Posts Tagged ‘ monsters ’

ThursdAD&D: Hisser Queen

I delve further into Gamma World to reach the hisser: “This 3-meter long half-man-half-snake inhabits the more arid regions…, often settling near an oasis or well. … Their society is matriarchal, one female leading a group of…males and young. She, like a queen bee, lays all the eggs for eat settlement, and all of them hatch as males.”

The hisser is a tough monster in Gamma World: AC 3, 18 Hit Dice, some interesting mutations. For my AD&D conversions of mutants, I’ve been scaling back the Hit Dice. Arks, for example, have 8 Hit Dice in Gamma World, but my AD&D ark has 2 Hit Dice. I scaled the 20-HD gren way back to 1+2 HD.

With the hisser, however, I’m drawn to the idea of a hisser matriarch ruling over male hissers, who I envision has a sort of insect-like hivemind complete with drones and warriors.

So, today, we meet the hisser queen. Drones and warriors show up next ThursdAD&D.

Hisser Queen
Frequency: Rare
No. Appearing: 1
Armor Class: 3
Move: 12″
Hit Dice: 10
% in Lair: 75%
Treasure Type: D, Q (x3)
No. of Attacks: 2
Damage/Attack: by weapon type (x2) or 1-6/2-12
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Any
Size: L (10′ long)
Psionic Ability: 151-250
Attack/Defense Modes: B/FGH
Level/XP Value: VII/2,250 + 14/hp

The hisser queen attacks either with melee weapons or else with her powerful bite. If her bite hits, she constricts for 2-12 points of damage per melee round. If several strong creatures (such as 4 humans of 17 or greater strength) can grasp the queen at head and tail, the can uncoil her in 2-5 melee rounds.

Once every four melee rounds, the queen can emit a piercing hiss that causes 3-18 points of damage due to ruptured tissues to all creatures (except the queen) in a 30-foot radius (no saving throw). Creatures damaged by the queen’s hiss are deafened for a number of melee rounds equal to the damage taken (saving throw versus breath weapon halves the duration). She is immune to fire/heat and sound-based attacks.

The hisser queen is psionic. She has the following psionic abilities: clairvoyance, hypnosis, and telepathy. The latter power is the queen’s primary means of communication. Hissers have no spoken or written language.

The hisser queen is guarded by 2-20 drones and 2 warriors who fight with special ferocity, gaining a +2 on “to-hit” rolls to defend their queen.

Hissers are territorial and carnivorous. The alignment of a hisser brood matches that of the queen. Good-aligned queens tend toward benevolence and may aid travelers. Neutral-aligned queens may do likewise, but often only in exchange for goods and services. Evil-aligned queens and their broods cannot be trusted, and they often capture intelligent creatures for use as slaves and food.

February 28th, 2019  in RPG No Comments »

Tuesday Terror: The Hish

Today’s picture is “Hish” by that uncanny illustrator of the weird Sidney Sime. Sime lived from 1865 to 1941, and he is best known for his iconic illustrations of Lord Dunsany’s tales and poems.

The hish are mysterious creatures, part shadow, part silence, or so it seems. They are seldom seen or heard, even by their victims, for the hish practice assassination as a form of religious devotion to their strange deities.

Hish
Medium fey, any evil

Armor Class 16 (studded leather)
Hit Points 90 (12d8+36)
Speed 30 ft., climb 30 ft.

STR 13 (+1), DEX 18 (+4), CON 16 (+3), INT 15 (+2), WIS 13 (+1), CHA 12 (+1)

Saving Throws DEX +8, INT +6
Skills Acrobatics +8, Deception +5, Perception +5, Stealth +8
Damage Resistances necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities blinded, deafened, poisoned
Senses darkvision 90 ft., passive Perception 15
Languages Common, Sylvan, plus any two languages
Challenge 9 (5,000 XP)

Assassinate. During its first turn, the hish has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the hish scores against a surprised creature is a critical hit.

Hish Senses. Magical darkness does not impede the hish’s darkvision. Magical silence does not impeded the hish’s hearing. The hish cannot be blinded or deafened.

Innate Spellcasting. The hish’s innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material or verbal components:

At will: disguise self, invisibility (self only)
2/day each: darkness, silence
1/day each: pass without trace (self only), vampiric touch

Sneak Attack. Once per turn, the hish deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the hish that isn’t incapacitated and the assassin doesn’t have disadvantage on the attack roll.

Spider Climb. The hish can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The hish makes two shortsword attacks.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Light Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one creature. Hit: 8 (1d8+4) piercing damage, and the target must make a DC 16 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Misty Step. The hish surrounds itself with silvery mist and teleports up to 30 feet to an unoccupied space that it can see.

February 26th, 2019  in RPG No Comments »

ThursdAD&D: Grens

Today I fight back against a nagging headache that I caught in time before it went migraine on me while offering for your consideration another AD&D conversion of a Gamma World mutant. (Nota Bene: The Gamma World link is an affiliate link. If you click it and buy the book, I get a bit of money.) I’ve already done this with fens, arks, and badders.

Today I bring to you the reclusive, peace-loving grens. To quote their entry in Gamma World: “Grens appear to be completely normal Pure Strain Humans…except for their deep green skin! They are intelligent and live secluded lives in harmony with nature. They inhabit only deep forests, where they cannot be seen or sensed by any creature until they reveal themselves.”

Translating grens to AD&D requires a bit of poetic license. Grens have 20 Hit Dice in Gamma World, which corresponds to a Constitution of 20 in terms of ability scores. Since I don’t want secluded forests full of 20-HD, green-skinned humanoids, I decided on the following:

Gren
Frequency: Very rare
No. Appearing: 15-150
Armor Class: 9 (or better for leader types)
Move: 12″
Hit Dice: 1+2
% in Lair: 40%
Treasure Type: Individuals K; A in lair
No. of Attacks: 1
Damage/Attack: By weapon type
Special Attacks: Nil
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Mean: very to highly
Alignment: Neutral good
Size: M
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/28 + 2/hp

In their forest homes, grens are invisible and inaudible unless a gren chooses otherwise or attacks. For every 30 grens encountered, there will be an additional 2nd-level ranger. For every 40 grens, there will be a 3rd-level ranger, and for every 50 grens there will be a 4th-level ranger. Grens will be led by a druid of 5th, 6th, or 7th level — 5th if under 60 in the party, 6th if under 125, or 7th if more than 125. The leader will have 2 assistant druids of 2nd, 3rd, or 4th level as a personal bodyguard. All these characters are in addition to the number of grens indicated by the dice.

For every 50 grens encountered, there is a 15% chance that there will be an illusionist of 5th or 6th level, accompanied by two assistants of 1st or 2nd level in addition to the other members of the group. If more than 100 grens are encountered, the illusionist will be of the higher possible level.

Grens are semi-nomadic, and they build simple villages from native materials. In their lair, there will be females equal to 200% of the males and children equal to 100% of their number. Females are equal to males, but have 1 Hit Die. Children are noncombatants. For every 50 females, there is a 15% chance there will be a female fighter of 3rd to 5th level who is imbued with great determination and skill. She adds 1 to her hit probability and damage dice, and she never checks morale. These warrior women command great respect within gren communities.

Grens shun combat. Most grens use simple weapons and shields for defense. Leader types will be better armed and armored. Grens speak their own language, a strange mixture of Common and the elvish tongue.

February 21st, 2019  in RPG No Comments »

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 »