Showing posts with label new monsters. Show all posts
Showing posts with label new monsters. Show all posts

Wednesday, February 25, 2026

French-Inspired Campaign

I haven't told my players group yet, and we haven't gamed regularly in quite some time, but I'm hoping to pick back up this summer with a bi-weekly session. (Fingers crossed the summer allows it after I return from a delayed honeymoon). 

I'm working on some encounter areas and a map based on a personal version of Clark Ashton Smith's Averoigne stories. But I'm also planning on supplementing with a whole host of creatures out of more traditional French legend/mythology. 

Below is the working version of the list, and my goal is to stat a few a week from now through early June. I may be dropping some of those here as I go. Even if I don't do much with the campaign setting, at a minimum, I'll likely collect the monsters into a published book in the 6"×9" format like the Creature Cache (available in print from Lulu.com and in PDF from DriveThruRPG). 

Working List: "Bestiaire Fantastique" (a.k.a. "Le Grand Grimoire")

  1. Ankou (medium undead)
  2. Babau  (large dragon)
  3. Barbegazi (small humanoid)
  4. Bigorne (medium monstrosity)
  5. Camba Crusa (small aberration)
  6. Carcolh (huge monstrosity)
  7. Cheval Gauvin (large fiend)
  8. Cheval Mallet (large fiend)
  9. Chevalier Géant (huge giant)
  10. Chicheface (medium monstrosity)
  11. Chien Noir (medium fiend)
  12. Codrille (large-to-gargantuan dragon)
  13. Coulobre (huge dragon)
  14. Craqueuhhe (medium undead)
  15. Dame Blanche (medium undead)
  16. Dame Verte (medium undead)
  17. Dard (large dragon)
  18. Dormette (tiny fey)
  19. Drac (large dragon/shapeshifter)
  20. Duphon (small monstrosity)
  21. Ech Goblin (small humanoid/shapechanger)
  22. Fadet (small fey)
  23. Fion (small humanoid)
  24. Gargouille (huge monstrosity)
  25. Gavant (medium monstrosity)
  26. Giant, Basajaun (large giant)
  27. Giant, Jentil (huge giant)
  28. Giant, Mairu (large giant)
  29. Giant, Tartalo (huge giant)
  30. Goubelin (small fiend)
  31. Groac'h (medium fey)
  32. Guivre (huge dragon)
  33. Houeron (medium fey)
  34. Houle (medium fey)
  35. Irrwurz (small plant)
  36. Jetin (tiny humanoid)
  37. Karnobo (medium fiend)
  38. Loup Garou (medium humanoid/shapechanger)
  39. Lupeux (medium fiend)
  40. Marioche (large fiend/shapechanger)
  41. Matagot (small fey)
  42. Melusine (medium fey)
  43. Nain Rouge (small humanoid)
  44. Peluda (huge monstrosity)
  45. Peteu (huge monstrosity)
  46. Picolaton (medium monstrosity)
  47. Quinotaur (large monstrosity)
  48. (huge dragon) 
  49. Tarasque (gargantuan monstrosity)
  50. Tempêtte (medium fey)
  51. Varou (medium undead/shapechanger)
  52. Volo Biou (large monstrosity)
  53. Vouivre (huge dragon)
  54. Yan-gant-y-tan (medium fiend)


Wednesday, June 14, 2023

Monster Stat Concept: Disposition

Yesterday, I introduced the concept of monster Motivations as a way to help understand how to use that monster when designing encounters, or what they might be working toward when encountered as wandering monsters. But motivation only explains what the monster wants. Disposition, on the other hand, is a way to help understand the general attitude of the monster, and how they interact with others. This again is because alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters. 

Many of you may have seen the alternate Reaction tables I created (that appear both in Petty Gods: Expanded Edition and RS1: Fang, Faith, and Legerdemain B/X Rules Supplement. The idea is that Reactions table can be created around Dispositions, with extremely good and bad reactions stemming from that Disposition. E.g., a bad reaction from a Passive creature shouldn't be the same as a bd reaction from an Aggressive creature. Below is an example of a custom Reaction table around a Passive creature (the Álainn, from the Creature Cache).

You'll see there's a noticeable correlation between many of the alignments and the Dispositions, but there's a nuance in some of these Dispositions that alignment doesn't capture (e.g., consider the differences between a True Neutral animal that is Aggressive vs. Passive, or a Lawful Good humanoid that is Friendly vs. Passive, or a Chaotic Evil fiend that is Aggressive vs. Manipulative. 

DISPOSITION provides a general reference for the way a monster of that type typically interacts with other creatures around them, though it may vary among individual creatures of that type. Disposition is the main factor when determining a monster’s Reaction during an encounter. Following are the standard Dispositions, though the DM may develop their own. 

Friendly. Friendly creatures will generally approach other creatures optimistically, unless they know those other creatures to be dangerous or hostile. Furthermore, friendly creatures with a greater intelligence can often be counted on to help the PCs or offer them assistance in some way. 

Passive. Passive creatures generally prefer not to interact with other creatures, and rarely (if ever) attack. If attacked, they are more likely to flee (if they are able) than to engage.

Indifferent. Indifferent creatures have as much likelihood to interact with other creatures as avoid them altogether. They generally won’t take interact other creatures unless approached, provoked, or otherwise engaged.

Ambiguous. Ambiguous creatures are not prone to any particulary behavior, or they have unclear intentions. They are unpredictable and may act in in a number of ways, depending on the situation. 

