Inspired by notions of flying hamster aviaries at yon Tower of the Archmage, as noted by Trollsmyth:
Cricipter
Armour Class: 9
Hit Dice: 1 hit point
Move: 60' (20')
fly 120' (40')
burrow / climb 60' (20')
Attacks: 1
Damage: None (special; see below)
No. Appearing: 1-12 (3-30)
Save As: Normal Man
Morale: 4
Treasure Type: Nil
Alignment: Neutral
XP Value: 5
Cricipters are flying hamsters. Flying hamsters with plush golden coats (often with a faintly rainbow undertone) and white bellies, and wings supported on long fingers like a bat's though coated in featherlike fuzzy growths. Cricipters are more gregarious than normal hamsters, and flocks of them can quickly decimate small groves of nuts or fruit -- especially as they breed with nearly the rapidity of the mundane breed.
The bite of a cricipter is painful and distracting (-1 to all rolls for ten turns), but normally does no hit point damage. Strange strains crop up in the breed from time to time, however, some of which are a little more impressive; the DM may occasionally choose to roll on the following table or make up their own strain:
1. Rare coat colour (silvery, colourpoint, black -- ooh, sell this one!)
2. Razortooth (1 hit point damage bite)
3. Tough as nails (AC 6)
4. Breath weapon (breath weapon?! 1-3 hit points damage, type could be almost anything)
5. Intelligence
6. Magic resistant (+2-5 on saves vs. spells)
7. Musky (ewww ... -2 on all actions of humanoids in a 15' radius after cricipter is startled)
8. Magisensor (glows faintly in the presence of magic)
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 theme: wee beasties. Show all posts
Showing posts with label theme: wee beasties. Show all posts
Friday, October 2, 2009
Sunday, September 27, 2009
Monster: Spectrum
Spectrum
Armour Class: 7
Hit Dice: 7 hp
Move: fly 210' (70')
Attacks: 1
Damage: 1-4 (see below)
No. Appearing: 2-7
Save As: F1
Morale: 10
Treasure Type: Special
Alignment: Neutral
XP Value: 7
A spectrum is a strange little creature of prismatic light; seven small softly-glowing orbs that orbit around each other or float about in an orderly string of bobbing lights. An uninjured spectrum displays all seven colours of the rainbow, one to each orb, and as damage is taken the glowing spheres wink out one by one in sequential order.
Ordinarily a spectrum will attack with bursts of focused light, inflicting 1-4 hit points of damage. However, each hit point of damage taken destroys an orb -- and as the spectrum loses orbs, its offensive abilities change as follows:
Red orb: light burst, 1-4 damage
Orange orb: fire damage, 1-6 damage
Yellow orb: acid damage, 1-4 damage for two rounds
Green orb: lightning damage, 1-8 damage to two targets
Blue orb: cold damage, 1-8 damage in a 10' radius
Violet orb: spirit burn, 2-12 damage, requires twice the magical healing to remedy
Indigo orb: spirit crush, save vs. spell or die
On rare occasions, the destruction of a spectrum's orbs causes one or more glimmering pearl-like jewels to be left behind, as richly-coloured as the orb it was condensed from.
There are rumours of enchanted weaponry which can emulate one or more of the spectrum's cascading offensive powers; one frequently mentioned is a blade sometimes spoken of as Death of Regeneration.
Armour Class: 7
Hit Dice: 7 hp
Move: fly 210' (70')
Attacks: 1
Damage: 1-4 (see below)
No. Appearing: 2-7
Save As: F1
Morale: 10
Treasure Type: Special
Alignment: Neutral
XP Value: 7
A spectrum is a strange little creature of prismatic light; seven small softly-glowing orbs that orbit around each other or float about in an orderly string of bobbing lights. An uninjured spectrum displays all seven colours of the rainbow, one to each orb, and as damage is taken the glowing spheres wink out one by one in sequential order.
