Visar inlägg med etikett monsters. Visa alla inlägg
Visar inlägg med etikett monsters. Visa alla inlägg
torsdag 10 juli 2014
Limb Worm
Number encountered 1, Alignment Chaotic, Movement 90' (80'), AC 9, HD 4*, Attacks d6+1*, Damage 1d6/paralysis, Save F4, Morale 8, XP 150.
The limb worm is a carnivorous beast with leathery skin. Its back is covered in a strange organic slime. It often keeps limbs from fallen enemies; these attach to the slime and resume normal function controlled by the worm. When the limb worm is found it has d6 limbs (arms, legs, tentacles depending on the slain enemies) attached to it, each giving it 1 extra attack for d6 damage and 1 extra HP (not HD, mind you). Otherwise the primary attack is its sting tail. Anyone hit will take d6 damage and has to save vs paralysis or be paralysed for 24 hours. Each time the limb worm takes damage there's a 1 in 3 chance that it will lose an acquired limb, should it have any left.
torsdag 22 maj 2014
Reptile Bear, Blind
This monster is a one-of-a-kind. There may be more reptile bears, but they should be faster, non-blind and have sharper claws (1d6 of damage, perhaps). This specific individual monster will appear in a dungeon adventure in a later post.
Number encountered 1, Alignment Neutral, Movement
120' (40'), AC 5 (easy to hit, but protective scales), HD 7 (-3 on
attacks because of age-related blindness), Attacks 3 (2 claws, bite),
Damage 1d3/1d3/1d8, Save F3, Morale 6, XP 400.
The reptile bear is 17' high when standing on its
hind legs and is completely covered in scales. It's strong and has
sharp teeth, but is old and somewhat decrepid; its claws are dull.
Its saliva has a slight stunning effect. Anyone bitten must save vs
poison or suffer -2 on all actions for 1d6 turns. This effect stacks
with each bite. It doesn't want to fight, however, and will only try
to make room for itself to lumber out through the exit of whatever room it's in.
måndag 19 maj 2014
Bordur Tribe Orcs
Number encountered 2d6 (1d8x10), Alignment
Chaotic, Movement 120' (40'), AC 5, HD 1, Attacks 1 (weapon/special),
Damage 1d6 or weapon, Save F1, Morale 9, XP 15.
These orcs are a little smarter and more organized
than common orcs. Each group usually has one or two amongst them who
are spellcasters. The spellcasters are able to cast one first level
spell per day similar to the mechanics of the first level M-U.
Otherwise they are no different in abilities than the other orcs, and
neither are the spellcasters necessarily any higher in rank. Worth
noting is that the Bordur tribe spellcasters can wear armor and use
heavy weapons, as long as they can drop the weapons and have both
hands free to move when invoking their spells.
torsdag 15 maj 2014
Black Jellyfish
Number encountered 0 (2d6), Alignment Neutral,
Movement 120', AC 3, HD 1, Attacks 1 (sting), Damage 1d6/special,
Save F1, Morale 12, XP 10.
The black jellyfish are small, only a square foot
or so in size, but their stinging tentacles are several feet long and
can be used and controlled much like the tentacles of an octopus.
Each tentacle is barely a thread and very weak, but each jellyfish
has hundreds of tentacles. Any person who is stung must save vs.
paralysis. Success means target is dealt 1d6 of damage, but failure
is damage plus complete paralysis for a day. The jellyfish lay golden
coloured eggs, which is often the reason people enter the pools and
ponds where they live. Everything that glimmers is not gold, though
the eggs may be of interest to alchemists or sages who can pay a gold
piece per dozen for them.
måndag 12 maj 2014
Carcass beetles
Number encountered 1d6 (2d6), Alignment Chaotic, Movement 150' (50'), AC 3, HD 4, Attacks 1 (bite), Damage 1d6, Save F1, Morale 10, XP 70.
Carcass bugs are large beetles (around 2' long and
wide) with a thick shell in red and green. They eat meat and suck
blood, preferring the recently dead, though they will eat any meat
around. If they succeed on an attack they latch on until the victim
succeeds a STR check (one try per round). Each round they stay
attached they deal 1d3 damage.
torsdag 8 maj 2014
Red Mold
Number encountered 1d3 (1d6), Alignment Neutral,
Movement 0, AC Always hit, HD 3, Attacks Spores, Damage 1d3/special,
Save F2, Morale N/A, XP 30.
Red mold grows in long strands along walls and
ceiling, usually a foot wide and several feet long. It neither moves
nor really attacks, but whenever something moves within 3' distance
from it there is a 1/3 chance that it will eject spores into a 10'
cube area. Any living creature inside that area will have to save vs
poison. Success means a feeling of burning lungs and 1d3 damage,
whereas fail means that the spores – aside from dealing the 1d3
damage – attach themselves and cause one of the following: 1
blindness, 2 paralysis of random limb, 3 loss of hearing or voice, 4
uncontrallably violent behavior, 5 random mutation or 6 death by
suffocation in 1d6 rounds. Any of the results 1-4 will pass within a
month or when character is healed by magic. Only fire does damage to
red mold and a torch can deal the equivalent of 1d4 damage per hit.
If you don't have access to a Random Mutations Table from another source, this may be used to determine the effects of a random mutation:
1. Some kind of insectoid feature.
2. Grows a tail (extra, if character already has one or more).
3. Develops bird-like features.
4. Swells up to double size - balloon-like.
5. Grows extra head with often differing opinions (or different alignment).
6. Turns a different, bright, colour. Starts to glow if this happens again.
If you don't have access to a Random Mutations Table from another source, this may be used to determine the effects of a random mutation:
1. Some kind of insectoid feature.
2. Grows a tail (extra, if character already has one or more).
3. Develops bird-like features.
4. Swells up to double size - balloon-like.
5. Grows extra head with often differing opinions (or different alignment).
6. Turns a different, bright, colour. Starts to glow if this happens again.
Prenumerera på:
Inlägg (Atom)


