Posts Tagged ‘ monsters ’

Kobolds for Basic Fantasy

Recent posts elsewhere on the interwebz about revisualizing the kobold both charmed me and also got me thinking about retooling kobolds to be closer to the ways they’re depicted in their mythological origins. Thus, here are kobold reimagined as spirit creatures capable of taking corporeal form.

Common Traits

Kobolds live most of their lives as invisible, intangible spirits. Kobolds tend toward capriciousness, but they are generally well-meaning so long if treated with respect and appeased by regular gifts. They are natural shape-changers. To detect invisible, a kobold in spirit form appears as a halfling-sized, humanoid shape, and it cannot be harmed except by magical weapons.

A kobold must manifest to attack. A kobold cannot attack the same round it changes form. There are three known types of kobold: aquatic, domestic, and mining. Regardless of type, all kobolds can manifest as fire. In this form, a kobold cannot be harmed by nonmagical weapons, and it takes double damage from water. All kobolds have Darkvision with a range of 60′ (or 90′ for mining kobolds). They speak their own language as well as Common.

XP Value: 16

Kobold in Fire Form: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 (+1d4 against creatures which are cold or icy in nature); MV 30′, fly 20′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

Aquatic Kobold

These kobolds live in coastal regions and on ships. They help sailors and fishermen, and they are expert carpenters. In spirit form, they move through water, coral, and sand as easily as humans move through air. They can polymorph self into any sort of coastal bird, fish, or crustacean. They can also assume a humanoid shape, roughly halfling sized with noticeable piscatory features such as gills, small fins, et cetera. Once per day, an angry aquatic kobold can become visible to a single creature with no more than 7 Hit Dice; this creature must make a saving throw versus Death Ray or die instantly.

Aquatic Kobold: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 or by weapon; MV 20′, Swim 30′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

Domestic Kobold

These kobolds live in homes or on farms. They help the residents with domestic chores. In spirit form, they move through wood and stone as easily as humans move through air. They can polymorph self into any sort of domestic animal. They can also assume a humanoid shape, roughly halfling sized and resembling a pudgy child with a short tail. Once per day, a domestic kobold can cause disease.

Domestic Kobold: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 or by weapon; MV 30′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

Mining Kobold

These kobolds live underground in or near mines. They help the miners find valuable ore and avoid subterranean dangers. They are expert miners (equal to dwarves) as well as skilled metalworkers. In spirit form, they move through earth and stone as easily as humans move through air. Unlike other kobolds, they cannot polymorph self in animal forms. In humanoid form, they appear much a like a gaunt dwarf or gnome with luminous eyes. They can use ventriloquism at will, phantasmal force twice per day, and wall of stone once per week.

Mining Kobold: AC 13; HD 1d4 Hit Points**; #AT 1; D 1d4 or by weapon; MV 20′, Climb 20′; #APP 1d4 (1d12+3 Wild, 1d12+3 Lair); SV Normal Man; MOR 8; TT P and Q each, C in lair.

January 16th, 2023  in RPG No Comments »

The Krekel for DCC

Aggressive, territorial, covered in spiked chitin, these insects grow as large as ponies.

Krekel

Init +2; Atk antenna +2 melee (1d4) or kick +2 melee (1d6); AC 15; HD 2d8; MV 30′; Act 1d20; SP charge, chirp; SV Fort +4, Ref +4, Will +2; AL N.

Krekel live on windswept grasslands, which provide these herbivores with plentiful food. They are solitary most of the time, but during mating season, the female congregate while the males compete with combative courtship displays and cacophonous chirping that can be heard for miles.

A krekel charges when threatened, doubling its move, gaining a +2 “to-hit”, and inflicting double damage as it rams an antenna home like a lance on the first round of combat. Each round after the first, a krekel has a 2-in-6 chance of emitting an ear-splitting chirp. Creatures within 10 feet of the krekel take 1d8 points of damage and must make a DC 12 Fortitude save or be deafened for a number of hours equal to the damage sustained.

January 14th, 2023  in RPG No Comments »

The Monster Boar for OSE

“It was a monster boar indeed–one as huge as a bull, with tusks as great as an elephant’s; the bristles on its back stood up like spear points, and the hot breath of the creature withered the growth on the ground. The boar tore up the corn in the fields and trampled down the vines with their clusters and heavy bunches of grapes; also it rushed against the cattle and destroyed them in the fields. And no hounds the huntsmen were able to bring could stand before it. And so it came to pass that men had to leave their farms and take refuge behind the walls of the city because of the ravages of the boar.”

