Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Wednesday, April 18, 2018

NEW MONSTER: SALLOW SLUDGE.

SALLOW SLUDGE

FREQUENCY: Rare
NO. APPEARING: 1-6
ARMOR CLASS: 10
MOVE: 1”
HIT DICE: 3 to 7
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 to 3
DAMAGE/ ATTACK: 1-4 plus 1-6 heat damage
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Immune to fire
MAGIC RESISTANCE: Standard
SAVE: As non-intelligent monster
INTELLIGENCE: Non-
ALIGNMENT: Neutral
SIZE: M to L
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE:
3 HD: III/ 65 + 3/hp
4 HD: IV/ 110 + 4/hp
5 HD: V/ 170 + 5/hp
6 HD: V/ 300 + 6/hp
7 HD: VI/ 475 + 8/hp

This is a sickly yellow-gray bubbling slime which often collects in small pools of between 3 and 7 hit dice. Individuals of different sizes may be found together. When its senses the presence of a nearby life form, it becomes agitated, boiling over and emitting glops of itself like an overheated stew. Any character within the range of the sludge (5' per hit die), will be targeted by between 1 and 3 globs of this material per round, which strike as if they have been thrown from the parent sludge.

These small flying bits of horrid liquid are remarkably hot and cause 1-4 points of damage plus 1d6 points of heat damage on a successful hit. The sludge uses this as a method of reproduction, counting on the victim to survive and run away, depositing the smaller fragment in a suitable location to begin growing. “Misses” are scooped up by the parent sludge at its leisure, to be re-incoporated into the overall mass.

These creatures produce heat in a way that is inexplicable. The area near the sludge will be uncomfortably hot, but there will be no damage normally. Actually touching the slime with unprotected flesh will cause 1-6 points of heat damage, or 11-30 per round if there is immersion in a large sludge.

The sludge is immune to normal and magical fire and heat-based attacks. It can be normally struck by weapons and spells.

Monday, March 19, 2018

NEW MONSTER: TOXIC HARLEQUIN

TOXIC HARLEQUIN

FREQUENCY: Rare
NO. APPEARING: 1-4
ARMOR CLASS: See below
MOVE: 15”
HIT DICE: 4 (20 hit points)
% IN LAIR: 30%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 55%
SAVE: Thief 4
INTELLIGENCE: Very
MORALE: 65%
ALIGNMENT: See below
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: V/ 380

These bizarre creatures are created in a vat, much like a homunculous, and will generally possess the same alignment as their creator. However, they will never be of lawful or good alignment, for they are of a dishonest and thief-like nature. In situations such as this they will adopt the following alignment: lawful good, neutral good, or lawful neutral creator – neutral; chaotic good creator – chaotic neutral, lawful evil creator – neutral evil.

They have all the powers of a fourth level human thief of 16 dexterity, including the backstab ability. Because of this dexterity, their base armor class is 8, and they always use weapons and armor allowable to a thief. 30% of the time they will have a magic weapon. Similarly there is a 25% of magic armor, and 20% of the time they will have a magic item usable by thieves.

Description: The toxic harlequin has no mouth and it is even possible that it does not need to breathe or eat. Certainly noone has even seen it do any of these things. It is unable to talk, although it understands its creator's words well enough and can mysteriously communicate with its own kind and other vat-creatures. One half of the body is brilliant red, while the opposite is pale as snow. They decorate their armor and clothing in weird, but festive, ways.

Friday, January 19, 2018

NEW MONSTER: TRISKELION VAT MEN.

TRISKELION VAT MEN

FREQUENCY: Very rare
NO. APPEARING: 1-10
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 3
% IN LAIR: 70%
TREASURE TYPE: See below
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Average
MORALE: See below
ALIGNMENT: See below
SIZE: M
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

Triskelion vat men are raised in vats from nutritional fluid called vat media. All appear male and have pale, unnaturally white skin. They all wear the same white toga-like garments and Phrygian style hats as seen on Triskelion statues. They take one of three forms: crying, laughing, or scowling. Triskelion vat men are unnable to change their facial expressions. Their type indicates their attitudes and behavior.

