Posts Tagged ‘ monsters ’

The Tenth Day

Way back when while running TSR’s Marvel Super Heroes, I pitted the heroes against a ridiculously large gang of a minimally-powered villains. Among them was Frank Oliver, also known as the Kangaroo. That’s him in the picture. For day ten, I take inspiration from Marvel’s greatest villain from the Land Down Under.

On the tenth day of searching / my party came upon: / ten kanga raiders / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes, / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The kanga raider is very much like a human, but larger and stronger, and possessing inhumanly strong legs used to jump and kick. The kanga raider lives in a semi-nomadic warrior society where the strong rule and conflicts are most often settled by fighting.

AD&D Version

Frequency: Very rare
No. Appearing: 10-80
Armor Class: 6
Move: 15″
Hit Dice: 1+1
% in Lair: 10%
Treasure Type: Individuals K; B in lair
No. of Attacks: 2 (or 1)
Damage/Attack: 1-6/1-6 (or by weapon type)
Special Attacks: See below
Special Defenses: Leader types
Magic Resistance: Standard
Intelligence: Low to very
Alignment: Any chaotic
Size: M (6-1/2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 2/hp

The kanga raider is a warrior who excels in fighting by means of powerful kicks from his unnaturally strong legs. He makes two kick attacks per melee round. A creature struck by both kicks must make a saving throw versus paralysis or be stunned for 1 round. A kanga raider can spring up to 25′ ahead or up to 15′ upward. If he leaps to attack, he makes a single kick attack with a +2 “to hit” bonus and inflicting 2-12 points of damage with a successful attack. The victim of this powerful flying kick must make a saving throw versus paralysis with a -2 penalty or be stunned for 1 round.

For every 10 kanga raiders encountered, there will be a 2nd-level fighter. For every 20, there will be a 3rd-level fighter. For every 30, there will be a 4th-level fighter, and for every 40, there will be a 5th-level fighter. These leader types are in addition to the number indicated by the dice. A band of kanga raiders will be led by a war chief of 9th or 10th level and two subchieftans of 6th or 7th level. If fewer than 45 kanga raiders are encountered, use the lower levels. For every 10 kanga raiders, there is a 10% cumulative chance that there will be a kanga raider cleric of 3rd to 7th level with 1-4 assistances of 1st to 3rd level.


5E D&D Version

Medium humanoid (kanga), any chaotic alignment

Armor Class 14 (hide armor)
Hit Points 68 (8d8+32)
Speed 40 ft.

Ability Scores STR 18 (+4), DEX 14 (+2), CON 19 (+4), INT 8 (-1), WIS 10 (+0), CHA 8 (-1)

Skills Athletics +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)

Pounce. If the kanga raider moves at least 20 feet straight toward a creature and then hits it with a kick attack on the same turn, the target must succeed on a DC 13 Constitution saving throw or be stunned and knocked prone. The target is stunned until the end of its next turn. If the target is prone, the kanga raider can make one kick attack against it as a bonus action.

Reckless. At the start of its turn, the kanga raider can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Running Leap. With a 10-foot running start, the kanga raider can long jump up to 25 feet.

Actions

Multiattack. The kanga raider makes two kick attacks.

Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage. If the target takes damage from two kicks on the kanga raider’s turn, the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of its next turn.

Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6+4) piercing damage.

January 3rd, 2019  in RPG No Comments »

The Ninth Day

Every now and then I run across someone claiming to be an old-school gamer who grouses that gunpowder, firearms, et cetera, have never had a thing to do with Dungeons & Dragons. A brief study of the subject shows this isn’t true. The world of Greyhawk included the quasi-divine cowboy Murlynd, who appears in Dragon #71 from March 1983. Both the AD&D Dungeon Masters Guide and the 5E D&D Dungeon Master’s Guide include rules for firearms and explosive (pages 112-113 and pages 267-268, respectively). My copy of the first of those books dates from 1979. So, um, stuff like firearms and bombs have been part of the game since just about the beginning, if not earlier, and, with that in mind, we reach day nine.

On the ninth day of searching / My party came upon: / nine goblin bombers / eight mewling fluxcats, / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

Some goblins possess noteworthy intelligence and a penchant for alchemical experimentation. While most end up maimed or dead in some laboratory mishap, the most talented survive long enough to rise to positions of prominence among goblinoids. The goblin bomber appears much like a normal goblin, but tends to be taller, fitter, and noticeably more intelligent.

