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Monday, April 30, 2012

A-to-Z Challenge, Z: Zathoa (New Oe/BX/1E Monster)

Zo here we are, at the tail zend of the A-to-Z zogging challenge. I have some thoughts on the whole thing, but feel like I have enough of them to warrant their own post that isn't constrained to a single letter. Instead, let's just get to today's monster--one that ironically began life as the Á Bao A Qu. I'll be honest. I needed a Z monster and renamed it for that sole reason. I'm not too proud to admit it. And I'm not ashamed that a creature like this is a pain in the ass to deal with in combat (having to check every round to see if its stats change and then dealing with it if they do.) The only thing I'm ashamed of is the fact that "zathoa" just sounds too much like "zathura" (no offense to Jon Favreau.) But it's Z day, and there's no time left to change it's name.

Zathoa

DESCRIPTION

Zathoa (sing. and plural) are creatures that resemble a walking octopus with a dozen disc-like eyes that appear a deep obsidian color (and eliminate attack from behind bonuses.) Normally, zathoa utilize four of their tentacle legs for locomotion, while the other four are used for manipulation and feature spiked tips which deliver a deadly poison on any successful “to hit” roll (unless a proper saving throw is made.)

Zathoa are peculiar in that their coloration shifts based on internal biochemical processes, moving in a prismatic progression from red to violet to blue to green to yellow to orange and back to red. Every turn, there is a 10% chance that a zathoa’s coloration will change. When it does so, it will either progress to the next analogous color (50% chance), or revert to the previous color.

As a zathoa’s body chemistry shifts through the spectrum so does its abilities. During these shifts, the zathoa sees modifications in its “to hit” rolls (based on ability to focus,) poison effectiveness (based on chemical toxicity,) saving throws (due to the production of an adrenaline-like chemical,) and armor class (based on a temporary “hardening” of its skin.) When a zathoa is at is reddest coloration, it is defensively weaker but offensively stronger, and while at its greenest coloration is defensively strongest but offensively weakest. The derivations per its coloration are as follows:

color saves as AC "to hit" poison kills in
red fighter:12 3 +3 1-4 turns
violet fighter:13 4 +2 2-8 turns
blue fighter:14 5 +1 3-12 turns
green fighter:15 6 +0 4-16 turns
yellow fighter:14 5 +1 3-12 turns
orange fighter:13 4 +2 2-8 turns


Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: See below
MOVE: 18”
HIT DICE: 12
% IN LAIR: 50%
TREASURE TYPE: H
NO. OF ATTACKS: 4
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (40’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: See below
HIT DICE: 12**
MOVE: 180’
ATTACKS: 4
DAMAGE: See below
NO. APPEARING: 1-4
SAVE AS: See below
MORALE: 10
TREASURE TYPE: H
ALIGNMENT: Neutral

Saturday, April 28, 2012

A-to-Z Challenge, Y: Yak-man (New Oe/BX/1E Monster)

I'm a firm believer that not all monsters in D&D should be dungeon filler. And I'm not just saying that to justify today's Y entry... the yak-man. Look back at some of the previous entries from this month's A-to-Z post and the campaign concepts start to present themselves. For example, the red dwarves and the rarog start to hint at something akin to a dwarven version of the D-series modules. And if ever there was a group of people ripe for raiders, it's the orlings. I'm sure at some point I'll figure out what to do with these beasts (below), other than filling in the "Y" requirement of an A-to-Z challenge.

Yak-man

DESCRIPTION

These bovine creatures appear as a sort of hairy, minotaur-like creature with 3-fingered hands and hoofed feet. Yak-men are creatures of brute strength often found in the employ of other creatures for the purpose of heavy physical labor (moving stones and the like). They are physically well-suited to this type of labor, especially in higher altitudes, due to their sturdy frames and large lungs and hearts. They are generally passive and pastoral and will rarely attack other creatures except in self-defense, and the anatomy of their hands makes weilding a weapon nearly impossible. Unfortunately, these factors make them particularly susceptible to becoming slaves for other creatures rather than hired hands.
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 4-24
ARMOR CLASS: 5
MOVE: 6”
HIT DICE: 6
% IN LAIR: 25%
TREASURE TYPE: Nil or O
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-7/2-7 or 2-12
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (8’+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 6
MOVE: 60’
ATTACKS: 2 fists or 1 gore
DAMAGE: 2-7/2-7 or 2-12
NO. APPEARING: 4-24
SAVE AS: Fighter: 5
MORALE: 6
TREASURE TYPE: Nil or Q
ALIGNMENT: Neutral

Friday, April 27, 2012

A-to-Z Challenge, X: Xanther (New Oe/BX/1E Monster)

Looks like we're in the home stretch of the A-to-Z blogging challenge. And as I mentioned back on "Q" day, I knew X and Z would be tough. Honestly, I've had today's X post ready for quite some time (my regular readers may recognize today's illustration from an old Illustration of the Week post), and I've got Z locked and loaded. It's Y that I'm starting to worry about. I have some ideas, but nothing that's really grabbing me. (Note to self: consider a "grabbing" monster for Y.) As for the Xanther below, I'm not completely sold on the idea that this creature could use weapons but doesn't. It is mildly intelligent ("low" as opposed to "animal"), so I can see it as more of a barbaric humanoid that allows it ferocity to dominate its actions. I think when time allows, I may develop its ecology a tad more.

Xanther


DESCRIPTION

Xanthers are orange fur-covered feline bipedal humanoids with tusks and compound optic lobes (like an insect.) They generally make their lairs in forested areas of temperate climates, but have been found in subarctic and warmer tropical climates as well. Their optic lobes give them almost 360° vision and eliminate any bonuses for attacks from behind (against a xanther.) Additionally, a xanther is surprised only on a roll of 1.

While they are capable of using weapons, their deadly claws and ominous tusks are generally their weapon of choice. Should a xanther face an opponent too formidable to handle on their own, they are able to summon 1-3 great cats (lion, mountain lion, panther, tiger, etc.) indigenous to the area where the xanther is located, and then control them. Any great cat summoned by a xanther gets a +1 bonus to his morale while the xanther is present.
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 2-12
ARMOR CLASS: 4
MOVE: 18”
HIT DICE: 9
% IN LAIR: 35%
TREASURE TYPE: C, Q x 3
NO. OF ATTACKS: 2
DAMAGE/ATTACK:
2-12/2-12/2-8 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Low
ALIGNMENT: Chaotic (neutral)
SIZE: L (8-10’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 9*
MOVE: 180’
ATTACKS: 2 claws/1 gore
or 1 weapon
DAMAGE: 2-12/2-12/2-8
or by weapon type
NO. APPEARING: 2-12
SAVE AS: Fighter: 8
MORALE: 10
TREASURE TYPE: C, L x 3
ALIGNMENT: Chaotic

Thursday, April 26, 2012

A-to-Z Challenge, W: Whipwhirl (New Oe/BX/1E Monster)

Today's A-to-Z monster is inspired by (or is that "is an interpretation of"?) the Japanese creature the "itten momen." Like the "L" day's lithopede, the whipwhirl is a bit of a nuisance. I'm feeling like I need to create a "Conjure Whipwhirls" spell to go along with this creature.

Whipwhirl

DESCRIPTION

Whipwhirls are a form of elemental conjured into the prime material plane from the elemental planes. At first glance, whipwhirls appear as harmless lengths of white cotton cloth ranging from 5-25’ in length. They are, however, semi-intelligent and, though quite weak individually, are capable of a number of disabling attacks.