Crying Triskelions have their face drawn into a permanent grimace of grief, like the tragedy mask of theatre. They are of neutral alignment and prefer to avoid combat unless they greatly outnumber their opponents. They use no weapon except for a quarter staff. Crying Triskelions are melancholy and depressed and have poor morale (40%). They believe that if they consume the flesh of laughing Triskelions then they will relieved of their sadness. This is true. A crying Triskelion that eats the meat of a living laughing Triskelion will transform into a laughing Triskelion over the next 1d4+4 hours. They will sometimes collect treasure and in their lair will have type D.

Laughing Triskelions are always giggling or laughing out loud. Thus, they can never surprise. At first they appear as delightful companions, but they constant tittering and joking soon makes them unwanted among even the most tolerant. They are of chaotic neutral alignment and will only ever be armed with swords. If they enter combat they will fight as a berserker (2 attacks per round or +2 to hit) but their armor class worsens to 8. Laughing Triskelions are unable to take things seriously, including their own wounds or impending death and they never fail morale checks. They do not value treasure but will sometimes possess magic swords or potions.

Scowling Triskelions have as their visage a perpetual expression of intense hate and disgust. They are warlike and have a neutral evil alignment. They delight in taking slaves, especially of crying Triskelions, for they enjoy the suffering and hopelessness of others. They use a nine-tailed whip in combat (treat as a horseman's flail). Their morale is good (70%) and they are usually disciplined combatants. Scowling Triskelions value gold and will have treasure type M on individuals and type Y in their lair.

All Triskelion vat men can rely on vat media for their meals, if they have no other means of obtaining food. At times, the vats create abnormal vat men with statistics differing from those given above.

Saturday, May 27, 2017

NEW MONSTER: SUGAR GOBLIN

Sugar Goblin

FREQUENCY: Very rare
NO. APPEARING: 6-60
ARMOR CLASS: 9
MOVE: 6”
HIT DICE: 1-1
% IN LAIR: 40%
TREASURE TYPE: Individuals K
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Half damage from weapons
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Low
ALIGNMENT: Lawful evil
MORALE: 50%
SIZE: S (4' tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 14 + 1/ hp
Leader: II/ 28+ 2/hp
Master goblin: III/ 50 + 3/hp

These strange humanoids have bodies made entirely of hardened sugar. When they take damage bits of their bodies may be cut off, but they do not bleed. Thus, they can survive wounds that would be fatal to other creatures, such as losing parts of the head or torso with no loss of function. For this reason, they only take half damage from all weapons. When reduced to 0 hit points, their bodies crumble into lumps of white sugar.

Sugar goblins do not use armor, which can abrade their bodies. Instead they prefer cloth garments. For every 10 sugar goblins, there will be a 2 hit die leader with between 7 and 14 hit points (1d8+6). A group of greater than thirty will also have a 3 hit die master goblin with between 15 and 20 hit points (1d6+14).

The skin and hair of the sugar goblin is white. At first glance they appear somewhat elfish or child-like but in combat their malicious smiles and taunts reveal their true character.

Monday, April 24, 2017

NEW MONSTER: MAN GUM

MAN GUM

FREQUENCY: Rare
NO. APPEARING: 2-8
ARMOR CLASS: 4
MOVE: 12”
HIT DICE: 2+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 3
INTELLIGENCE: Low
MORALE: 56%
ALIGNMENT: Neutral (Evil)
SIZE: S
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 35 + 3/hp

These fish had overly broad faces with huge man-like mouths and teeth relative to their body size. They can speak common and have a nasty disposition.

Saturday, April 22, 2017

NEW MONSTER: SNAKE, BARK

SNAKE, BARK

FREQUENCY: Uncommon
NO. APPEARING: 1-20
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 1-3 hit points
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 0
INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: S (2½' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 5+1/hp

These small snakes have extremely rough and durable brown skin, resembling tree bark. They are ornery and likely to attack even man-sized or larger creatures if disturbed.

