Changer, Wych (Witchwolf)
Armour Class: 6
Hit Dice: 3+3****
Move: 180' (60')
Attacks: 1 [1 bite]
Damage: as weapon or spell [2-7, bite, or spell] + special
No. Appearing: 1-3 (2-8)
Save As: M4
Morale: 10
Treasure Type: Q + T (F)
Alignment: Any
XP Value: 175
The wych -- better known as witchwolves -- like all changers, possess two forms; they may appear to be lean humanoids with mottled, dun-grey hair, long features and strangely-coloured eyes, or a large wolf-like canine with a pelt of varied white, grey and golden, marked with faintly glowing teeth and claws. Strange and fey even by changer standards -- gathering mundane wolves and other canines to themselves, adorning themselves with small carved idols and brightly coloured braids in hair and fur -- all wych are familiar with magic; some will use it to aid, others to harm. Whether hostile to other sapients or no, the witchwolves will band together with others when giants raid or the undead rise, though questioning the reason for their enmity generally is a poor life choice. Many wych prefer their canine shape, but all retain the ability to speak while wearing it.
In combat a wych may change shape swiftly enough to allow one change of form per round regardless of other actions taken. In humanoid shape witchwolves prefer to use spells or other forms of magic if at all possible; if pressed to attack physically they may use a dagger, but will normally choose to shift forms instead. Wych cast spells as 3rd-level magic users, and know their spells innately.
Injurious spells cast by a wych in humanoid form, as well as any physical attacks, are treated as causing elemental wind damage (in addition to other elements, as required). In canine shape they may choose instead to soulshackle a target, binding them in place (though movement is otherwise unimpeded) for 1-4 turns if a save vs. spells is failed. Against fellow spellcasters of any variety a wych may use a jackal's bite -- if the wych's attack is successful, they steal away an unused spell, randomly chosen, and may use the magic to cast their own spell(s) without losing spell slots.
Witchwolf packs are led by a wych hierarch; this individual -- usually the eldest of the pack --possesses 5+6 Hit Dice and casts spells as a 6th-level magic user.
Just a little blog for posting various creations for the BECMI / Rules Cyclopedia edition of Dungeons and Dragons. All hail the Red Box!
Updated whenever possible with a little something, whether a monster or spell or item or just a little list of whatevers.
Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts
Wednesday, January 20, 2016
Friday, January 1, 2016
Monster: Changer, Corvus
Changer, Corvus
Armour Class: 7
Hit Dice: 1+4***
Move: 120' (40') [Fly 150' (50')]
Attacks: 1 [1 beak]
Damage: 1-2 or as weapon [1-5, beak] + special
No. Appearing: 1-8 (2-20)
Save As: T2
Morale: 6
Treasure Type: Q + S (B)
Alignment: Neutral
XP Value: 50
These creatures slip between two forms, switching between them freely; they may appear to be slight humanoids of pale skin, clawlike nails, dark eyes and shaggy black hair, or choose the form of a large bird that resembles a shaggy-crested raven with claws and beak tinted silver. Corvus love to adorn themselves with jewelry and ornaments, and these things will change shape with them, unlike their brightly coloured, ragamuffin clothing (which disappears when a corvus takes raven shape). Gregarious and sharp-tongued, corvus can be an unexpected source of sage knowledge -- or a deadly threat to one's reputation.
In combat a corvus may change shape swiftly enough to allow one change of form per round regardless of other actions taken. In humanoid form a corvus may attack with their claws, but most prefer to use daggers or shortswords; in raven shape a corvus attacks with their beak.
Both forms possess a special ability: as a raven a corvus' attacks are considered to be elemental darkness, and may continue to inflict 1 hit point of lifeleech damage per round until tended to; while as a humanoid they may choose to use to deny light and lace their attack -- even a touch -- with dark essence, blinding the target for 1-4 turns if a save vs. spells is failed.
Once a year a corvus may choose to make their deny light a permanent condition until the curse is removed, or inflict a withering raucosity that carries the victim's mockery so far that they suffer a -6 Charisma modifier until, again, the curse is removed.
Armour Class: 7
Hit Dice: 1+4***
Move: 120' (40') [Fly 150' (50')]
Attacks: 1 [1 beak]
Damage: 1-2 or as weapon [1-5, beak] + special
No. Appearing: 1-8 (2-20)
Save As: T2
Morale: 6
Treasure Type: Q + S (B)
Alignment: Neutral
XP Value: 50
These creatures slip between two forms, switching between them freely; they may appear to be slight humanoids of pale skin, clawlike nails, dark eyes and shaggy black hair, or choose the form of a large bird that resembles a shaggy-crested raven with claws and beak tinted silver. Corvus love to adorn themselves with jewelry and ornaments, and these things will change shape with them, unlike their brightly coloured, ragamuffin clothing (which disappears when a corvus takes raven shape). Gregarious and sharp-tongued, corvus can be an unexpected source of sage knowledge -- or a deadly threat to one's reputation.
In combat a corvus may change shape swiftly enough to allow one change of form per round regardless of other actions taken. In humanoid form a corvus may attack with their claws, but most prefer to use daggers or shortswords; in raven shape a corvus attacks with their beak.
Both forms possess a special ability: as a raven a corvus' attacks are considered to be elemental darkness, and may continue to inflict 1 hit point of lifeleech damage per round until tended to; while as a humanoid they may choose to use to deny light and lace their attack -- even a touch -- with dark essence, blinding the target for 1-4 turns if a save vs. spells is failed.
Once a year a corvus may choose to make their deny light a permanent condition until the curse is removed, or inflict a withering raucosity that carries the victim's mockery so far that they suffer a -6 Charisma modifier until, again, the curse is removed.
Saturday, June 29, 2013
Monster: Chromatic Ooze
Chromatic ooze
Armour Class: 7
Hit Dice: 1-1**
Move: 90' (30'), Cl 90' (30')
Attacks: 1
Damage: 1-6
No. Appearing: 2-20
Save As: M-U1
Morale: 12
Treasure Type: Special
Alignment: Neutral
XP Value: 7
Flowing along like syrupy, opalescent clots of ever-shifting, multicoloured paints, chromatic oozes create a riotous swarm of flesh-devouring colour wherever they happen to be found -- and they can be found virtually anywhere. What the oozes lack in size they make up for in numbers and reproductive capacity. The clinging acids of a chromatic ooze dissolve any living material it manages to engulf, leaving behind both non-organics and dead organics.
A chromatic ooze inflicts 1-6 hit points of damage per attack, its dissolving touch causing injury out of all proportion to the ooze's small size. Worse still, when an ooze has caused enough damage to equal its maximum hit points it promptly fissions into a pair of identical oozes.
