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

Monday, February 25, 2013

Ice Seal

Ice Seal
No. encountered: Pod (4d4)
Alignment: Neutral
Movement: 30' (Swim 120')
Armor Class: 4 (or 16, whatever)
Hit Dice: 2+2
Attacks: 1 (Freezing strike)
Damage: 2d4 cold damage
Save: Fighter 2
Intelligence: Semi
Morale: 6

Frost giants release ice seals from their castles' frigid dungeons when they want to terrorize local fishermen. These beasts attack prey with their fins and snouts. Their skin is so brutally cold that their blows inflict frostbite. Anyone hit by an attack must make a saving throw or be slowed for d4+1 rounds. Heavy furs or other cold-resistant clothing grant a +2 bonus to this saving throw. Because ice seals can only digest frozen flesh, they will quickly devour anything they kill.

Fortunately, these creatures are extremely vulnerable to heat. On a failed saving throw, they take double damage against any mundane or magical fire as their icy flesh melts and boils.

Despite the obvious risks, many northern fishermen keep buckets of pitch or oil aboard their boats to ward off these creatures. Some frost giants use these seals to freeze bogs or rivers during warm season, allowing their slave warriors to cross them on foot.

Friday, February 15, 2013

Jacks - Pumpkin Kid Race

Inspired by Dungeon Dozen!

Jacks
Requirements: CHA 9
Abilities: DEX +1. STR -1  

Though Jacks have jack-o-lanterns for heads, they will beat on you with bony fists if you call them pumpkin kids.These boisterous creatures have twiggy limbs and rarely stand taller than four and half feet. They are "born" when orphan children die too soon. It is said that their heads become pumpkins, and the bodies become animated by some fey spirit. Sadly, their numbers only grow as people flock to the cities.

Each Jack (females are inevitably called Jills) begins his or her life with a rudimentary face that is a grin or frown depending on the nature of the inhabiting spirit. As their lives progress, they gain special marks on their heads that signify rank in a gang or group, as well as indicate history and personality. They do not mature physically from the point at which they are born. Jacks do not play well with others. All are irreverent, and they are especially venomous towards organizations that harm children, or neglect their suffering. The chips on their shoulders lead them to quick, exciting lives.

Jacks can remove their heads and still control their bodies as long as they remain in sight of the head. A body killed while detached from its head has a 50% chance of being salvageable. Jacks without bodies must rely on others to carry them. Headless bodies move awkwardly. They move at half speed, suffer a -2 penalty on attack rolls, and -4 to all skill rolls.

When desperate, Jacks can fling their own heads up to 30'. If used as a weapon, their heads deal d6 damage and d4+1 fire damage. However, the Jack also takes this damage, and must retrieve the head.

Jacks are dirty fighters. When making a melee attack while adjacent to an ally, they get +2 to attack and +2 to damage.

The eerie light emanating from a Jack's head functions as a torch. Jacks wanting to be stealthy can dim the light until it's no brighter than a matchstick's flame.

Tuesday, May 1, 2012

Ogresses

First update in a long time. If you haven't noticed, congrats on having a life! I am trying to relocate to Hanoi while shouldering more work responsibilities, so won't be able to update as much as I want.

Ogress
From mythwood.
Lumbering, drooling, club-dragging ogres are staple threats in most parts of the world. Their female counterparts are seen less but are equally dangerous. Ogresses are cleverer and, at first glance less ruthless and impulsive, than their menfolk. Their shoes and dresses are made of cured hides stitched together with some care and precision. Their hair and skin are usually less than filthy. They tuck bone knives the size of scimitars into their belts.

Ogresses disdain their male counterparts but have overwhelming maternal instincts. This drives many to kidnapping members of smaller races and forcing them into roles of husbands or children. Their lairs, unnervingly cozy and crowded with bizarre knickknacks, have a 75% change of having d4+1 captive "family" members. Ogresses are cruel governesses and not opposed to cannibalism when food is scarce.

Combat
Ogresses fight with the same stats as ogres, but they prefer deception and trickery to brute force. They will always attempt to get the drop on their foes. If successful, they will try to drop a heavy sack over the most vulnerable-looking member of a group (attack at -2 to hit) and haul them off while beating them into submission. A trapped character can escape with a strength check or by spending d4 rounds cutting through the fabric.

