Posts Tagged ‘ monsters ’

More Four-Footed Beasts

I had fun with the Scythian wolf last post, so why not take 1658’s The History of Four-Footed Beasts and Serpents out for another spin? Is there any such thing as too many woodcuts by Edward Topsell?

The bear-ape lives in forested mountain regions. Omnivorous and shy, the bear-ape seldom poses a threat to travelers unless provoked. Bear-apes live in close-knit family groups. While the bear-ape is a beast, its intelligence ought not be underestimated. It is a clever beast, able to learn from experience and make use of very simple tools.

Bear-Ape
Medium beast, unaligned

Armor Class 13 (natural armor)
Hit Points 33 (6d8+4)
Speed 40 ft., climb 30 ft.
Ability Scores STR 16 (+3), DEX 14 (+2), CON 14 (+1), INT 6 (-2), WIS 12 (+1), CHA 7 (-2)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 1 (200 XP)

Keen Smell. The bear-ape has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Multiattack. The bear-ape makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) slashing damage.

Rock. Ranged Weapon Attack: +4 to hit, range 25/50 ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

The galeopithicus appears to be a combination of cat and monkey with a long, spiky tail. It is aboreal and nocturnal, and most are quite playful, although what a galeopithicus finds amusing probably irritates or even endangers others. The galeopithicus poses a special danger to creatures relying on metal armor and metal weapons.

Galeopithicus
Small fey, any chaotic

Armor Class 13
Hit Points 18 (4d6+4)
Speed 25 ft., climb 25 ft.
Ability Scores STR 12 (+1), DEX 17 (+3), CON 12 (+1), INT 9 (-1), WIS 13 (+1), CHA 10 (+0)

Skills Acrobatics +5, Perception +3
Damage Resistances bludgeoning, piercing, and slashing from non-wooden attacks
Senses darkvision 60 ft., passive Perception 13
Languages Sylvan
Challenge 1/2 (100 XP)

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

There, Not Here. When the galeopithicus takes the Disengage action or succeeds in a Dexterity (Acrobatics) check to escape a grapple, it may magically teleport, along with any equipment it is wearing or carrying, up to 25 feet to an unoccupied space it can see, doing so as a bonus action.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) slashing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) piercing damage.

Reactions

Heat Metal (Recharge 6). If the galeopithicus hits a creature wearing metal armor with its tail, the creature must make a DC 13 Wisdom saving throw or the creature’s metal armor is affected by heat metal. The heat metal effect lasts for 1 minute without need for concentration.

Ichneumon is a fierce predator with a burning hatred for reptilian creatures of all sorts, especially dragons. Fast, cunning, and stealthy despite its size, the ichneumon hunts out reptilian lairs. Its hatred does not blind it to dangers nor lead it to suicidal action. The ichneumon prefers to prey on eggs or wyrmlings whenever possible. Against more formidable creatures, ichneumons hunt in packs. While it might seem that the ichneumon would make a useful ally for adventurers seeking to defeat a dragon, this is not necessarily so. Ichneumon are greedy for treasure, and this in part explains their preference for hunting dragons.

Ichneumon
Large monstrosity, neutral

Armor Class 15
Hit Points 93 (11d10+33)
Speed 50 ft., climb 30 ft.
Ability Scores STR 17 (+3), DEX 21 (+5), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 11 (+0)

Saving Throws Dex +8, Con +6
Skills Perception +5, Stealth +8
Senses darkvision 60 ft., passive Perception 15
Damage Resistances acid, cold, fire, lightning, poison
Condition Immunities frightened, poisoned
Languages Draconic
Challenge 5 (1,800 XP)

Evasion. If the ichneumon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Reptile Slayer. When the ichneumon hits a reptilian creature with a melee weapon attack, that attack deals an additional 10 (1d10+5) damage if the reptilian creature is below its hit point maximum.

Actions

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

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) slashing damage.

January 2nd, 2018  in RPG No Comments »

Animal Races, Et Cetera

Things I’ve done recently:

1. Eulalia! Have you ever wanted to play your own version of a Redwall story? Of course you have, and now you can using 5E D&D. This PDF not only presents several different animal player character races, it also retools the collaborative character creation and campaign major location system found in the excellent Beyond the Wall and Other Adventures and Further Afield.

