Posts Tagged ‘ monsters ’

The Fifth Day

No history lesson with today’s post. Just a post. I was tempted to go for the obvious on day five and write up five magical rings. As you can see, I resisted temptation. The spells marked with an asterisk that are listed for the AD&D version of the monster all come from Oriental Adventures. (N.B. That link is an affiliate link.)

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

The hungry thing is an unpredictable spirit creature. It embodies hunger, and in life it was most likely a gluttonous person. Commoners fear the hungry thing, for its appetite cannot be sated, and a single hungry thing can devour much if not all of what a village may have to feed its populace. Worse still, the hungry thing’s obsessive need to eat may lead it to consume living creatures, including sentient ones such as humans.

AD&D Version

Frequency: Very rare
No. Appearing: 1-6
Armor Class: 2
Move: 9″/12″
Hit Dice: 8+8
% in Lair: 10%
Treasure Type: G
No. of Attacks: 1
Damage/Attack: 2-16
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 60%
Intelligence: Average
Alignment: Chaotic neutral
Size: M to L (5′ to 12′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/2,000 + 12/hp

The hungry thing is a lesser spirit. It has several supernatural powers, which it can employ at will, one at a time, during a turn or melee round as applicable: become ethereal, ghost light, invisibility (self only), polymorph self, telekinesis (up to 2,000 gold pieces weight), and wind breath. The hungry thing can only be hit by magical weapons.

The hungry thing attacks with its bite, which is strong enough to inflcit 1 point of structural damage on fortifications. Wounds inflicted by this bite do not heal naturally. Magical healing is required. The hungry thing regains lost hit points equal to the damage it inflicts with a bite. With every successful bite attack, the hungry thing grows 1 foot. When it reaches 8 feet tall, the hungry thing becomes size large, and it flies into a feeding frenzy that lasts for 5-10 melee rounds. While in a feeding frenzy, the hungry thing attacks twice per round, and it cannot distinguish between friend or foe.


5E D&D Version

Medium undead, chaotic neutral

Armor Class 16 (natural armor)
Hit Points 104 (16d8+32)
Speed 20 ft., fly 30 ft.

Ability Scores STR 17 (+3), DEX 10 (+0), CON 14 (+2), INT 11 (+0), WIS 8 (-1), CHA 13 (+1)

Damage Resistances necrotic
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages any it knew in life
Challenge 9 (5,000 XP)

Frenzied Bites. While in a feeding frenzy, the hungry thing may make a bite attack as a bonus action.

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

At will: alter self, etherealness (self only), invisibility (self only), telekinesis

Siege Monster. The hungry thing deals double damage to objects and structures.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) bludgeoning damage plus 4 (1d8) necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the hungry thing regains hit points equal to that amount. The reduction lasts until removed by a cure wounds spell or other magic. The target dies if its hit point maximum is reduced to 0.

Ghost Light (Recharge 6). The hungry thing magically creates a glowing orb of spectral light that sheds dim light in a 10-foot radius for 1 minute. As an action on its turn, the hungry thing can move the ghost light up to 30 feet to a new spot within 120 feet that it can see. A creature that starts its turn in the radius of the ghost light must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. If the creature ends its turn in a location where it does not have line of sight to the ghost light, the creature can make a Wisdom saving throw. On a successful save, the creature is no longer frightened. The ghost light ends if the hungry thing dismisses it as a bonus action or creates a new ghost light.

Wind Breath (Recharge 6). The hungry thing exhales wind in a 60-foot cone. Each creature in that area must succeed on a DC 16 Dexterity saving throw or take 10 (2d6+3) bludgeoning damage and be knocked prone. Open flames in the area are extinguished.

Reactions

Feeding Frenzy (Recharges after a Short or Long Rest). When the hungry thing inflicts bite damage on a creature, it must succeed on a DC 16 Wisdom saving throw or fly into a feeding frenzy. In a feeding frenzy, the hungry thing’s size becomes Large. It has advantage on Strength checks and Strength saving throws. Its bite attack deals 2 (1d4) extra bludgeoning damage. The feeding frenzy lasts for 1 minute, and during this time the hungry thing must move toward and attack the nearest creature, if possible.

December 29th, 2018  in RPG No Comments »

The Fourth Day

Down to today, swarms of insects remain a serious problem in many parts of the world. The damage insect swarms can cause staggers the imagination. For example, a locust swarm in 1915 stripped Syria and surrounding areas of almost all vegetation, leading to the Great Famine of Mount Lebanon and the deaths from hunger and disease of nearly half that region’s population.