Striking a chromatic ooze is a gamble. Whenever an attack on an ooze is successful, the ooze releases a flash of bright light with one of the following effects, avoidable by the attacker with a successful save vs. poison:
1) red: berzerk for two rounds
2) orange: nausea for two rounds (-3 to all actions)
3) yellow: flee in terror for three rounds
4) green: poisonsoul, -3 to all saves for two rounds
5) blue: paralysis for two rounds
6) indigo: prism charm, refuse to allow oozes to be harmed for two rounds
7) violet: blindness for four rounds
8) roll twice
One in three oozes contain a jelly opal within their mass, a dense cyst of glassy nature and translucent play of colour. Each such jelly opal may be valued at 10-60 gp depending on size and the appeal of its colours.
Armour Class: 7
Hit Dice: 1-1**
Move: 90' (30'), Cl 90' (30')
Attacks: 1
Damage: 1-6
No. Appearing: 2-20
Save As: M-U1
Morale: 12
Treasure Type: Special
Alignment: Neutral
XP Value: 7
Flowing along like syrupy, opalescent clots of ever-shifting, multicoloured paints, chromatic oozes create a riotous swarm of flesh-devouring colour wherever they happen to be found -- and they can be found virtually anywhere. What the oozes lack in size they make up for in numbers and reproductive capacity. The clinging acids of a chromatic ooze dissolve any living material it manages to engulf, leaving behind both non-organics and dead organics.
A chromatic ooze inflicts 1-6 hit points of damage per attack, its dissolving touch causing injury out of all proportion to the ooze's small size. Worse still, when an ooze has caused enough damage to equal its maximum hit points it promptly fissions into a pair of identical oozes.
Striking a chromatic ooze is a gamble. Whenever an attack on an ooze is successful, the ooze releases a flash of bright light with one of the following effects, avoidable by the attacker with a successful save vs. poison:
1) red: berzerk for two rounds
2) orange: nausea for two rounds (-3 to all actions)
3) yellow: flee in terror for three rounds
4) green: poisonsoul, -3 to all saves for two rounds
5) blue: paralysis for two rounds
6) indigo: prism charm, refuse to allow oozes to be harmed for two rounds
7) violet: blindness for four rounds
8) roll twice
One in three oozes contain a jelly opal within their mass, a dense cyst of glassy nature and translucent play of colour. Each such jelly opal may be valued at 10-60 gp depending on size and the appeal of its colours.
Wednesday, June 26, 2013
Monster: Nightshatter
Nightshatter
Armour Class: 4
Hit Dice: 2+2***
Move: 90' (30')
Attacks: 2 claws or special
Damage: 1-6/1-6 + special
No. Appearing: 2-8
Save As: C3
Morale: 10
Treasure Type: G
Alignment: Chaotic
XP Value: 55
Creatures formed of a slick and brittle darkness, nightshatters (kurtae) hail from a plane lying in parallel with the ordinary world. Though they resemble smoky, barbed skeletons fossilized into obsidian and draped in shadowy tatters, as if of robes or clerical vestments, they are not undead -- but they do feed on the strength of living creatures, the coil of bloody ghost-flames in their empty ribcages growing with every successful hunt. For all that they may be parleyed with, with offers of beauty or the lifeforce of other living things, and they appreciate clever subversions of their demands for new, fresh life.
Each successful strike from a kurtae's sharp talons drains 1-4 points of Constitution from the victim, which returns after a day of rest per point lost. Each such point drained grants a +1 bonus to saves, attack and damage rolls to the nightshatter in question for the next hour. A kurtae may forfeit all attacks for two rounds in order to shadowshift, disappearing from sight and returning anywhere within 100', delivering (if it wishes) a backstabbing attack (as a thief of its Hit Dice) upon a single target.
Nightshatters may only be harmed by spells or magical weapons. They take no damage from holy water and cannot be turned (as they are not undead), but fire inflicts half again as much damage upon them. Purified water and specially consecrated earth can be used to ward away nightshatters.
Some knots of kurtae are led by a nightshard, a kurtae of five Hit Dice with the spellcasting ability of a fourth level cleric or magic-user.
Armour Class: 4
Hit Dice: 2+2***
Move: 90' (30')
Attacks: 2 claws or special
Damage: 1-6/1-6 + special
No. Appearing: 2-8
Save As: C3
Morale: 10
Treasure Type: G
Alignment: Chaotic
XP Value: 55
Creatures formed of a slick and brittle darkness, nightshatters (kurtae) hail from a plane lying in parallel with the ordinary world. Though they resemble smoky, barbed skeletons fossilized into obsidian and draped in shadowy tatters, as if of robes or clerical vestments, they are not undead -- but they do feed on the strength of living creatures, the coil of bloody ghost-flames in their empty ribcages growing with every successful hunt. For all that they may be parleyed with, with offers of beauty or the lifeforce of other living things, and they appreciate clever subversions of their demands for new, fresh life.
Each successful strike from a kurtae's sharp talons drains 1-4 points of Constitution from the victim, which returns after a day of rest per point lost. Each such point drained grants a +1 bonus to saves, attack and damage rolls to the nightshatter in question for the next hour. A kurtae may forfeit all attacks for two rounds in order to shadowshift, disappearing from sight and returning anywhere within 100', delivering (if it wishes) a backstabbing attack (as a thief of its Hit Dice) upon a single target.
Nightshatters may only be harmed by spells or magical weapons. They take no damage from holy water and cannot be turned (as they are not undead), but fire inflicts half again as much damage upon them. Purified water and specially consecrated earth can be used to ward away nightshatters.
Some knots of kurtae are led by a nightshard, a kurtae of five Hit Dice with the spellcasting ability of a fourth level cleric or magic-user.
Saturday, July 7, 2012
Monster: Mask
Mask
Armour Class: 4
Hit Dice: 1+2**
Move: 90' (30')
Attacks: 2
Damage: 1-6/1-6
No. Appearing: 1-4 (2-20)
Save As: MU3
Morale: 7
Treasure Type: G
Alignment: Chaotic
XP Value: 23
A mask (called vek in the creature's native tongue) a small, gangly-limbed humanoid roughly the size and shape of a goblin, its flaky-scaled rust body concealed under all-enveloping robes of bruise-purple, ash grey or blood-brown. The creatures' epynomous chalky mask, featureless and yet somehow faintly demonic, never leaves its gnarled face and yet somehow does not obstruct the basic necessities of life.