2. The Valley of Rooz. Over a Facebook 5E D&D group, a fellow named Benjamin Ruse posted a picture his 4-year-old son drew. Mr. Ruse reports that his son told him, “Daddy, I drew this map for you so I can play with you and the guys. See? It has a castle and a crazy river and the X is where the treasure is! It’ll be a great adventure!” I used the map as the basis for a very short 5E D&D adventure suitable for 1st-level characters.

Lastly, here’s the Scythian wolf, the picture of which comes from The History of Four-Footed Beasts and Serpents, published in 1658. Check out the book on the delightful Public Domain Review.

Medium monstrosity, any chaotic

Armor Class 14 (natural armor)
Hit Points 22 (4d8+4)
Speed 40 ft.
Ability Scores STR 13 (+1), DEX 16 (+3), CON 13 (+1), INT 4 (-3), WIS 13 (+1), CHA 7 (-2)

Skills Perception +3, Stealth +5
Damage Resistances cold, slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages understands one or two languages but cannot speak, read, or write
Challenge 1 (200 XP)

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

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

Pounce. If the Scythian wolf moves at least 20 feet straight toward a creature and then hits with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the wolf can make one bite attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) piercing damage.

December 31st, 2017  in RPG No Comments »

Days 23 & 24: Toys & Eve

Well, I might not have posted consistently on-time, but I’m finishing on time. Here’re the last two days of the OSR Christmas Calendar. If you’ve never watched the short film from where the image below comes, you’re wrong. Click on the image to start being right.

Evil things hide in the dark. They haunt lightless places, hungering and waiting for a chance to terrorize and hurt, and children are all too often these monsters’ preferred prey. If only champion toys were more common.

1E Stats

Frequency: Very rare
No. Appearing: 1-12
Armor Class: 3
Move: 12″
Hit Dice: 3+3
% in Lair: 90%
Treasure Type: Nil
No. of Attacks: 1
Damage/Attack: 1-8
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Any good
Size: S
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: IV/185 XP + 4 XP/hp

A champion toy appears to be a normal toy, usually some sort of stuffed animal such as a bear or a dog. Indeed, much of the time, a champion toy is nothing more than a child’s plaything. At night, in darkness, or when evil is near, however, a champion toy comes alive to defend those who cannot defend themselves. Legends say that champion toys are brought to life by the spirits of holy warriors who died in battle.

A champion toy can detect evil at will. It makes all saving throws as a 5th-level fighter with a +2 bonus on the dice. A champion toy is immune to all diseases, including magical ones. It can use cure light wounds twice per day and cure disease once per day to heal another creature. When within 10 feet of a noncombatant or otherwise helpless creature, a champion toy continually emanates protection from evil in a 1″ radius.

It attacks with natural weapons or a perhaps a toy weapon. Regardless, its attacks are treated as a magical weapons for determining what creatures it can damage, and a champion toy’s attacks inflict double damage (2-16) against the undead and evil extraplanar creatures.

A champion toy is fearless. It cannot be affected by fear or similar magic, and it never fails morale checks. When reduced to fewer than 6 but more than 0 hero points, a champion toy attempts a saving throw versus death magic. If it succeeds, it immediately recovers 3d4+3 hit points (but its hit point total cannot exceed its normal amount).

5E Stats

Tiny celestial, any good

Armor Class 17 (natural armor)
Hit Points 18 (4d4+8)
Speed 30 ft.
Ability Scores STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 11 (+0), WIS 16 (+3), CHA 15 (+2)
Saving Throws STR +2, DEX +5, CON +4, INT +2, WIS +5, CHA +4
Skills Perception +5
Condition Immunities charmed, diseased, exhaustion, frightened
Senses darkvision 60 ft., passive Perception 15
Languages Celestial, Common
Challenge 1 (200 XP)

Champion Aura: When within 10 feet of an incapacitated creature, the champion toy and the incapacitated creature are affected by protection from evil and good. The champion toy does not have to concentrate to maintain this effect.

Champion Fortitude: If damage reduces the champion toy to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is necrotic or from a critical hit. On a success, the champion toy drops to 1 hit point instead.

Champion Weapons: The champion toy’s melee attacks are magical. When the champion toy hits a fiend or an undead with a melee attack, the attack deals an extra 9 (2d8) radiant damage.

False Appearance: While the champion toy remains motionless, it is indistinguishable from an ordinary toy.

Innate Spellcasting: The champion toy’s innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components.

At will: detect evil and good
2/day: cure wounds (other creatures only)
1/day: lesser restoration (other creatures only)

Actions

* Champion Attack: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning, piercing, or slashing damage, depending on the champion toy’s specific form of attack.

