Posts Tagged ‘ monsters ’

Q – The Winged Serpent!

Yes, that’s right. Quetzalcoatl lives in the Chrysler Building and Shelly Desai offers sacrifices while David Carradine and Richard Roundtree try to stop the monster and the murders while dealing with the vainglorious Michael Moriarty, who delivers a performance so method that it’s almost a caricature, especially within the context of a joyfully B-movie. Trivia: David Carradine’s half-brother Bruce plays “The Victim”.

Q – The Winged Serpent: The only 80s monster/crime drama that features a police officer/mime silently emoting his horror and anguish while watching a fellow officer die off-screen.

(Nota Bene: All links below are affiliate links.)

*****

For The Black Hack

Q (HD 8)

Part bird, part serpent. It’s Q, and it hungers for sacrifices!

Claws: STR (2 Close) 5 dmg
Gotcha! Deals Ongoing Damage that requires a STR Test to end.

Bite: DEX (1 Nearby) 9 dmg
Bloodthirsty! Deals double damage against targets below one-half their maximum HP.

*****

For Swords & Wizardry

Q
Hit Dice: 8
Armor Class: 6 [13]
Attack (Damage): 2 Claws (1d6), 1 Bite (2d8)
Move: 9/15 (when flying)
Save: 8
Alignment: Chaos
Challenge Level/XP: 9/1,100
Special: Grab

If Q’s target is hit with a claw and fails its saving throw, Q holds the target, struggling, until a saving throw is successful.

*****

For Warhammer Fantasy Roleplay

Q
Alignment: Chaotic
Psychological Traits: Q causes fear in all living creatures.
Special Rules: Q flies as a swooper, and the Move score given below is for ground movement. Q attacks with one bite and two claws. Its claws inflict one-half Strength damage.

Basic Profile
M 3, WS 75, BS 0, S 6, T 5, W 40, I 30, A 3, Dex -, Ld 45, Int 30, Cl 45, WP 45, Fel

October 31st, 2018  in RPG No Comments »

Black Hacking Some Fiends

About two years ago, I posted conversions to the The Black Hack of some favorite Fiend Folio monsters. That was for the first edition of The Black Hack. Well, now there’s a second edition, and it’s a great game. Seriously. You need the second edition of The Black Hack. (Nota Bene: The aforementioned product links are affiliate links.)

So, in the spirit of second editions, here’re those same Fiend Folio monsters, updated for the new The Black Hack, an even ebonier slice of RPG genius.

Al-Mi’Raj (HD 1)

This large, yellow rabbit sports a unicorn-like horn. Adventurers may find al-mi’rajes in pastures and woodlands, or perhaps lairing in a small cave.

Melee: STR (1 Close) 2 dmg
They Dart! Gives Disadvantage to Attacks made against it by Characters farther away than Close.

Bloodworm (HD 6)

Found in shallow pools in underground caverns. Cannot swim, but instead wriggle along the bottom of their watery lairs. Reach lengths of nearly 20 feet, but slender and lithe.

Melee: STR (1 Close) 7 dmg
Blood Drain! Deals Ongoing Damage that requires a STR Test to end.

Coffer Corpse (HD 2)

Emaciated, rotting flesh, eyes burning with hatred, fingernails grown into talons.

Melee: STR (2 Close) 2 dmg
Not Dead Yet! Collapses after taking Damage only to jump back up on its next action. A WIS Test avoid being forced by fear to Move away from the Coffer Corpse next turn.

Death Knight (HD 9)

Skeletal creature in ancient, decaying finery and plate armor.

Melee: STR (1 Close) 10 dmg
Spellcaster! As an Action, cast one of the following spells. Each spell as a Usage Die to track its limited power.

* Detect Magic (Ud8): Everything Nearby that is magic glows. Lasts for Ud6 Minutes.
* Fireball (Ud4): 1d4 Nearby Creatures take 9d6 damage.
* Power Word, Kill (Ud4): A Nearby Creature with fewer than 50 HP must make a CON Test or die without possiblity of resurrection.
* See Invisibility (Ud8): Everything Nearby that is invisible becomes visible to the Death Knight. Lasts for Ud6 Minutes.
* Wall of Ice (Ud8): Wall of ice covers a Nearby area. Any Creature that comes Close takes damage equal to its HD.

October 30th, 2018  in RPG No Comments »

The Water Dwarf

It’s been a rough month so far in terms of writing. Haven’t gotten much done. Perhaps Ahto’s Water Dwarf can help, and so let us continue our 5E D&D-conversion trip through the AD&D Deities & Demigods Finnish Mythos.