All of a whipwhirl’s attacks are based on its ability to wrap itself around the specific area of its target (on a successful “to hit” roll.) The duration for each form of whipwhirl attack lasts until that whipwhirl is killed.

Head (blind/suffocate): When a whipwhirl successfully attacks a target’s head, there is a 50% chance that whipwhirl will “blind” the opponent by coverings the creature’s eyes. There is a separate 50% chance that the whipwhirl will cover the opponent’s mouth and nose, which will kill the victim in 3-8 melee rounds unless the whipwhirl is killed.

Wrists (bind): On a successful attack by a whipwhirl to bind an opponent’s wrist, there is a possibility the victim will “fumble” and drop anything it might be holding in its hands. The base chance of a fumble from a whipwhirl wrist attack is 100%, minus 5% per point of dexterity of the affected target (e.g., a character with a dexterity of 18 would have a 10% chance of fumbling on this type of attack.)

Ankles (trip): On a successful attack by a whipwhirl to a target’s ankles, there is a possibility for the victim to trip and fall. The base chance of a trip from from a whipwhirl is 100%, minus 5% per point of strength of an affected target (e.g., a character with a strength of 9 would have a 55% chance of tripping on this type of attack.)

Whipwhirls are immune to the effects of bashing weapons (magical or otherwise), and if struck by an edged weapon (magical or otherwise) will separate into two smaller whipwhirls, each with half the hit points of the original. Each whipwhirl has 1 hit point per five feet in length. When reduced to lengths shorter than 2’, a whipwhirl’s attacks become ineffective as they become innocuous at that length.

Whipwhirls are also immune to all forms of magical attacks except for fire or flame. Any successful flame-based attack against a whipwhirl immediately consumes the entire whipwhirl with fire, reducing it to ash in 1 melee round. If wrapped around a victim while successfully attacked with flame, a whipwirl will do 1 hit point of damage for every foot in length (e.g., a 30’ whipwhirl would do 30 points of damage when inflamed.)
Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 20-200
ARMOR CLASS: 7
MOVE: //24”
HIT DICE: 1 pt. per 5’ length
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M-L (5-35’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 1 pt./5’
MOVE: //240’
ATTACKS: 1
DAMAGE: See below
NO. APPEARING: 20-200
SAVE AS: Normal Man
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Wednesday, April 25, 2012

A-to-Z Challenge, V: Vulbat (New Oe/BX/1E Monster)

Today's A-to-Z monster was a staple of monster comics of the 50s and 60s. Each issue would usually feature a vampire story and a wolfman story. Then every second issue or so they would have a mummy story (starting to sound "Universally" familiar?), and there would be some witch and voodoo stories thrown in every once in a while. And there would be the occasional mad scientist story, like the one that today's monster comes from. I don't imagine it would take too long before young readers would get sick of the stories, seeing as after about 6 issues they pretty much feel the same. I also imagine this is why, after about a year of publication, many of the pubs would start re-running older stories mixed with new ones. By the end of the run of a couple of the titles, the entire issue were only anthologies of stories recombined from earlier issues.

Vulbat


Oe/1E STATS
FREQUENCY: Uncommon
NO. APPEARING: 2-12
ARMOR CLASS: 6
MOVE: 3”/9”
HIT DICE: 2
% IN LAIR: 10%
TREASURE TYPE: Nil
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 2-16/3-18
SPECIAL ATTACKS: Blood drain, disease
SPECIAL DEFENSES: Immune to disease
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
BX STATS
HIT DICE: 2
MOVE: 30’/90’
ATTACKS: 5 claws/1 bite
DAMAGE: 1-2/1-2/1-2/1-2/1-4
NO. APPEARING: 2-12
SAVE AS: Fighter: 1
MORALE: 7
TREASURE TYPE: Nil
ALIGNMENT: Neutral


DESCRIPTION

Vulbats are a cross between a vulture and a vampire bat. They are clumsy and oafish, moving slowly and attacking as a 1 HD creature. On any successful bite, there is a 50% chance that a vulbat will infect a victim with a mild disease that, if uncured, will cause minor cramping and discomfort, causing afflicted creatures to attack with a -1 "to hit" penalty until cured. Additionally, on any natural “to hit” roll of 20, a vulbat will continue to drain blood from a victim at a rate of 1-2 points per melee round until the victim is dead or the vulbat is killed. Vulbats are immune to disease of all types.

Tuesday, April 24, 2012

A-to-Z Challenge, U: Üuloch (New Oe/BX/1E Monster)

Today's A-to-Z monster came from the cover of an old pulp magazine and the illustration is a redraw. Unfortunately, I failed to save the source cover (came up with this one a while back) so I'm lost on which magazine it was to give any credit to the original artist (tried to look again; couldn't find it). Also, I think I originally wanted to find the story in which it appeared and give it that name and stats to match, but remember not being able to find a copy of the story, so I went with my gut.

Üuloch

DESCRIPTION

Üulochs are winged monstrosities with a head that features a gaping mouth and a stacked pair of eyes. The dark red, slimy skin of the üuloch has the appearance of congealed blood, almost as if the beast was “inside out.” Though they are mainly airborne flying creatures, they are able to “walk” (though quite slowly) via the hook-tipped fingers running through their winglike bodies.

On its initial attack, a üuloch attempts to sink as many of it’s piercing hooks as possible into its target (one “to hit” roll, with resulting damage determining the number of hooks that have successful been sunken into its victim.) If a üuloch sinks at least 10 of these hooks into a target, it may then dig into that target with its razor-sharp teeth (doing 2-12 points of damage.) If both these conditions are met (at least 10 points of damage with its hooks and a successful “to hit” roll with its bite), then the üuloch will continue to drain blood from it’s victim at a rate of 1-6 hit points per turn, and will not release a victim until the victim or the üuloch is dead. When a üuloch drinks more than 24 hits points of blood, the extra blood that it drains will seep through it’s skin and congeal on its outer surface, eventually “peeling away” from the üuloch’s body while it is in flight.
Oe/1E STATS
FREQUENCY: Very rare
NO. APPEARING: 3-18
ARMOR CLASS: 5
MOVE: 3”/18”
HIT DICE: 6
% IN LAIR: 35%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 2-16/3-18
SPECIAL ATTACKS: Blood drain
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (approx. 10’ diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 6
MOVE: 30’/180’
ATTACKS: 1 grasp/1 bite
DAMAGE: 2-16/3-18
NO. APPEARING: 3-18
SAVE AS: Fighter: 6
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Monday, April 23, 2012

A-to-Z Challenge, T: Taega (New Oe/BX/1E Monster)

To me, some of the best monsters are the ones that appear tiny and insignificant, but are ironically deadly. Today's monster is really the opposite of that. A monster that appears terrifying but is, in truth, hardly a threat. I thought it would be funny to have a monster that is so ineffectual as a monster that his treasure type (in lair) is one of the weakest individual treasure types there is. To me, it's a reflection of the idea that if he does get lucky enough to get some real treasure, it doesn't hang around long before somebody steals it.

