Posts Tagged ‘ monsters ’

Tuesday Terror: Tenihouira

Rigrena illustrated the inspiration for this week’s Tuesday Terror. The illustration is part of the Realms of Atrothia, an Kickstarter expansion for 1E Pathfinder. It looks like it’s got some nifty ideas. If I still played Pathfinder, I’d be tempted to give it a go.

Below is my interpretation of what the picture could represent.

The tenihouira are a type of magical giant native to the Outer Planes found on Arborea, Ysgard, Limbo, Pandemonium, the Abyss, and Carceri. These creatures are seldom encountered on the Material Plane. They have an affinity for air and water. The tenihouira revel in contests of strength and displays of skill in battle.

Tenihouira
Large outsider (giant), any chaotic

Armor Class 15 (natural armor)
Hit Points 209 (22d10+88)
Speed 40 ft.

STR 24 (+7), DEX 13 (+1), CON 18 (+4), INT 10 (+0), WIS 12 (+1), CHA 14 (+2)

Saving Throws STR +11, CON +8
Skills Athletics +11, Intimidation +6, Perception +5
Damage Resistances cold, fire
Condition Immunities lightning, thunder
Senses blindsight 120 ft. (in fog or water only), passive Perception 15
Languages Abyssal (if native to a Lower Plane), Aquan, Auran, Celestial (if native to an Upper Plane), Giant
Challenge 9 (5,000 XP)

Indomitable (2/Day). The tenihouira rerolls a failed saving throw.

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

At will: fly (self only), water breathing (self only)
3/day each: fog cloud, gust of wind
2/day each: call lightning, water walk
1/day each: conjure elemental (air or water only), chain lightning

Second Wind (Recharges after a Short or Long Rest). As a bonus action, the tenihouira regains 20 hit points.

Storm Critical. The tenihouira scores a critical hit on a roll of 19 or 20 with a melee or ranged weapon attack. The extra damage caused by the critical hit is lightning damage.

Actions

Multiattack. The tenihouira makes three attacks with its saw-toothed sword.

Saw-Toothed Sword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (4d6+7) slashing damage. On a critical hit, the saw-toothed sword inflicts 21 (4d6+7) slashing damage plus 14 (4d6) lightning damage.

Shocking Bolt (Recharge 5-6). Ranged Spell Attack: +8 to hit, range 60 ft., one creature. Hit: 13 (2d8+4) lightning damage and the target can’t take reactions until the start of its next turn. The tenihouira has advantage on the attack roll if the target is wearing armor made of metal.

February 19th, 2019  in RPG No Comments »

Tuesday Terror: The Terara

This week’s Tuesday Terror was created by John Tedrick. You check his online portfolio by clicking here. The monster statted below is based on a piece titled “The Terror of Undermountain” (click here, please).

The terara dwells deep within rocky realms, often claiming an abandoned subterranean structure as its lair. From there, it ranges throughout the region, either hunting or demanding tribute from the creatures it encounters.

Terara
Gargantuan aberration, chaotic evil

Armor Class 18 (natural armor)
Hit Points 325 (26d20+182)
Speed 40 ft., fly 75 ft., swim 40 ft.

STR 27 (+8), DEX 14 (+2), CON 25 (+7), INT 19 (+4), WIS 15 (+2), CHA 16 (+3)

Saving Throws DEX +8, CON +15, INT +10, WIS +8
Skills Perception +10
Damage Resistances psychic; bludgeoning, piercing, slashing (in Swarm Form)
Condition Immunities blinded; charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned (in Swarm Form)
Senses blindsight 120 ft. or 40 ft. while deafened (blind beyond this radius), passive Perception 20
Languages Undercommon, telepathy 120 ft.
Challenge 20 (25,000 XP)

Amphibious. The terara can breathe air and water.

Blind Senses. The terara can’t use its blindsight while deafened and unable to smell.

Innate Spellcasting (Psionics). The terara’s innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:

At will: detect magic, detect thoughts, invisibility
3/day each: phantasmal force, see invisibility, shield
2/day each: charm monster, gaseous form, nondetection, suggestion
1/day each: clairvoyance, phantasmal killer

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

Legendary Resistance (3/Day). If the terara fails a saving throw, it can choose to succeed instead.