Ordinarily a spectrum will attack with bursts of focused light, inflicting 1-4 hit points of damage. However, each hit point of damage taken destroys an orb -- and as the spectrum loses orbs, its offensive abilities change as follows:
Red orb: light burst, 1-4 damage
Orange orb: fire damage, 1-6 damage
Yellow orb: acid damage, 1-4 damage for two rounds
Green orb: lightning damage, 1-8 damage to two targets
Blue orb: cold damage, 1-8 damage in a 10' radius
Violet orb: spirit burn, 2-12 damage, requires twice the magical healing to remedy
Indigo orb: spirit crush, save vs. spell or die
On rare occasions, the destruction of a spectrum's orbs causes one or more glimmering pearl-like jewels to be left behind, as richly-coloured as the orb it was condensed from.
There are rumours of enchanted weaponry which can emulate one or more of the spectrum's cascading offensive powers; one frequently mentioned is a blade sometimes spoken of as Death of Regeneration.
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theme: wee beasties
Sunday, September 6, 2009
Monster: Adamarach
Adamarach
Armour Class: 2
Hit Dice: 1*
Move: 120' (40')
climb 120' (40')
Attacks: 1 bite
Damage: 1-3 + poison
No. Appearing: 1-4
Save As: F1
Morale: 9
Treasure Type: Nil (special)
Alignment: Chaotic
XP Value: 13
Adamarach are large spiders -- generally the size of a decent watermelon, though some are larger or smaller -- composed entirely of glittering crystal. Even their eyes are like beads of obsidian; and the abdomen of an adamarach carries a rosy tinge in its core, signifying the presence of the creature's crystalline entrails. Adamarach prefer to hunt out warm bodies less for their own sustenance as for incubating their offspring.
In combat an adamarach bites for 1-3 hit points of damage, injecting a liquid-crystal venom that paralyzes the victim for 1-4 rounds if a save vs. poison is failed. Paralyzed victims are then injected with a spherical, crystal egg (assuming the adamarach has the opportunity to "attack" the victim again), inflicting another 1-2 hit points of damage.
Unless removed -- a process requiring a save vs. death ray or the subject dies, or else the intervention of a ranking cleric -- the cyst-like egg remains in the body for 1-2 weeks before the hatchling splits its way through the skin. During this time the host effectively loses two points of Constitution, but gains a +3 bonus to Armour Class as the flesh semi-crystallizes. Unfortunately, the host will also detect as Chaotic, regardless of actual alignment, so long as the egg remains implanted.
Armour Class: 2
Hit Dice: 1*
Move: 120' (40')
climb 120' (40')
Attacks: 1 bite
Damage: 1-3 + poison
No. Appearing: 1-4
Save As: F1
Morale: 9
Treasure Type: Nil (special)
Alignment: Chaotic
XP Value: 13
Adamarach are large spiders -- generally the size of a decent watermelon, though some are larger or smaller -- composed entirely of glittering crystal. Even their eyes are like beads of obsidian; and the abdomen of an adamarach carries a rosy tinge in its core, signifying the presence of the creature's crystalline entrails. Adamarach prefer to hunt out warm bodies less for their own sustenance as for incubating their offspring.
In combat an adamarach bites for 1-3 hit points of damage, injecting a liquid-crystal venom that paralyzes the victim for 1-4 rounds if a save vs. poison is failed. Paralyzed victims are then injected with a spherical, crystal egg (assuming the adamarach has the opportunity to "attack" the victim again), inflicting another 1-2 hit points of damage.
Unless removed -- a process requiring a save vs. death ray or the subject dies, or else the intervention of a ranking cleric -- the cyst-like egg remains in the body for 1-2 weeks before the hatchling splits its way through the skin. During this time the host effectively loses two points of Constitution, but gains a +3 bonus to Armour Class as the flesh semi-crystallizes. Unfortunately, the host will also detect as Chaotic, regardless of actual alignment, so long as the egg remains implanted.
