Category Archives: monster

Grimbo Grotto | Christmas Farcical Horror Oneshot

T’was the night before a crisp mass snowfall and nothing was stirring,
except a drunken ‘potty-mouthed’ were-reindeer high on psychedelic mushrooms

image_preview PDF

Featuring:

'Rude Olf' by  James V West

‘Rude Olf’ – thanks to James V West  for letting me use this image – http://doomslakers.blogspot.com

 Deer  Were-reindeer cult

Deer Neurotic gnomes running a clandestine psychedelic mushroom harvesting operation

 Deer Candy Cane Golem

 Deer Gift Wrapping Monster

 Deer Mimic Presents

 Deer Giant Putrid Gravy-Spewing Undead Turkey

 Deer Tree Ent Christmas Tree hostage

 

Adventure Preview:

GG preview

Some reviews:

Christmas tree  1 x Blog: diplomatist2.blogspot.com/2020/12/gaming

Santa Claus  2 x DrivethruRPG: drivethrurpg.com/product_review

Deer  Also Judges Choice winner for the Reddit OSR X-mas (Santa Panic) one page dungeon contest

PDF Download
A better more readable version of this can be downloaded from here (along with the original 4 page version of this adventure): image_preview  Grimbo Grotto

– – –

Me on DriveThruDriveThru

Grimbo Grotto – 2021 One Page Dungeon Contest | a Christmas Farcical Horror Adventure

It twas the night before a crisp mass snowfall and nothing was stirring,
except a drunken ‘potty-mouthed’ were-reindeer high on psychedelic mushrooms

2021 One Page Dungeon Contest Entry – Going a bit more ‘traditional’ this year with an actual map (!) – so no Hex Flower and forget crazy Rubik’s cube random dungeons etc … I never do well in this ‘competition‘, but that’s not the point I … (yes?)

Christmas in July any one?

Featuring:

'Rude Olf' by  James V West

‘Rude Olf’ – thanks to James V West  for letting me use this image – http://doomslakers.blogspot.com

:: Were-reindeer cult

:: Evil gnomes running a clandestine psychedelic mushroom harvesting operation

:: Candy Cane Golem

:: Gift Wrapping Monster

:: Mimic Presents

:: Giant Putrid Gravy-Spewing Undead Turkey

:: Tree Ent Christmas Tree hostage

 

Adventure Preview:

GG preview

A better more readable version of this can be downloaded from here (along with the original 4 page version of this adventure): image_preview  Grimbo Grotto

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping this ^ and my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Hear of the Unknown.

Musedusa | a gorgon type related to Medusa

Not sure if this has been done before, but seems like a fun idea.

_methode_times_prod_web_bin_26dedb78-ec10-11e9-b84b-ece3c04125d8:: Musedusa :: 

Stats
As per Medusa but with different abilities.

Description
A Musedusa is a gorgon type which is related to the Medusa.

A Musedusa’s lair is a riot of colour; graffiti-like overlapping images of people with grotesque facial expressions are plastered over every surface.

Unlike a Medusa, the Musedusa’s stare does not turn their victim into a three dimensional stone facsimile. Instead, any sentient being that comes between a Musedusa stare and a planer surface like a wall, is forced into that surface and so trapped and frozen there like a full colour fresco or mosaic. If a victim’s image is fully overlaid, destroyed or overpainted, they cannot be recovered.

Appearance
A Musedusa’s hair is a mass of large slug-like segmented worms that writhe, wobble and oscillate like jellied tongues. Their blood is viscous, multicoloured and pyrophoric.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Drachomeleon | even a dragon needs a buddy sometimes

Background – following on from my last monster post. This is something I submitted to ‘& Magazine‘ back in October 2016.  It had also been slated to be published in Issue 15, but ‘& Magazine’ is no more. So, I’ve given it a re-edit and posted it here.

