Tad-things are not immature bullywugs as many assume. They are a strange bullywug mutation. A tad-thing has a ball-like body roughly the size of a grapefruit. A half dozen or so sinuous tentacles grow from the body, which is split by a sphincter-like mouth full of sharp teeth. Bullywug raiders often carry buckets holding water and 1d3 tad-things. Bullywugs throw the tad-things as a ranged weapon with range increments of 10/20/30.

#APP 1d5-1 per 20 bullywugs; Init +2; Atk tentacles +1 melee (1d4 plus blood drain); AC 12; HD 2d6; MV 10 ft., 10 ft. climb, 30 ft. swim; Act 1d20; SP blood drain (automatic 1d4 damage after bite), tentacles (10-ft. reach), zombification; SV Fort +0, Ref +2; Will +0; AL C.

Zombification: A humanoid creature killed by a tad-thing rises as a 1-HD zombie in 1d5 rounds (DCC 431).

July 30th, 2024  in RPG No Comments »