Rational. Rational creatures are unemotional and considered. They will take their time to examine the parameters of a situation before acting or reacting (if the situation allows).

Aggressive. Aggressive creatures are typically short-tempered, acting with hostility and arbitrary violence, spurred on by greed, hatred, vengeance, or bloodlust. They are likely to attack on sight, though more intelligent creatures of this ilk may weigh their chances of success in combat before engaging opponents.

Manipulative. Manipulative creatures are possibly the most dangerous of all the disposition types. They rely on cunning, guile, and deceit to achieve their goals, and may act in almost any of the manners outlined above. They are unpredictable and sometimes downright devious. They may simply be mischievous or they may be driven by darker goals. They may pretend to be an ally, only to turn on the PCs later. They may use their charm and persuasion to influence the actions of those around them, possibly even getting the PCs to turn on one another. They may even resort to intimidation or aggression if they think it will work. There is little a manipulative creature won’t do if it helps them achieve their goals. 


Tuesday, June 13, 2023

Monster Stat Concept: Motivation

On the whole, I find that alignment alone (even dual axis alignment) doesn't really help a DM in knowing how to play a monster during encounters. To that end, as part of the Expanded Creature Cache stat block, I'm playing around with the ideas of "Motivation" and "Disposition." Then, in combination with the classic Monster Manual stats (like Intelligence), you start to get a better idea of how to play the monster.

I've come up with the following as the working version of the Motivations. Dispositions will follow in a future post.

MOTIVATION describes the most common motivation(s) for the creature, most typically when encountered as a wandering monster. The actualy motivation may vary depending on the encounter and the scenario (as outlined by the DM).  

Territoriality. The monster is fiercely protective of a particular area, typically attacking anyone who enters their domain.

Protection. The monster acts out mainly in defense of other creatures, either because they are charged with doing so or they are naturally inclined to do so.  

Survival. The monster acts out of a desire to protect themselves, their offspring, or their territory.

Hunger. The monster is a voracious predator, driven by a need to feed on other creatures.

Greed. The monster is motivated by a desire for wealth, power, or other material possessions.

Dominance. The monster either seeks to gain or maintain control over others, typically through fear or manipulation.

Vengeance. Monsters may seek retribution against those who have wronged them, either in the past or in the present.

Loyalty. The monster is likely to serve a powerful master or follow a particular ideology, acting out of a sense of duty or obligation.

Curiosity. The monster may be driven by a desire to explore, learn, or understand the world around them.

Insanity. Some monsters may be driven by madness, chaos, or a desire to cause destruction for its own sake.


Saturday, August 6, 2022

Just a few sample pages from CC2: Creature Cache

 Just a few sample interior pages from CC2: Creature Cache.

200 new monsters based on PD pulp images statted for classic editions (OSE, B/X, BECMI, LL, etc.). Available in PDF from DriveThruRPG, and in hardback and paperback from Lulu.com. The hardback has white interior pages, and the paperback has a cream interior (nodding to the books pulp roots). Includes new animal-related spells and new psionic abilities for Basic Psionics. (236 pages)



Hardback has white interior pages.

Paperback has cream interior pages.

Monday, October 18, 2021

And it shall be known as the Creature Cache!

In order to keep the books separate as entities (since the content is different) but still tie them together, Welbo helped me rename the new collection of monsters based on PD pulp illustrations (in BX only format, as opposed to the "dual-stat" format I used for the Creature Compendium).



Thursday, December 17, 2020

My Quarantine Project

So... this is one of the things I've been working on during "my COVID year." I culled a number of public domain illustrations from a host of pulp magazines, and started writing descriptions for them as B/X monsters. It has manifested itself as three 6"×9" books, each with 45 monsters and about 60 pages. The creatures are all named and divided into the books. The layout is 95% complete, but copy for the entries is only about 33% complete. My goal is to have these ready for the upcoming NTRPGCon. So until that gets closer, no use in asking how they're coming.

BTW, these are generally unrelated to the Creature Compendium II, which is still a possible/ongoing thing. Though, the creatures from these might make it into that (with new drawings to replace the PD images).

Saturday, October 31, 2020

New Monster: Ghoulfish

I recently completed #inktober2020, and for several of the images created some things that could be new monsters. This was the day 1 prompt — fish.




A ghoulfish is a bulky thing, measuring about 6' long from tip of lip to end of tail. It is a ghostly, glowing white, making the area around it seem darker. They are solitary travelers, Abyssal natives found both in Hell and the Abyss as they move up and down the river Styx, occasionally emerging in the Astral Sea. They are constantly swimming, always on the hunt to consume the life force of living creatures. 

The bite of a ghoulfish does 2d6 hit points of damage and drains 1 level from the victim (no saving throw permitted). The loss is permanent but may be regained through continued experience acquisition. 

Ghoulfish are not affected by sleep, charm, or hold spells, nor are they affected by mind reading or controlling effects. Furthermore, a +1 or better weapon is required "to hit" a ghoulfish. 

Should a resurrection attempt be made on a humanoid creature killed by a ghoulfish, the body of the deceased must be completely submerged when the attempt is made. If successful, the character must be immediately pulled out from the water/liquid, and a successful save vs. death throw made for the now-living character to avoide immediately dying again from drowning. If another character assists on the save (only 1 character may assist), the assisting character's Intelligence bonus applies to the saving throw vs. drowning (e.g., if a character with a +3 Intelligence bonus assists, the character gets a +3 bonus on the save vs. death to avoid the drowning).