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

Actions

Multiattack. The terara makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8+8) piercing damage plus 11 (2d10) psychic damage.

Claw. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 15 (2d6+8) slashing damage.

Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8+8) bludgeoning damage.

Swarm Form (Recharge 5-6). The terara can discorporate its body into a squirming mass of monstrous worms. The terara remains in this form until the beginning of its next turn. While in swarm form, the terara cannot fly, bite, claw, or use its tail. The terara can occupy other creatures’ spaces, and it can move through any opening large enough for a Medium creature. When a creature enters the swarm form for the first time on a turn or starts its turn there, the creature must make a DC 19 Intelligence saving throw, taking 72 (16d8) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Detect. The terara makes a Wisdom (Perception) check.

Tail Attack. The terara makes a tail attack.

Psionic Blast (2 Actions). The terara unleashes a blast of psionic energy in a 60-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 15 (2d10+4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself.

February 12th, 2019  in RPG No Comments »

ThursdAD&D: Bloodoak and Other Woods

The Skyrealms AD&D campaign resumes this coming Sunday with the heroes continuing their exploration of the so-called “haunted house” on the outskirts of Saltmarsh. One of the inspirations for the campaign is The Edge Chronicles by Paul Stewart and Chris Riddell. I recently started re-reading Beyond the Deepwoods, the first of the books in the Twig Saga.

In Beyond the Deepwoods, readers are introduced to the Deepwoods, a place of magic and danger. Unusual trees grow in the Deepwoods.

Scentwood: This wood burns with a soporific fragrance that sends “those who breathed it drifting into dream-filled sleep”. A creature that breathes air tinged with scentwood for 1 turn must make a saving throw versus poison or fall asleep for 1d4+2 hours. The creature can be awakened before this time by rough handling, loud noises, or damage, but he is treated as moderately intoxicated if less than half the time has passed, or slightly intoxicated otherwise. See page 82, Dungeon Masters Guide for the specifics. If the affected creature sleeps for the entire duration, he awakens refreshed as if he had rested for a full day. Minimum Size of Log: 2 lbs. Cost: 5 gold pieces per pound.

Lullabee: When burned, this wood, silvery-turquoise in color, sings “strange mournful songs” that are widely viewed as an acquired taste. A creature that listens to the singing wood for 1 turn must make a saving throw versus spells after falling asleep. If the saving throw fails, the creature’s dreams are sad and disturbing. The creature loses 1d4 points of wisdom, which are restored at a rate of 1 point per hour after waking up. If the saving throw succeeds, the creature is mentally fortified, enjoying a +1 bonus to saving throws against enchantment/charm and fear effects for 1d4 hours after waking up. Minimum Size of Log: 2 lbs. Cost: 15 gold pieces per pound.

Lufwood: This wood is the most popular for home fires. It burns softly and well, producing a restful purple glow. This glow acts as a protection from evil in a 5-foot radius per burning log. A log burns for 1 hour. Minimum Size of Log: 3 lbs. Cost: 25 gold pieces per pound.

Bloodoak: Bloodoak is the most bouyant of woods, and it’s used in the construction of floatboats and skyships. Bloodoak burns brightly and hotly, moreso than other woods. It also wails and screams while burning. Bloodoaks are dangerous, and invariably grow alongside the predatory tarry-vine. Cost: 1 gold piece per pound.

At the top of the trunks of these huge flesh-eating Deepwoods trees are a ring of enormous teeth which ensures that hapless prey, captured for it by the parasitic lassoo-like tarry-vine, can never escape.

Bloodoak
Frequency: Rare
No. Appearing: 1
Armor Class: 3 (5 for tarry-vine)
Move: 0″ (12″ for tarry-vine)
Hit Dice: 16+16 (4+4 for tarry-vine)
% in Lair: Nil
Treasure Type: Incidental
No. of Attacks: 1 (4 for tarry-vine)
Damage/Attack: 5-20 (1-4 for tarry-vine)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Semi-
Alignment: Neutral evil
Size: L (20+ feet tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IX/5,250 + 20/hp (Tarry-Vine: IV/205 + 5/hp)