AD&D Version

Frequency: Very rare
No. Appearing: 1-3
Armor Class: 4
Move: 6″
Hit Dice: 2
% in Lair: 40%
Treasure Type: Individuals L, M; D, Q (x5), S in lair
No. of Attacks: 1
Damage/Attack: 2-8 or by weapon
Special Attacks: Bombs
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Exceptional
Alignment: Lawful evil
Size: S (4′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/65 + 2/hp

The goblin bomber dislikes full daylight, attacking at a -1 when in sunlight. It has normal infravision (60′ range). The goblin bomber, being smarter and more experienced, is a competent miner, able to note new or unusual construction 35% of the time. It speaks goblin, lawful evil, kobold, orcish, and hobgoblin.

If a goblin bomber has access to its laboratory and supplies, it can produce 1-3 bombs per day. When encountered, it has 1-3 days worth of production on hand to use in combat. A bomb is a grenade-like missile with a range of 6″. Beyond 2″ is medium range, and beyond 4″ is long range (-2 and -5 “to hit”, respectively). Due to its variable fuse length, a bomb explodes 1 to 3 segments after its lit and thrown. The bomb’s explosion affects a 1″ radius, causing 6-36 points of damage (save versus spells halves the damage as if it were a fireball).

It is up the DM to determine how easily others, such as player characters, can learn the goblin bomber’s art. It is recommended that the process be fraught with peril, time consuming, and expensive.


5E D&D Version

Small humanoid (goblinoid), neutral evil

Armor Class 15 (studded leather)
Hit Points 44 (8d6+8)
Speed 30 ft.

Ability Scores STR 10 (+0), DEX 16 (+3), CON 12 (+1), INT 15 (+2), WIS 10 (+0), CHA 12 (+1)

Saving Throws DEX +5, INT +4
Skills Stealth +7
Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Challenge 2 (450 XP)

Nimble Escape. The goblin bomber can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Multiattack. The goblin bomber makes two attacks with its scimitar.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 6 (1d6+3) slashing damage.

Bomb (3/Day). The goblin bomber can throw a bomb up to 60 feet. Each creature within 10 feet of the point of impact must succeed on a DC 13 Dexterity saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. A bomb may be rigged with a longer fuse to explode after a set amount of time, usually 1 to 6 rounds. Roll initiative for the bomb. After the set number of rounds goes by, the bomb explodes on that initiative.

January 2nd, 2019  in RPG No Comments »

The Eighth Day

Have you seen Bearded Devil? No? Well, click on that link and check it out. There’s some cool stuff featured there. The site first caught my attention due to a shared pic of the “Zymotic Ward Rookery”. Click here to see what I’m talking about. What most caught my attention in the pic was the bottom right corner’s headline about a “Fluxcat Infestation”. I have no idea what a fluxcat is beyond the information in that one paragraph, but I do know that day eight of twelve means I need to write up my version of the critter.

On the eighth day of searching / My party came upon: / eight mewling fluxcats, / seven rapid oozes / six vile ogbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The fluxcat is a magical feline brought to the Material Plane from Limbo, probably by some plane-hopping wizard. The creatures escaped captivity or were set free, and have bred and spread, especially in certain cities. The fluxcat appears much like a domestic cat, except for its distorted face and trifurcated tail covered with scintillating fur.

AD&D Version

Frequency: Rare
No. Appearing: 2-12
Armor Class: 6
Move: 12″
Hit Dice: 2-5 hit points
% in Lair: 25%
Treasure Type: Nil
No. of Attacks: 3
Damage/Attack: 1-2/1-2/1
Special Attacks: See below
Special Defenses: Surprised 1 in 6 times
Magic Resistance: 15%
Intelligence: Semi-
Alignment: Chaotic neutral
Size: S (1′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: II/36 + 1/hp

The fluxcat is an efficient hunter, moving with grace and stealth. It suprises others 5 in 6 times, and its keen senses mean it’s surprised only 1 in 6 times. The fluxcat is capable of bursts of speed, doubling its movement rate to 24″ for 1-4 rounds every turn. The fluxcat attacks with its claws and sharp teeth. If both front claws hit, the fluxcat rakes with its rear claws for 1-2/1-2 points of damage.

Once per turn, the fluxcat may emit a variegated yowl. Flashes of various colors accompany this unearthly noise, which affects a cone 1″ long with a 1/2″ base diameter. Creatures caught in the cone must make a saving throw versus spells. The effect of a failed save depends on the victim’s Hit Dice. A victim with 1 or fewer Hit Dice is confused. A victim with 2-4 Hit Dice is stricken with a debilitating headache, and one with 5-6 Hit Dice suffers bleeding, usually from the nose. Each of these effects lasts for 2-8 melee rounds. The debilitating headache imposes a -2 “to hit” penalty on attack rolls and a 10% chance of spell failure. Each round of bleeding has a 25% chance of causes 1 hit point of damage due to blood loss.