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: /6"
HIT DICE: 7+1
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: Energy drain
SPECIAL DEFENSES: +1 or better
    weapon "to hit"
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal 
ALIGNMENT: Chaotic neutral 
SIZE: M (6' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 2†
HIT DICE: 7+1**
MOVE: /60'(20')
ATTACKS: 1 bite
DAMAGE: 2-12 + special
NO. APPEARING: 1
SAVE AS: Fighter:7
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Monday, May 20, 2019

Dragon Horde "Zine", Vol. 2, Issue 1 — "Wherein Evil Lies"

So here's the final interior preview of the book, and it should be available at the NTRPGCon in a few weeks. It's now 12 pages longer than original expected. Fully written as a BX/BECMI thing.

Now available in print for $6 through Lulu.com >>

And as PWYW PDF from DriveThruRPG >>

  • 3 new classes: Deathslayer, Witch Doctor, Half-orc (Assassin)
  • 9 new spells: fatigue, death rage, mummy's touch, ossify, revenance, wailing fear, necrotic portal, greater ossify, aura of fear
  • 6 new magic items: equinox orb, fiendish mantle, hammer of salvation, plague mace, purity ring, stole of radiance
  • 7 new basic psionic abilities: infuse terror, psychic vampire, destiny dissonance, aura of fear, psionic daze, crisis of breath, shadow twin
  • 6 new monsters: atori, cackler, crypt riddler, korper, hill haunt, spawn of Chuamisi
  • optional rules for killing vampires
  • new petty god & minion: Anguia Umbra (petty god of iophilia, toxicophilia, assassins) and his chimera minion/familiar Azamus
  • an adventure for 5-7 characters of 3rd-5th level: The Black Chapel
  • new d30 tables: quirks caused by becoming unhinged, methods of sacrifice, evil hooks & seeds for encounters and adventures





Sunday, June 24, 2018

New Oe/1e/BX Monster: Forsaker

As was mentioned on my Google+ post of this image, it was inspired by beholder doodle from Dyson Logos. It's a a forsaker (the opposite of a beholder?). Instead of one gaping maw and a bunch of eyes, it has one eye and a bunch of gaping maws with different bite effects. So here is the full set of stats/description as promised.






The forsaker (mouth slave, flail of many mouths) is the stuff of nightmares—an aberration likely originating from the kind chaos that can only be birthed from the Beyond. These freakish things are found mainly underground but encountered occasionally in desolate wilderness locations.

The “body” of this savage is a central unblinking eye, set on all sides by a septet of gaping maws filled with dagger-like teeth. They are often referred to as “mouth slaves” for they are servants to their own insatiable appetites, always on a quest to eat, to consume, to devour—never fulfilled. Ironically, it moves regretfully slowly about as it wills through the power of levitation. Nonetheless, those who encounter such a beast have their work cut out for them.

Any seeing creature that gazes upon its unblinking eye must save vs. spells or flee in fear for 2 turns, and those with 3 Hit Dice or fewer fail automatically.

Each round, the first four of its mouths may strike to its front side and the last three may strike to its rear side. Those strikes to the rear suffer a –2 “to hit” penalty due to limited scope of vision. Sneak attacks to the creatures rear (e.g., theives’ backstabbing) are unaffected. Each successful attack not only does 2d4 damage from the bite, the victim of such a bite must save vs. poision or suffer a venomous effect that coordinates with each mouth as outlined below:
  1. confusion (as spell): 2d4 rounds
  2. charm (as philter of love, with the forsaker as its love interest): 3d6 turns
  3. paralysis: 1d4 turns
  4. acid: +1d6 damage
  5. slow: movement halved, –1 “to hit,” and +1 AC for 2d4 rounds
  6. disease: temporary loss of 1 point of Strength and 1 point of Constitution until cured, then recovered at a rate of 1 point of each per full day’s rest
  7. blindness: 4d4 turns

Rarely does a forsaker establish a true lair, opting instead to take up residence only temporarily in the den of a previous victim, resting as needed before continuing on its quest to consume. However, it has been known for some forsakers with a slightly higher intelligence to stay in locations that potential prey is known to frequent (e.g., watering holes in the wilderness, places where treasure hunters regularly seek reward, etc.). The latter conditions are represented by the Percent in Lair and Treasure Types indications noted in parentheses above.

Forsakers speak deep speech (barely), and have their own language which is incomprehensible when spoken (even with the use of an ability like comprehend languages). Telepathic communication with a forsaker is possible, but mentally draining on the creature trying to communicate with it. Those communicating telepathically with a forsaker must save vs. paralysis each round or temporarily lose 1 point of Intelligence (recovered at a rate of 1 point per full day’s rest).
Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: //3"
HIT DICE: 7
% IN LAIR: 0 (30%)
TREASURE TYPE: Nil (F)
NO. OF ATTACKS: 7
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: L (15' across)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 0
HIT DICE: 7
MOVE: //30'(10')
ATTACKS: 7 bites/1 ray
DAMAGE: See below
NO. APPEARING: 1
SAVE AS: Fighter:7
MORALE: 10
TREASURE TYPE: Nil (F)
ALIGNMENT: Chaotic

What Makes A Good Monster Book?

I'm sure many (if not most or all) of us share one of two different first experiences with a monster book... OD&D's Monster & Treasure book, or AD&D's Monster Manual. My first experiences with monster stats were those ubiquitous red and blue saddle-stitched paperbacks of classic D&D. But those are simply not monster books. As I define it here, I'm talking specifically about those books which were (and are) filled cover to cover with monster stats, preferably with pictures.