Climate/Terrain: Any non-tropical/any forest
Organization: Solitary
Activity Cycle: Nocturnal
Diet: Carnivore
Morale: Fearless (19)

The bloodoak cannot be easily mistaken for a normal tree. Great, scab-like growths cover its thick, nearly limbless trunk. Its thick roots can be seen pulsing slowly, pumping bloodsap. Ropy, barbed tarry-vines grow riot around the bloodoak’s trunk and roots. These vines snake and strike, and account for the characteristic “deathstillness” around the bloodoak, for it is a careless or very hungry animal that gets close enough to the tree to become a meal. Closer to the bloodoak, depending on wind conditions, the “underscent” of rotting carcasses and blood might be detected. Atop the bloodoak’s trunk is a gaping mouth ringed by huge, jagged teeth.

In truth, the bloodoak is two creatures: the bloodoak itself and its symbiotic tarry-vine. The tarry-vine attacks with barbed, lithe branches, striking in any direction out to 12″ around the bloodoak. A tarry-vine has 13-20 attack vines, each one treated as AC 5 and requiring 4 points of damage from an edged weapon to sever. Damage inflicted to the attack vines does not affect the tarry-vine’s body, which has 4+4 Hit Dice. When an attack vine hits, it inflicts 1-4 points of damage and wraps tight around a limb or the neck. The attack vine inflicts damage automatically each round it is attached. Furthermore, it lifts the victim into the air to drop the victim into the bloodoak’s gaping maw. This takes 1-4 rounds.

The bloodoak’s maw grinds its food, inflicting 5-20 points of damage each round with no need to make a “to-hit” roll. It is almost impossible to climb out of the bloodoak’s throat due to the numerous, downward slanting fangs. A thief (or character with climb walls ability) might succeed, but with half the normal chance. The inner armor class of the bloodoak is 8. Bludgeoning weapons are ineffective against the bloodoak, whether its interior or exterior. Nonmagical piercing weapons also cannot harm a bloodoak.

Bloodoaks hate fire, but they are not particularly vulnerable to it. Tarry-vines take +1 point of damage per damage die from fire attacks. Cold spells have their normal effect, and also slow the bloodoak and/or tarry-vine for 1-4 rounds. Bloodoaks and tarry-vines are immune to enchantment/charm and magic missile spells.

February 7th, 2019  in RPG No Comments »

Tuesday Terror: Ch’ik’ich’ik’i

This week’s Tuesday Terror is brought to us from the mind of the talented Mike Franchina. You check his online portfolio by clicking here. The monster statted below is based on a piece evocatively titled “Monk of the Church of the Metamorphosis” (click here, please).

Portals ought to be opened. Doorways ought to be walked through. Every path leads somewhere, and every destination necessitates innumerable experiences. Each experience changes me, and — oh! — I so long to change. Nothing is now as it was, and I am ever new. This form you see? This form from which you recoil? It serves me now as the means to further transcendence. (Canons of Chaos, Book II, Verses XXX through XXVIII)

Ch’ik’ich’ik’i
Large aberration, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 119 (14d10+42)
Speed 25 ft., fly 45 ft.

STR 21 (+5), DEX 14 (+2), CON 17 (+3), INT 12 (+1), WIS 19 (+4), CHA 14 (+2)

Saving Throws CON +6, WIS +7
Skills Perception +7, Persuasion +5, Stealth +5
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 17
Languages any three languages
Challenge 5 (1,800 XP)

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the ch’ik’ich’ik’i and can see the ch’ik’ich’ik’i’s true form must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the ch’ik’ich’ik’i is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the ch’ik’ich’ik’i’s Horrific Appearance for the next 24 hours.

Unless the target is surprised, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the ch’ik’ich’ik’i.

Spellcasting. The ch’ik’ich’ik’i is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The ch’ik’ich’ik’i has the following cleric spells prepared:

Cantrips (at will): guidance, resistance, sacred flame, thaumaturgy
1st level (4 slots): bane, cure wounds, guiding bolt, shield of faith
2nd level (3 slots): aid, enhance ability, hold person
3rd level (3 slots): dispel magic, protection from energy, spirit guardians

Spider Climb. The ch’ik’ich’ik’i can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Venomous Infusion. As a bonus action, the ch’ik’ich’ik’i can expend a spell slot to cause its melee weapon attacks to magically deal an extra 7 (2d6) poison damage to a target on a hit. This benefit lasts until the end of the turn. If the priest ch’ik’ich’ik’i a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.