Each mask wields a ragged shard of some unknown phosphorescent crystal as a personal focus. This shard is not used to attack directly, but to direct bolts of magical energy (flames, electricity, stunning cold or stranger things) at opponents up to 40' away twice per round. Each such bolt inflicts 1-6 hit points of damage.
A mask cabal is led by a 3HD great mask with the spellcasting ability of a 4th-level MU, attended by 2-7 underlings of 2HD and the spellcasting talents of 1st-2nd level MUs. Occasionally a mask or cabal of masks may lead a warren of goblins -- or, more rarely, kobolds -- to much more threatening heights than those minor humanoids usually reach.
Masks take damage only from magic or silver weapons.
Armour Class: 4
Hit Dice: 1+2**
Move: 90' (30')
Attacks: 2
Damage: 1-6/1-6
No. Appearing: 1-4 (2-20)
Save As: MU3
Morale: 7
Treasure Type: G
Alignment: Chaotic
XP Value: 23
A mask (called vek in the creature's native tongue) a small, gangly-limbed humanoid roughly the size and shape of a goblin, its flaky-scaled rust body concealed under all-enveloping robes of bruise-purple, ash grey or blood-brown. The creatures' epynomous chalky mask, featureless and yet somehow faintly demonic, never leaves its gnarled face and yet somehow does not obstruct the basic necessities of life.
Each mask wields a ragged shard of some unknown phosphorescent crystal as a personal focus. This shard is not used to attack directly, but to direct bolts of magical energy (flames, electricity, stunning cold or stranger things) at opponents up to 40' away twice per round. Each such bolt inflicts 1-6 hit points of damage.
A mask cabal is led by a 3HD great mask with the spellcasting ability of a 4th-level MU, attended by 2-7 underlings of 2HD and the spellcasting talents of 1st-2nd level MUs. Occasionally a mask or cabal of masks may lead a warren of goblins -- or, more rarely, kobolds -- to much more threatening heights than those minor humanoids usually reach.
Masks take damage only from magic or silver weapons.
Thursday, March 24, 2011
Monster: Brass Jackal
Brass Jackal
Armour Class: 2
Hit Dice: 2**
Move: 150' (50')
Attacks: 1 bite
Damage: 1-6 (special)
No. Appearing: 1-2
Save As: F2
Morale: 12
Treasure Type: Nil (special)
Alignment: Neutral
XP Value: 30
Clockwork constructs of bronze and black iron, brass jackals take their name from the smooth shell of brassy armour that encloses their delicate internal workings. The eyes of a brass jackal are softly glowing orbs of blood red crystal, and their teeth likewise. Brass jackals are sometimes used as roaming sentinels but are more commonly encountered as the guardians of treasures and shrines.
In combat a brass jackal bites, its crystalline teeth inflicting 1-6 hit points of damage. The danger it poses lies not in its bite alone, but in combination with its sideslip ability; every other round the jackal may teleport anywhere within a fifteen foot radius, taking that opportunity to attack as if backstabbing like a thief.
Brass jackals are immune to non-magical weapons. They have a +3 bonus to saves against spells cast directly upon them.
Armour Class: 2
Hit Dice: 2**
Move: 150' (50')
Attacks: 1 bite
Damage: 1-6 (special)
No. Appearing: 1-2
Save As: F2
Morale: 12
Treasure Type: Nil (special)
Alignment: Neutral
XP Value: 30
Clockwork constructs of bronze and black iron, brass jackals take their name from the smooth shell of brassy armour that encloses their delicate internal workings. The eyes of a brass jackal are softly glowing orbs of blood red crystal, and their teeth likewise. Brass jackals are sometimes used as roaming sentinels but are more commonly encountered as the guardians of treasures and shrines.
In combat a brass jackal bites, its crystalline teeth inflicting 1-6 hit points of damage. The danger it poses lies not in its bite alone, but in combination with its sideslip ability; every other round the jackal may teleport anywhere within a fifteen foot radius, taking that opportunity to attack as if backstabbing like a thief.
Brass jackals are immune to non-magical weapons. They have a +3 bonus to saves against spells cast directly upon them.
Wednesday, March 23, 2011
Monster: Khetirr
Khetirr
Armour Class: 5
Hit Dice: 1+3*
Move: 150' (50')
Attacks: 1 bite
Damage: 1-8 + flames
No. Appearing: 1-8 (1-12)
Save As: F1
Morale: 9
Treasure Type: Nil
Alignment: Neutral
XP Value: 19
The khetirr is an elemental-touched variant of the giant ferret. It's pelt varies from sooty black to the colour of burnt cream, and the creature can envelop itself at will in an aura of crackling flames. The khetirr is more foul-tempered than the average ferret and will attack any creature that disturbs it or its lair; if successfully trained as a kit, it makes for an unusual guard animal.
In combat the khetirr bites for 1-8 hit points of damage. When its flame aura is active, its bite attack inflicts an extra 1-4 hit points of damage; likewise, any successful attack with a melee weapon causes 1-4 hit points of damage from the flames as the attacker gets scorched in the process. If especially riled the ketirr may lock its jaws upon a successful bite, inflicting 1-3 hit points of damage automatically per round but causing its Armour Class to worsen to 7.
Armour Class: 5
Hit Dice: 1+3*
Move: 150' (50')
Attacks: 1 bite
Damage: 1-8 + flames
No. Appearing: 1-8 (1-12)
Save As: F1
Morale: 9
Treasure Type: Nil
Alignment: Neutral
XP Value: 19
The khetirr is an elemental-touched variant of the giant ferret. It's pelt varies from sooty black to the colour of burnt cream, and the creature can envelop itself at will in an aura of crackling flames. The khetirr is more foul-tempered than the average ferret and will attack any creature that disturbs it or its lair; if successfully trained as a kit, it makes for an unusual guard animal.
In combat the khetirr bites for 1-8 hit points of damage. When its flame aura is active, its bite attack inflicts an extra 1-4 hit points of damage; likewise, any successful attack with a melee weapon causes 1-4 hit points of damage from the flames as the attacker gets scorched in the process. If especially riled the ketirr may lock its jaws upon a successful bite, inflicting 1-3 hit points of damage automatically per round but causing its Armour Class to worsen to 7.
Tuesday, March 22, 2011
Deadly Gardens
Brought upon by musings and the previous post --
I like plants that decide the PCs are dinner. I especially like plants that have bulbous, snapping jaws, like the greenfang and marrowlight and the upcoming post of "killer watermelons" -- nothing says "aiiie" like a plant sprouting (ha) a gaping maw. Plants are supposed to get eaten, not be the eaters!