While I doubt many of us rarely stop to critically examine monster books as I'm suggesting here, I'm sure that many of us know by osmosis if we like a monster book or not. We may not be able to objectively state that the Monster Manual or the Fiend Folio are far superior to Monster Manual II, but we know it... we know it.

So what happens when we start to look critically at monster books? Well, I can't speak for all of you (though the comments below will give everyone plenty of chance to chime in), I can tell you what does or doesn't stand out to me about various books noted below.

OD&D Monsters & Treasure
There's no doubt this is the great-grandaddy of all monster books. Though it be very skimpy compared to later monster descriptions, there's something very important happening here that I think is crucial to a good monster book... IDEAS! I'm not just talking about ideas on the part of the writers. I'm talking about the kinds of monsters that give DMs ideas, particularly those kinds of ideas that act as fuel for dungeon designing and adventure building. It's a given that the classic monsters of myth and literature are here (gargoyles, dragons, orcs, etc.), but there are also some interesting inventions here: the purple worms, gray ooze, yellow mold, and gelatinous cube. How many of you didn't fall in love at first sight with the idea of the gelatinous cube? And springing it on those unsuspecting friends of ours that had never heard of such a thing (because they didn't own the book)?

AD&D Monster Manual
If M&T is the great-grandaddy, the Monster Manual is the grandaddy. Hands down. For somebody that was introduced to D&D by red/blue (as noted above), the Monster Manual stat blocks were a revelation. To this day, the one stat in that block that continues to stand out to me is the monster's intelligence. 13-year old me had no concept of monsters that spoke, or bargained. They were simply dangerous things that needed to be killed so you could take their treasure and/or earn experience points. The more important thing about the MM that stood out to me was that close-to-every monster entry had an accompanying picture. To me, this is a critical componentn of a good monster book. I can't be the only idiot who looked at the caecilia image on page X28 in the Cook/Marsh Expert Rulebook for the first time and thinking it was supposed to go with the blink dog entry above it. Sure, after you read the entries you know with which entry it's supposed to go, but to this day those caecilia eyes keep staring at me, without blinking, mocking me for thinking it was a blink dog. So apart from things like Intelligence stats and pics for each entry, how does the Monster Manual do on the idea front? Admittedly pretty well. Granted, many of the classics came from Monsters & Treasure, or had already appeared in Dragon Magazine, but given that I didn't pick up my first copy of Dragon until issue #68, this was the first time I saw many of those creatures. And there are more of those ideas there. However, what the MM really does is say, "Okay... here are all of the ubiquitous classics you're going to need, and a few cool new fun things that you'll want."

AD&D Fiend Folio
I have to admit that I love the AD&D Fiend Folio mostly for the illustrations. While I know that Russ Nicholson has influenced many an old-school artist, I'm an Alan Hunter man all the way. Granted, I love Russ's work, but Hunter's style is one of the biggest influences on me. Too this day, the hook horror and crab men illustrations are among my favorite old school RPG illustrations. But I think the FF art is reflective of the "slant" of the things inside — there is very little in the way of ubiquitous classic (formorians, e.g.), and much more in the way of interesting takes on classic archetypes (e.g., the blindheim or the carbuncle). Why is this? Is it because these things were created by Brits? Was it because they appeared first in White Dwarf Magazine, which means you're not creating creatures to serve an adventure, but rather to grasp the reader? Neither? Both? Who cares? It's fun and funky and it works! (BTW, I've heard many comment that my Creature Compendium reminds them of the Fiend Folio. That is one of the best compliments a guy like me could ask for.)

Monster Manual II
To me, this is an example of what not to do with a monster book. It feels like filler, gathered from the back pages of modules and the innards of Dragon. Why does the Fiend Folio (which has similar beginnings) seem to work, while the MM2 seems to fall short? My take here is that there are two issues which lead to the shortcomings of this book: 1) it's much too "specific" in some places, and 2) in other places it's trying WAY too hard. What do I mean by specific? Well, let's just say, unless you're traveling the planes, those 5 pages dedicated to modrons isn't going to do you much good. And past a certain point, aren't dinosaurs just dinosaurs? Don't get me wrong. I think there is some good stuff in Monster Manual II. It just doesn't give me enough of that "smile in the mind" feeling as I'd like in a monster book. As I'm writing this, I'm starting to figure out what it is about this book. Take for example the vegepygmies. In the context of a monster book, they're not much more than "vegetable-men." However, in the context of a good adventure (in this case, Expedition to Barrier Peaks they come alive. I think maybe that's what it is about this book — if you've got a good adventure, then there's stuff here that's going to work for you. But, on the whole, these monsters don't give me ideas for adventures.

Creature Compendiums
So with the Creature Compendium, I tried to create monsters that, even without to much ecological information scripted out, DMs would have ideas for how to use such creatures in their adventures and encounters. And that's what I'm trying to do as I continue (albeit slowly) to flesh out Creature Compendium II.

Thursday, June 21, 2018

New Psionic Oe/1e/BX Monster: Ghaozeg

This is an adaptation of the guardian creature from Robert E. Howard's story The Fire of Asshurbanipal. The creature is unnamed in the story (and is referenced only as the "guardian"), so I created something to that lived alongside some of the other things in the campaign world I've been developing over the last few years (to support the BX Psionics stuff I've been running off and on).