Friday, September 4, 2009
Monster: Sauriitru
Sauriitru
Armour Class: 6
Hit Dice: 1-1
Move: 120' (40')
Attacks: by weapon, or 2 claws
Damage: as weapon, or 1-3/1-3
No. Appearing: 2-8 (6-36)
Save As: Normal Man
Morale: 8
Treasure Type: B
Alignment: Neutral
XP Value: 5
A humanoid race no larger than a turkey, the sauriitru dimly resemble lizard men and their ilk insofar as they are basically-reptilian in broad form. At that, sauriitru dart about in a hunched posture, their stiff and whip-thin tails used as counterbalance and their delicate, narrow-muzzled heads perch atop long and slender necks; they look less human in form than lizard men. But sauriitru are also cloaked in downy feathers in a riot of dappled colours over their strangely jade-like scales, and unmistakable intelligence glitters in their slitted golden eyes. Though some sauriitru clans may be found in the dungeon, others are as likely to be found in the fields and broken forests where they trade -- or compete -- with halflings for living space. It's all the same to the sauriitru and their magpie, hoarding ways.
In combat most sauriitru attack with one, or rarely a pair of, fighting-claws slipped over the knuckles of their long-fingered hands, inflicting 1-4 hit points of damage. Ony the most desperate of sauriitru will resort to their natural weaponry, curved sickle-like claws on each hindfoot which inflict 1-3 hit points of damage each. A sauriitru has a 50% chance of being armed with 1-4 glyphstones; these small charms have varying effects, usually to heal 1-3 hit points or to add 1-3 hit points of damage to an attack.
For every dozen sauriitru there is a flockleader of 1+3 Hit Dice. A clan is lead by a matriarch of 2 Hit Dice who also functions as a 2nd-level cleric; it is the matriarch who is the source of the clan's glyphic charms.
Armour Class: 6
Hit Dice: 1-1
Move: 120' (40')
Attacks: by weapon, or 2 claws
Damage: as weapon, or 1-3/1-3
No. Appearing: 2-8 (6-36)
Save As: Normal Man
Morale: 8
Treasure Type: B
Alignment: Neutral
XP Value: 5
A humanoid race no larger than a turkey, the sauriitru dimly resemble lizard men and their ilk insofar as they are basically-reptilian in broad form. At that, sauriitru dart about in a hunched posture, their stiff and whip-thin tails used as counterbalance and their delicate, narrow-muzzled heads perch atop long and slender necks; they look less human in form than lizard men. But sauriitru are also cloaked in downy feathers in a riot of dappled colours over their strangely jade-like scales, and unmistakable intelligence glitters in their slitted golden eyes. Though some sauriitru clans may be found in the dungeon, others are as likely to be found in the fields and broken forests where they trade -- or compete -- with halflings for living space. It's all the same to the sauriitru and their magpie, hoarding ways.
In combat most sauriitru attack with one, or rarely a pair of, fighting-claws slipped over the knuckles of their long-fingered hands, inflicting 1-4 hit points of damage. Ony the most desperate of sauriitru will resort to their natural weaponry, curved sickle-like claws on each hindfoot which inflict 1-3 hit points of damage each. A sauriitru has a 50% chance of being armed with 1-4 glyphstones; these small charms have varying effects, usually to heal 1-3 hit points or to add 1-3 hit points of damage to an attack.
For every dozen sauriitru there is a flockleader of 1+3 Hit Dice. A clan is lead by a matriarch of 2 Hit Dice who also functions as a 2nd-level cleric; it is the matriarch who is the source of the clan's glyphic charms.
Monster: Cintamani
Cintamani
Armour Class: 2
Hit Dice: 1*
Move: fly 180' (60')
Attacks: 2
Damage: 1-4/1-4
No. Appearing: 1 (1-4)
Save As: C1
Morale: 10
Treasure Type: L
Alignment: Lawful
XP Value: 15
Strange creatures, considered manifest spirits by some, cintamani are skull-sized pearlescent spheres wreathed in milky white coils of flame. Inscrutable and and yet oddly benevolent, cintamani offer blessings of a sort to those who cause them no harm -- and are just as likely to curse those who turn against them.