:: Drachomeleon :: 

cam6

Frequency: Rare (uncommon in dragon lairs)
No. Appearing: 1-8
Armour Class: 7
Move: 6″; 1” when climbing
Hit Dice: 3
% in Lair: 85%
Treasure Type: C (in dragon lairs none)
No. of Attacks: 3
Damage/Attack: 1-4/1-4/2-8
Special Attacks: See below; grasping tongue; surprise    
Special Defenses: See below; adaptive camouflage
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: L (15 to 25 feet long)
Psionic Ability: Nil
Level/XP Value: 170 +3/HP
(Stats for AD&D)

Drachomeleons are a giant form of chameleon that resemble and live alongside dragons. Drachomeleons are tolerated by dragons because they make useful ‘guards’, eating any unwelcome visitors, including the numerous parasites attracted  to the dragon’s lair. Drachomeleons will normally use their adaptive camouflage to blend into their surrounds. However, when the host dragon is in their lair, especially when moving, Drachomeleons match the colour of the dragon to prevent the dragon from accidentally crushing or harming them. Drachomeleons like to bask with warm dragon eggs (where they might be mistaken for a dragon hatchling), or lurk in ambush near the lair’s entrance hoping to get an easy meal.

Special abilities:

:: Eyes – move independently seeing 360 degrees around them, making them very difficult to surprise. The lenses of their eyes are highly valued by scholars.

:: Adaptive camouflage – makes them hard to see (surprise on 1-5 on D6); also coldblooded and so tend to be the same temperature as their surrounds. Treated correctly theirs skins make useful cloaks.

:: Intimidation – creatures of less than 3HD must take a morale check or fear the ‘dragon’. Their weird eyes, funny feet and lack of true wings, are their least dragon looking attributes and if spotted can nullify the need for a save. 

:: Grasping tongue attack – 30 foot projectile grasping tongue; +5 to hit surprised prey. Grasped prey suffers automatic chewing damage 2-8HPs per round. Breaking free requires a roll under twice the PC’s Bend-bars/Lift-gates score. 

:: Scent – they contain a substance very unpalatable to dragons, discouraging dragons from snacking on them.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Pit of Drelk | a trap monster

Background – It’s been a while since I posted a monster. This is something I submitted to ‘& Magazine‘ back in October 2016.  It had been slated to be published in Issue 15 (with a ‘Drachomeleon’ monster), but alas & Magazine is no more. So, I’ve given it a re-edit and posted it here. What can I say, I liked ‘trap monsters’ back in 2016 … and to be fair, still like them now!

:: Pit of Drelk  :: 

Frequency: Rare
No. Appearing: 1-12 pits
Armour Class: special
Move: 0
Hit Dice: special (typically 50-100 HPs)
% in Lair: 100%
Treasure Type: Special
No. of Attacks: 1 per pit
Damage/Attack: special
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Intelligence: Animal like
Alignment: Neutral
Size: S to L
Psionic Ability: Nil
Level/XP Value: 100 +1/HP
(Stats for AD&D)

Description
A single drelk is a small carnivorous creature that looks like a grain of sand. Alone they would be fairly innocuous, but when encountered they live in large dangerous colonies. A colony has HPs equivalent to 0.1HP per cubic foot of drelk, so a 10x10x10 pit of drelk would have 100 HPs.

When anything attempts to pass over a pit of drelk they collectively vibrate, and like quick sand the victim sinks rapidly. In the first round the victim sinks to their waist. Then the pit starts to feed. Thousands of drelk slip/flow through any covering and take small bites out of their victim, collectively doing d6 HPs of damage per round. Each new round the victim sinks a further foot into the pit and a cumulative +1HP is added to the damage.

It is difficult to kill an entire colony of drelk, because individually they are so small. Typically, to exterminate a colony they must be ground to a fine powder, baked or electrocuted.  A colony can grow rapidly, growing about 1 cubic foot per day for each 3 cubic feet of organic matter consumed.