When called upon to aid [mortals, Ahto, god of seas and waters,] sends the Water Dwarf. …. [At] these times he is carefully observed by the god. (Deities & Demigods, pages 57-58)

Water Dwarf
Medium humanoid (dwarf), lawful good

Armor Class 16 (studded leather)
Hit Points 187 (22d8+88)
Speed 30 ft., swim 30 ft.
Ability Scores STR 18 (+4), DEX 18 (+4), CON 18 (+4), INT 16 (+3), WIS 15 (+2), CHA 7 (-2)

Saving Throws STR +8, CON +8
Skills Athletics +8, Survival +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Common, Dwarf, Giant
Challenge 10 (5,900 XP)

Amphibious. The Water Dwarf can breathe air and water.

Combat Prowess. The Water Dwarf scores a critical hit on a roll of 18, 19, or 20. He ignores the loading property of crossbows. The Water Dwarf treats all ranges as normal when firing a crossbow.

Magic Weapons. The Water Dwarf’s weapon attacks are magical.

Regeneration. The Water Dwarf regains 5 hit points at the start of his turn as long as he is within 50 feet of a body of water. If the Water Dwarf is more than 50 feet from a body of water, this trait doesn’t function at the start of the Water Dwarf’s next turn. The Water Dwarf dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Resilience. The Water Dwarf has advantage on saving throws against poison, magic, and magical effects.

Actions

Multiattack. The Water Dwarf makes three melee or ranged attacks.

Mace. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) bludgeoning damage.

Crossbow. Melee Weapon Attack: +8 to hit, range 400/– ft., one target. Hit: 9 (1d10+4) piercing damage.

Reactions

Divine Intervention (1/Day). Ahto carefully observes the Water Dwarf, who has a chance to invoke divine intervention. The percentage chance to do so equals the number of hit points below his maximum hit points. If the roll succeeds, Ahto intervenes. The GM chooses the nature of the intervention; the effect of any cleric spell or cleric domain spell would be appropriate.

October 18th, 2018  in RPG No Comments »

Vainamoinen of the Kalevala

First up, check out the badwinnie, a huge rabbit with a voracious appetite and a wiggly nose. After you do that, check out the Thieves Can’t comic presented by Zach Stoppel and Bartholomew Klick.

Next, we leave behind the Nile and head north to the icy world of the AD&D Deities & Demigods Finnish Mythos. Permit me to introduce Vainamoinen, hero and minstrel for use with 5E D&D.

Vainamoinen is the Kalevala’s greatest hero and minstrel. His mother is Ilmatar [goddess of mothers], so Vainamoinen has divine ancestors (like many of the Finnish heroes). He is called “Son of the Wind” by his friends and enemies alike.

Vainamoinen appears as an elderly fighter…. (Deities & Demigods, pages 57)

Vainamoinen
Medium humanoid (human), lawful good

Armor Class 21 (leather)
Hit Points 247 (26d8+130)
Speed 45 ft.
Ability Scores STR 27 (+8), DEX 24 (+7), CON 20 (+5), INT 18 (+4), WIS 18 (+4), CHA 18 (+4)

Saving Throws DEX +13, INT +10, WIS +10, CHA +10
Skills Arcana +10, Athletics +20, History +10, Insight +16, Intimidation +16, Medicine +16
Condition Immunities charmed, poisoned
Senses passive Perception 14
Languages Common, Giant, Sylvan
Challenge 20 (25,000 XP)

Destroy Undead. As an action, Vainamoinen speaks a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a DC 18 Wisdom saving throw. When an undead creature with a CR of 2 or lower fails its saving throw, the creature is instantly destroyed. Otherwise if the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Vainamoinen as it can, and it can’t willingly move to a space within 30 feet of Vainamoinen. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Divine Sense (5/Day). The presence of strong evil registers on Vainamoinen’s senses like a noxious odor, and powerful good rings like heavenly music in his ears. As an action, he can open his awareness to detect such forces. Until the end of his next turn, he knows the location of any celestial, fiend, or undead within 60 feet of him that is not behind total cover. He knows the type (celestial, fiend, or undead) of any being whose presence he senses, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, he also detects the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Heroic. Vainamoinen makes Wisdom and Charisma saving throws with advantage. His proficiency bonus with Athletics, Insight, Intimidation, and Medicine is doubled.

Innate Spellcasting. Vainamoinen’s innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components:

At will: dispel magic, conjure animals, shapechange

Legendary Resistance (3/Day). If Vainamoinen fails a saving throw, he can choose to succeed instead.

Magic Items. Vainamoinen uses several magic items. He wears +3 leather armor and belt of cloud giant strength. (His Strength without the belt is 21.) He fights with either his +3 battle axe or his sword of sharpness. The latter weapon is intelligent. It speaks Common and casts fear once per long rest. He also two magical crossbows. The first combines is a +3 crossbow of remarkable speed and range. The other crossbow loads and fires itself much like a dancing sword. In hands other than Vainamoinen’s, these magical items are all legendary items that require attunement.