Taega


DESCRIPTION

Found most often in rocky, mountainous areas, taegas are giant-sized beasts with a humanoid shape and multi-eyed, quadruple-tentacled, triple-horned, oval-shaped heads. They do, however, appear much more threatening than they actually are. Simply put, they are slow and stupid. Apart from their moderately protective scaly, reptilian skin, they are rather benign as creatures go. Even their multiply-occular vision system which appears to serve some special function or purpose... doesn’t. In fact, it is slightly confusing for them and they attack (and save) as a 3 hit die creature. Taegas have a particular taste for human flesh, but so rarely kill a human that they are laughable in this desire. Instead, they are commonly forced to eat whatever they are able to catch and kill, which is usually stray cattle. Taegas are often captured and used in fighting schools to train novice recruits.
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 5
% IN LAIR: 50%
TREASURE TYPE: J
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (20’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 5
MOVE: 60’
ATTACKS: 2 fists/1 bite
DAMAGE: 1-4/1-4/1-3
NO. APPEARING: 1-6
SAVE AS: Fighter: 3
MORALE: 10
TREASURE TYPE: J
ALIGNMENT: Neutral

Saturday, April 21, 2012

A-to-Z Challenge, R: Saleerandee (New Oe/BX/1E Monster)

First off today, I'd like to thank blogger for finally forcing their bullshit change on me, and in the process completely deleting the content of the blog I'd prepared today (except the headline) knowing I had to leave the house at 6:30 and didn't have time to F with this. So hats off to blogger for fixing something that wasn't broken. Second, I'd like to congratulate the buggy options, and forcing me to type html break code on this post, which took even longer than normal to update. Third, I'd like to congratulate them (in advance) for the refinements they'll make to this version of the interface, and "getting it right" just before forcing the next version of the interface on us. Now, without further ado, here's the post I'd prepped yesterday in five minutes, that took me fifteen minutes to prepare this morning.

Addendum - 4/21/12, 8:00 p.m. CST: I couldn't even change a typo above -- "blot" to "blog" -- until I returned for the day, because the new interface doesn't work on my iphone. Assmagnet blogger developers.

Addendum to addendum: - 4/22/12, 11:50 a.m. CST: Just realized I could go back to the old interface (thanks to a post from ADD Grognard.) Wondering how long until they disallow that.

Saleerandee

DESCRIPTION

Saleerandees are a form of reptilian pixie who, like pixies, are naturally invisible. This aids them in going undetected as they enter other creatures’ lairs (particularly humans) in order to be near the fires and fireplaces to which they are naturally drawn. In fact, there is a 10% chance that in any active blacksmith shop there may be 1-3 saleerandees present (but invisible.) Saleerandees are able to become visible at will, but prefer not to make contact with other beings and, therefore, usually choose to remain invisible.

Most saleerandees carry to what are them are swords, but are comparable to a normal human dagger, but doing only 1-3 points of damage (due to the saleerandee’s rather low strength.)

A saleerandee’s preferred form of attack in combat is its ability to “call forth” fireballs from any existing flame. A saleerandee may call forth one fireball per melee round with damage ranging from 1d6-3d6 based on the size of the original fire—a small flame (like a candle) producing a 1d6 fireball, a medium flame (like a torch or small brazier) producing a 2d6 fireball, and a large flame/fire (anything from a campfire to a bonfire) producing a 3d6 fireball. Additionally, all saleerandees are immune to flame-based attacks.

Saleerandees speak their own language, as well as that of elves, pixies, sprites, and the common tongue.
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 30-300
ARMOR CLASS: 5
MOVE: 12”/18”
HIT DICE: 1-4 hit points
% IN LAIR: 20%
TREASURE TYPE: Individuals N;
R, S, T in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon or 1 pt.
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to fire
MAGIC RESISTANCE: 25%
INTELLIGENCE: Very
ALIGNMENT: Neutral good
SIZE: S (3’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 1-4 hit points
MOVE: 120/180’
ATTACKS: 1 weapon or 1 special
DAMAGE: See below
NO. APPEARING: 1
SAVE AS: Elf: 1
MORALE: 8
TREASURE TYPE: Individuals S;
M, N, O in lair
ALIGNMENT: Neutral

Friday, April 20, 2012

A-to-Z Challenge, R: Rarog (New Oe/BX/1E Monster)

Today's monster comes to us by way of Slavic mythology. I think it makes a nice pairing with the red dwarf from the post earlier this month. The rarog seem like the kind of low level elemental that a barbarian dwarf clan might "worship" (and take orders from). I smell an adventure cooking... or maybe that's just the flames of the rarog.

Rarog

DESCRIPTION

Rarogs are fiery dwarven spirits from the elemental plane of fire. They are short-tempered and impulsive, and have very little patience for any creature they perceive as “non-magical,” particularly those originating from the prime material plane.

Rarogs are immune to flame-based attacks and a +1 or better weapon is required to affect them. Additionally, rarogs save at 4 levels higher than normal.

Rarogs are ambidexterous and usually arm themselves with 2 hammers (1d8 base damage +3 points flame damage each), which they may use against a single opponent during a single melee round.

In addition to having the ability of flight, rarogs are able to perform a “whirlwind” attack once every 5 melee rounds. In this whirling attack, the rarog spins with its two weapons outstretched, and may make up to 3 attacks (against a single or multiple opponents) as it moves for its turn (whirlwind movement noted in parentheses). Each of these attacks does 2d8 points base damage + 3 points of flame damage.
Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 5 (0)
MOVE: 12”/24” (32”)
HIT DICE: 5
% IN LAIR: Nil
TREASURE Nil
NO. OF ATTACKS: 2 (3)
DAMAGE/ATTACK: 4-11/4-11
or 5-19/5-19/5-19
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Non-
ALIGNMENT: Lawful evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 0
HIT DICE: 5-10
MOVE: 240’
ATTACKS: 2 weapons
or 3 special
DAMAGE: 4-11/4-11
or 5-19/5-19/5-19
NO. APPEARING: 1-4
SAVE AS: Dwarf: 5
MORALE: 10
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Thursday, April 19, 2012

A-to-Z Challenge, Q: Quickslime (New Oe/BX/1E Monster)

Today, along with "X" and "Z" days will be interesting ones around the A-to-Z blogging challenge. I'm lucky. I stumbled across today's monster name ("Quickslime") a little by luck. I I started by researching monsters of legend and mythology. But instead of settling for qinyuan, qishemn, or qutrub, or making up some Cthulhu-inspired name full of q's and apostrophes, I chose door number 3... creating a new monster through the combination of two common words (e.g., blink dog, displacer beast, owlbear, et al.) Today's illustration is one that I originally created for Fight On! magazine #13 for the adventure "The Mysterious Laboratory of Xoth-Ragar" by Alexey Fotinakes (though for slimes in general, and not particularly the creature I've created below.)

Quickslime


DESCRIPTION

Quickslimes are green slimes that have been magically endowed by a high-level magic user by means of a magical tome or by employing a wish, a polymorph object, a haste, and a strength spell. The latter demands the magic-user be of at least the 12th level. In either case, the fashioning of a quickslime requires at least 3 green slimes as "source material." Unlike standard green slimes, quickslimes have the power of movement and will follow simple commands (kill, stop, etc.) from the master that created it. Furthermore, the creator of a quickslime can have the quickslime lay dormant until a "trigger" circumstance occurs (e.g., drop on intruder).