If pressed into combat, a cintamani lashes out with its fires in two attacks that inflict 1-4 hit points of damage each. Attacking a cintamani is much more likely to provoke its wisdom curse: failing a save vs. spells means that for the next twelve hours, the victim is at -2 to all saving throws (-4 against poisons), takes double damage from fire, and may only heal back half of all damage taken.
Cintamani which are not attacked -- or, better, are treated with manners and deference -- may instead grant one of the following graces: 1-6 hit points of healing, to be triggered at will; protection from fire; +3 to saves vs. poison; or +2 to other saving throws. All such benefits have a duration of six hours; in the case of healing, the benefit must be used within six hours or lost.
Cintamani are immune to any elemental attacks, magical or nonmagical.
Armour Class: 2
Hit Dice: 1*
Move: fly 180' (60')
Attacks: 2
Damage: 1-4/1-4
No. Appearing: 1 (1-4)
Save As: C1
Morale: 10
Treasure Type: L
Alignment: Lawful
XP Value: 15
Strange creatures, considered manifest spirits by some, cintamani are skull-sized pearlescent spheres wreathed in milky white coils of flame. Inscrutable and and yet oddly benevolent, cintamani offer blessings of a sort to those who cause them no harm -- and are just as likely to curse those who turn against them.
If pressed into combat, a cintamani lashes out with its fires in two attacks that inflict 1-4 hit points of damage each. Attacking a cintamani is much more likely to provoke its wisdom curse: failing a save vs. spells means that for the next twelve hours, the victim is at -2 to all saving throws (-4 against poisons), takes double damage from fire, and may only heal back half of all damage taken.
Cintamani which are not attacked -- or, better, are treated with manners and deference -- may instead grant one of the following graces: 1-6 hit points of healing, to be triggered at will; protection from fire; +3 to saves vs. poison; or +2 to other saving throws. All such benefits have a duration of six hours; in the case of healing, the benefit must be used within six hours or lost.
Cintamani are immune to any elemental attacks, magical or nonmagical.
Monday, August 31, 2009
Monster: Theron
Theron
Armour Class: 5
Hit Dice: 1+2*
Move: 120' (40')
Attacks: by weapon, or 2 claws + 1 bite
Damage: as weapon, or 1-4/1-4/1-3
No. Appearing: 1 (2-8)
Save As: F2
Morale: 9
Treasure Type: B
Alignment: Chaotic
XP Value: 20
Crazed predators and cannibals, theron are often mistaken for ghouls by those unfamiliar with the undead but in fact bear more resemblance to lycanthropes. When the bloodlust takes over, a theron twists into a hunched, bestial posture, growing tearing claws and bestial teeth; their eyes grow slitted and beastlike, and they are often afflicted with a blood-flecked foam at the mouth and bloody tears. The theron's curse is in many ways a "lesser" strain of lycanthropy, passed along in a similar manner and with similar traits. Some theron are provoked into bloodlust by being threatened or injured; others by violent emotional states, or the phase of the moon. Most fearful are those who can control the timing of their transformations.
When unafflicted, theron attack with any weapons they happen to be armed with. When in bloodlust a theron attacks any and all living creatures in sight with claws and teeth for 1-4 and 1-3 hit points of damage respectively; if both claw attacks successfully strike the same victim, the theron rends the wound, which takes another 1-2 hit points of damage on the following round.
Theron regenerate 2 hit points per round. 50% of theron require silver weapons, enchanted weapons or spells to be harmed.
Victims who lose more than half of their hit points to a theron attack have a 50% chance of being taken by the curse within 2-8 days. Certain members of the clergy, as well as various enchanted items and elemental powers, are capable of curing the curse before it takes root.
