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