Quickslimes have all the standard resistances of green slimes (immune to all weapons and spells, except cure disease), but the magical resistance of a quickslime allows it to save as a 6th level magic-user. Additionally, a quickslime operates at a much quicker rate than a normal green slime, turning any affected creature into a green slime in 1-2 melee rounds, consuming 1 inch thickness of wood in 30 minutes, and eating through plate armor in 2 rounds.
Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 12"
HIT DICE: 6
% IN LAIR: 20%
TREASURE TYPE: Nil
NO. OF ATTACKS: See below
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: As above
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M-L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 6
MOVE: 120'
ATTACKS: See below
DAMAGE: See below
NO. APPEARING: 1
SAVE AS: Magic-user: 6
MORALE: 12
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Wednesday, April 18, 2012

A-to-Z Challenge, P: Psi-Bat (New Oe/1E Psionic Monster)

You may have noticed that today's A-to-Z headline does not include "BX." That's simply because today's monster has psionic abilities (and without them, wouldn't be the same monster.) I have included BX stats, however, in case you house rule psionics or play a frankensteined version of the Oe/BX/1e rulesets. The psi-bat began life as the Ytrusian moonbat and was originally intended for Starmasters. But as my co-conspirator Dave Welborn and I started digging deeper into how we imagined presenting the Starmasters content, the idea of a random catalog of pre-generated monsters didn't feel right.

Psi-Bat


DESCRIPTION

Psi-bats are an odd creature formed of a unique evolution which has given them extraordinary psionic abilities. Somewhat bat-like and somewhat human, they have hairless leather-like skin, stand approximately 5’ tall and their wingspan reaches upwards from 15’ to 20’. Normally found in the deepest of subterranean locations, they are particularly fond of colder, wet areas. Like bats, they sleep hanging from the ceilings of the caverns they inhabit, and spend most of their time in a hibernation that borders on suspended animation. This allows psi-bats a lifespan that can reach to be 500+ years.

Though possessed of eyes, these eyes are vestigial. Psi-bats are technically blind and “see” through a form of clairvoyant radar which gives them the capability to “see” in all directions (even through objects) to a radius of 100’. Psi-bats are, therefore, never surprised by any creature approaching on the prime material plane. Even creatures trying to surprise a psi-bat by approaching extra-dimensionally can only surprise a psi-bat on a 1 or 2 (on 1d6.) Should any living creature come within 100’ of a hibernating psi-bat, it will immediately come to a fully awake state, prepared to defend itself or hunt and feed on any living creature available.

Though psi-bats are able to attack with their four taloned hands and two taloned feet, their preferred forms of attack and defense are their unusual psionic abilities. In addition to their standard attack and defense modes, they also possess the following devotions: animal telepathy, domination, invisibility, and telempathic projection, all performed at the 10th level of mastery.
Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-10
ARMOR CLASS: 4
MOVE: 3”/18”
HIT DICE: 8
% IN LAIR: 90%
TREASURE TYPE: C
NO. OF ATTACKS: 6
DAMAGE/ATTACK:
1-6/1-6/1-6/1-6/1-3/1-3
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Chaotic
SIZE: L
PSIONIC ABILITY: 60-80
Attack/Defense Modes: A/F,G


BX STATS
ARMOR CLASS: 4
HIT DICE: 8**
MOVE: 30’/180’
ATTACKS: 6 claws
DAMAGE: 1-6/1-6/1-6/1-6/1-3/1-3
NO. APPEARING: 1-10
SAVE AS: Fighter: 8
MORALE: 9
TREASURE TYPE: C
ALIGNMENT: Chaotic

Tuesday, April 17, 2012

A-to-Z Challenge, O: Orling (New Oe/BX/1E Monster/Race)

My regular readers might recall a post from very early in the year titled "My First Monster: The 'Beguine' (1982)." If you recall the post (or if you just read/re-read it via the link above), the "beguine" was half-elf/half-halfling whose stats were little more than an average of the stats for the "parents" from the 1e MM. I did like the idea of the race, even if I have grown to hate the musically-inspired name. With the goal of updating and adapting the beguine to something more unique, I developed today's A-to-Z monster (race) -- the orling, a race preoccupied with conspicuous consumption. I like that they won't even used ranged weapons because it would be a waste of possessions.

Orling

DESCRIPTION

Orlings are small (no taller than 4’), slender humanoids with pointed ears, pale skin, and deep yellow eyes. They are completely hairless, with prominently bald heads (a trait shared by both males and females of the species.) Orlings typically have a lifespan of about 100 years.

They tend to build their homes in conspicuously open areas near other orling dwellings, with exterior facades and interior decor surpassing even the ostentation of the orling wardrobe. Most orlings are obsessed with collecting and conspicuously displaying desired objects ranging from useless trinkets to prized magic items. When an orling does posess a magic item, he will rarely, if ever, carry it or even use it. Additionally, they tend toward extremely colorful and ornate clothing, to the point of being gaudy.

For every 30 orlings, there will be a leader (AC: 3, HD: 3, saves as 5th level fighter) doing 3-8 points of damage, and 2 assistants (AC: 4, HD: 2, saves as 4th level fighter) doing 2-7 points of damage. If more than 90 are encountered, there will be an additional leader (AC: 2, HD: 4, saves as 6th level fighter) doing 2-12 points of damage. If encountered in their lair, there will be females and young equal to 90% and 30% (respectively) of the male’s stats.

Typically, orlings will wear leather or chain armor under a garishly embroidered or decorated tabard, and when they carry shields (approximately 50% of the time) it will be a simply constructed shield painted with over-elaborate ornamentation. Orlings will normally used HTH weapons only. If an orling does use a ranged weapon, it will only ever be a HTH weapon with ranged capabilities, but will never be used as such. (Orlings feel like they would be “throwing it away.”) The weapons normally carried by orlings are:


small sword
morning star
hammer
hand axe
military pick
spear
35%
20%
20%
10%
10%
5%

There is a 15% chance that for every orling encountered, he will be carrying 1 magic item (*besides armor, weapons, scrolls or potions), but only a 10% chance that he will use that magic item, even when absolutely necessary.

Orlings have a natural resistance to poison and magic that allows them to save at two levels above their normal dice. Additionally, they have a 50% resistance to sleep. While they are naturally very stealthy, their choice in wardrobe cancels out any chance of surprise they might normally have. Orlings have a particular dislike for waterborne travel.

Known as being shrewd business men and traders, orlings will rarely deal with other orlings (they don’t trust each other) but they will bargain (i.e, buy but not sell) with any other race willing, and will go so far as deception or fraud should it result in acquiring something they want. In addition to speaking their own language, they also speak common, dwarvish, elvish, gnomish, gnoll, goblin, halflingish, hobgoblin, kobold, ogre, orc, troll, and the languages of all giants (hill, stone, etc.) Due to their language abilities, they will often hire themselves out as translators, assuming the price negotiated is suitable.
Oe/1E STATS
FREQUENCY: Uncommon
NO. APPEARING: 10-100
ARMOR CLASS: 5
MOVE: 9”
HIT DICE: 1
% IN LAIR: 10%
TREASURE TYPE:
Individuals I; G in lair
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 25%
INTELLIGENCE: Very
ALIGNMENT: Chaotic (neutral)
SIZE: S (3-4’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 1
MOVE: 90’
ATTACKS: 1 weapon
DAMAGE: 1-6 or by weapon
NO. APPEARING: 10-100
SAVE AS: Fighter: 3
MORALE: 9
TREASURE TYPE:
Individuals I; G in lair
ALIGNMENT: Chaotic/neutral

Monday, April 16, 2012

A-to-Z Challenge, N: Nightmander (New Oe/BX/1E Monster)

Some of the monsters I've been creating for this A-to-Z challenge have come from folklore or mythology first, and were then illustrated. Others, like today's, started with an illustration and the description followed. For some reason, I got to thinking the other day about one of my favorite OSR illustrations... Dave Billman's "cosmic girl" illustration from Tom Moldvay's Lords of Creation. Then the name "nightmander" popped into my head, and voilà! (Plus, I just liked the idea of a character getting "swallowed" by a creature before re-emerging from it's rear end.)