Drelk are tenacious and veracious, so even metal and gemstones will be pulverised to dust by drelk looking for nutrients within. For that reason, if a pit of drelk is smelted like ore, significant quantities of mixed base and precious metals can be extracted, e.g. yielding about 5 GP per HP of drelk. It is also reputed that elite beauty salons use “biting sans” on their customers’ skin. How this is done safely must be a well-guarded secret, and if true, there must be good coin in it. Another tall tale tells of a burglar who opened a safe using a bag of drelk and a pint of chicken stock.

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Grimbo Grotto | Christmas Farcical Horror Adventure

It twas the night before a crisp mass snowfall and nothing was stirring,
except a drunken ‘potty-mouthed’ were-reindeer high on psychedelic mushrooms

A system neutral 4 page one-shot adventure with a farcical X-Mas horror vibe

Featuring:

'Rude Olf' by  James V West

‘Rude Olf’ – thanks to James V West  for letting me use this image – http://doomslakers.blogspot.com

:: Were-reindeer cult

:: Evil gnomes running a clandestine psychedelic mushroom harvesting operation

:: Candy Cane Golem

:: Gift Wrapping Monster

:: Mimic Presents

:: Giant Putrid Gravy-Spewing Undead Turkey

:: Tree Ent Christmas Tree hostage

 

 

Adventure Preview:

It’s PWYW and can be downloaded from here: image_preview  Grimbo Grotto

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping this ^ and my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea, and my procedural Wilderness Hex Crawl – In the Hear of the Unknown.

Axe Beak … drawn in 10 lines or fewer

Background: Following on from my post the other day, for a while I’ve been interested in the idea of drawing things using 10 lines (or fewer), while still hopefully capturing the essence of the thing …

I rolled some dice, consulted MMI and ‘Axe Beak’ came up.  In truth an archdevil came up first, but I had already descried to skip dinos and devils. If I do Giants and/or dragons, I’ll do just the ‘class’ of the creature and not all the variants …

Axe Beak in 10 lines:

Axe Beak

Ever feel like a worm being sized up for a meal …

Some more initial sketch(es)

Axe Beak full

On foot …

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Orcs … drawn in 10 lines or fewer

Background: Following on from my post the other day, for a while I’ve been interested in the idea of drawing things using 10 lines (or fewer), while still hopefully capturing the essence of the thing …

I rolled some dice, consulted MMI and ‘orcs’ came up.  It’s such an iconic creature, that I nearly did a re-roll, but then thought I’d just go for it. This is it (I may or may not try to refine this some later):

Orc in 10 lines:

o1.png

Thaogg gonna chop you up …

Orc 1.png

Another try … perhaps less ‘raw’ than above

Some more initial orcy sketches

Link to other 10 line drawings posted before

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Tuesday Toot!! | … drawn in 10 lines or fewer

Tuesday TootG+ is closing closed. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+

Background: For a while, I’ve been interested in the idea of drawing things using 10 lines (or fewer), while still hopefully capturing the essence of the thing …

These drawings will not win any awards, but nonetheless here are some I posted on G+ back in the day:

:: Umberhulk ::

umberhulk crop

Look into my eyes, wherever they are …

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b2bc6e74-0736-4df0-a134-612b6e7aba35

I think I might do a few more of these 10 line drawings going forward …

– – –

InHotS the cover imageMe on DriveThru; at the moment I’m mainly pimping my procedural:
:: High Seas ‘Hex Crawl’ – In the Heart of the Sea,
:: Wilderness Hex Crawl – In the Heart of the Unknown,
:: Dungeon/network generator – In the Heart of the Delve & Dangerous

Eye Glog | … no relation to the GLOG system

Tuesday TootG+ is closing gone. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Background – This monster was posted on G+ in about 2016. I’ve taken the liberty of cutting the description details down by more than half for this post. The creature was name before I heard of the GLOG system, so perhaps it’s due a name change … suggestions?