Ogresses have the ability to perfectly imitate any voice they have previously heard. Dogs and horses don't fall for it, though, and react to the trickery with hostility or fear. This is why every child living on the edge of the forest has his or her own dog that never leaves their side.

Tuesday, April 10, 2012

The Belome

If you're unfamiliar with this monster, it's from a pretty awesome game.

The Belome
Unique
Alignment: Chaotic
Movement: 90'
Armor Class: 5 (or 15, whatever)
Hit Dice: 7
Attacks: 3 (2 claws, tongue)
Damage: d6/d6, d8
Save: Fighter 5
Intelligence: Low
Morale: 9

The Belome is a legendary glutton. In between fits of gorging, its tongue dangles obscenely from its jaw. It is capable of speech, but is almost incomprehensible due to its over-sized tongue, and says little outside of gluttonous ranting. It is believed that it can taste things from a distance, to a limited degree, with its extra set of eyes. Despite its insatiable appetite, years of constant eating have made the Belome a bit jaded. It constantly seeks new tastes, and throws itself at any novel cuisine, animal or vegetable.

Combat
If the Belome hits a (man-sized or smaller) creature with both its claws and its tongue, the unfortunate victim must save against death or be swallowed whole. The Belome's gullet is supernaturally large and tough. It can accommodate 4 medium-sized creatures or 6 small creatures. The creature's digestion is weak, causing 1 acid damage per round. Hacking through the beast's digestive system is a daunting task (AC 2, 40 hp), but those who succeed are violently ejected from the Belome's mouth. The creature has also been known to spit out its meals when it encounters a particularly interesting food and wants to make room.

As long as at least one living creature is imprisoned in its gullet, the Belome gains regeneration 2. The Belome loses a hit dice for every day it is deprived of food (not as easy as it sounds, because it will eat just about anything).

Once per day, the Belome can acutely focus its extra set of eyes to "feed" on a living thing. The target must save vs. gaze attacks or lose 1 Constitution per round until the Belome is diverted by something else.

Tuesday, March 13, 2012

Merrow

Mermaids are infamous for drawing men into the water and keeping them as mates. Their less-romanticized brothers, the merrow, are similar in that they drag women into their lairs. But merrow are as monstrous as mermaids are beautiful. Their tactics rely on brutality, not charm.

Merrow
HD 5 + 5
AC 5 (or 15 if you drive on that side of the street)
4 attacks (2 claws d6, bite d6, tail d4)
Movement 120' in water, 60' on land
Save F5
Below average intelligence (20% chance of understanding/speaking common)
Chaotic

Merrow lurk in places mermaids shun - swamps, stagnant pools, slow murky rivers. They are solitary, although during "mating" season they form small bands and raid settlements.

Merrow have the ability to stun with a gaze attack once per day. Targets who fail a save are paralyzed in fear for 2d4 rounds. In groups of at least four, they can chant a hideous dirge that acts as a doom spell to anyone unfortunate enough to hear it.

A fresh dose of merrow saliva grants the ability to breathe underwater for an hour. Unless preserved by alchemy, the saliva is only good for up to one hour after a merrow's death.

Women kidnapped by merrow gradually transform into large catfish. Merrow lose interest in their mates and set them free when they lose their human features, which usually happens after about a year. This is why pious fishermen release any catfish that get caught in their nets.

Hooks (d6)
1) Merrow have wormed their way into the local cenote, and are stinking up the water and snatching girls. Adventurers needed to locate the unconsecrated tunnel they are using and escort priest to consecrate site.
2) Clever daughter of a local lord escapes merrow captivity halfway through her transformation into a catfish. Her father offers a fat bag of gold to anyone who can cure her condition, especially if it's found before she lays eggs...
3) An unusually intelligent merrow has claimed a stretch of river. He is peaceful, and attempts to trade with travelers. He offers pearls for very specific items.
4) Alchemist seeks live merrow for its saliva.
5) Merrow flukes have been flashing in the harbor water by moonlight. No women have gone missing, but many suspect they have something to do with the sudden disappearance of a city councilman.
6) An old dwarf, deep in the cups, tells a nostalgic yarn about how in his youth he dived for pearls the size of a baby's fist. The place he describes is now a merrow-haunted backwater.