Nightmander


DESCRIPTION

A nightmander is strange extra-dimensional creature originating from the astral plane. It has the form as a giant salamander (approximately 20’ long) and appears almost as a shiny liquid or glass form that peers into the cosmos. +1 or better weapons are required to hit a nightmander, but they are affected by magical attacks as normal.

A nightmander attacks with an energy draining bite that on a natural “to hit” roll of 20 results in the nightmander “swallowing” any creature human size or smaller. Any creature swallowed by a nightmander will be lost on the astral plane for 1-4 turns before returning to the prime material plane by emerging from the nightmander’s tail end. When a nightmander is killed, the remains of the nightmander will disappear from the prime material plane. Furthermore, any creature that was swallowed by that nightmander, and was lost in the astral plane when the nightmander died, will remain in the astral plane until that creature manages its own return, or is brought back by some other means.
Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-2
ARMOR CLASS: 2
MOVE: 18”
HIT DICE: 7
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (20’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 2
HIT DICE: 7
MOVE: 180’
ATTACKS: 1 bite
DAMAGE: 2-12 + special
NO. APPEARING: 1-2
SAVE AS: Fighter: 7
MORALE: 8
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Saturday, April 14, 2012

A-to-Z Challenge, M: Mapinguari (New Oe/BX/1E Monster)

As nutschell noted on Wednesday's Jenglot post about each culture having their own type of vampire, so do most of them have their own type of bigfoot/yeti creature (something I noted myself in Monday's hibagon post). Today's A-to-Z monster comes to us by way of the Brazilians. What I like about it as a hominid cryptid, however, is that it's not just a "big, hairy man-like creature that stinks," it's a "big, hairy man-like creature that stinks AND it has a 0 AC and it's impenetrable by standard edged weapons." Sure, it's only a 6 HD die creature, but without a magic edged weapon or a character in the party with a pretty good attack with a hammer or mace, this thing will eat you alive... literally!

Mapinguari


DESCRIPTION

Mapinguaris are hairy, hulking hominids with a stench that often precedes them by as far as 100’. Below the matted red hair of these forest-dwellers is an incredibly tough skin that not only provides them with AC of 0, but makes them impervious to the effects of bladed weapons. Mapinguaris attack with a pair of ferocious claws and the devastating bite of a gaping mouth that sits somewhere near their chest.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE: D
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/3-18
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Immune to
attacks from bladed weapons
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral
SIZE: (10’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 0
HIT DICE: 6
MOVE: 120’
ATTACKS: 2 claws/1 bite
DAMAGE: 1-8/1-8/3-18
NO. APPEARING: 1-4
SAVE AS: Fighter: 6
MORALE: 10
TREASURE TYPE: D
ALIGNMENT: Neutral

Friday, April 13, 2012

A-to-Z Challenge, L: Lithopede (New Oe/BX/1E Monster)

This is an idea I've had for a long time but being "L" day today made me finally get off my butt and stat this one up.

Lithopede


DESCRIPTION

Lithopedes are an amphibious insect that, when viewed from above, appear as smooth stones approximately 5”-8” in diameter. This is, in fact, a shell so solid and resilient as to provide a lithopede with an armor class of 2 when attacked from above. When a lithopede is “flipped” onto it’s back (a moderately easy feat to accomplish) a lithopede is completely incapable of movement and its vulnerable underside is exposed, allowing it to always be hit.

Lithopedes are more nuisance than danger. They normally appear en masse in cool dark underground caverns, usually near a body of water or on the surface at the bottom of a body of water. With their legs tucked up into their shells and in a sedentary state, they may easily be mistaken for something akin to pondstones. Should any creature try to walk on them, however, the lithopedes will go into a panic and scatter in all directions. Any creature caught on top of a stampede of lithopedes when they begin to scatter must make a saving throw vs. paralysis or be tripped. Any creature with a dexterity of 13 or above that fails their saving throw will twist an ankle, slowing their movement to have normal for 1-4 weeks (or until the sprain is healed). Any creature with a dexterity of 12 or under that fails their saving throw will break their ankle, slowing their movement to 0 until the break is healed.


Oe/1E STATS
FREQUENCY: Uncommon
NO. APPEARING: 10-100
ARMOR CLASS: 2/*
MOVE: 3” (0”)
HIT DICE: 1-2 pts.
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: Nil
DAMAGE/ATTACK: Nil
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Stanadard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (5”-8” diameter)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 2/*
HIT DICE: 1-2 pts.
MOVE: 30’ (0’)
ATTACKS: Special
DAMAGE: See below
NO. APPEARING: 10-100
SAVE AS: Normal Man
MORALE: 5
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Thursday, April 12, 2012

A-to-Z Challenge, K: Kala (New Oe/BX/1E Monster)

Today's A-to-Z monster is a nasty one... literally. It's a sort of "disease elemental," if you will. This one's definitely got more of a 1e bent rather than BX (IMO.)

Kala

DESCRIPTION

A kala (plural = kalau) is a being of pure disease and decay originating from the negative material plane. They are normally found in the prime material plane in areas where conditions prevail for disease to flourish (e.g., the murky waters of tropical swamps, dank sludge-filled caves, etc.)

Kalau have a natural hatred of humans, but particularly despise any humanoid with a lifespan greater than 100 years (e.g. elves and dwarves.) As such, they seek to spread disease to these communities. In combat, they will attack opponents in order from those with the greatest standard life expectancy to the least, and a kala receives a +1 bonus to morale for each member of the defending party with a life expectancy over 100 years (maximum morale of 12.)

The touch of a kala carries a combination of harmful and corruptive effects, depending on the hit dice of the creature being attacked. First, all creatures 3 hit dice and under are susceptible to a poison that (unless a successful saving throw vs. vs. poison is made) kills in 3-12 turns unless cured. Second, all creatures 6 hit dice and under are susceptible to a paralytic agent that (unless a successful saving throw vs. paralysis is made) will put creatures with 3 hit dice or less into a coma-like state, or slow creatures with 4-6 hit dice to half their normal movement, for 3-12 turns (each.) Third, all creatures with 9 hit dice or less are susceptible to a rotting disease that (unless a successful saving throw vs. magic is made) will do 1 hit point of damage during each successive melee round until cured (only curable by magic through use of a cure disease spell.) Finally, all creatures (regardless of hit dice) are subject to boils and sores (no saving throw) upon a successful "to hit" roll by a kala. There is a 50% chance that these boils will appear on a creature's lower extremities (halving both movement and encumbrance) and a 50% chance they will appear on the creature's upper extremities (giving them a -1 "to hit" penalty). The duration of these boils is 12 turns minus the hit dice of the affected creature, with a minimum duration of 1 turn.

Kalau are immune to the effects of poison, paralysis and disease. Flame-based attacks do only half damage to a kala, and cold only slows them (to half their normal movement.) Additionally, a +1 or better magical weapon is required to hit a kala.