:: Eye Glog :: 

Eye Glog.jpg

Frequency:                   Very Rare
No. Appearing:          1
Armor Class:              7
Move:                            24’’
Hit Dice:                       1 and +1 HP per established host
% in Lair:                     95%
Treasure Type:           as per hosts
No. of Attacks:           20 + 10 per established host
Damage/Attack:         NA
Special Attacks:         See below
Special Defenses:       See below
Magic Resistance:     Standard
Intelligence:                 Average
Alignment:                  Neutral
Size:                               S to L
Psionic Ability:          Nil
Level/XP Value:         500 + 5/hp
(Stats for AD&D)

Description
This bladder-sized creature is a top-tier parasite, feeding on groups or whole communities.

Tactics
It silently floats above a group before shooting long hair-thin barbed tendrils through the pupil of each victim. Only a brief burst of pain is felt, a bit like a piece of grit hitting the eye.

The silk strong tendril rapidly bores into the optic nerve. The Glog is thereafter capable of manipulating what the hosts sees.

It first removes any visual presence of itself, including its shadow. The tendrils (often mistaken for stray hairs) then begins to siphon nutrients from its victims, returning its waste the same way.

The Glog is only interested in feeding, and it will change the appearance of the surroundings to keep its hosts together, and to steer them away from danger.

Health
Its hosts are weakened and prone to sickness. CON score is lowered by 1 per month until it is halved.

Ecology
Glogs tend to inhabit remote/rural areas. A large (cow-sized) Glog is capable of feeding off a small hamlet undetected for years.

It might permit visitor to enter and leave the village by eye-spiking them on the way in and releasing them on the way out. It has some extremely long tendrils for this purpose. If threatened it may make the visitor look evil/hostile/diseased, perhaps like a wounded lycanthrope holding a captive, to provoke the villagers into attacking.

Plot hook
Why does no one return from the happy vale of Nether Stowey? Why can’t the PCs navigate their way out of this darn but pleasant wood?

– – –

Me on DriveThruDriveThru; I’ve not pimped my procedural adventure ‘Carapace‘ about a giant ant colony for a while.

Random Encounter gone Fighting Fantasy | … making Gonzo FFonzo?

Wacky idea of the week …

This might appeal to DMs that lean into the ‘gonzo’, and for those looking for a snippet of teen gaming nostalgia …

Looking for an ‘out there’ random encounter … then reach no further than your collection of Fighting Fantasy books. Flip the pages at random and select an encounter from that page (or roll a D400; D4&D100) … improvise as necessary.

If it’s a transitional-type encounter, play out the pages until you do get to an encounter; or flip until you see a picture you like.

A selection of ‘Random Encounter’ source books: 

Dungeons

FF DD    FF CoC    FF WofM   FF ToC

Forest

FF FoD

Desert / Temple

FF ToT

Swamp

FF SS

Island

FF IotLK

Tundra

FF CotSW

Travler

FF ST

Roadwars

FF FF

 

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Aadercap | The Harry Clarke Bestiary

Aadercap

Aatercap2

Come closer …

When a psychic dies, sometimes there are enough malign thoughts to coalesce into a being of sorts. The entity resembles an impossibly dark fluid-like mass, with slit eyes and massive maw.

Aadercaps want thoughts, it needs them to grow.  Its name in the corrupted form (i.e. Headercap) comes from its tendency to wear its victims’ heads on its body, like a macabre meat cap. This because, direct contact with the brain stem leads to visceral memory adsorption.

Stats
They have the same stats as a goblin, except:

Hit dice – Each time it consumes an intelligent creature’s thoughts, it gains one hit dice. However, the new HD total cannot be more than +2 of the victim’s HD/level. So, devouring endless Kobolds only leads to a 3 hit-dice Aadercap. Therefore, it needs to dine on more powerful creatures to become more powerful.

AC – as leather; gaining one class type/grade improvement per HD gained.

Attacks – 1 x bite (damage like a two-handed sword); 2 x claw (as dagger).

Special attack – for each HD it can do a special attack (the set regenerating after rest):

:: Charm/hypnotise
:: Fear/project nightmare
:: Telekinesis
:: Telepathy
:: Sleep
:: Hold person/fright
:: Anti-charm/Animosity to friends
:: Invisibility
:: Soul bite – ingest victim’s intellect, wisdom or charisma points

So, a 3HD creature can do any three special attacks per day.