Armour Class: 5
Hit Dice: 1+2*
Move: 120' (40')
Attacks: by weapon, or 2 claws + 1 bite
Damage: as weapon, or 1-4/1-4/1-3
No. Appearing: 1 (2-8)
Save As: F2
Morale: 9
Treasure Type: B
Alignment: Chaotic
XP Value: 20
Crazed predators and cannibals, theron are often mistaken for ghouls by those unfamiliar with the undead but in fact bear more resemblance to lycanthropes. When the bloodlust takes over, a theron twists into a hunched, bestial posture, growing tearing claws and bestial teeth; their eyes grow slitted and beastlike, and they are often afflicted with a blood-flecked foam at the mouth and bloody tears. The theron's curse is in many ways a "lesser" strain of lycanthropy, passed along in a similar manner and with similar traits. Some theron are provoked into bloodlust by being threatened or injured; others by violent emotional states, or the phase of the moon. Most fearful are those who can control the timing of their transformations.
When unafflicted, theron attack with any weapons they happen to be armed with. When in bloodlust a theron attacks any and all living creatures in sight with claws and teeth for 1-4 and 1-3 hit points of damage respectively; if both claw attacks successfully strike the same victim, the theron rends the wound, which takes another 1-2 hit points of damage on the following round.
Theron regenerate 2 hit points per round. 50% of theron require silver weapons, enchanted weapons or spells to be harmed.
Victims who lose more than half of their hit points to a theron attack have a 50% chance of being taken by the curse within 2-8 days. Certain members of the clergy, as well as various enchanted items and elemental powers, are capable of curing the curse before it takes root.
Sunday, August 30, 2009
Monster: Bririt
Bririt
Armour Class: 7
Hit Dice: 1/2*
Move: 150' 50')
burrow 90' (30')
Attacks: 2 claws + 1 bite
Damage: 1-2/1-2/1-4
No. Appearing: 4-12
Save As: Normal Man
Morale: 7
Treasure Type: L
Alignment: Chaotic
XP Value: 5
Bririt could be adorable fluffy bunnies -- if fluffy bunnies had slick green scales under their patches of grey fur, bone-plated heads with long near-naked ears, glowing red eyes and a maw of fangs, and paws bristling with barbs and sharp tearing claws. The tail of a bririt is long, coiling, and resembles a bristly, scaly rat's tail. Nesting in burrows and roaming in packs, bririt are the bane of small livestock, crops and smaller humanoids such as kobolds.
In combat bririt attack with claws and fangs, inflicting 1-2 and 1-4 hit points of damage respectively. Once a target of a bririt attack has been successfully injured, there is a 50% that all bririt present will swarm the injured individual. Rumours persist of a strain of bririt with rusty scales and an acidic bite.
Armour Class: 7
Hit Dice: 1/2*
Move: 150' 50')
burrow 90' (30')
Attacks: 2 claws + 1 bite
Damage: 1-2/1-2/1-4
No. Appearing: 4-12
Save As: Normal Man
Morale: 7
Treasure Type: L
Alignment: Chaotic
XP Value: 5
Bririt could be adorable fluffy bunnies -- if fluffy bunnies had slick green scales under their patches of grey fur, bone-plated heads with long near-naked ears, glowing red eyes and a maw of fangs, and paws bristling with barbs and sharp tearing claws. The tail of a bririt is long, coiling, and resembles a bristly, scaly rat's tail. Nesting in burrows and roaming in packs, bririt are the bane of small livestock, crops and smaller humanoids such as kobolds.
In combat bririt attack with claws and fangs, inflicting 1-2 and 1-4 hit points of damage respectively. Once a target of a bririt attack has been successfully injured, there is a 50% that all bririt present will swarm the injured individual. Rumours persist of a strain of bririt with rusty scales and an acidic bite.
Saturday, August 29, 2009
Monster: Amber Jelly
Amber Jelly
Armour Class: 8
Hit Dice: 1*
Move: 120' (40')
climb 90' (30')
Attacks: 1
Damage: 1-4
No. Appearing: 1-12
Save As: F1
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 13
Amber jellies are glistening, transparent amoebae of a densely gelatinous and vaguely ovoid nature, most notable for their deeply golden-yellow colouration (hence the name). Often found in small swarms, amber jellies are occasionally annoying populous in dungeons; other monsters sometimes use them as makeshift "snares".