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 4
MOVE: 12"
HIT DICE: 6
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 touch
DAMAGE/ATTACK: Special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Chaotic Evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 6
MOVE: 120'
ATTACKS: 1 touch
DAMAGE: Disease (see below)
NO. APPEARING: 1-4
SAVE AS: Fighter: 6
MORALE: 9 (or see below)
TREASURE TYPE: Nil
ALIGNMENT: Chaotic

Wednesday, April 11, 2012

A-to-Z Challenge, J: Jenglot (New Oe/BX/1E Monster)

I knew there would be a couple of letters where coming up with a monster was going to be a little difficult. And that was the case with today's "J" entry. All of the classics are covered off... from the Fiend Folio's "jaculus" to the Monster Manual II's "jann." Today's item comes by way of Indonesia--more cryptid than creature of mythology, but still kind of fun (if you can get the PCs to believe they've just come up on what appears to be the remains of a group of some kind of wild demi-human... then BAM! the jenglots spring into action, clamping and draining and... you get the picture.

Jenglot


DESCRIPTION

Jenglots are a diminutive type of wild vampire, found in a variety of locales, from underground environments to the attics of abandoned houses to the trunks of trees. It is believed they become undead through a process similar to that of liches, enacted by the grant of an evil deity whom the jenglot (in his previous demi-human form) petitioned for immortality. Being undead, they are immune to the affects of sleep, charm, hold, poison and paralysis, and they can only be hit with magic or silver weapons.

Jenglots exist in two states, an “animated” state (in which they appear alive and move as normal) and a “suspended” state (in which they appear simply as the long-haired corpses of deceased demi-humans.) They will often remain in this suspended state, laying in wait until suitable prey comes along, at which point they will “spring” into an animated state, surprising on a 1-3 (on a 1d6) and attacking the nearest target.

Like standard vampires, jenglots feed on the blood of the living to survive. While they prefer human blood, they will feed on animal blood (preferably the blood of goats or pigs.) On a natural “to hit” roll of 19 or 20, a jenglot has succeeded in locking its clamping bite on a victim, and will drain blood (1-4 hit points) from its victim during each successive melee round until the victim is dead or the jenglot has been killed.

Jenglots are not affected by garlic or sunlight, but are susceptible to the effects of holy water and may be turned by clerics.

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-8
ARMOR CLASS: 5
MOVE: 12”
HIT DICE: 4
% IN LAIR: 25%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 + special
SPECIAL ATTACKS: See below
SPECIAL DEFENSES:
+1 or better weapon to hit
MAGIC RESISTANCE: See below
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: S (18-24” tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 4
MOVE: 120’
ATTACKS: 1 bite
DAMAGE: 1-6 + special
NO. APPEARING: 1
SAVE AS: Fighter: 4
MORALE: 11
TREASURE TYPE: C
ALIGNMENT: Chaotic

Tuesday, April 10, 2012

A-to-Z Challenge, I: Izzoo (New Oe/BX/1E Monster)

This is one of those monsters where I had the drawing first, then the concept for its abilities came after. Like the emerald stinkbug, this one was originally intended for Starmasters but was never statted until now (the "Ekerat" reference in the drawing is from that use as a former Illustration of the Week post.)

Izzoo


DESCRIPTION

Izzoos are strange amorphous, viscid beings that are incessantly on the hunt for the animal flesh they so ravenously desire. They are mindless automatons who do little more than seek and destroy any and all living creatures.

The mucilaginous structure of izzoos make them impervious to all weapons, magical or otherwise, and their cell structure makes them immune to the effects of electric and poison. They are susceptible to magic (except electric and poison) and fire, but all cold-based attacks (including magical) only slow them to 1/2 their normal movement (on a failed saving throw.)

Due to the high calcium contents of bones, Izzoos are incapable of digesting them they way they are capable of eating the flesh from them. Instead, they utilize the arms and legs of their victims as a sort of ad hoc limb system, allowing them to “fling” wads of themselves at a target. They are capable of wielding up to 6 of these limbs at any given time.

The flung goo attack of an izzoo is extremely paralytic and any creature that fails his saving throw (vs. paralysis) will become paralyzed for 5-30 turns. Once an izzoo has subdued a target through paralysis, it will envelop the creature and begin to digest it, a process which takes approximately 1 turn for each 10 pounds in weight of its victim. If there is an incapacitated creature within a 50’ range of an izzoo, it will attempt to consume that creature in lieu of attacking other creatures. It will, however, attempt to defend itself while continuing to consume its prey. Izzoos are also capable of using their mucus covered limbs to affect their paralyzing touch at close range, but if they are not in possession of any limbs they must make all “to hit” rolls at -3.

An izzoo may pass through cracks or under doors, but doing so will “filter out” any bones being held within its structure. Their heavy mass makes izzoos slow movers and keeps them from being able to climb walls, though their cell structure would otherwise allow it.


Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 6”
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1-6
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 3**
MOVE: 60’
ATTACKS: 1-6
DAMAGE: See below
NO. APPEARING: 1-4
SAVE AS: Fighter: 3
MORALE: 12
TREASURE TYPE: Nil
ALIGNMENT: Neutral

Monday, April 9, 2012

A-to-Z Challenge, H: Hibagon (New Oe/BX/1E Monster)

Almost every culture has some form of cryptid resembling the North American sasquatch, or the yeti of the Himalayas. Some are taller, some are shorter. Some are browner, some are grayer. Most of them stink and, in most cases, they're not very intelligent. I'm not sure if I got the idea to make the hibagon a tool-user because of something I read about the hibagon, or because of something I saw about evolution on the History Channel. Either way, I think it makes the rather diminutive hibagon a moderately formidable opponent to low level characters.

Hibagon


DESCRIPTION

These forest-dwelling relatives of the yeti are slightly more diminutive, measuring only 5’ high and weighing in around 180 pounds. They have glaring eyes, reddish brown or black fur, and the unmistakeable musky, skunk-like fetor common to these types of animals (yeti, sasquatch, etc.) While hibagons appear ape-like and can move on all fours, they most often walk upright.

As slightly intelligent tool users, hibagons often carry on their person chiseled flint stones to act as both common working tools and de facto weapons. When using flint stones as weapons, hibagons can either attack with one stone in each fist (for 16 points damage each) or hold one stone with two hands and attack (1d8+2 points of damage.)

Hibagons can communicate with one another through simple grunts and visual cues, but have no language proper. Hibagons normally gather into small tribal units, living either in caves or primitive structures made of sticks and mud. In tribal units of 10 or more hibagons, there will be a tribal leader with one additional hit die, doing +1 point of damage per single-handed attack, and +2 points of damage on two-handed attacks.


Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 1-12
ARMOR CLASS: 5
MOVE: 18”
HIT DICE: 5
% IN LAIR: 10%
TREASURE TYPE: C
NO. OF ATTACKS: 3
DAMAGE/ATTACK:
1-3/1-3/1-6 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M (5’ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5
HIT DICE: 5
MOVE: 180’
ATTACKS:
2 fists/1 bite or 1-2 weapons
DAMAGE:
1-3/1-3/1-6 or by weapon
NO. APPEARING: 1-12
SAVE AS: Fighter: 5
MORALE: 10
TREASURE TYPE: C
ALIGNMENT: Neutral

Saturday, April 7, 2012

A-to-Z Challenge, G: Giant Generator (New Monster? and d30 Feature of the Week)

Yes, I was a little conflicted about this one. Normally, Friday is d30 Feature of the Week day 'round these parts. But since I'm also doing the A-to-Z challenge featuring a new monster from A-to-Z, I deferred yesterday's d30 item to the letter "F". I did, however, find a way to combine this week's d30 feature with my A-to-Z posts... hopefully... even if it's not Friday anymore. It's a d30-based generator for creating a random giant, similar to my d30-based Sea Creature Generator and, since it combines different hit dice with random special attacks/defenses to create a moderately unique giant, that's kind of like creating a new monster... right?