Ascension
At 10 HD the Aadercap either dies (see below) from the accumulation of its malign thoughts; or it manages to transcend into the ethereal plane to digest its accumulated memories; excreting what remains into the prime material plane as base and virulent prejudices.

Death
If killed or dies, roll a die equal to its HD and subtract a D4. If the number is negative, the creature is dissipated and dead. If positive, the Aadercap regenerates later having that number of HD.

This work is Creative Commons under https://creativecommons.org/licen ses/by/4.0/

For more information, please see: https://cavegirlgames.blogspot.com/2019/04/community-project-harry-clarke-bestiary.html

– – –

InHotS the cover imageMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural High Seas ‘Hex Crawl’ – In the Heart of the Sea.

Monstrous plagiarism …

I created a monster, it was sort of an anti-unicorn (my blog post is repeated in full below). I had fun with it and quite like the idea overall.

But … a week ago I downloaded Monsters of Myth, which is a free monster book download available on Lulu and published in 2016.

I started scrolling through the pdf, just skimming the images and what not, pausing to read a few  … when I saw this:

Karkkadann image

My eyes fair nearly popped out of my head. But, I figured my anti-unicorn was going to be original over this evil beast! Right? Not so much …

Here’s the text for the Karkadann:

Karkkadann text.png
(Monsters of Myth was published in 2016, with the Karkadann being created by B.J. “Stranger” Poirot, in 2006, so the idea predates mine by about a decade).

So let’s do a check list:

  1. Horn modification – CHECK (I have two horns, they have a twisted one)
  2. Monster trades off its resemblance to unicorns – CHECK
  3. Fang like teeth – CHECK (removed from my version for the sake of brevity)
  4. Preferred prey – CHECK (mine preferred halflings, but removed for brevity)
  5. Link to Paladins – CHECK
  6. Hates unicorns – CHECK 
  7. Horn does extra damage – CHECK 

I think the only thing missing is the lion-like tail. I do have some additions though, e.g. my ‘anti-unicorn’ has some guff linked to its Nightmare lineage, weird smells and monster parts.

Thoughts

So, this left me wondering … am I a terrible hack? And/or does a monster concept (in this case an ‘anti-unicorn’) naturally and almost inevitably lead to shared themes. Perhaps the same is true of say things like ‘new’ magic item concepts or traps.

In this case, the key USPs of a unicorn are – a horse with a horn, and that it is good (some other guff about virgins). So … does it follow that an ‘anti-unicorn’ will have a horn modification (i.e. evidence of perversion) and be basically bad (e.g. hates paladins and unicorns). Since it still looks mostly like a unicorn, it seems natural it will use this to its advantage. Maybe anything else would be another monster concept, but not an anti-unicorn?

Therefore, this thought experiment makes me wonder: If two people decided to write up an “Undead Gelatinous Cube” or perhaps a “Coin Golem”, would many/most of the key features of these monsters be the same? I should probably Google these examples … as they’ve probably been done!

That is, maybe once the ‘monster concept’ has been fixed, little extra elaboration is needed? Perhaps the monster writes itself …

I bet there are lots of Ice/Fire Wolf concepts out there. Probably most of them spew forth cold- or heat-based damage respectively. Probably most of them suffer extra damage from the reverse of their respective powers. Don’t get me wrong, there’s nothing wrong with an Ice Wolf per se.  I can imagine players enjoying such an encounter, and the smart players thinking of using fire on it etc. There’s a natural gaming dialogue that follows and is fun. Players hate nothing more than a trap/puzzle that is toooo subtle to figure out!

But, do we need another “Ice Wolf” that’s basically the same as all the others …

So, to create an “original monster” we could make it look like say an anti-unicorn, but give it the powers of a Phase Spider (this idea seems a bit bankrupt though); or better, put more work into the ‘monster concept’, but let the ideas naturally flow from there. Perhaps, like jokes, we could/should reject the most obvious ideas that occur, as they may have already been done.