Actions

Appendages. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) slashing damage, and the target is grappled (escape DC 15). Until this grapple ends, the ch’ik’ich’ik’i can’t use its appendages against another target.

Digestive Tendrils. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature that is grappled by the ch’ik’ich’ik’i, incapacitated, or restrained. Hit: 12 (2d6+5) piercing damage plus 18 (4d8) acid damage.

Touch of Chaos (3/Day). Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 14 (4d6) necrotic damage, and the target has disadvantage on attack rolls and saving throws for 1 minute. At the end of each of its turns, the target can make a DC 15 Wisdom saving throw, ending the effect with a successful save.

February 5th, 2019  in RPG No Comments »

ThursdAD&D: Goemul

I am almost done with the first six episodes of Netflix’s Kingdom. This South Korean TV series is great. Set during the Joseon period of Korean history, it tackles common tropes related to political intrigue and official corruption common to many period dramas. To this somewhat standard fare, Kingdom adds a plague of nocturnal zombies, once again showing that Korean film makers know how to do survival horror better than almost everything churned out by Hollywood. (Also see what is probably the best zombie movie in the last several years, Train to Busan.)

Goemul
Frequency: Very rare (see below)
No. Appearing: 1-6
Armor Class: 8
Move: 12″
Hit Dice: 1-6 hit points
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-4
Special Attacks: Disease
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 1/hp

Climate/Terrain: Any climate/any land
Organization: Mob
Activity Cycle: Nocturnal
Diet: Carnivore
Morale: Fearless (20)

Goemul appear much like zombies, but they are not undead. Instead, they are the victims of a disease that rapidly causes what appears to be death followed by renewed, violent activity aimed at further spreading the contagion. The disease destroys the victim’s intelligence and personality, turning the victim into a ravenous cannibal.

A goemul does not feel pain or exhaustion. It is immune to effects that inflict pain or cause sleep. Weapons inflict minimum damage on a goemul. Most of its organs are no longer vital. A strike to the head inflicts normal damage. Treat the goemul’s head as a armor class 4 for melee attacks. For ranged attacks against the head, treat short range as medium and medium range as long.

A goemul’s typical attack involves charging its victim in order to overbear. The goemul makes a melee attack as normal. If the victim is wearing leather or padded armor, the goemul gets a +2 “to hit” bonus. Against chain, ring, or scale mail, it gets a +4 “to hit” bonus. Against banded, plate, and splint, the goemul gets a +6 “to hit” bonus. If the overbear attack succeeds, the victim takes 1-4 points of damage, but only 50% of this damage is actual; the balance is restored at the rate of 1 hit point per round. Of course, the victim becomes prone.

The goemul’s most dangerous attack is its bite. The goemul has a +2 bonus “to hit” a prone target with its bite. A target damaged by a goemul’s bite must make a saving throw versus paralyzation, modified by dexterity defensive adjustment and bonuses to armor class due to armor and shield. A failed saving throw results in the target being incapacitated due to intense pain for one melee round. After this time, the victim ceases movement and appears dead for another 1d2 melee rounds. Then, the victim’s transformation into a goemul is complete. A cure disease spell applied before the transformation is complete stops the disease from the transforming the victim into a goemul. The victim remains unconscious with 1 hit point.

Goemul are active only at night. As the sun rises, they quickly find a place to hide and then become dormant. A goemul will not wake up until after the sun sets, remaining unconscious even if moved or attacked.

Goemul are very rarely encountered. A goemul is first formed when a living humanoid consumes the flesh of a chulcheo-goemul’s victim. A chulcheo-goemul results from attempting to treat a terminally ill humanoid with the so-called “resurrection plant”. This rare flower restores the patient to life and health, but transforms the patient into a chulcheo-goemul. A chulcheo-goemul’s victims do not transform into goemul.

Goemul are much feared. Unleashed in a crowded area, such as in a village, a mob of goemul can quickly grow into a horde that may overwhelm the countryside and beyond.

January 31st, 2019  in RPG No Comments »