On the fourth day of searching / My party came upon: / four burning swarms, / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The burning swarm is the name given to vast hordes of a terrifying, insect-like creatures that come from the Para-Elemental Plane of Magma. Individually, each creature resembles a locust, but one made from hot ash and scorching pebbles. The burning swarm rarely finds its way onto the Material Plane, which is a blessing, for the swarm can cause enormous destruction.

AD&D Version

Frequency: Very rare (common on the Para-Elemental Plane of Magma)
No. Appearing: 100-1,000 (or more)
Armor Class: 2
Move: 3″/15″
Hit Dice: 1 hit point
% in Lair: 0%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 2-12
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: S (1″ long)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/2,150 XP per 1/2″ radius (see below)

Hundreds to thousands of a tiny, locust-like creatures comprise the burning swarm. Individually, each tiny elemental poses little threat. It has but 1 hit point, and, while quite hot, can inflict at most 1 point of damage to exposed flesh.

As a swarm, however, these para-elementals pose serious danger. The burning swarm covers a 1/2″ radius per 100 creatures in the swarm. These radii do not need to be connected to each other, for the burning swarm can break apart and reform while it moves. Creatures within the area of the burning swarm have their vision obscured to 1″ due to the smoke and the roiling mass of flying para-elementals. Creatures within the area of the burning swarm also suffer 2-12 points of damage from the intense heat and toxic smoke for each melee round within the swarm, regardless of armor class. Creatures resistant to fire damage still take half damage due to the toxic smoke. The burning swarm sets fire to any inflammable material it touches.

The burning swarm is immune to fire damage. Slashing and piercing weapons are ineffective against the swarm, and bludgeoning weapons inflict minimum damage. Cold will drive the swarm away. Magical cold inflicts double damage against the burning swarm. Water does not unduly harm the swarm, but it may drive the swarm away, at least for a time. These para-elementals strongly dislike water, and they seek to fly away from contact with it. For purposes of saving throws, treat a 1/2″ radius of these creatures as a 16 HD monster.

A 1/2″ radius of these para-elementals has 100 hit points, but that portion of the swarm disperses if reduced to at least 50% its hit point total. The surviving creatures are absorbed by other swarms, if possible. This heals a swarm that has been reduced, but in no case will any 1/2″ radius of these para-elementals have more than 100 hit points.


5E D&D Version

Medium swarm of Tiny elementals, unaligned

Armor Class 14 (natural armor)
Hit Points 49 (11d8)
Speed 10 ft., fly 40 ft.

Ability Scores STR 3 (-4), DEX 14 (+2), CON 11 (+0), INT 2 (-4), WIS 10 (+0), CHA 3 (-4)

Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, slashing
Damage Immunities fire, poison
Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses darkvision 60 ft., blindsight 10 ft., passive Perception 10
Languages
Challenge 3 (700 XP)

Swarm. The burning swarm can occupy another creature’s space and vice versa, and the burning swarm can move through any opening large enough for a Tiny elemental. The burning swarm can’t regain hit points or gain temporary hit points.

Fire and Smoke. A creature that starts its turn in the burning swarm’s space takes 4 (1d8) fire damage and 4 (1d8) poison damage from the intense heat and noxious fumes. In addition, the burning swarm can enter a hostile creature’s space and stop there. The first time it enters a creature’s space on a turn, that creature takes 4 (1d8) fire damage and 4 (1d8) poison damage, and the creature catches fire. Until someone takes an action to douse the fire, the creature takes 4 (1d8) fire damage at the start of each of its turns.

A creature that takes poison damage from the burning swarm must make a DC 13 Constitution saving throw or be blinded until the end of the first turn the creature is no longer within the swarm.

If the burning swarm has half of its hit points or fewer, it inflicts 2 (1d4) fire damage and 2 (1d4) poison damage.

Actions

Burns. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm’s space. Hit: 9 (2d8) fire damage, or 4 (1d8) fire damage if the swarm has half of its hit points or fewer. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 4 (1d8) fire damage at the start of each of its turns.

December 28th, 2018  in RPG No Comments »

The Third Day

Through the third day of Christmas D&D, we’re pursued across the Lower Planes by troops of hell birds. The critter in the pic is the Anzu wyliei, a 500-pound, 82-and-a-half-inch-tall birdlike dinosaur with four-inch talons. The real critter was mostly like a herbivore. My version prefers warm-blooded prey that can die screaming for mercy.