From “Atalanta the Huntress” in The Golden Fleece and the Heroes Who Lived before Achilles by Padraic Colum.

Boar, Monster

AC 5 [14], HD 6* (26 hp), Att 2 x tusk (2d4) or 1 x trample (2d6) or 1 x breath (2d6), THAC0 14 [+5], MV 180′ (60′), SV D10 W11 P12 B13 S14 (6), ML 11, AL Neutral, XP 500, NA 0 (1), TT None

▶ Charge: If disturbed or threatened, will charge to attack. Requires a run of at least 20 yards. Make a tusk attack that inflicts double damage on all in the path.
▶ Fearsome Aura: Animals within 30 feet affected by fear (save versus spells resists).
▶ Scalding Breath: 3-in-20 chance per round of exhaling scalding air. 15′ long, 15′ wide, 15′ high cloud. Save versus breath for half damage.
▶ Trample: 10-in-20 chance of trampling each round. +4 to hit human-sized or smaller creatures.

January 12th, 2023  in RPG No Comments »

Giant Vulture for OSE

To create the giant vulture, I took the dire wolf’s stats and tweaked them a wee bit, indulging in a variation on the Just Use Bears idea.

Vulture, Giant
Large, scabrous, semi-intelligent birds. Dwell in remote places.

AC 6 [13], HD 4+1 (19 hp), Att 1 x bite (2d4), THAC0 15 [+4], MV 90′ (30′) / 150′ (50′) flying, SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 125, NA 2d4 (4d4), TT None.

Keen Senses: Acute vision and olfactory senses. Can track by scent. Surprised only on a 1 (in 6).

Mounts: Sometimes trained as mounts by goblins.

Training: At the referee’s discretion, captured chicks may be trained like falcons. Giant vultures are rebellious and extremely difficult to train.

And because they’re in the picture: Goblin vulture-riders often bomb their victims (Core Rules 132). The two most common bombs goblins use are described below.

Bomb: Explodes on impact. Inflicts 2d4 damage in a 5-foot radius. Successful save versus breath halves damage.

Slime Sack: Bursts on impact. Entangles targets in a 5-foot radius. Open doors check to break free. Successful save versus breath grants +1 on checks to break free.

December 22nd, 2022  in RPG No Comments »

Ondlibi Worm Infestation

In years past, I’ve done Advent and/or Christmas-themed posts once December rolls around. For example. I’m not doing that this year, but I am doing something similiar via social media. For example, in the Old-School Essentials (OSE) public Facebook group, I’m participating in the Dicember challenge to follow the Dicember calendar and come up with something for each day of December. I’m going to stick to OSE content for those posts, which I’ll compile into a document of some sort once January hits.

Speaking of OSE, a long time ago, some Germans coined the term Öhrwurm, which was a compound of dried, ground insects used to treat ear ailments. I think in the 1970s, some author used the English translation of Öhrwurm to mean a bit of music so catchy that it metaphorically burrows into your ear and keeps humming away, which brings us to today’s creature.

Ondlibi Worm Infestation
Found in the steaming Ondlibi rainforests, these gray-brown, psionic maggots that hatch from tiny Ondlibi fly eggs, usually deposited in narrow, warm orifices, such as ear canals. Wise travelers wear headgear that covers the ears.

AC 9 [10], HD 1 hp, Att NA, THAC0 NA, MV 3’ (1’), SV D14 W15 P16 B17 S18 (NH), ML 12, AL Neutral.

  • Infest: 4-16 eggs hatch in 1-6 hours. Worms burrow into host right after. Symptoms include itchy rashes, low-grade fevers, and psychic cacophony (see below).
  • Just a Maggot: No threat at all in combat. At its largest, it’s a fat worm about the size of a human pinky’s terminal knucklebone.
  • Psychic Cacophony: Worms detect and mimic host’s thoughts, mentally echoing snippets of them repeatedly. Host cannot concentrate or sleep. Cure disease kills the infestation.
December 2nd, 2022  in RPG 1 Comment »