Thorned plants can also be fun, whether found in rough sculptures, taking on animal forms, or even animating the dead. But they're a different kind of fun than killer chompers.
So, I want to hear about any deathplants out there in other people's games! What kind of greenery have you sicced on your players?
I like plants that decide the PCs are dinner. I especially like plants that have bulbous, snapping jaws, like the greenfang and marrowlight and the upcoming post of "killer watermelons" -- nothing says "aiiie" like a plant sprouting (ha) a gaping maw. Plants are supposed to get eaten, not be the eaters!
Thorned plants can also be fun, whether found in rough sculptures, taking on animal forms, or even animating the dead. But they're a different kind of fun than killer chompers.
So, I want to hear about any deathplants out there in other people's games! What kind of greenery have you sicced on your players?
Monday, March 21, 2011
Some wee wandering critters, post the first

Over on Zak S's blog he made a post that ended with his asking commenters to fill out a What's Chewing On That Carcass? Table For The Last NonDungeon Place Your PCs Were. It's been a bit since an active game, but memory told me my table would be:
1. (really twitchy) green rat people
2. a deathcluck
3. giant fire ferrets
4. brass jackal
5. rabid watermelons
6. Pac-Man
And, for the giggles, I think I'll write up and post all of these. They won't be groundbreaking but it'll entertain me ;3
Now, the green rat people were in fact one of the very first things I posted here on this blog, but I don't think I've ever done the rest. So, without further ado:
Deathcluck
Armour Class: 8
Hit Dice: 1/2*
Move: 90' (30')
fly 90' (30')
Attacks: 1 flurry
Damage: 1-4
No. Appearing: 2-16
Save As: Normal Man
Morale: 10
Treasure Type: Nil (special)
Alignment: Neutral
XP Value: 7
The nightmare of farmers and foxes alike, the deathcluck is best described as a manic, predatory chicken. In nearly all ways a deathcluck resembles a mundane dusky brown hen, if an unusually large and stocky one; then the thick pick of a beak and long curved spurs get noticed, followed by the streaks of red feathers down its face -- and the bloody gleam in the bird's beady eyes. Flocks of deathclucks have been known to invade farmsteads in order to free -- or kill -- mundane poultry.
In combat a deathcluck lashes out in a flurry of spurs and pecking, inflicting 1-4 hit points of damage. Every three rounds it may use a fury battery, flying at its victim's face and pummeling with its wings, stunning it for one round if a save vs. paralyzation is failed.
A rare strain of deathcluck possesses a ruddy, copperish sheen to its plumage and the ability to ignite its victim's wounds on fire once a day, inflicting 1-3 hit points of damage a round until extinguished. This variant is sometimes given the (very overblown) name of flaming chicken of doom.
Sunday, March 20, 2011
Humanoid Trait Tables
The following set of tables can be fun for quick-and-dirty humanoid species creation, or just for spicing up an everyday encounter with goblins and orcs.
Not every single table needs to be used, but nothing says you couldn't, either ~
Roll 1-3 times on each or as desired:
Hit Dice
1. 1HD
2. 2HD
3. 3HD
4. roll again and add a +2 hp modifier to the result
5. roll again and add a +4 hp modifier to the result
6. Hueg Humanoids! roll twice and add the results together, ignoring another roll of six
Animal Traits
1. claws or small horns (1-4 hp damage)*
2. fangs or large horns (1-6 hp damage)*
3. hooves
4. wings (50% functional)
5. fins (50% granting a swim rate)
6. animal hide (fur, feathers, scales ...)
* may be completely theriocephalic
Weird Traits
1. extra arms (1-4)
2. extra legs (1-4 ... centaur goblins?)
3. multiple eyes
4. skin oozes slime
5. tentacles
6. mismatched body parts
Funky Colours
1. neon blue/green/pink/etc
2. animal pattern (leopard spots, tiger stripes ...)
3. monochromatic
4. camoflaged
5. paisley (wtf)
6. roll twice; use both
Special Abilities
1. infravision
2. poison (paralysis)
3. charm resistance
4. Armour Class bonus (1-6; tough hide, scales, awesome armour, magical aura ...)
5. speedy (extra attack/round)
6. elemental attack (1-6 hp damage)
Special Weaknesses
1. photophobic (-2 penalty to actions in sunlight or bright light)
2. vulnerable to holy water
3. obvious weak point (double damage if struck; marking on forehead, discoloured patch of flesh ..)
4. poor Armour Class (1-4 penalty)
5. unnaturally low morale
6. weak against element (half again damage from fire, cold, or electricity, etc)
Intentions
1. to pillage and raid all they encounter
2. to found a new humanoid camp or colony
3. to party! come join the fun!
4. to find allies against enemy humanoid community/tribe
5. to find captives for sacrifice to their gods
6. roll twice
Not every single table needs to be used, but nothing says you couldn't, either ~
Roll 1-3 times on each or as desired:
Hit Dice
1. 1HD
2. 2HD
3. 3HD
4. roll again and add a +2 hp modifier to the result
5. roll again and add a +4 hp modifier to the result
6. Hueg Humanoids! roll twice and add the results together, ignoring another roll of six
Animal Traits
1. claws or small horns (1-4 hp damage)*
2. fangs or large horns (1-6 hp damage)*
3. hooves
4. wings (50% functional)
5. fins (50% granting a swim rate)
6. animal hide (fur, feathers, scales ...)
* may be completely theriocephalic
Weird Traits
1. extra arms (1-4)
2. extra legs (1-4 ... centaur goblins?)
3. multiple eyes
4. skin oozes slime
5. tentacles
6. mismatched body parts
Funky Colours
1. neon blue/green/pink/etc
2. animal pattern (leopard spots, tiger stripes ...)
3. monochromatic
4. camoflaged
5. paisley (wtf)
6. roll twice; use both
Special Abilities
1. infravision
2. poison (paralysis)
3. charm resistance
4. Armour Class bonus (1-6; tough hide, scales, awesome armour, magical aura ...)
5. speedy (extra attack/round)
6. elemental attack (1-6 hp damage)
Special Weaknesses
1. photophobic (-2 penalty to actions in sunlight or bright light)
2. vulnerable to holy water
3. obvious weak point (double damage if struck; marking on forehead, discoloured patch of flesh ..)
4. poor Armour Class (1-4 penalty)
5. unnaturally low morale
6. weak against element (half again damage from fire, cold, or electricity, etc)
Intentions
1. to pillage and raid all they encounter
2. to found a new humanoid camp or colony
3. to party! come join the fun!