On the third day of searching / My party came upon: / three hell birds, / two bloodmad zogs, / and a birchwrath in a fell wood.

The hell bird is an aggressive predator common to the Lower Planes. Vast troops of hell birds hunt the blood-red jungles surrounding the Cavern of the Skull, the nightmare realm of Kali, goddess of destruction.

AD&D Version

Frequency: Very rare (uncommon on the Lower Planes)
No. Appearing: 1-6
Armor Class: 5
Move: 18″
Hit Dice: 6+3
% in Lair: 30%
Treasure Type: C
No. of Attacks: 2 or 3
Damage/Attack: 1-8/1-8 or 1-8/1-8/2-16
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Semi- to low
Alignment: Neutral evil
Size: L (7+’ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VI/600 + 8/hp

The hell bird attacks with its clawed wings. A creature that takes 6 or more points of damage singly or 9 or more points of damage doubly from the hell bird’s clawed wings must make a saving throw versus paralyzation or be stunned for 1 round. A stunned victim falls prone and can take no actions. Against a stunned or prone victim, the hell bird rakes with its foot talons for 2-16 points of damage.

Owing to its planar origins, the hell bird takes half damage from cold-based attacks. It is immune to fire and poison. The hell bird can spring up to 30 feet.

The hell bird does not speak, but it understands the languages of the Lower Planes.


5E D&D Version

Large fiend, neutral evil

Armor Class 15 (natural armor)
Hit Points 76 (9d10+27)
Speed 50 ft.

Ability Scores STR 18 (+4), DEX 10 (+0), CON 16 (+3), INT 4 (-3), WIS 11 (+0), CHA 6 (-2)

Skills Perception +4
Damage Resistances cold
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 14
Languages understands Abyssal and Infernal but can’t speak them
Challenge 4 (1,100 XP)

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

Pounce. If the hell bird moves at least 20 feet straight toward a creature and then hits it with a wing attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the hell bird can make one claw attack against it as a bonus action.

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

Actions

Multiattack. The hell bird makes two wing attacks and one claw attack, the latter against a prone target.

Wing. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8+4) slashing damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone target. Hit: 15 (2d10+4) slashing damage.

December 27th, 2018  in RPG No Comments »

The Second Day

For our second day of Christmas D&D, we meet the bloodmad zog. The picture comes from Electro, a do-gooder super-robot created by Professor Philo Zog. Electro first appeared in Marvel Mystery Comics way back in early 1940. You can read a little more about Electro over at Stupid Comics.

On the second day of searching / My party came upon: / two bloodmad zogs / and a birchwrath in a fell wood.

The bloodmad zog is an abominable hybrid of cave bear and cyclops, perhaps created by an insane wizard or some monstrous deity. The bloodmad zog seldom fails to attack. It is aggressive, territorial, and unpredictable.

AD&D Version

Frequency: Very rare
No. Appearing: 1-4
Armor Class: 3
Move: 15″
Hit Dice: 9+4
% in Lair: 55%
Treasure Type: C, E
No. of Attacks: 4
Damage/Attack: 1-8/1-8/3-18/3-18
Special Attacks: See below
Special Defenses: Surprised only on a 1
Magic Resistance: Standard
Intelligence: Low
Alignment: Chaotic neutral
Size: L (14′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: VII/2,850 + 14/hp

The bloodmad zog attacks with its great claws and its fanged maws. If either clawed paw scores a hit of 18 or better, the bloodmad zog drags the victim to itself. The opponent will take an additional 2-20 hit points damage from the hug that melee round and every melee round thereafter until the bloodmad zog is killed or the victim frees itself. If the armor class of an opponent is such that an 18 is insufficient to hit, the hug is not effective, and no damage is taken.

One of the bloodmad zog’s heads is always likely to be alert, making it difficult to surprise this monster. A fully grown bloodmad zog is as strong as a stone giant.

If encountered in its lair, the bloodmad zog has a supply of boulders at hand to hurl for 2-20 points of damage, and it can toss these rocks up to 25″. The bloodmad zog is able to catch similar missiles 30% of the time. In a bloodmad zog lair, there is a 15% chance that there will be 1-4 eggs (20%) or young (80%) in addition to the adults. Young bloodmad zogs will be 40% to 70% grown, and they will fight accordingly. Eggs are worth 3,000 gold pieces, and young under 50% grown are worth 6,000 gold pieces on the open market.