The fluxcat’s strange tails are useful as “reagents for transmutation potions.” A fluxcat’s tails can fetch prices as high as 50 gold pieces each.


5E D&D Version

Tiny aberration, chaotic neutral

Armor Class 13
Hit Points 7 (2d4+2)
Speed 30 ft., climb 20 ft.

Ability Scores STR 5 (-3), DEX 17 (+3), CON 12 (+1), INT 5 (-4), WIS 14 (+2), CHA 9 (-1)

Skills Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages
Challenge 1/4 (50 XP)

Burst of Speed (Recharge 5-6). The fluxcat can move up to its speed as a bonus action.

Keen Sight and Hearing. The fluxcat has advantage on Wisdom (Perception) checks that rely on sight or hearing.

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

Actions

Multiattack. The fluxcat makes three attacks: two with its claws, one with its bite. Its claws score a critical hit on a roll of 19 or 20.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 1 piercing damage.

Variegated Yowl (Recharge 6). The fluxcat emits a bizarre yowl accompanied by flashing colors that affects a 10-foot cone. Each creature in the area must make a DC 13 Wisdom saving throw. Roll 6d10; the total is how many hit points of creatures the cone can effect. Creatures are affected in ascending order of their current hit points (ignoring unconscious creatures). A creature that fails its saving throw by more than 5 or more becomes confused (as per confusion). A creature that fails its saving throw by more than 2 but less than 5 suffers a debilitating headache (treat as poisoned). Any other creature that fails its saving throw starts to bleed, suffering 1 point of damage at the start of its turn. Each of these different effects lasts for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

January 1st, 2019  in RPG No Comments »

The Seventh Day

Day seven oozes over the eastern horizon a whole lot faster than expected.

On the seventh day of searching / my party came upon: / seven rapid oozes / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The rapid ooze resembles a fluid filled membrane about two feet across. A rapidly pulsating nucleus is visible floating in its protoplasmic interior. The whole ooze vibrates continuously.

AD&D Version

Frequency: Rare
No. Appearing: 1-10
Armor Class: 6
Move: 12″
Hit Dice: 1+1
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: See below
Intelligence: Animal
Alignment: Neutral
Size: S
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: III/126 + 2/hp

Unlike many oozes, slimes, and puddings, the rapid ooze is neither slow nor dangerously acidic. The rapid ooze is an aggressive predator. It is semi-transparent, and its malleable form can squeeze into or through narrow spaces. Thus, the rapid ooze surprises prey on a 1-4. Thousands of stinging cells cover its outer membrane. Any creature touching this membrane takes 1-4 points of damage and must make a saving throw versus paralyzation (as if hit by the rapid ooze). The rapid ooze attacks with a whip-like pseudopod. A creature hit by the rapid ooze must save versus paralyzation or be anesthetized for 2-12 melee rounds. The rapid ooze then engulfs as much of its prey as it can. Its digestive enzymes inflict 1-4 points of damage each melee round.

The rapid ooze can be hit by all forms of weapons, but it takes only half damage from blunt weapons. Cold does not affect a rapid ooze unless it fails its saving throw, in which case it is slowed 50%. Electricity, fear, hold spells, paralyzation, polymorph, and sleep based attacks have no effect on the rapid ooze.


5E D&D Version

Small ooze, unaligned

Armor Class 14 (natural armor)
Hit Points 13 (3d6+3)
Speed 30 ft.

Ability Scores STR 8 (-1), DEX 15 (+2), CON 12 (+1), INT 3 (-4), WIS 12 (+1), CHA 6 (-2)

Skills Stealth +4
Damage Resistances cold; bludgeoning
Damage Immunities lightning
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 11
Languages
Challenge 1 (200 XP)

Amorphous. The rapid ooze can move through a space as narrow as 1 inch wide without squeezing.