Spellcasting. Vainamoinen is a 20th-level spellcaster. His spellcasting ability is Wisdom (save DC 18, +10 to hit with spell attacks). He prepares spells from the bard (up to 9th-level spells), cleric (up to 6th-level spells), paladin (up to 5th level spells), and wizard (up to 6th-level spells) lists. He has the following spells prepared:

Cantrips (at will): dancing lights, friends, minor illusion, shocking grasp, spare the dying
1st level (4 slots): cure wounds, silent image, speak with animals, thunderous smite
2nd level (3 slots): alter self, find traps, zone of truth
3rd level (3 slots): crusader’s mantle, major image, protection from energy
4th level (3 slots): freedom of movement, greater invisibility, staggering smite
5th level (3 slots): circle of power, flame strike, mislead
6th level (2 slots): programmed illusion, true seeing
7th level (2 slots): mirage arcana, teleport
8th level (1 slot): glibness, power word stun
9th level (1 slot): foresight, power word kill

Spell Recovery (1/Day). Vainamoinen has learned to regain some of his magical energy by meditation. When he finished a short rest, he can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than 20, and none of the slots can be 6th level or higher.

Actions

Multiattack. Vainamoinen makes two melee or two ranged attacks. Vainamoinen ignores the load property of crossbows.

+3 Battle Axe. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 15 (1d8+11) slashing damage, or 16 (1d10+11) slashing damage if used with two hands.

Sword of Sharpness. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 12 (1d8+8) slashing damage, or 13 (1d10+8) slashing damage if used with two hands.

+3 Crossbow. Melee Weapon Attack: +16 to hit, range 800/– ft., one target. Hit: 15 (1d10+10) piercing damage. As a bonus action, Vainamoinen can make an attack with his +3 crossbow.

Dancing Crossbow. Melee Weapon Attack: +13 to hit, range 100/400 ft., one target. Hit: 12 (1d10+7) piercing damage.

Legendary Actions

Vainamoinen can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Vainamoinen regains spent legendary actions at the start of his turn.

Attack. Vainamoinen makes one attack.

Cantrip. Vainamoinen casts a cantrip.

Detect. Vainamoinen makes a Wisdom (Perception) check.

October 7th, 2018  in RPG No Comments »

Magnetic Slime

Magnetic Slime
Huge ooze, unaligned

Armor Class 8
Hit Points 172 (15d12+75)
Speed 10 ft., climb 10 ft.
Ability Scores STR 20 (+5), DEX 7 (-2), CON 20 (+5), INT 1 (-5), WIS 6 (-2), CHA 1 (-5)

Damage Resistances cold
Damage Immunities acid, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages
Challenge 7 (2,900 XP)

Amorphous. The magnetic slime can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the magnetic slime corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the magnetic slime is destroyed after dealing damage.

The slime can eat through 2-inch-thick, nonmagical metal in 1 round.

Detect Metal. The magnetic slime mades Wisdom (Perception) checks to detect metal within 60 feet with advantage.

Magnetic Field. A strong magnetic field surrounds the magnetic slime. Attacks made with metal weapons have advantage against the magnetic slime. A creature that hits the magnetic slime with a metal melee weapon must make a DC 15 Strength saving throw. Failure means the metal weapon is yanked away from the creature and absorbed by the magnetic slime.

A creature wearing metal armor that ends its turn within 20 feet of the magnetic slime must make a DC 15 Strength saving throw. If the creature fails, the magnetic field pulls the creature 5 feet closer to the slime. If the save fails by 5 or more, the magnetic field drags the creature 10 feet closer to the slime. A creature pulled into the magnetic slime’s space is engulfed. No Dexterity save is permitted to avoid being engulfed in this case.

Ooze Nature. The magnetic slime doesn’t require sleep.

Actions

Pseudopod. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6+5) bludgeoning damage plus 14 (4d6) acid damage. In addition, nonmagical metal armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.

Engulf. The cube moves up to its speed. While doing so, it can enter Huge or smaller creatures’ spaces. Whenever the cube enters a creature’s space, the creature must make a DC 15 Dexterity saving throw. If the creature is wearing metal armor, it makes this saving throw with disadvantage.

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

On a failed save, the slime enters the creature’s space, and the creature takes 14 (4d6) acid damage and is engulfed. The engulfed creature can’t breathe, is restrained, and takes 28 (8d6) acid damage at the start of each of the slime’s turns. In addition, nonmagical metal armor worn by the target is partly dissolved and takes a permanent and cumulative -2 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. When the slime moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. If the creature is wearing metal armor, it makes this check with disadvantage. On a success, the creature escapes and enters a space of its choice within 5 feet of the slime.

October 5th, 2018  in RPG No Comments »