To download a free PDF of today's chart from MediaFire, click here.

Friday, April 6, 2012

A-to-Z Challenge, F: Firefox (New Oe/BX/1E Monster)

This is one of those ideas I just sort of stumbled across. I looked at that icon sitting in the dock of my Mac and wondered... "Was there a mythological creature the browser was named after? Or was it just a made up marketing/branding name?" It seemed to be the latter. My hope is that one day, decades from now, this creature (below) ends up as a mythological creature of unknown origin, after which the browser was named. (Yay revisionism!)

Firefox


DESCRIPTION

The fire fox is a magical creature, able to transform at will from a normal fox to an elemental being of fire. In its material (plain) form, a fire fox has the look, appearance and abilities of a standard fox. In its transformed state, a fire fox appears as a fox formed from flame, with an increased set abilities (numbers in parentheses at right) and attacks as a 5 HD monster.

In material form, the creature’s sole attack consists of a rather benign bite, doing only 1-2 points of damage. However, in its fiery form, a fire fox is able to attack a target with its two burning paws and fiery bite (3 attacks doing 1-6/1-6/2-12 points respectively,) or “throwing” fireballs from it’s mouth (1 per melee round,) doing 3-12 points of damage with each fiery missle. The intense heat radiated by the firefox in its elemental form will do 2 points of damage to all creatures standing within a 10’ radius nearest the fox, and 1 point of damage to all creatures standing within the next 10’ around the first.

In both its material and elemental forms, a fire fox is immune to poison and all flame- or heat-based attacks. While transformed (in elemental state only,) a fire fox is immune to normal weapons, and can only be hit by magic weapons or spells.

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1-6
ARMOR CLASS: 5 (3)
MOVE: 12” (24”)
HIT DICE: 3
% IN LAIR: 25%
TREASURE TYPE: C, U
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: S (2’ at shoulder)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 5 (3)
HIT DICE: 3**
MOVE: 120’ (240’)
ATTACKS: See below
DAMAGE: See below
NO. APPEARING: 1-6
SAVE AS: Fighter: 2 (F:5)
MORALE: 6
TREASURE TYPE: C, I (x3)
ALIGNMENT: Neutral

Thursday, April 5, 2012

A-to-Z Challenge, E: Emerald Stinkbug (New Oe/BX/1E Monster)

Some of you may recognize today's illustration as one of my earliest illustration of the week posts, specifically from December 6 of last year. Though I originally intended it for use in Starmasters, it really seemed a natural for a D&D monster. This one feels particularly Moldvay Red to me. Maybe it's because it's a giant insect, or just kind of a simple idea, or (most likely) it's because it's rather benign as monsters go (which is par for Moldvay's course, especially compared to some of the nastiness in Gygax's Monster Manual.)

Emerald Stinkbug


DESCRIPTION

Emerald stinkbugs are giant insects with a snout-like nose and an iridescent green armored exoskeleton. They are omnivorous in that they eat smaller bugs as well as fruits and flowers. When eating bugs (ants and the like,) they suck them up through their snout, much as an anteater does. They similarly use their snout like a straw when eating fruits and flowers, the remains of which not only become quickly rotted, but poisonous as well, causing anyone who eats them severe nausea and cramping for approximately 24 hours. They tend to make their lairs in burrows under small hills near areas with rich wild vegetation. While their natural green coloration provides them some visual camouflage (all “to hit” rolls against at -3 while “hiding” in brush), their natural pungent natural odor (a mix of burning rubber and rotten cheese) eliminates any ability to surprise.

The main offense and defense of an emerald stinkbug is the ability to emit a cloud of corrosive breath that is 10’ wide, 20’ long and 10’ tall. Any creature caught inside the cloud must save vs. breath weapon, which only reduces damage to half of normal. Additionally, emerald stinkbugs are immune to the effects of poison and acid (breath) attacks of all forms.

Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 5-50
ARMOR CLASS: 2
MOVE: 15”
HIT DICE: 2
% IN LAIR: 25%
TREASURE TYPE: R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-12
SPECIAL ATTACKS: Breath weapon
SPECIAL DEFENSES:
Poison and acid immune
MAGIC RESISTANCE: Standard
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: S (3’ long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 2
HIT DICE: 2**
MOVE: 150’
ATTACKS: 1 breath
DAMAGE: 2-12
NO. APPEARING: 5-50
SAVE AS: Fighter: 1
MORALE: 8
TREASURE TYPE: M
ALIGNMENT: Neutral

Wednesday, April 4, 2012

A-to-Z Challenge, D: Dwarf, Red (New Oe/BX/1E Monster)

I had originally intended to make today's "D" post a "Double-shot of Dwarves", with a black dwarf also being listed. But, that's how life goes, I suppose. For reference, the black dwarves are very sophisticated and most of them have spell/magic capabilities, compared to the barbaric, magically incapable red dwarves detailed below.

Dwarf, Red


DESCRIPTION

This barbaric race of dwarves have unruly reddish-brown hair, eyes so red they seem to burn like fire, and teeth so black as to appear like little bits of coal. They are stouter and more muscular than standard dwarves, and all but ignore social conventions like hygiene or manners.

Red dwarves are migratory, living a sem-nomadic life as they move biannually between climatic zones, normally establishing their seasonal lair in natural caverns in rocky hills. Red dwarves commonly enlist the use of trained bears to act as both pack animals and lair guardians. For each 6 members in a clan, there will be one black bear in service to that clan. Their nomadic lifestyle does not provide the same mining expertise of normal dwarves, giving them none of the benefits of that expertise (detecting passages, new construction, etc.)

Red dwarves will either be completely unarmored (no armor, no shield; 50% of the time) or will wear leather armor and carry a shield (50%). The members of a group are normally armed as follows:
sword & light crossbow
sword & spear
sword & hammer
axe & hammer
axe & spear
axe & mace
hammer & heavy crossbow
10%
10%
15%
25%
20%
10%
10%

For every 8 red dwarves that appear in a group, there will be an additional leader type (as "clan leader") with hit dice 4+6 (saving at 2 levels higher than a normal red dwarf) and wearing leather armor carrying a shield (AC: 6). If more than 20 are present, there will be an additional red dwarf phratry leader (as "chieftain") with hit dice 6+8 (saving at 4 levels higher than a normal red dwarf) wearing +1 leather armor and carrying a shield (AC: 5). If encountered in their lair (or caravan, as above) there will be additional females and young with 50% and 25% of adult male stats respectively.

Red dwarves are generally hostile to other races, including other types of dwarves, and are extremely competitive with red dwarves from other clans (even within the same phratry). While many red dwarf clans maintain "unspoken" alliances with one another, a red dwarf clan will rarely hesitate to abandon any sort of allegiance to another clan in deference to the good, well-being, and benefit of their own. This hostility towards other races includes the dwarven hatred of goblins, hobgoblins and orcs, giving them a +1 bonus "to hit" against them. Furthermore, their barbaric nature provides them with a battle rage, increasing that bonus to +2 whenever 5 or more of these creatures are present. Additionally, when a leader is present (and alive) their morale is 12 rather than 10. Their training in fighting giant-classed monsters also affects such creatures (ogres, trolls, giants) gives them a -4 "to hit" penalty when fighting red dwarves. All red dwarves also benefit from a +1 damage bonus with all hand-to-hand weapons (due to strength). While red dwarfs have a natural resistance to poison and magic (per higher than standard save), they are incapable of magic use (i.e., "spells") or psionics.