4. to find allies against enemy humanoid community/tribe
5. to find captives for sacrifice to their gods
6. roll twice
Saturday, March 12, 2011
Monster: Sau'inpu
Sau'inpu
Armour Class: 7
Hit Dice: 2*
Move: 120' (40')
Attacks: 2 or 1 (by weapon)
Damage: 1-4/1-4 or 1-6
No. Appearing: 1-20 (10-100)
Save As: F2
Morale: 8
Treasure Type: E (U)
Alignment: Lawful
XP Value: 25
The sau'inpu -- crudely referred to as desert jackals by many -- are a species of tall, lean canine humanoids, notable for their narrow, elegant nuzzles, tall tapered ears and short dense fur of jet black, pure white or golden. Cultured creatures, sau'inpu dress themselves in impeccable white linen and exotic furs accented with gold and present themselves as merchants and diplomats of high calibre, all of which is true; but it is their consumption of the dead, whether sau'inpu or other sapient species, that gives others pause.
In combat a sau'inpu attacks with a shortbow when possible, closing to melee with paired daggers when pressed; despite their predatory teeth, they do not bite opponents. Once a target is down, a sau'inpu will take any opportunity within reason to consume the fallen's heart in a death sacrament -- this action, requiring a round, heals the sau'inpu of 1-8 hit points and grants a +2 bonus to all actions for an hour.
For every eight sau'inpu in a community there is one clan warrior of 2+4 Hit Dice. Warriors attack as 3 Hit Die monsters and either inflict bleeding wounds with their daggers, causing a loss of one hit point per round until the wound is seen to, or may use a single first level magic-user (or cleric) spell per day. A clan is led by four Elders who possess 4 Hit Dice and the spellcasting abilities of third level magic-users or clerics (50% chance of either).
Armour Class: 7
Hit Dice: 2*
Move: 120' (40')
Attacks: 2 or 1 (by weapon)
Damage: 1-4/1-4 or 1-6
No. Appearing: 1-20 (10-100)
Save As: F2
Morale: 8
Treasure Type: E (U)
Alignment: Lawful
XP Value: 25
The sau'inpu -- crudely referred to as desert jackals by many -- are a species of tall, lean canine humanoids, notable for their narrow, elegant nuzzles, tall tapered ears and short dense fur of jet black, pure white or golden. Cultured creatures, sau'inpu dress themselves in impeccable white linen and exotic furs accented with gold and present themselves as merchants and diplomats of high calibre, all of which is true; but it is their consumption of the dead, whether sau'inpu or other sapient species, that gives others pause.
In combat a sau'inpu attacks with a shortbow when possible, closing to melee with paired daggers when pressed; despite their predatory teeth, they do not bite opponents. Once a target is down, a sau'inpu will take any opportunity within reason to consume the fallen's heart in a death sacrament -- this action, requiring a round, heals the sau'inpu of 1-8 hit points and grants a +2 bonus to all actions for an hour.
For every eight sau'inpu in a community there is one clan warrior of 2+4 Hit Dice. Warriors attack as 3 Hit Die monsters and either inflict bleeding wounds with their daggers, causing a loss of one hit point per round until the wound is seen to, or may use a single first level magic-user (or cleric) spell per day. A clan is led by four Elders who possess 4 Hit Dice and the spellcasting abilities of third level magic-users or clerics (50% chance of either).
Friday, March 4, 2011
Monster: Parvani's Curse
Parvani's Curse
Armour Class: 4
Hit Dice: 2*** to 6****
Move: fly 120'/40'
Attacks: 1 or by spell
Damage: 2-12 or by spell
No. Appearing: 1
Save As: C6
Morale: 9
Treasure Type: Nil
Alignment: Chaotic
XP Value: 35 - 1175
Parvani's curse is seldom seen; this troublesome daemon much prefers to feed from its victim from deep within a magical item or some other precious object. If cast from its hiding place by any means, Parvani's curse reveals itself as a coiling mass of topaz scales and spurs, a reptilian daemon with cunning silver eyes that hangs silently in mid-air.
At will, a Parvani's curse may inhabit an unclaimed magical item or any object of at least 100gp value. If the chosen object is not magical, the Parvani's curse will often create some minor enchantment, such as a +1 bonus to Armour Class or the ability to use a single first-level spell once a day. Once its object has been claimed by an individual for twenty-four hours, the Parvani's curse may use a soulbite to snarl its victim's fate 1-4 times a day, typically causing one of the following effects:
* -1 Str for an hour
* -1 Con for an hour
* 1-6 hit points of damage
* -2 save vs spell, poison or paralysis
If the inhabited object has detect magic cast on it a number of times equal to the Hit Dice of the Pavani's curse within it, the final spell will show the curse coiled inside. Any attempts to destroy cursed or evil magic -- or attempts to dispose of the object -- will cause the Parvani's curse to materialize and attack (or, if it possesses the spell, attempt to charm the item's bearer).
Only if materialized and sorely pressed will a Pavani's curse engage in physical combat, lashing out with spurs, claws and fang for 2-12 hit points of damage. A Pavani's curse possesses the spellcasting ability of a magic-user equal to its Hit Dice in levels; it cannot be harmed by nonmagical weapons.
Armour Class: 4
Hit Dice: 2*** to 6****
Move: fly 120'/40'
Attacks: 1 or by spell
Damage: 2-12 or by spell
No. Appearing: 1
Save As: C6
Morale: 9
Treasure Type: Nil
Alignment: Chaotic
XP Value: 35 - 1175
Parvani's curse is seldom seen; this troublesome daemon much prefers to feed from its victim from deep within a magical item or some other precious object. If cast from its hiding place by any means, Parvani's curse reveals itself as a coiling mass of topaz scales and spurs, a reptilian daemon with cunning silver eyes that hangs silently in mid-air.
At will, a Parvani's curse may inhabit an unclaimed magical item or any object of at least 100gp value. If the chosen object is not magical, the Parvani's curse will often create some minor enchantment, such as a +1 bonus to Armour Class or the ability to use a single first-level spell once a day. Once its object has been claimed by an individual for twenty-four hours, the Parvani's curse may use a soulbite to snarl its victim's fate 1-4 times a day, typically causing one of the following effects:
* -1 Str for an hour
* -1 Con for an hour
* 1-6 hit points of damage
* -2 save vs spell, poison or paralysis
If the inhabited object has detect magic cast on it a number of times equal to the Hit Dice of the Pavani's curse within it, the final spell will show the curse coiled inside. Any attempts to destroy cursed or evil magic -- or attempts to dispose of the object -- will cause the Parvani's curse to materialize and attack (or, if it possesses the spell, attempt to charm the item's bearer).