If you've never read it/heard of it, check out this blog post from Black Gate.




Originating from the Beyond, a ghaozeg is gigantic, black and shadowy thing—a hulking monstrosity that walks upright like a man, but like a toad too, winged and tentacled.

Borne of the eternal chaos of the Beyond, ghaozeg are primordially tied to the Elemental Plane of Sand. When these things are encountered in the Material Plane, it most often in lost desert cities, guardians of soul gems and jarred demons.

A chill hangs in the air about this atrocity. Even unseen, its mere presence is detected up to 60' away as a drop in temperature of approximately 5°. In shadow, this creature is near invisible, surprising on a 1-4 (on 1d6) when emerging from or encountered in shadow or low light conditions (even if the drop in temperature has been discerned). Ghaozeg are immune to damage from both heat and cold.

The loathsome visage of a ghaozeg causes stark black madness. Creatures looking upon such a thing must save vs. death or fall into a coma-like state for a number of days equal to the difference between the target number and the result of the saving throw (e.g., a result of 9 when a 12 or better is needed results in 3 days of the coma-like state). This state cannot be removed or negated by any means. After the victim awakes, an additional save is made vs. paralysis: on a successful save, the victim is conscious but stunned for a number of hours equal to the number of days spent in the coma-like state, then returns to normal; on a failed save, the victim awakes but indefinitely remains in the conscious-but-stunned state. At any time after the victim emerges from the coma-like state, the woken catatonia may be negated with a remove curse spell or the psionic discipline psychic surgery.

A ghaozeg has soul-shakingly foul breath. All caught in its 30' diameter cloud must save vs. breath or have their sleep filled with nightmares for 1d6 days’ worth of restless sleep. After such nights, spells cannot be memorized and PSPs cannot be restored through meditation. Remove fear will cause the nightmares to cease (restoring restful sleep), but remove curse will not. It may use this breath weapon once every 3 rounds in lieu of its bite attack.

The touch of each ghaozeg tentacle drains 1d6 hp (on a successful “to hit” roll), and its bite does 1d4 damage.

Surviving the unearthly horror of a ghaozeg bolsters one’s resilience to the horrors of the world and the chaos beyond it. For 24 hours after encountering such a thing, survivors make their saving throws vs. fear as if 1 level/HD higher.



Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-2
ARMOR CLASS: 3
MOVE: 12"/24"
HIT DICE: 6
% IN LAIR: 65%
TREASURE TYPE: Q×3
NO. OF ATTACKS: 5
DAMAGE/ATTACK:
1-6/1-6/1-6/1-6/1-4
SPECIAL ATTACKS: See below
SPECIAL DEFENSES:
Immune to heat and cold
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (10' long)
PSIONIC ABILITY: 100
Attack/Defense Modes:
C,D/F,G,H


BX STATS
ARMOR CLASS: 3
HIT DICE: 6**
MOVE: 120'(40')/240'(80')
ATTACKS:
4 tentacles/
1 bite or breath
DAMAGE:
1d6+special (×4)/
1-4 or special
NO. APPEARING: 1 (1-2)
SAVE AS: Fighter:6
MORALE: 11
TREASURE TYPE: L×3
ALIGNMENT: Chaotic


PSIONIC ABILITIES
PSIONIC LEVEL: 5 (25 PSPs)
Attack modes: ego whip, id insinuation
Defense modes: mind blank, mental barrier, thought shield

Monday, June 19, 2017

New B/X Extra-planar Creature: Jikibria

This is another of the creatures from my Fifty Fiends project.

JIKIBRIA (pron. ji-kib-BREE-uh)



ATTACKS/SPECIAL ABILITIES

Diseased Touch. Although a successful touch attack of a jikibria does no hp damage, there is a possibility it will cause as many as 6 diseases in a victim. The victim gets a saving throw vs. each effect, and contracts all those with failing rolls.
1. leprosy: lose 1d3 hp per day (from bleeding) and unable to heal naturally until cured

2. lycanthropy: as wererat

3. mummy rot: as a mummy

4. plague: loss of 1d3 points of Constitution and unable to get restful sleep (cannot recover lost hp or memorize spells) until cured

5. rabies: loss of 1 point of Intelligence per day until cured

6. tuberculosis: –2 on all attack rolls, +2 AC penalty, and exhaustion (cannot recover lost hp or memorize spells) until cured

Once a creature has been touched by a jikibria (whether it failed any of its saving throws or not), the creature is immune to the touch of all jikibriae for the remainder of the encounter. A single disease cannot be contracted multiple times (e.g., in future encounters with jikibriae before previously contracted diseases are healed). A single cure disease spell will remove all of the diseases. Once cured, lost ability points are regained at a rate of 1 point per day of full rest.

Cause Disease. In lieu of making its touch attacks, a jikibria may use the spell cause disease as a 6th level cleric. This ability is usable as many times per day as the jikibria wishes. Any creature that is currently afflicted by a jikibria’s tuberculosis is immune to this ability.

Disease Immunity. Jikibriae are immune to all disease, both of a standard and magical nature.

Disease Deflection.
In addition to being immune to disease, a jikibria deflects all instances when a disease might otherwise come in contact with it, shirking off the disease magically on a chosen target within a 120' range. This is done as a free action at the moment the jikibria and the disease (or disease effect) come into contact with one another. Targets of the deflection are permitted a save vs. breath to avoid the jikibria’s deflection. If the target fails, it is still permitted any saving throws normally allowed to avoid the original disease or disease effect.

