Posts Tagged ‘ monsters ’

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 »

The Corpse Creeper

Hello! Long time no post. I return with a brief post that features two links and one monster. The first link is a reminder that I have a teacher blog called The Knights of the Mightier Pen. The second link is to the RPG Stock Art patreon of Jeshields. I like his work, an example of which is below, and I talked with him for a few minutes at North Texas RPG earlier this year. He seemed like a good guy, and I’m happy to now be one of his patrons.

And now, a new monster for B/X D&D, the illustration of which was done by Jeshields.

Four segmented legs end in three-toed feet, the center toe of each foot noticeably wide and longer than the other two, and each toe ending in a soft pad. Two tentacles of mottled, gray-green flesh. A serpentine body, muscular and smooth, dark gray to black, tapering down to a short, segmented tail, each segment covered in chitin. Its head, more bestial than humanoid, is fringed with short horns. Its wide mouth grins, revealing jagged, ill-spaced fangs, between which writhes a three-pronged tongue nearly as long as a man’s arm from shoulder to fingertip. Its black eyes reflect light like polished obsidian.

Corpse Creeper (Monstrous, Chaotic)
Armor Class: 6
Hit Dice: 6+1** (L)
Move: 150′ (50′)
Attacks: 2 tentacles/1 tongue
Damage: 1-4/1-4/2-5 + special
No. Appearing: 1-2 (2-5, B)
Save As: Fighter 6
Morale: 7

The corpse creeper feeds on decaying flesh. Highly intelligent, a corpse creeper often speaks and reads several languages. Stealthy, it moves equally well on a floor, wall, or ceiling, surprising others on a roll of 1-3 (on 1d6). If both tentacles hit a man-sized or smaller target, the corpse creeper seizes that target, constricting for 2-8 points of damage each round thereafter until the creeper is killed, releases its victim, or the victim escapes. The prongs of the corpse creeper’s tongue conceal wicked barbs. On a hit, the target must make a saving throw versus Paralysis, which lasts 2-8 turns if the saving throw fails. Against a victim being constricted, the tongue strikes with a +4 “to hit” bonus. Corpse creepers are immune to disease, poison, and the paralyzing touch of ghouls and ghasts.

August 12th, 2022  in RPG No Comments »

The Lunarians

In 1776, draughtsman Filippo Morghen published The Suite of the Most Notable Things Seen by Cavaliere Wild Scull, and by Signore de la Hire on Their Famous Voyage from the Earth to the Moon. The fantasy recounts the journey of the title characters as they leave Earth and travel to the Moon. Among the inhabitants of the Moon are people who smoke tobacco and bear a curious resemblance to certain Native Americans.

Men, Lunarian (Humanoid, Any)
Armor Class: 9
Hit Dice: 1 (M)
Move: 120′ (40′)
Attacks: 1 weapon
Damage: 1-6 or by weapon
No. Appearing: 2-5 (20-50, A)
Save As: Fighter 1
Morale: 8

Lunarians reside far from the terrestrial world, making their homes among the alien forests and marshlands of the lunar surface. They have little skill with metalworking, but Lunarians have mastered the arts of agriculture and horticulture. They cultivate all manner of useful plants, including the giant pumpkins into which they carve their homes. These pumpkins are as sturdy as brick, but so light they can float or water and can be suspended from slender tree branches without fear of collapse.

For every 20 Lunarians, there will be an additional 2nd-level fighter who acts as a leader. For every 40 Lunarians, there will be an additional 4th-level fighter war leader. In their lair, typically a village near or on water, there will be a chieftain who is either a 7th-level fighter (50% likely), 6th-level cleric (30% likely), or 5th-level magic-user (20% likely). This chieftain has a retinue of guards comprised of 2-8 4th-level fighters.

April 1st, 2022  in RPG No Comments »

The Hounds of St. Guinefort

Once upon a long time ago, a hound lived on the lands around a castle in the vicinity of Lyons, France. The hound belonged to a knight who enjoyed hunting. When the knight went out to hunt, he left his son, still an infant, under the hound’s protection. And so things went week after week, and the hound faithfully fulfilled its duties.

After a long hunt one day, the knight returned to find his infant son’s room a terrible wreck. The crib was overturned. Smears of blood stood out in horrible contrast on the walls and floor. The hound sat near the door, its muzzle grisly with gore. Enraged and grieved, the knight drew his sword and chopped off the hound’s head.

Then, the knight heard his infant son’s cries. Moving the crib aside, the knight’s tearful eyes saw two sights: his infant son alive and unhurt, and nearby the mangled corpse of a deadly viper. The faithful hound had killed the serpent to protect the baby.

Stricken by grief, the knight buried his hound beneath a small cairn. He planted trees around the grave. The trees grew quick and tall, and the peasants honored the hound as a saint, asking the hound to protect their own infants.