Only if materialized and sorely pressed will a Pavani's curse engage in physical combat, lashing out with spurs, claws and fang for 2-12 hit points of damage. A Pavani's curse possesses the spellcasting ability of a magic-user equal to its Hit Dice in levels; it cannot be harmed by nonmagical weapons.
Tuesday, March 1, 2011
Monster: Pakh (Goblin Cat)
Pakh
Armour Class: 5
Hit Dice: 3+5***
Move: 150'/50'
Attacks: 2 claws + 1 bite or by weapon
Damage: 1-3/1-3 + 1-4 or by weapon
No. Appearing: 1-8
Save As: F4
Morale: 10
Treasure Type: D
Alignment: Chaotic
XP Value: 150
The pakh, or goblin cat, is a malicious and vindictive creature that delights in playing with its human (or demihuman) prey. In its natural form a pakh is an oversized coal black cat with burning yellow-green eyes, its claws and fangs licked with greenish fires; but the goblin cat may freely take on the shape of an ordinary housecat or a slender human with dark hair and shining green eyes. Using its alternate shapes, the pakh insinuates itself into a community or masquerades as a helpless lost pet or wayward traveler.
In combat a pakh will attack with its claws and fangs in feline shape, inflicting 1-3 hit points per claw and 1-4 hit points per bite -- but the goblin cat's fires cling to its victim, causing an additional hit point of damage per round until doused. In human shape a pakh will fight with whatever weaponry may be at hand, and can ignite its chosen weapon in the same manner as its natural armaments. Once a day a pakh may steal breath by touch, causing the subject to lose a point of Strength for twenty-four hours. At will, it may inflict a bane on little cat feet, causing a -1 penalty to all actions for twenty-four hours; multiple such "cat curses" are cumulative.
A pakh cannot be harmed by non-magical weapons unless crafted from rowan wood or rosewood. Some elder goblin cats are said to have the spellcasting abilities of third level magic-users or even greater.
Armour Class: 5
Hit Dice: 3+5***
Move: 150'/50'
Attacks: 2 claws + 1 bite or by weapon
Damage: 1-3/1-3 + 1-4 or by weapon
No. Appearing: 1-8
Save As: F4
Morale: 10
Treasure Type: D
Alignment: Chaotic
XP Value: 150
The pakh, or goblin cat, is a malicious and vindictive creature that delights in playing with its human (or demihuman) prey. In its natural form a pakh is an oversized coal black cat with burning yellow-green eyes, its claws and fangs licked with greenish fires; but the goblin cat may freely take on the shape of an ordinary housecat or a slender human with dark hair and shining green eyes. Using its alternate shapes, the pakh insinuates itself into a community or masquerades as a helpless lost pet or wayward traveler.
In combat a pakh will attack with its claws and fangs in feline shape, inflicting 1-3 hit points per claw and 1-4 hit points per bite -- but the goblin cat's fires cling to its victim, causing an additional hit point of damage per round until doused. In human shape a pakh will fight with whatever weaponry may be at hand, and can ignite its chosen weapon in the same manner as its natural armaments. Once a day a pakh may steal breath by touch, causing the subject to lose a point of Strength for twenty-four hours. At will, it may inflict a bane on little cat feet, causing a -1 penalty to all actions for twenty-four hours; multiple such "cat curses" are cumulative.
A pakh cannot be harmed by non-magical weapons unless crafted from rowan wood or rosewood. Some elder goblin cats are said to have the spellcasting abilities of third level magic-users or even greater.
Saturday, December 18, 2010
Monster: Musillyc
Because I can never resist these kinds of suggestions ...
Musillyc
Armour Class: 4
Hit Dice: 1+3*
Move: None
Attacks: 1 clamp
Damage: 1-6
No. Appearing: 1-100
Save As: C2
Morale: 12
Treasure Type: Special
Alignment: Neutral
XP Value: 15
Strange and oddly beautiful molluscs, musillyc are believed by some to have been magically modified from the jekti. Unlike the cave clams, however, musillyc are immobile and hang in clusters from delicate-looking strands of golden byssus, and their shining shells are long, fluted, and edged with rippling edged pierced through with uncountable holes. Each musillyc is surrounded by a globe of aetherous water, its multicoloured gills trailing through the globe and its shell relaxed and open; and the sound of the surrounding air passing through the water and the piercings of their shells creates an inhuman yet soothing music.
Musillyc do not enter combat, though if disturbed one will snap its shell closed on the irritant and inflict 1-6 hit points of damage. The musillyc's music has a magical, hypnotic effect however -- all who hear it find themselves unwilling to be aggressive or willful, receiving a -3 penalty to all aggressive actions and saving throws vs. charm or spell.
There is a 2-in-6 chance that a musillyc will carry 1-8 transparent pearls of rainbow hues, valued at anything from 50 to 500gp. Musillyc pearls are more valuable sold in groups, as they chime together musically.
Musillyc
Armour Class: 4
Hit Dice: 1+3*
Move: None
Attacks: 1 clamp
Damage: 1-6
No. Appearing: 1-100
Save As: C2
Morale: 12
Treasure Type: Special
Alignment: Neutral
XP Value: 15
Strange and oddly beautiful molluscs, musillyc are believed by some to have been magically modified from the jekti. Unlike the cave clams, however, musillyc are immobile and hang in clusters from delicate-looking strands of golden byssus, and their shining shells are long, fluted, and edged with rippling edged pierced through with uncountable holes. Each musillyc is surrounded by a globe of aetherous water, its multicoloured gills trailing through the globe and its shell relaxed and open; and the sound of the surrounding air passing through the water and the piercings of their shells creates an inhuman yet soothing music.
Musillyc do not enter combat, though if disturbed one will snap its shell closed on the irritant and inflict 1-6 hit points of damage. The musillyc's music has a magical, hypnotic effect however -- all who hear it find themselves unwilling to be aggressive or willful, receiving a -3 penalty to all aggressive actions and saving throws vs. charm or spell.
There is a 2-in-6 chance that a musillyc will carry 1-8 transparent pearls of rainbow hues, valued at anything from 50 to 500gp. Musillyc pearls are more valuable sold in groups, as they chime together musically.
Wednesday, September 22, 2010
Feathers and Death
What started off as my deciding on writing another video game hack (similar to, if not as extensive, as my Final Fantasy hack notions) has rapidly mutated into something else.
I suppose I had other ideas simmering in the back of my head; whatever the cause, the items and critters contained in the document below pay lip service at best to the original source material.
Feathers and Death
A 1-up to anyone who recognizes the game *grins*
I suppose I had other ideas simmering in the back of my head; whatever the cause, the items and critters contained in the document below pay lip service at best to the original source material.