December 24th, 2017  in RPG No Comments »

Days 21 & 22: Winter & Surprise

Before today’s post, did you know that I wrote an OD&D style dwarf class for 5E D&D? Well, I did. You can find the playtest draft at this link.

And now, a new monster:

Abominable snowmen hunt icy landscapes for the sheer pleasure they derive from inflicting pain. These monsters hail from the Paraelemental Plane of Ice, a frozen waste formed where the Planes of Elemental Air and Water intersect.

1E Stats

Frequency: Very rare
No. Appearing: 1-6
Armor Class: 6
Move: 15″ (see below)
Hit Dice: 4+4
% in Lair: 10%
Treasure Type: O, Q
No. of Attacks: 2
Damage/Attack: 1-6/1-6
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Average
Alignment: Neutral evil
Size: M
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: V/325 XP + 5 XP/hp

An abominable snowman attacks with its claw-like fingers. If both claw attacks strike the same creature, the snowman’s target must make a saving throw versus paralyzation. A failed saving throw means the target becomes slowed for 1-3 melee rounds. Each of these rounds, the victim also suffers 1-6 points of damage from the unnatural cold caused by the snowman’s elemental powers. Twice per day, a snowman can form a wall of ice from snowy or icy terrain, and once per day it can use cone of cold. These powers function as if the snowman were a 9th-level magic-user.

In snowy, icy terrain, an abominable snowman is invisible and silent so long as it does nothing but move no more than 15′ per round. When stealth is not desired, a snowman moves across predominantly icy or snowy terrain with remarkable speed and agility. Otherwise, its movement rate is 12″. A snowman takes half damage from piercing and slashing weapons, but bludgeoning weapons inflict normal damage. Of course, a snowman is immune to cold-based attacks, but it is very susceptible to fire, suffering 50% greater damage from such attacks.

5E Stats

Medium elemental, neutral evil

Armor Class 14 (natural armor)
Hit Points 67 (9d8+27)
Speed 30 ft.
Ability Scores STR 18 (+4), DEX 13 (+1), CON 16 (+3), INT 10 (+0), WIS 14 (+2), CHA 12 (+1)
Damage Vulnerabilities fire
Damage Resistances piercing and slashing from nonmagical attacks
Damage Immunities cold, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Aquan, Auran
Challenge 4 (1,100 XP)

Arctic Adaptations: In icy or snowy terrain, the abominable snowman is magically invisible and inaudible so long as it does nothing but move no more than 15 feet per round. The abominable snowman treats ice and snow as normal terrain.

Innate Spellcasting: The abominable snowman’s innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components.

2/day: wall of ice (only in icy/snowy terrain)
1/day: cone of cold (9d8 cold damage)

Actions

* Multiattack: The abominable snowman makes two claw attacks. If both attacks hit a target, the target must make a Wisdom saving throw (DC 14) or be slowed (as the spell). A creature affected by this ability makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends, but the effect lasts no more than 3 rounds.

* Claws: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10+4) slashing damage.

* Unnatural Cold: A creature slowed by the abominable snowman’s claw attacks takes 9 (2d8) cold damage at the start of its turn.

December 24th, 2017  in RPG No Comments »

Days 19 & 20: Sweets & Guests

As every adventurer learns, often the hard way, the “magical mixtures and compounds which comprise potions are not always compatible” (1E DMG, page 119). Mixing two potions, whether externally or internally, may cause devastating results. Everyone has heard about how Grunner the Gluttonous exploded after he imbibed both a potion of dragon control and a potion of fire resistance in rapid succession. If only he had eaten one of Mely’s Munificent Morsels before quaffing that second potion.

1E Stats

Mely’s Munificent Morsels: Usually found in a simply decorated wooden box about 1 foot wide, 1 foot long, and 3 inches think, Mely’s Munificent Morsels appear to be a selection of 10-20 fine chocolates that radiates magic if such can be detected. The candies are tasty and do not melt or spoil so long as they remain protected by their box. A creature already affected by a potion should consume a morsel before imbibing a second potion. If the creature does so, the d% roll on the Potion Miscibility Table (1E DMG, page 119) is modified by +25% if the dice score is less than 26. If the dice score is 26 or higher, the morsel has no effect (although it is tasty).