5E D&D Version

Huge monstrosity, chaotic neutral

Armor Class 15 (natural armor)
Hit Points 115 (10d12+50)
Speed 35 ft.

Ability Scores STR 22 (+6), DEX 12 (+1), CON 20 (+5), INT 6 (-2), WIS 9 (-1), CHA 8 (-1)

Skills Athletics +9, Perception +2
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 6 (2,300 XP)

Blood Frenzy. The bloodmad zog has advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Keen Sight and Smell. The bloodmad zog has advantage on Wisdom (Perception) checks that rely on sight or smell.

Actions

Multiattack. The bloodmad zog makes three attacks: two with its bites and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d10+6) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 19 (3d8+6) slashing damage.

Rock. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 28 (4d10+6) bludgeoning damage.


Nota Bene: The slight change to the “lyrics” above was made by suggestion of Marion Carpenter. Thanks, Marion!

December 26th, 2018  in RPG No Comments »

The First Day

Today begins a series of twelve days worth of posts about things monstrous and terrible. The first day is inspired by The Birch, a nifty short film available via Crypt TV.

On the first day of searching / My party encountered: / A birchwrath in a fell wood.

The birchwrath is a plant monster summoned from a wooded area in which birch trees grow. Few creatures know the ritual used to call a birchwrath. The sigils and chants are most often handed down within certain clans or tribes.

AD&D Version

Frequency: Very rare
No. Appearing: 1
Armor Class: 0
Move: 15″
Hit Dice: 16
% in Lair: Nil
Treasure Type: Nil
No. of Attacks: 2
Damage/Attack: 2-8/2-8
Special Attacks: See below
Special Defenses: Half damage from blunt and piercing attacks
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral
Size: L (9′ tall)
Psionic Ability: Nil
Attack/Defense Modes: Nil
Level/XP Value: IX/6,500 + 20/hp

The birchwrath exists to mete out vengeance for its summoner. Once conjured and instructed what to do, the birchwrath no longer responds to its summoner. The birchwrath is a faultless tracker within one day of a quarry’s passing. Once its engages its victim(s), the birchwrath attacks with its powerful hands. If both hands strike its opponent, the birchwrath does an additional 4-16 points of rending damage.

The birchwrath’s dense bark and woody tissues resist damage from blunt and piercing weapons, which inflict half normal damage. Attacks against a birchwrath based on fire gain a +4 “to hit” bonus and inflict +1 point of damage per damage die. The birchwrath makes saving throws against fire with a -4 penalty. If the birchwrath takes damage from fire, it becomes enraged, gaining a +2 “to hit” bonus and inflicting +2 damage per damage die with its attacks (including rending damage, if applicable).

The birchwrath always passes without trace. It is able to use any of the following powers at will, once per turn: trip, warp wood, and plant door.

The birchwrath does not speak, but it understands the Common Tongue and the languages of woodland beings.


5E D&D Version

Large plant, neutral

Armor Class 16 (natural armor)
Hit Points 152 (16d10+64)
Speed 40 ft.

Ability Scores STR 21 (+5), DEX 10 (+0), CON 19 (+4), INT 10 (+0), WIS 14 (+2), CHA 10 (+0)

Skills Perception +5, Survival +5
Damage Vulnerabilities fire
Damage Resistances bludgeoning, piercing
Senses passive Perception 15
Languages Common and Sylvan, but doesn’t speak
Challenge 8 (3,900 XP)

False Appearance. While the birchwrath remains motionless, it is indistinguishable from a normal tree.

Faultless Tracker. The birchwrath is given a quarry by its summoner. The birchwrath knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The birchwrath also knows the location of its summoner.

Passes without Trace. A birchwrath moves in a veil of shadows and muted sounds. It has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means.

Rend. As a bonus action against a restrained creature, the birchwrath rends the target’s flesh, inflicting 23 (4d8+5) slashing damage.

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

1/day each: grasping vine, spike growth, tree stride

Actions

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (3d8+5) slashing damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the birchwrath cannot its claws on another target.


Nota Bene: I still have three bundles of products for sale:

  1. The Mutant Wastland Holiday Adventures bundle features three post-apocalyptic products.
  2. The New School Holiday Adventures bundle of six 5E-compatible products
  3. The Old School Holiday Adventure bundle includes 16 OSR products.
December 25th, 2018  in RPG 2 Comments »