Summon. Two times per day, a jikibria may summon 1-2 other jikibriae with a 30% chance of success.

DESCRIPTION/ECOLOGY

Appearance. A jikibria would measure nearly 7' tall, if it were able to stand upright. Instead, the gangly jikibria hobbles at a nearly unbelievable speed. The skin of the hairless jikibria is sickly gray mottled with putrid yellow, and the entire creature is surrounded by a sort of membrane sack that is a nearly-transluscent green. This sack is vestigial and self-healing, and while it provides some protection for the jikibria, it affects neither the jikibria’s Armor Class, nor attacks made against it.

Ecology. Jikibriae hail from the 149th layer of the Abyss—a feverish, diseased place where the air is thick and humid. This layer is known by two names—“Innapih” by those who know its ruling demon prince by the name “Asag,” and as “Ganzer” by those who know the ruling demon prince by the name “Nergal.”

Languages. Jikibriae speak abyssal, celestial, and common.

HOME: Innapih/Ganzer
(the 149th layer of the Abyss)
SERVES: Asag/Nergal (Demon Prince of Sickness)


ARMOR CLASS: 2
ARMOR CLASS: 4
HIT DICE: 6**
MOVE: 240'(80')
ATTACKS: 1 touch
DAMAGE: Disease
NO. APPEARING: 1-3 (1-6)
SAVE AS: Fighter:6
MORALE: 7
TREASURE TYPE: B
ALIGNMENT: Chaotic (CE)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: Half
IRON: Normal
MAG. ENERGY: Normal
POISON: None
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 6 (30 PSPs)
Attack modes: all
Defense modes: all
Psychometabolic: all




Friday, June 16, 2017

d30 Feature of the Week: d30 Skeleton Variations

This is a d30 table I created for my Sunday morning d30 game ("The Tomb of Trianta") at the recently-concluded NTRPGCon.

When each wave of skeletons showed up with different runes on their chests, the party was having to constantly rethink their tactics. Also, because characters were created completely randomly at the beginning of the game, there ended up being no cleric in the party... which ventured into a tomb full of undead. That surely didn't help in what ended up as a TPK when the party faced the boss monster (a vampire and once-matriarch of the Trianta family).

Click here (or on the image below) to download
a free PDF of d30 Skeleton Variations PDF from MediaFire.



Thursday, June 15, 2017

New B/X Extra-planar Creature: Holsohr

This is one of the creatures from my Fifty Fiends project.
Please note, it also uses one of my new psionic Treasure Type designations.

HOLSOHR (pron. HOLE-sore)



ATTACKS/SPECIAL ABILITIES

Silent Scream. Although the holsohr are voiceless, they are able to emit a silent “roar” of sonic distortion in a 60' long radius and a 180° arc. All creatures caught within in the area take take 4d6 damage; a successful save vs. breath halves this damage. This ability is usable 3×/day.

Phobia Aura. In addition to possessing the telepathic devotion phobia ampli cation, holsohr are always surrounded by a 30' radius effect equal to that ability. All creatures caught within the area must make a psionic saving throw or suffer the effects for a duration of 2 turns.

Phobia Reflection. This ability is similar to the illusionist spell alter self, except that all creatures that view the holsohr will see it as the living embodiment of their greatest fear. A psionic saving throw results in the creature being able to see the holsohr as it truly is. This ability is usable 3×/day and has a duration of 1 hour (6 turns).

Cause Nightmares. At will, a holsohr may touch a sleeping victim and cause it to have nightmares. On a failed psionic saving throw, the sleeping victim will be wracked with nightmares and restless sleep. When the victim wakes, it will have gained none of the ben ts from such a period of sleep (e.g., natural healing can- not take place, spells cannot be memorized, etc.). If the victim is woken, the nightmares will be disrupted and the victim may then return to restful sleep. The holsohr must be in the same plane as the actual body of the victim for this ability to work (e.g., the holsohr may not reach into the Prime Material from the Dream Plane to use this ability).

DESCRIPTION/ECOLOGY

Appearance. These dreadful creatures are a horror to behold. A holsohr’s body is generally humanoid in form, but its extremities feature bird-like hands and feet, its arms and torso are covered with feathers, and it wings are composed of long feathers. The head of a holsohr appears as a human skull with sunken eyes and a ghastly, fang-filled, vertically- set mouth that extends down its elongated neck.

Ecology. Holsohr are native to Melas Oneiros (the Black Dream realm of the Dream Lands)—the place where the most terrifying and dreadful of nightmares are born. In fact, it is believed that the holsohr themselves were born into existence from nightmare.

Holsohr prowl through Dream in search of the unattended bodies of dream travelers, through which the holsohr may escape from Dream into the plane occupied by the sleeper, in order to bring chaos, confusion and mayhem to the waking world.

The holsohr are the sworn enemies of both baku and zowls.

Languages. Holsohr are voiceless, communicating via a form of sign language (unique to the holshor). They do, however, understand common, auran, celestial, nocturne, primordial, and supernal.