For example, perhaps it would be more interesting if the tundra-based Canidae breathed fire, or burst into fire as a defence mechanism (I bet if I Googled these, they will have been done). But, perhaps that’s the kind of thinking that is needed for new monsters?

But, …. what do I know?

PS – Of course, I haven’t ruled out the option that me and B.J. “Stranger” Poirot are simply geniuses.

COPY of my original (cough) post

:: Yfelcorn :: 

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YfelcornFrequency:                 Very Rare
No. Appearing:          2-5
Armor Class:              2
Move:                          24’’
Hit Dice:                      4+4
% in Lair:                    5%
Treasure Type:          X
No. of Attacks:           3
Damage/Attack:        1-6/1-6/1-12
Special Attacks:        See below
Special Defenses:     See below
Magic Resistance:    See below
Intelligence:              Average
Alignment:                Neutral Evil
Size:                            L
Psionic Ability:          Nil
Level/XP Value:        500 + 6/hp

Also known as lacharmata, hippomal, rhinocorn, and Chevalier’s Bane. Yfelcorns are the malign sterile progeny of Unicorns (MM, pp 98) with Nightmares (MM, pp 74).

Yfelcorns are sly ambush predators using their appearance to deceive prey. Yfelcorns resemble unicorns, except they have:

  • a small additional horn
  • hot hooves which will eventually scorch the ground
  • an odd garlic-mint smell that unsettles the stomach;
    Elves find this smell especially repugnant (-2 to hit and damage); but oddly, Halflings find the smell quite pleasing

Lower plane denizens prize Yfelcorns as mounts (though treacherous); impressing minions/peers, and deceiving goodly creatures alike.

Yfelcorns share the primary statistics and abilities of a unicorn (i.e. +2 to hit with horn; charging double damage; poison immunity; sense enemies within 24’’; surprise 1-5; teleport 36’’once per day; 11th level magic-user save; death spell immune).

Nightmare lineage
Horn does double damage to good creatures. Paladins are polluted by a horn wound, and need a wish/quest to restore their powers. Stallions have the Nightmare’s smoking hot cloud ability once per day (i.e. failing save gives a -2 to hit and damage); albeit garlic-mint reeking stench. Immune to fire magic. Triple damage from cold and holy based damage.

Zombiecorns
Yfelcorn horns are deadly to unicorns; which later rise as undead unicorns. Zombiecorns start as shambling heaps of horse flesh, progressing to have the abilities (and stats) of a ghast (MM, pp 43; although cannot turn humans into ghouls). Later, a Yfelcorn foal erupts from the zombiecorn destroying it. This is how they breed.

Yfelcorn parts
Horn – crumbles into chalky ash upon death, makes hard to detect poison coveted by assassins.
Hide – makes a fire-resistant covering; but retains unpleasant garlic-mint smell.
Hooves – can store heat, releasing it again slowly. Can absorb 6D6 HPs of heat damage from fireballs, but have the same % chance of being destroyed.

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural adventure ‘Carapace‘ about a giant ant colony.

Tuesday Toot!! | Disadherer

Tuesday TootG+ is closing. When it was alive things happened. Things unexpected. Great things. Whilst my creative output is only modest, I thought I’d hold something up into the living light, something that came about purely because G+ existed … This is a toot to G+.

Background

A monster I posted on G+, which I dashed off on a piece of paper and posted. I’ve typed it up below for legibility.

It’s essentially a dangerous mechanic driven monster. Probably useful to have a henchman (or something) torn apart first, so the PC’s take the thing seriously. With a weak AC (especially when attached) the PC’s should be able to deal with the thing, if they take the threat seriously.

Disadherer

When the Monster splits the party … 

Disadherer crop.jpeg

A possible relative of the Adherer (see FF page 9).

The Monster is a mass of sticky limbs, which latch onto a victim’s arms and legs trying to rip them off.