Tuesday, April 4, 2017

NEW MONSTER: DOLPHIN, PYGMY

DOLPHIN, PYGMY

FREQUENCY: Rare
NO. APPEARING: 1-10
ARMOR CLASS: 6
MOVE: 18”
HIT DICE: 1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Giggle
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 35%
INTELLIGENCE: Very
ALIGNMENT: Lawful good
SIZE: S (3' long)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/ X.P. VALUE: II/ 49 + 1/hp

Pygmy dolphins live in freshwater rivers and lakes, feeding on small fish and crustaceans. They can speak the common language of men but will generally avoid hostile monsters and men. If attacked they can deliver a bite or make a special kind of giggle.

The giggle of the pygmy dolphin is infectious. Any person hearing a dolphin giggle must save vs spells or begin giggling themselves. The saving throw is at -1 for every additional dolphin giggling. Giggling characters may not fight, cast spells, or swim and will begin to drown the round after they begin giggling if they are in deep water. A giggling character, including a drowning one, may attempt to shake off the effects of the giggle by making a new saving throw each round, at a penalty of -4 in addition to the penalty caused by the numbers of dolphins.

Mindless undead, golems, and similar creatures are immune to other dolphin's giggles, as are the pygmy dolphins themselves. They may rescue drowning gigglers, provided that they haven't become too angry.

Sunday, March 26, 2017

NEW MONSTER: BEE, SPELLING

BEE, SPELLING

FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 5
MOVE: 3”/ 15”
MANOUVERABILITY CLASS: B
HIT DICE: 1+1
% IN LAIR: 25%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Spell use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Magic user 2
INTELLIGENCE: Average
MORALE: 56%
ALIGNMENT: Neutral
SIZE: S (3' long)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: III/ 65 + 2/hp

Spelling bees are enormous insects capable of casting magic spells. Each individual can cast 1d4 magic user spells of either level 1 or 2 once per day. Determine spells randomly. They cast as second level magic-users and have no need for memorization or spell components. The known spells vary day to day.

Spelling bees are not aggressive to men but do not like to be approached. They can sting for 1d6 damage, but prefer to avoid melee if at all possible. Spelling bees are both literate and capable of human speech, though their droning, buzzing method of communication is difficult to understand by human ears.

Spelling bees dislike and will avoid other giant arthropods, especially giant wasps and giant spiders.

Saturday, March 25, 2017

NEW MONSTER: MOLE, GIANT

MOLE, GIANT

FREQUENCY: Rare
NO. APPEARING: 1-3
ARMOR CLASS: 7
MOVE: 3”(8”)
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-6
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil (121 point attack)
Attack/Defense Modes: Nil (B/Nil)
LEVEL/ X.P. VALUE: III/ 90 + 3/hp
Giant Brain Mole: IV (145 +3/hp)

These are larger varieties of the common mole and as such will be found in most places in temperate to warm climates just underneath the surface of the earth. The giant mole has large and strong forepaws which are used for burrowing. Giant moles are fast and aggressive, especially against creatures smaller than themselves. They have poor eyesight butr exceptional hearing and can sense vibrations in the earth around them.

When they bite their claws are used for holding their food. Their saliva has a paralyzing agent which will hold the victim immobile for 3d4 turns if a saving through is failed. The agent is meant for the small animals which make up the giant moles standard diet (rats, giant earthworms, household pets, normal sized moles, etc.) and against creatures of dwarf size or larger, the saving throw is at +2.

Giant Brain Mole: The giant brain mole is a psionically sensitive variant of the giant mole. Like a normal brain mole they can sense psionic activity or spells or magic items which duplicate psionic activity within 30'. Giant brain moles are always hungry and they supplement their diet with the psionic energy of nearby creatures. They can use a 121 point strength mind thrust during psionic combat. There is a 20% chance per round that a permanent insanity will be inflicted upon non-psionic creatures under the giant brain mole's attack. Stopping the use of the spell or magic item will prevent the giant brain mole from using its mind thrust. Psionically aware individuals must kill the giant brain mole or flee the scene to avoid the psionic attack.

Friday, March 24, 2017

NEW MONSTER: FLAMINGO, GIANT

FLAMINGO, GIANT

FREQUENCY: Rare
NO. APPEARING: 2-20
ARMOR CLASS: 7
MOVE: 6”/18”
MANOUVERABILITY CLASS: C
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 50%
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/ X.P. VALUE: III/ 65 + 2/hp

These large avian creatures are unlike the normal flamingo in that all of the colors of the rainbow are incorporated into their plumage. They are strong flyers, are non-aggressive, and will flee from danger. If cornered they can peck with their large beak for significant damage. These creatures are naturally magical and if their feathers are used as a spell component for the magic-user's fly spell, the spell duration will be measured in hours instead of turns.

