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.
Wednesday, January 20, 2016
Monday, January 18, 2016
Magic Item: Contradiction
Contradiction: This sabre-like sword -- with its narrow, slightly curved blade and almost nonexistent hand-guard, its dark steel inlaid with a mosaic of unpolished jet chips and raw rock crystal -- dates from the time of the Philosophic Warlords. To that purpose, Contradiction chooses its enemies both broadly and specifically.
It was last seen in the hands of a wandering minstrel-knight, the Descending Falcon.
Contradiction functions as a longsword +1. In the hands of a lawful wielder, it may use order's sermon and stun a chaotic target for 1-4 rounds if a save vs. paralysis is failed; if wielded by one of chaotic alignment, Contradiction may instead apply disorder's serenade and charm its target for 1-4 rounds if a save vs. spells is failed. Choosing to strike with the flat, or otherwise make contact without lasting harm, is an option.
Should Contradiction's bearer be of neutral alignment, or unaligned, that bearer may choose either order's sermon or disorder's serenade, but must alternate the two. A neutrally-aligned bearer may also access an additional ability of the blade, balance's castigation: once a month, the sword can strip away a level (or Hit Die) from a lawful or chaotic target altogether.
It was last seen in the hands of a wandering minstrel-knight, the Descending Falcon.
Contradiction functions as a longsword +1. In the hands of a lawful wielder, it may use order's sermon and stun a chaotic target for 1-4 rounds if a save vs. paralysis is failed; if wielded by one of chaotic alignment, Contradiction may instead apply disorder's serenade and charm its target for 1-4 rounds if a save vs. spells is failed. Choosing to strike with the flat, or otherwise make contact without lasting harm, is an option.
Should Contradiction's bearer be of neutral alignment, or unaligned, that bearer may choose either order's sermon or disorder's serenade, but must alternate the two. A neutrally-aligned bearer may also access an additional ability of the blade, balance's castigation: once a month, the sword can strip away a level (or Hit Die) from a lawful or chaotic target altogether.
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.
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