HOME: Melas Oneiros
(the Black Dream Realm of the Dream Lands)
SERVES: Phobetor (Demon Prince of Nightmares)


ARMOR CLASS: 2
HIT DICE: 7+7*
MOVE: 60'(20')/180'(60')
ATTACKS: 2 claws/1 bite
DAMAGE: 1-6/1-6/1-8
NO. APPEARING: 1-3
SAVE AS: Fighter:7
MORALE: 11
TREASURE TYPE: W
ALIGNMENT: Chaotic (CN)


RESISTANCE/IMMUNITIES
ACID: Normal
COLD: Half
ELECTRICITY: Half
FIRE: Half
GAS: None
IRON: None
MAG. ENERGY: Normal
POISON: Normal
SILVER: None
REQ. “T.H.”: +1 or better


PSIONIC ABILITIES
PSIONIC LEVEL: 7 (35 PSPs)
Attack modes: ego whip, id insinuation
Defense modes: mind blank, thought shield*
Telepathic: D) thought concealment*, phobia amplification*
Psychoportative: D) dream travel*

* Costs no PSPs to use.





Friday, April 7, 2017

d30 Feature of the Week: d30 Deity Generator

I know that title may be a little misleading, since I haven't posted a "d30 Feature of the Week" since mid-June of last year! I'm trying to get back into the swing of things (in general). Which is why you've seen a few new posts here and there, and why I'm trying to keep some new content coming.

I do have some new d30 charts I'm trying to finish in time for this year's NTRPGCon. Last year saw the adventurers journey to the Halls of Trianta. This year, the adventurers will journey to the Tomb of Trianta. I'm not sure how many of those new tomb-related d30 charts I'll be sharing, since they'll be spoilers for the players. But I'm sure that I'll be proud of some of them, and share anyway (with a spoiler warning).

Anyway, I think this one came out pretty nice, so I hope you'll enjoy it.

Click here (or on the image below) to download
a free PDF of d30 Deity Generator page from MediaFire.




Tuesday, January 3, 2017

New Psionic Oe/1e/BX Monster: Grizzle

A few weeks ago, I previewed the stats for this through my Twitter account,
then previewed a sketch there a couple of weeks ago.





PSIONIC ABILITIES
PSIONIC LEVEL: 6 (30 PSPs)
Attack modes: id insinuation
Defense modes: mental barrier
Clairsentient: S) 360° vision* (always on); D) infravision* (always on);
Telepathic: S) death urge (see below)




A grizzle is a headless, furry, tentacled beast with a bear-like frame and legs. It “sees” psionically with 360° vision and infravision (both are always on, and neither has a PSP/psionic point cost), so the grizzle can be “blinded” with the use of synaptic static.

A grizzle attacks with four tentacles. Each tentacle does 1d6 on a successful “to hit” roll. Additionally, if the grizzle has enough PSPs/psionic points remaining, the victim must make a psionic saving throw or become the victim of the grizzle’s death urge ability. For each failed save by a victim against the death urge, the grizzle expends 3 PSPs (or 10 points for Oe/1e). If the grizzle does not have enough points to power the death urge, the ability fails automatically and no saving throw is required. The grizzle may not choose when to use or not use the death urge on a tentacle attack (it is based solely on the conditions outlined above; the grizzle may not otherwise use the death urge ability (i.e., the grizzle may not use it proactively as a standard ranged psionic ability).
Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 9
MOVE: 9"
HIT DICE: 6+1
% IN LAIR: 50%
TREASURE TYPE: Q×5
NO. OF ATTACKS: 4
DAMAGE/ATTACK:
1-6 + special (×4)
SPECIAL ATTACKS:
See below
SPECIAL DEFENSES:
See below
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Chaotic
SIZE: L (9' tall)
PSIONIC ABILITY: 100
Attack/Defense Modes: D/H


BX STATS
ARMOR CLASS: 5
HIT DICE: 6+1*
MOVE: 90'(30')
ATTACKS: 4 tentacles
DAMAGE:
1-6 + special (×4)
NO. APPEARING: 1
SAVE AS: Elf:6
MORALE: 10
TREASURE TYPE: Y,Z
ALIGNMENT: Chaotic


Monday, August 22, 2016

New Oe/1e/BX Monster: Ambler

This is something I drew a while back and shared on Google+ as an illustration only.
Now it's a fully-statted creature.




An ambler (a contraction of the words “armored” and shambler”) is an elemental creature created from the massive sphere of armor and weapons located at the center of the Demi-plane of Electro-magnetism. When one of these anomalies escape their home plane (e.g., ported in by a powerful magic-user), the ambler appears as a shambling mishmash of mismatched pieces of armor in a vaguely humanoid form with 1-4 usable limbs, each of which has a 75% chance of holding a small-to-medium weapon (hand axe, dagger, 1-handed sword, etc.).

Because producing an ambler requires it to be summoned (as opposed to being conjured from existing material), control of the ambler is not automatic, nor will it serve any creature (even its summoner), so it will not follow orders unless compelled to do so my some additional force (e.g., a charm or control spell). The ambler can understand any language that was possessed by the previous owner of any piece of armor used in its composition, or weapon it holds (usually this will include common, dwarvish and elvish, though it is not unheard of for this to also include halfling and orcish; other languages known are at the discretion of the DM but is suggested that there be a 90% chance of the ambler knowing any common language, 30% for any uncommon language, 10% for any rare language, and 1% for any very rare language, assuming the language in question is spoken by species that normally wears armor).

The electromagnetism in the ambler is so strong that should a successful melee strike be made against the ambler by a normal (i.e., non-magical) weapon made of a magnetic metal (e.g., steel or iron), there is a 50% chance that the weapon will become “stuck” to the ambler, and useless by the attacker.