In combat an amber jelly strikes with a pseudopod or simply collides with a target, inflicting 1-4 hit points of damage and spraying a gout of thick, sticky amber mucilage. if a save vs. paralysis is failed, the victim is slowed by the hampering mucilage and moves at only half-speed for an hour; the effects are cumulative. Amber jelly mucilage may be dissolved by alcohol.
Amber jellies are immune to cold. Fire damage prompts an immediate fissioning into two jellies, each with 1 HD but half hit points.
Armour Class: 8
Hit Dice: 1*
Move: 120' (40')
climb 90' (30')
Attacks: 1
Damage: 1-4
No. Appearing: 1-12
Save As: F1
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 13
Amber jellies are glistening, transparent amoebae of a densely gelatinous and vaguely ovoid nature, most notable for their deeply golden-yellow colouration (hence the name). Often found in small swarms, amber jellies are occasionally annoying populous in dungeons; other monsters sometimes use them as makeshift "snares".
In combat an amber jelly strikes with a pseudopod or simply collides with a target, inflicting 1-4 hit points of damage and spraying a gout of thick, sticky amber mucilage. if a save vs. paralysis is failed, the victim is slowed by the hampering mucilage and moves at only half-speed for an hour; the effects are cumulative. Amber jelly mucilage may be dissolved by alcohol.
Amber jellies are immune to cold. Fire damage prompts an immediate fissioning into two jellies, each with 1 HD but half hit points.
Monster: Primal Sigil
Primal Sigil
Armour Class: 9
Hit Dice: 2 hp***
Move: fly 210' (70')
Attacks: 1
Damage: special
No. Appearing: 1 (1-4)
Save As: M2
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 8
A primal sigil -- also referred to as a living rune, living glyph, or godglyph -- is a magical spell incarnate, a twisting, glowing symbolic pattern of magical energy no more than a palm's width in size. Most primal sigils are a silver-white in colour, but exceptions do exist, and the sigil they embody may only be deciphered with read magic. Primal sigils have existed since the earliest aeons, appearing spontaneously, and a great body of lore has developed around them; rumours continuously circulate of magic-users creating new sigils, but these have never been proven.
A primal sigil does not "attack" so much as discharge the spell it embodies, which may be any cleric or magic-user spell of first level. (Rare sigils embody higher-level spells.) Once discharged, the sigil becomes dormant and invisible for five rounds while it restores its pattern.
Primal sigils may only be damaged by magical weapons, taking damage equal to the weapon's magical bonus. A spell cast on a sigil recharges it with a number of discharges equal to the level of the spell cast.
Armour Class: 9
Hit Dice: 2 hp***
Move: fly 210' (70')
Attacks: 1
Damage: special
No. Appearing: 1 (1-4)
Save As: M2
Morale: 12
Treasure Type: Nil
Alignment: Neutral
XP Value: 8
A primal sigil -- also referred to as a living rune, living glyph, or godglyph -- is a magical spell incarnate, a twisting, glowing symbolic pattern of magical energy no more than a palm's width in size. Most primal sigils are a silver-white in colour, but exceptions do exist, and the sigil they embody may only be deciphered with read magic. Primal sigils have existed since the earliest aeons, appearing spontaneously, and a great body of lore has developed around them; rumours continuously circulate of magic-users creating new sigils, but these have never been proven.
A primal sigil does not "attack" so much as discharge the spell it embodies, which may be any cleric or magic-user spell of first level. (Rare sigils embody higher-level spells.) Once discharged, the sigil becomes dormant and invisible for five rounds while it restores its pattern.
Primal sigils may only be damaged by magical weapons, taking damage equal to the weapon's magical bonus. A spell cast on a sigil recharges it with a number of discharges equal to the level of the spell cast.
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