Feathers and Death
A 1-up to anyone who recognizes the game *grins*
Labels:
bemci,
boop boop boop,
dnd,
hack,
magic items,
monsters
Friday, September 3, 2010
Monster: Jekti
Jekti
Armour Class: 5
Hit Dice: 1-1
Move: 6' (2')
climb 6' (2')
Attacks: 1 spit
Damage: 1-4
No. Appearing: 4-40
Save As: Normal Man
Morale: 12
Treasure Type: Special
Alignment: Neutral
XP Value: 6
Commonly called cave clams and dungeon oysters, jekti have slippery grey-green bodies and a row of beady red eyes encased in thick, ruffly bivalved shells the size of an ogre's head. On rare occasions a jekti may be seen slowly migrating along nearly any stony surface found in a cavern – or dungeon – but the cave clams are most commonly found clustered in colonies on walls, choking off passageways, and generally being a nuisance. Some dungeon inhabitants cultivate the clams for that very purpose.
If approached, and especially if disturbed, a jekti will gape its shell and spit a hissing stream of orange-yellow acid at the interloper, inflicting 1-4 hit points of damage with a range of 10'. The acid will inflict a further hit point of damage the following round, then go inert.
The bitter, caustic flesh of a jekti is not considered palatable by humans or most demihumans, but goblinoids of all stripes consider cave clams a prized treat. The molluscs collect no treasure per se; however, each jekti has a 15% chance to carry an amber-tinted “acid pearl” within its slippery mantle.
Armour Class: 5
Hit Dice: 1-1
Move: 6' (2')
climb 6' (2')
Attacks: 1 spit
Damage: 1-4
No. Appearing: 4-40
Save As: Normal Man
Morale: 12
Treasure Type: Special
Alignment: Neutral
XP Value: 6
Commonly called cave clams and dungeon oysters, jekti have slippery grey-green bodies and a row of beady red eyes encased in thick, ruffly bivalved shells the size of an ogre's head. On rare occasions a jekti may be seen slowly migrating along nearly any stony surface found in a cavern – or dungeon – but the cave clams are most commonly found clustered in colonies on walls, choking off passageways, and generally being a nuisance. Some dungeon inhabitants cultivate the clams for that very purpose.
If approached, and especially if disturbed, a jekti will gape its shell and spit a hissing stream of orange-yellow acid at the interloper, inflicting 1-4 hit points of damage with a range of 10'. The acid will inflict a further hit point of damage the following round, then go inert.
The bitter, caustic flesh of a jekti is not considered palatable by humans or most demihumans, but goblinoids of all stripes consider cave clams a prized treat. The molluscs collect no treasure per se; however, each jekti has a 15% chance to carry an amber-tinted “acid pearl” within its slippery mantle.
Thursday, September 2, 2010
Monster: Lithira
Lithira
Armour Class: 8
Hit Dice: 3*
Move: 180' (60')
Attacks: 2 hooves
Damage: 1-4/1-4
No. Appearing: 2-20
Save As: C3
Morale: 7
Treasure Type: Special
Alignment: Neutral
XP Value: 50
Found in oases and the grasslands that make up the desert's southern reaches, the lithira is a delicate looking creature that travels in small herds and resembles an antelope in basic build. Long of limb and neck, the “pearl gazelle” sports a long plumed tail, large black eyes, and a snowy coat in addition to the plate of pearly horn that gives the creature its common name. Though this plate -– spanning the top of the skull and down the length of the muzzle -– is lovely in its own right, the lithira's true treasure lies in the smooth organic gemstone found in the skull-bone beneath. Deep ruby in the female and amethyst in the male, these “pearls” are highly valued as talismans with up to 200gp in good condition.
In combat the lithira attacks with sharp forehooves, inflicting 1-4 hit points of damage per hoof. though not immune to non-magical weapons, if a lithira is struck by mundane steel it will dissolve into an insubstantial, mist-like form for a round. During this time the lithira may not be attacked at all, save by magic; the pearl gazelle will attempt to flee if possible, and any further attacks while the lithira is in mist form provoke a magical backlash against the attacker of 1-8 hit points of damage.
Armour Class: 8
Hit Dice: 3*
Move: 180' (60')
Attacks: 2 hooves
Damage: 1-4/1-4
No. Appearing: 2-20
Save As: C3
Morale: 7
Treasure Type: Special
Alignment: Neutral
XP Value: 50
Found in oases and the grasslands that make up the desert's southern reaches, the lithira is a delicate looking creature that travels in small herds and resembles an antelope in basic build. Long of limb and neck, the “pearl gazelle” sports a long plumed tail, large black eyes, and a snowy coat in addition to the plate of pearly horn that gives the creature its common name. Though this plate -– spanning the top of the skull and down the length of the muzzle -– is lovely in its own right, the lithira's true treasure lies in the smooth organic gemstone found in the skull-bone beneath. Deep ruby in the female and amethyst in the male, these “pearls” are highly valued as talismans with up to 200gp in good condition.
In combat the lithira attacks with sharp forehooves, inflicting 1-4 hit points of damage per hoof. though not immune to non-magical weapons, if a lithira is struck by mundane steel it will dissolve into an insubstantial, mist-like form for a round. During this time the lithira may not be attacked at all, save by magic; the pearl gazelle will attempt to flee if possible, and any further attacks while the lithira is in mist form provoke a magical backlash against the attacker of 1-8 hit points of damage.
Wednesday, April 21, 2010
Monster: Fossil
More bones! Just of a perhaps more palatable kind ;3
Fossil
Armour Class: 6/4/2
Hit Dice: 3/6/9*
Move: 90' (30')
stoneswim 90' (30')
Attacks: 3
Damage: 1-4/1-4/1-8 or 1-6/1-6/1-12, or 1-8/1-8/2-20
No. Appearing: 1-4
Save As: F3/6/9
Morale: 12
Treasure Type: I
Alignment: Neutral
XP Value: 50/725/1950
Fossils are unusual elementals; spirits of earth inhabiting the petrified bones of long-dead creatures. The animating force of the elemental draws the bones together again, granting it a physical body with which to travel through -- literally! -- the mundane world. The hollow eyes of a fossil shine with tiny pinpricks of gold or jade-coloured light. Despite their appearance, fossils are not undead and cannot be turned, harmed by holy water, or otherwise affected by magic or objects that affect the undead.
In combat a fossil strikes with whatever natural weaponry its stony frame possesses, slamming petrified bone into its opponents when necessary. Most fossils possess a combination of “weapons” and attack in a one/one/two pattern, inflicting damage as noted for their Hit Dice above. Fossils of six and nine Hit Dice cause petrification in the bodies of their victims when they strike, effectively draining one level in a round in which the fossil successfully attacked.