Amblers are affected by protection from evil spells, and can be returned to their home plane by dispel magic, but can also be dealt with using extraplanar dismissal or banishment. If dismissed or banished, any weapon stuck to the ambler will be transported with it.


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 6"
HIT DICE: 5-8
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1-4
DAMAGE/ATTACK:
1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES:
+1 or better
needed “to hit”
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M-L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 0-3
HIT DICE: 5-8*
MOVE: 60'(20')
ATTACKS: 1-4
DAMAGE: 1-6 or by weapon
NO. APPEARING: 1
SAVE AS: Fighter:5-8
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Thursday, June 23, 2016

New Oe/1e/BX Monster: Gibbershroom


These fungoid creatures appear as a large (2'-3' diameter) greenish-white toadstool. On its cap, it possesses a number of mouth-like openings equal to its hit points (e.g., an 8 hp gibbershroom has 8 openings). Should any creature approach within 30' of a gibbershroom, these “mouths” will begin “gibbering.” In truth, this gibbering is created by the fluttering of its gills, amplified through the openings. As these mouths open and close, it creates a sound similar to loud human gibbering. Each point of damage inflicted on a gibbershroom will cause one of its mouths to cease functioning. Any creature near gibbering gibbershrooms will suffer an effect as determined by the total number of gibbering mouths within 30' of the creature as outlined below:

Number of
Gibbering Mouths

Effect
21+ death (on failed save vs. death)
16-20 stun (no save)
11-15 stun (on failed save vs. paralysis)
6-10 confusion (as MU spell; on failed save vs. breath)
5 or less none

The effect continues while the gibbering persists, plus 1 round for each mouth that was gibbering during the round before the gibbering ended.

During each round a cluster of gibbershrooms is gibbering, there is a 5% cumulative chance per active (i.e., gibbering) opening that a nearby creature will be attracted (maximum chance of 95%).

Should a spellcaster attempt to speak with plants with a gibbershroom, the caster must save vs. spells or be confused (as the MU spell) for the duration of the spell. No coherent conversation may be had with a gibbershroom, even on a successful save vs. spells or by creatures/character with an innate ability to speak with plants/fungi.


Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 3-18
ARMOR CLASS: 7
MOVE: Nil
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 0
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Non
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 2
MOVE: Nil
ATTACKS: Special
DAMAGE: See below
NO. APPEARING: 3-18
SAVE AS: Fighter:1
MORALE: 12
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Wednesday, June 22, 2016

New Oe/1e/BX Monster: Pouncer


These subterranean burrowers and dwellers are non-psionic cousins to intellect devourers, although they share an immunity with their genetic relativesto charm and control (including similar psionic abilities). The rubbery skin over their frog-like bodies is mottled with light and pale gray, and their ivory-colored eyes stare blankly forward.

Though their eyes do not see, they are sensitive to sound impressions. Combined with ticking and clicking (from the pouncer’s mouth), the creature is able to “see” without the aid of sight. A silence spell will effectively “blind” them, and extremely loud noises will drive them off. Their extraordinary sense of smell also aids them in rooting out prey (even if unaided by their tick-click radar). Any attempt to blind a pouncer by normal means (e.g., a light spell cast against its eyes) has no effect.

Like intellect devourers, pouncers attack by jumping on a victim, digging in with all four claws, and simultaneously biting (separate “to hit” rolls are required for each claw attack, as well as the bite). In addition to the 1d6 damage done with each successful claw attack, a successful bite attack does 1d4 and, on a failed save vs. poison, injects a toxin into the victim’s nervous system that causes blindness and deafness for 1d6 turns (cumulative for each bite).


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 15" (9")
HIT DICE: 6
% IN LAIR: 45%
TREASURE TYPE: D
NO. OF ATTACKS: 5
DAMAGE/ATTACK:
1-6(×4)/1d4
SPECIAL ATTACKS: Toxin
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Chaotic evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 6*
MOVE: 150'(50') (90'(30'))
ATTACKS: 4 claws/1 bite
DAMAGE: 1-6(×4)/
1d4+special
NO. APPEARING: 1 (1-4)
SAVE AS: Cleric:9
MORALE: 8
TREASURE TYPE: D
ALIGNMENT: Chaotic

Tuesday, June 21, 2016

New Oe/1e/BX Monster: Mistwraith


These negative energy beings are natives of the Quasi-elemental Plane of Steam. They appear as clouds of mist that are vaguely human-shaped.

The touch of a mistwraith (on a successful “to hit” roll) does 1d6 damage from negative energy (restores hp to undead), does an additional 1d6 damage from heat, and drains 1 level.

As normal undead, mistwraiths are immune to sleep, charm, hold and psionics. They are additionally immune to silver and normal weapons, and are unharmed by heat and fire. Cold attacks do +1 point per die of damage to a mistwraith, as does holy water. A part water spell will dispel a mistwraith, as will dispel evil, and a mistwraith can be turned by a cleric as a normal wraith.

Three times per day, a mistwraith may cast obscuring mist as a druid of a level equal to the mistwraith's Hit Dice.


Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 7
MOVE: —/18"
HIT DICE: 5+1
% IN LAIR: 25%
TREASURE TYPE: E
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS:
Energy drain
SPECIAL DEFENSES:
+1 or better “to hit”
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 4+1**
MOVE: —/180'(60')
ATTACKS: 1 touch
DAMAGE: See below
NO. APPEARING: 1-4
SAVE AS: Fighter:4
MORALE: 12
TREASURE TYPE: E
ALIGNMENT: Chaotic