5E Stats

Mely’s Munificent Morsels
Wondrous item, uncommon

“A character might drink one potion while still under the effects of another. …. The strange ingredients used in creating potions can result in unpredictable interactions” (5E DMG, page 140), but these magical morsels can mitigate the possible negative effects. By consuming a morsel before drinking a second potion, the d100 result of the Potion Miscibility table is modified by +25% if the d100 result is less than 26. Otherwise, the candy has no effect other than pleasing the palate. Mely’s Munificent Morsels are usually found in a simple wooden box that preserves the chocolates from melting or spoiling. Such a box typically contains 2d6+8 chocolates.

Many cultures, especially those dwell in extreme environments such as the arctic or burning deserts, often place great emphasis on the importance of hospitality, even hospitality to strangers. Refusing a traveler lodging for the night during the winter months may be tantamount to a death sentence. At the same time, appearances can be deceiving. That haggard, sunburnt traveler may be some sort of monster in disguise. Such malevolent creatures violate the rules of hospitality, spreading xenophobic caution that has more than once caused an otherwise good person to refuse shelter to one in need. More than once, the one rejected has gone on to die of exposure, sickness, or hunger.

And so one evil causes another that gives rise to a third, a gwrthod, an undead monster motivated by conflicting desires to find acceptance and to terrorize those who offer hospitality to others. Gwrthods are not common monsters, but they are almost always encountered in communities. They hide during the day in lightless places, emerging at night to terrorize and murder.

1E Stats

Gwrthod
Frequency: Very rare
No. Appearing: 1
Armor Class: 8
Move: 9″/9″
Hit Dice: 6+6
% in Lair: 50%
Treasure Type: D
No. of Attacks: 2
Damage/Attack: 1-4 plus 1-4 cold/1-4 plus 1-4 cold
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 30%
Intelligence: Very
Alignment: Chaotic evil
Size: M
Psionic Ability: Nil
Attack/Defens Modes: Nil
Level/XP Value: VII/1,075 XP + 8 XP/hp

A gwrthod appears to be haggard, emaciated humanoid with distorted features and twisted limbs. Its eyes are lightless holes. It prefers sleeping victims, but its gaze causes sleep capable of affecting creatures up to 8 Hit Dice (no saving throw). A sleeping victim can be simply murdered. Against conscious foes, a gwrthod attacks with its supernaturally cold claws. A victim who suffers cold damage from a claw attack must make a saving throw against death magic or lose 1 point of Wisdom and become slowed. The Wisdom drain is permanent, and a creature whose Wisdom drops to 3 or less becomes obedient to the gwrthod (as if affected by charm monster). A creature remains slowed for a cumulative 1-4 rounds per failed saving throw.

Once per day, a gwrthod can use phase door as if it were a 14th-level magic-user. It uses this power to gain access to victims as well as to riddle its lair with invisible portals. A gwrthod is immune to sleep, charm, and fear. It takes no damage from fire and cold, and it cannot be harmed by nonmagical weapons. A gwrthod can be turned as it were a spectre.

5E Stats

Gwrthod
Medium undead, chaotic evil

Armor Class 12
Hit Points 55 (10d8+10)
Speed 25 ft., fly 25 ft. (hover)
Ability Scores STR 11 (+0), DEX 15 (+2), CON 13 (+1), INT 12 (+1), WIS 16 (+3), CHA 14 (+2)
Skills: Perception +5, Stealth +4
Damage Immunities cold, fire, necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhausted, frightened, poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 15
Languages Any languages it knew in life
Challenge 3 (700 XP)

Innate Spellcasting: The gwrthod’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components.

At will: charm person (only against a target damaged by its cold touch), misty step

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

Sleep Gaze: When a creature that can see the gwrthod’s eyes starts its turn within 30 feet of the gwrthod, the gwrthod can force it to make a DC 13 Constitution saving throw if the gwrthod isn’t incapacitated and can see the creature. If the saving throw fails, the creature falls unconscious (as if affected by a sleep spell). Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the gwrthod until the start of its next turn, when it can avert its eyes again. If the creature looks at the gwrthod in the meantime, it must immediately make the save. Undead and creatures immune to being charmed are not affected by this ability.

Actions

* Multiattack: The gwrthod makes two attacks. It either uses its claws twice, or it makes one claw attack and one cold touch attack.

* Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d10) slashing damage plus 7 (2d6) necrotic damage.

* Cold Touch (Recharge 5-6): Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 18 (4d8) cold damage.

December 23rd, 2017  in RPG No Comments »