Fossils are immune to non-magical weapons, and to all damage from earth and cold. They take double damage from lightning-based attacks.
Fossil
Armour Class: 6/4/2
Hit Dice: 3/6/9*
Move: 90' (30')
stoneswim 90' (30')
Attacks: 3
Damage: 1-4/1-4/1-8 or 1-6/1-6/1-12, or 1-8/1-8/2-20
No. Appearing: 1-4
Save As: F3/6/9
Morale: 12
Treasure Type: I
Alignment: Neutral
XP Value: 50/725/1950
Fossils are unusual elementals; spirits of earth inhabiting the petrified bones of long-dead creatures. The animating force of the elemental draws the bones together again, granting it a physical body with which to travel through -- literally! -- the mundane world. The hollow eyes of a fossil shine with tiny pinpricks of gold or jade-coloured light. Despite their appearance, fossils are not undead and cannot be turned, harmed by holy water, or otherwise affected by magic or objects that affect the undead.
In combat a fossil strikes with whatever natural weaponry its stony frame possesses, slamming petrified bone into its opponents when necessary. Most fossils possess a combination of “weapons” and attack in a one/one/two pattern, inflicting damage as noted for their Hit Dice above. Fossils of six and nine Hit Dice cause petrification in the bodies of their victims when they strike, effectively draining one level in a round in which the fossil successfully attacked.
Fossils are immune to non-magical weapons, and to all damage from earth and cold. They take double damage from lightning-based attacks.
Tuesday, April 20, 2010
Monster: Kiknai
Kiknai (Frost Swan)
Armour Class: 7
Hit Dice: 2+2
Move: 120' (40')
fly 180' (60')
Attacks: 2 wings or by weapon
Damage: 1-6/1-6 or by weapon
No. Appearing: 1-3
Save As: F3
Morale: 9
Treasure Type: M
Alignment: Any
XP Value: 35
The kiknai – commonly referred to as “frost swans” or “snow swans” – are large swan-like birds with faintly sparkling, pure white plumage, silver-grey feet and bills, and brilliant blue eyes. Native to the frozen lands, the odd kiknai may put in an appearance in warmer climes, whether as a migrant, a noble's garden ornament, or simple curiosity – as the snow swans are as intelligent as any human, and may take a human shape.
In combat a kiknai will fight with whatever weapons come to hand if it wears a human form, but prefers combat in its native shape. As an avian a kiknai batters with its great wings, inflicting 1-6 hit points of damage with each strike. Every three rounds a snow swan may create a frostwave with its wings, a freezing cone of air measuring 20' long and 10' wide at its end that inflicts 4-16 hit points of damage.
In human shape a kiknai usually but not always has hair of white or silver; their eyes are always brilliant blue, however, and a coolness seems to follow them. In either shape they are immune to all forms of cold.
Armour Class: 7
Hit Dice: 2+2
Move: 120' (40')
fly 180' (60')
Attacks: 2 wings or by weapon
Damage: 1-6/1-6 or by weapon
No. Appearing: 1-3
Save As: F3
Morale: 9
Treasure Type: M
Alignment: Any
XP Value: 35
The kiknai – commonly referred to as “frost swans” or “snow swans” – are large swan-like birds with faintly sparkling, pure white plumage, silver-grey feet and bills, and brilliant blue eyes. Native to the frozen lands, the odd kiknai may put in an appearance in warmer climes, whether as a migrant, a noble's garden ornament, or simple curiosity – as the snow swans are as intelligent as any human, and may take a human shape.
In combat a kiknai will fight with whatever weapons come to hand if it wears a human form, but prefers combat in its native shape. As an avian a kiknai batters with its great wings, inflicting 1-6 hit points of damage with each strike. Every three rounds a snow swan may create a frostwave with its wings, a freezing cone of air measuring 20' long and 10' wide at its end that inflicts 4-16 hit points of damage.
In human shape a kiknai usually but not always has hair of white or silver; their eyes are always brilliant blue, however, and a coolness seems to follow them. In either shape they are immune to all forms of cold.
Sunday, April 18, 2010
Monster: Sa'au
Sa'au
Armour Class: 4
Hit Dice: 1+4
Move: 150' (50')
Attacks: 2 claws + 1 bite
Damage: 1-2/1-2/1 + special
No. Appearing: 2-12
Save As: C1
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 23
Eerie little creatures of death, sa'au resemble nothing so much as the half-crystallized, ambulatory skeletons of human infants. Empty jaws chattering like off-key chimes, sa'au prefer to attack in swarms whenever possible, overwhelming their targets with panic before they move in with tiny bone claws to pluck away bits of soulstuff.
In combat sa'au attack with their hardened bony fingers and snapping jaws, inflicting 1-2 hit points per claw and 1 hit point per bite. If sa'au makes a successful bite attack it latches onto its victim, causing 1 point of Constitution to be lost every round until the creature is destroyed. This loss is recovered after four hours; if all Constitution is lost, the victim dies and a new sa'au claws free from the corpse within twenty-four hours.
When first faced with an attacking swarm of sa'au, a save vs. paralyzation must be made or the wave of fear generated by the creatures causes a mental crippling; all actions against the sa'au are at -2 to all rolls until one sa'au is destroyed.
Armour Class: 4
Hit Dice: 1+4
Move: 150' (50')
Attacks: 2 claws + 1 bite
Damage: 1-2/1-2/1 + special
No. Appearing: 2-12
Save As: C1
Morale: 12
Treasure Type: Nil
Alignment: Chaotic
XP Value: 23
Eerie little creatures of death, sa'au resemble nothing so much as the half-crystallized, ambulatory skeletons of human infants. Empty jaws chattering like off-key chimes, sa'au prefer to attack in swarms whenever possible, overwhelming their targets with panic before they move in with tiny bone claws to pluck away bits of soulstuff.
In combat sa'au attack with their hardened bony fingers and snapping jaws, inflicting 1-2 hit points per claw and 1 hit point per bite. If sa'au makes a successful bite attack it latches onto its victim, causing 1 point of Constitution to be lost every round until the creature is destroyed. This loss is recovered after four hours; if all Constitution is lost, the victim dies and a new sa'au claws free from the corpse within twenty-four hours.
When first faced with an attacking swarm of sa'au, a save vs. paralyzation must be made or the wave of fear generated by the creatures causes a mental crippling; all actions against the sa'au are at -2 to all rolls until one sa'au is destroyed.
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