Pack Tactics. The rapid ooze has advantage on an attack roll against a creature if at least one of the rapid ooze’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Stinging Cells. A creature that touches the rapid ooze or hits it with an unarmed melee attack must make a DC 13 Dexterity saving throw or take 2 (1d4) piercing damage and be paralyzed for 1 minute. A paralyzed target can attempt at DC 13 Constitution saving throw at the end of each of its turns, ending the effect on a success.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) piercing damage, and the target must make a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Engulf. The rapid ooze moves up to its speed. While doing so, it can enter Small or smaller creature’s space. Whenever the rapid ooze enters a creature’s space, the creature must make a DC 13 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the rapid ooze. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the rapid ooze enters the creature’s space, and the creature takes 2 (1d4) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 7 (3d4) acid damage at the start of each of the rapid ooze’s turns. When the rapid ooze moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 13 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the rapid ooze.

December 31st, 2018  in RPG No Comments »

The Sixth Day

On day six, I take a bit from Igbo culture, but with little emphasis on accuracy. The ọgbanje is an evil spirit that is born into a child’s body, which then dies prematurely to be reborn in another child’s body, bringing sorrow to the family the ọgbanje has chosen to plague. The ọgbanje, so I’ve read, are referenced in Chinua Achebe’s first novel, Things Fall Apart, a tale set in pre-colonial Nigeria. I’ve not read the novel, but I’ve read good things about it. It’s on my Amazon wishlist.

On the sixth day of searching / My party came upon: / six vile ọgbanje, / five hungry things, / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The ọgbanje is a demon that changes places with a young child, often an infant. It spreads disease and suffering for a time, and then departs, leaving behind that the child’s corpse. The ọgbanje rarely associates with others of its kind, but it is not unknown that a larger community may attract the attention of several ọgbanje, often as a result of an evil curse.

AD&D Version

Frequency: Very rare
No. Appearing: 1 (10% chance of 2-8)
Armor Class: 8
Move: 15″
Hit Dice: 3
% in Lair: 5%
Treasure Type: R
No. of Attacks: 1
Damage/Attack: 1-3
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 25%
Intelligence: Very
Alignment: Chaotic evil
Size: S (1′ to 2′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IV/200 + 3/hp

The ọgbanje resembles a young human child, a role that it plays with consummate skill (imitating a specific child with 90% accuracy). Its senses of hearing and smell are exceptional, and its sense of sight is supernatural. The ọgbanje is surprised only 1 in 6 times, and it can detect invisibility. Its evil nature is hidden from divination by a continuous obscure alignment. The ọgbanje has several supernatural powers, which it can employ at will, one at a time, during a turn or melee round as applicable: audible glamer, emotion, ESP, misdirection, non-detection, putrefy food and drink, and suggestion. Once per day, it may cause disease and change sticks to snakes, the latter as if the ọgbanje were a 10th-level cleric.

If forced to fight, the ọgbanje takes half damage from cold, lightning, and fire. It bites with retractable fangs. Its bite forces a saving throw versus poison. The ọgbanje can also spit venom, spraying it up to 3″ at any single creature, which must make a saving throw versus poison.

In its natural form, to which it reverts if slain, the ọgbanje resembles a child-sized monster with a squat, bloated body, spindly limbs, and a gaunt, noseless face.


5E D&D Version

Small fiend (demon, shapechanger), chaotic evil

Armor Class 14
Hit Points 18 (4d6+4)
Speed 40 ft.

Ability Scores STR 8 (-1), DEX 18 (+4), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 16 (+3)

Skills Deception +5, Insight +4, Perception +4, Persuasion +5, Stealth +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common
Challenge 2 (450 XP)

Innate Spellcasting. The ọgbanje’s innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:

Continous: see invisibility
At will: fear, nondetection, suggestion
1/day: contagion

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

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

Shapechanger. The ọgbanje can use its action to polymorph into any Tiny or Small humanoid it has seen, or back into its true form. Its statistics are the same in each form, except perhaps for its size. While in humanoid form, the ọgbanje is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d3+4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much on a successful one.

Spittle. Ranged Weapon Attack: +6 to hit, range 10/40 ft., one creature. Hit: 4 (1d8) poison damage, and the target is blinded until the end of its next turn. The target must make a DC 14 Dexterity saving throw. The target takes half as much damage and isn’t blinded with a successful save.

Read Thoughts. The ọgbanje magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the ọgbanje can continue reading its thoughts, as long as the ọgbanje ‘s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the ọgbanje has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Snake Swarm (1/Day). The ọgbanje magically calls a swarm poisonous snakes. The called creatures arrive in 1d4 rounds, acting as allies of the ọgbanje and obeying its spoken commands. The beasts remain for 1 hour, until the ọgbanje dies, or until the ọgbanje dismisses them as a bonus action.

December 30th, 2018  in RPG No Comments »