Category Archives: monster

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 :: 

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.

– – –

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.

– – –

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