Health – the creature has 4D8 limbs, each having 1HP. When wiggling about, these have AC5, but when latched onto a victim, they have an AC8. When all of its limbs are lopped off, it slopes away to reconstitute itself.

Attacks – It attacks as a 4HD monster, able to attack each combat opponent twice each round (provided it still has some remaining/free limbs), when it makes a hit it immobilises one of the victim’s arms or legs:

D4        = Hit location

1          = Weapon arm
2          = Weapon side leg
3          = non-weapon arm
4          = non-weapon side leg

Escape – the victim can free an arm/leg if they can roll under or equal to their ‘Bend Bars/Lift Gates’ score. Test before rip mechanic below.

Rip mechanic – At the end of the combat round, if the monster has at least two limbs immobilised, it yanks and levers trying to rip these arms/legs off.

Roll a D20, if the roll is above the victim’s STR score, then the creature rips off a limb, on a natural 20 it’s both limbs.

– – –

Me on DriveThruDriveThru; at the moment I’m mainly pimping my procedural adventure ‘Carapace‘ about a giant ant colony and my ‘1998 Dungeon‘.

Yfelcorn | a fell Unicorn

:: Yfelcorn :: 

ECC00973-55B1-45CA-8D8D-9AADCD9430BC

YfelcornFrequency:                 Very Rare
No. Appearing:          2-5
Armor Class:              2
Move:                          24’’
Hit Dice:                      4+4
% in Lair:                    5%
Treasure Type:          X
No. of Attacks:           3
Damage/Attack:        1-6/1-6/1-12
Special Attacks:        See below
Special Defenses:     See below
Magic Resistance:    See below
Intelligence:              Average
Alignment:                Neutral Evil
Size:                            L
Psionic Ability:          Nil
Level/XP Value:        500 + 6/hp

Also known as lacharmata, hippomal, rhinocorn, and Chevalier’s Bane. Yfelcorns are the malign sterile progeny of Unicorns (MM, pp 98) with Nightmares (MM, pp 74).

Yfelcorns are sly ambush predators using their appearance to deceive prey. Yfelcorns resemble unicorns, except they have:

  • a small additional horn
  • hot hooves which will eventually scorch the ground
  • an odd garlic-mint smell that unsettles the stomach;
    Elves find this smell especially repugnant (-2 to hit and damage); but oddly, Halflings find the smell quite pleasing

Lower plane denizens prize Yfelcorns as mounts (though treacherous); impressing minions/peers, and deceiving goodly creatures alike.

Yfelcorns share the primary statistics and abilities of a unicorn (i.e. +2 to hit with horn; charging double damage; poison immunity; sense enemies within 24’’; surprise 1-5; teleport 36’’once per day; 11th level magic-user save; death spell immune).

Nightmare lineage
Horn does double damage to good creatures. Paladins are polluted by a horn wound, and need a wish/quest to restore their powers. Stallions have the Nightmare’s smoking hot cloud ability once per day (i.e. failing save gives a -2 to hit and damage); albeit garlic-mint reeking stench. Immune to fire magic. Triple damage from cold and holy based damage.

Zombiecorns
Yfelcorn horns are deadly to unicorns; which later rise as undead unicorns. Zombiecorns start as shambling heaps of horse flesh, progressing to have the abilities (and stats) of a ghast (MM, pp 43; although cannot turn humans into ghouls). Later, a Yfelcorn foal erupts from the zombiecorn destroying it. This is how they breed.

Yfelcorn parts
Horn – crumbles into chalky ash upon death, makes hard to detect poison coveted by assassins.
Hide – makes a fire-resistant covering; but retains unpleasant garlic-mint smell.
Hooves – can store heat, releasing it again slowly. Can absorb 6D6 HPs of heat damage from fireballs, but have the same % chance of being destroyed.

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c AntMe on DriveThruDriveThru; at the moment I’m mainly pimping my procedural adventure ‘Carapace‘ about a giant ant colony.