Red dwarves speak their own dialect and any creature who speaks the normal dwarvish language will only understand 50% of what is being said (+5% per INT point above 13). Red dwarves also speak the standard dwarven dialect, as well as the language of goblins and orcs. There is only a 25% chance that a red dwarf will speak the common language.

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 4-40
ARMOR CLASS: 6
MOVE: 6"
HIT DICE: 2+4
% IN LAIR: 50%
TREASURE TYPE: Individuals: M (x2);
in lair: G, Q (x10), R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-9 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES:
Saves at 4 levels higher (see below)
MAGIC RESISTANCE: As above
INTELLIGENCE: Low to average
ALIGNMENT: Lawful evil
SIZE: S (4' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 6
HIT DICE: 2+4
MOVE: 60'
ATTACKS: 1 weapon
DAMAGE: 2-9 or by weapon
NO. APPEARING: 4-40
SAVE AS: Dwarf: 2
MORALE: 10 or see below
TREASURE TYPE: Individuals: K (x2);
in lair: G, M (x4) in lair
ALIGNMENT: Chaotic

Tuesday, April 3, 2012

A-to-Z Challenge, C: Cyprian Centaur (New Oe/BX/1E Monster)

Thanks to all that have been visiting my site over the last few days and leaving comments. It is greatly appreciated. Also, my sincerest apologies for not responding to any of them directly (yet.) I've been slammed with work and personal commitments, and it's all I can do to just get these up every day. Thanks for understanding.

Cyprian Centaur


DESCRIPTION

Cyprian centaurs appear as normal centaurs, with the addition of bull-like horns growing from their heads, and a slight advantage in size and muscle over the standard variety. This added size and muscle does make them slightly slower, however. Unlike the standard breed of centaurs, cyprian centaurs are generally friendly and less savage when dealing with other sentient creatures. Additionally, standard centaurs see the cyprian breed of centaurs as “unlike” them and, therefore, a natural enemy.

In bands, one-quarter of the cyprian centaurs will be armed with pole-arms (2-handed, 2-12 points damage/attack), one-quarter will be armed with spears (1-8 points damage/attack), one-quarter will be armed with composite longbows and 10-40 arrows (32” range, 1-6 points damage/attack), and the rest will be as leaders (AC 3) with shield and lance (1-8 points damage/attack). All cyprian centaurs may attack twice during each melee round, once with their hooves and a second time with their weapon or by making a gore attack with their horns (2-8 points damage/attack).

Cyprian centaurs prefer to live in tribes away from other civilizations, preferring warm areas with mild winters, usually near coastlines or on secluded islands. Females of the breed (which will outnumber males in their lair by 2 to 1) will fight as 3 hit dice monsters (1-4/1-4/1-6/1-4 or by weapon type), and the young (4-20 in number) as 2 hit dice monsters (1-2/1-2/2-4/1-2 or by weapon type.)


Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 3-18
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 5
% IN LAIR: 25%
TREASURE TYPE: I (x2), Q (x2), X (x2) in lair
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-8/1-8/2-8/1-8 or by weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral good
SIZE: L
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 4
HIT DICE: 5
MOVE: 150’
ATTACKS: 2 hooves/1 gore/1 weapon
DAMAGE: 1-8/1-8/2-8/1-8 or by weapon
NO. APPEARING: 3-18
SAVE AS: Fighter: 5
MORALE: 9
TREASURE TYPE: H, I (x2), L (x2) in lair
ALIGNMENT: Lawful

Sunday, April 1, 2012

A-to-Z Challenge, B: Batar (New Oe/BX/1E Monster)

Batar

DESCRIPTION
A batar (pron. “bat-TAR”) is one of a species of giant flying creatures with a rodent-like body, bat-like wings, and a face and beak that resemble an owl. Batars normally make their nests in natural cave formations of the dry mountainous regions they inhabit.

Batars are predatory in nature, and quite cunning as well. Their agile bodies and acute vision allow them to surprise on a 1-3 (on 1d6.) Additionally, batars have a special type of infravision (to 100’) that provides them a radar-like depth perception, allowing them to attack at night or in the dark with a +1 bonus “to hit.”

While the sharp talons on the fore-limbs of a batar are quite dangerous, it is a batar’s beak that makes it truly deadly. On an unadjusted “to hit” roll of 20, there is a 1 in 2 chance that the batar will sever one of its victim’s limbs clean from its body, doing full damage (18 points) in the process. Otherwise, damage is determined as normal.
Oe/1E STATS
FREQUENCY: Rare
NO. APPEARING: 3-18
ARMOR CLASS: 7
MOVE: 15”/24”
HIT DICE: 5
% IN LAIR: 25%
TREASURE TYPE: I
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-8/2-8/3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral
SIZE: L (20' wingspan)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 7
HIT DICE: 5
MOVE: 150’/240’
ATTACKS: 2 claws/1 bite
DAMAGE: 2-8/2-8/3-18 + special
NO. APPEARING: 3-18
SAVE AS: Fighter: 6
MORALE: 8
TREASURE TYPE: I
ALIGNMENT: Neutral

A-to-Z Challenge, A: Adarna Bird (New Oe/BX/1E Monster)

Yep. You guessed it. My goal is to post 1 new monster a day for the next month. Add that to the creatures I've already compended, that makes the chances pretty good for some sort of "official" publication (print/PDF) as Mr. Schmeer inquired about in that same post.

Just a couple of disclaimers before I get started for the month. First, my apologies to the A-to-Z folks for my redesign of their logo for my use (my version at right; feel free to save and use if you prefer this version.) Second, some the creatures and some of the illustrations that will appear in these posts may be based wholly or in part on images that reside in the public domain.

Without further ado, I present... the letter A!

Adarna Bird


DESCRIPTION
The adarna bird is a magical creature of such fantastic beauty as to almost seem unreal to those who do see it. All non-sentient creatures or sentient beings with an intelligence of 12 or less will be unable to see an adarna bird, even if one should be inches from their face. All other sentient beings have a 10% chance per intelligence point above 12 to see any individual adarna bird.

The true wonder of the adarna bird, is the way it magically changes colors after it finishes a song. For those unable to see an adarna bird, any singing by the adarna will appear to surround the person who cannot see it (origin point unknown), and does not increase the bird's chances of being seen by those creatures. Those who are able to see the adarna bird will hear the sound as emanating from the bird as normal. Furthermore, the song of the adarna bird is hypnotic and any creature who hears it must save vs. magic or be entranced into a sense of stupefaction for the duration of the song (usually 2-5 turns.) Every time the adarna begins a new song, all must saving throws must be made again.

Should an adarna bird find itself endangered, it will attempt to fly away while releasing a piercing shriek. All creatures within earshot of the shriek must save vs. breath weapon or stand stunned for 1-4 turns. Furthermore, its magical properties allows the adarna bird to save as a 5th level magic-user.

The adarna bird is most prized for its quills which, when used to create a scroll for the prismatic orb spell, doubles the scribe's chance for success.

Oe/1E STATS
FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 6”/24”
HIT DICE: 1/2
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE:
Saves as 5th-level MU
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (3’ long + 2’-3’ tail)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil


BX STATS
ARMOR CLASS: 3
HIT DICE: 1/2
MOVE: 60’/240’
ATTACKS: 1 peck & gouge
DAMAGE: 1-2 or by special
NO. APPEARING: 1
SAVE AS: Magic-user: 5
MORALE: 6
TREASURE TYPE: Nil
ALIGNMENT: Neutral