Hound of St. Guinefort (Planar, Lawful)
Armor Class: 6
Hit Dice: 3+3** (M)
Move: 210′ (70′)
Attacks: 1 bite
Damage: 2-7
No. Appearing: 2-5
Save As: Fighter 3
Morale: 9

The hounds of St. Guinefort are angelic canines believed to be the ascended spirits of heroic dogs. They appear much like muscular hounds with coats of shining fur, gold or silver in color. Their eyes glow with intelligence. These creatures can always detect evil, and they are immune to disease and poison. When fighting Chaotic creatures, the hounds have +1 to morale, to hit, and to damage. Once per day, a hound of St. Guinefort may bark instead of bite. Its bark causes 4-9 points of damage to every Chaotic creature within 30 feet of the hound. Undead within the same radius might be turned; treat the hound as a 3rd-level cleric. The hounds of St. Guinefort have infravision with a 90-foot range, and they are 75% likely to see invisible or hidden creatures. The hounds speak the languages of angels and of men.

March 1st, 2022  in RPG No Comments »

Medieval Scholasticism & the Undead

About 10 years ago, I wrote a blogpost that summarized some of medieval scholastic thought about the nature of angels as intellectual (as opposed to corporeal) beings. You can check that out by clicking here. If you don’t feel like clicking away, here’s a summary of my summary:

  1. Intellectual beings have no material substance.
  2. Intellectual beings do not mediate knowledge through sensory organs.
  3. Intellectual beings receive knowledge immediately via the intellect without the potential errors related to physical limitations.
  4. Intellectual beings are invisible, completely immaterial, and are not physically limited by time and space.

With these parameters in mind, I propose that corporeal undead in an OSRIC campaign can be treated as corpses animated by evil intellectual beings, otherwise known as demons and devils. Let’s start with a list of corporeal undead, arranged from weakest to strongest (based on XP value). I’ve left liches off the list since I think they work better as they’re normally described.

Skeleton
Zombie, Normal
Coffer Corpse
Ghoul
Juju Zombie
Monster Zombie
Ghast
Wight
Mummy
Vampire

Next, I list demons from weakest to strongest. Devils can be treated in a similar manner, but I’ll not deal directly with them in this post. I’m ignoring the demonette and demoniac since they don’t really fit into the medieval concept of demons as intellectual beings.

Kullule
Dretch
Quasit
Shub
Class A (Vrock)
Ekivu
Uduk
Babau
Class B (Hezrou)
Succubus
Class C (Glabrezu)
Class D (Nalfeshnee)
Class E (Marilith)
Class F (Balor)

When a demon inhabits a corpse, the demon animates the corpse as an undead monster. The easiest way to deal with this in game is to just treat the fact as background information. The undead monster’s abilities need not change. The more complicated (and interesting) choice is to modify the undead monster’s abilities based on the type of demon involved. Regardless, it might makes sense to say that a demon’s intelligence limits the type of undead it can animate. A semi-intelligent kullule could animate a skeleton or a zombie, but it couldn’t animate a ghoul since ghouls typically have low intelligence. The undead monster’s alignment changes to that of whatever animates it.

After the choices of demon and undead monster are made, select one of the demon’s abilities, plus one more ability for every two HD the demon has. Treat each spell-like special ability as a single choice. Also, don’t forget to look at the standard demonic suspectibility to attack forms. In all cases, a demon-animated undead monster may be turned by clerics of levels 8+ and paladins of levels 11+. Using these rules, groups of undead monsters of the same type may have different (even wildly) different abilities.

For example, let’s look at a wight animated by a shub (a 5+1 HD demon). Changes to the standard wight’s abilities are bold-faced and marked with an asterisk.

Shub Wight
Size: Man-sized
Move: 120 feet
Armor Class: 5
Hit Dice: 4+3
Attacks: 1 (claw)
Damage: 1d4 + level drain
Special Attacks: Level drain
Special Defenses: Fire resistance; silver or magic weapons required to hit; spell immunities
Magic Resistance: 40%*
Intelligence: Average
Alignment: Chaotic evil
Level/XP: 6/680 + 4 per hit point

Shub wights are undead corpses animated by shubs. Their undead power is linked to the negative material plane, and thus they permanently drain a level of experience from a victim when they score a hit in combat. Although they are not damaged by sunlight, they loathe the rays of the sun and do not emerge from their barrows and lairs during daylight. Shub wights are immune to sleep, hold, cold, and enchantment spells. Once per day, shub wights can teleport* (without fail, otherwise as the 5th-level magic-user spell). Fire inflicts one-half damage* to shub wights. They take 2d4 points of damage from holy water (per vial), and are destroyed by the casting of a raise dead spell. A human killed by a shub wight becomes a wight under the control of its maker.

February 13th, 2022  in RPG No Comments »