Giant flamingos can speak the common language, but enjoy imitating the words of others more than they do conversing. They cannot be tamed but might trade information for food. They particularly enjoy shellfish, but will also eat meat, especially if it is cooked and spiced.

Wednesday, February 1, 2017

NEW MONSTER: KEEPER

KEEPER

FREQUENCY: Very rare
NO. APPEARING: 1-4
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 1 (5 hit points each)
% IN LAIR: 50%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 1-4
SPECIAL ATTACKS: Possession
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 1
INTELLIGENCE: Low
MORALE: See below
ALIGNMENT: Neutral
SIZE: M (working form) or S (natural form)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 15

Keepers are artificial organic life forms created by the Triskelion family to do menial work, specifically gardening and groundskeeping in The Grounds portion of Castle Triskelion.

While working, keepers inhabit humanoid bodies made of rust proof metal alloys. The bodies have almost a skeletal appearance, with the head being box-like. These metallic frame bodies are not particularly sturdy and can sustain only five hit points of damage.

Keepers are created in order to do gardening, planting, trimming, and they excel at such tasks. In self defence they are capable of striking out for 1-4 points of damage but they will never attack of their own volition and they are completely incapable of harming members of the Triskelion family under any circumstances.

In their natural form, they are amorphous green bundles of plasm a few inches in diameter. They float in a pool of similarly colored semisolid material which provides them with nourishment. They assume their metal working form by sliding into the bodies through a connecting link in the back. They may remain away from their pool for up to six hours, when they must return to replenish their life force. If they remain away from their pool for longer than six hours they will perish.

In certain circumstances a keeper is capable of attempting to possess a living body. If a keeper has been in its working form for six hours and has been prevented from returning to its pool, it will try to come into physical contact with a creature in order to “ride” its body and return to its pool. Treat this as a magic jar attack, with the keeper having an intelligence score of between 5 and 7 and a wisdom score of between 2 and 8. After the keeper returns to its pool the host will be no worse for wear.

Similarly, if a being touches the green stuff of the pool of a batch of keepers, there is a 75% chance that a particularly stupid or distracted keeper will mistake the body for that of its normal host and perform a magic jar attack. In this case, the keeper is fortified and gets a +4 bonus to its attack. If it succeeds in possessing a host it will go about its normal duties for six hours before returning to its pool.

Thursday, January 19, 2017

NEW MONSTER: TREE GNOME

GNOME, Tree

FREQUENCY: Very rare
NO. APPEARING: 30-300
ARMOR CLASS: 8 (7)
MOVE: 6”@12”
HIT DICE: 1
% IN LAIR: 50%
TREASURE TYPE: U (jewelry only), V
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: By weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Save at 4 levels higher
MAGIC RESISTANCE: As above
SAVE: As above
INTELLIGENCE: Very
MORALE: 50%
ALIGNMENT: Lawful good
SIZE: S (2' + tall)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: I/ 10 + 1/hp
With missile weapon I/ 14 + 1/hp

As with surface gnomes, tree gnomes live in tribes or clans. For every 30 tree gnomes encountered a fighter will be present (roll 1d6, 1-3 = 2nd level, 4-5 = 3rd level, 6 = 4th level). If more than 120 tree gnomes are present there will be in addition one 5th level fighter and one 3rd level fighter acting as champion and assistant. If encountered in their lair, there will be the following additional individuals: 1-6 fighters of 2nd level, 1-4 illusionists of 1st to 5th level, a tree gnome fighter king of 6th level, and young gnomes equal to the number of adults. Female tree gnomes are equal in fighting ability to males and are included in the number appearing. Tree gnomes live in the canopy of temperate to subarctic forests, building small village on platforms made from woven branches and plant fibers.

Tree gnomes normally wear armor made from plant bark. Those with a shield will have armor class 7. They are usually armed as follows:

dagger, wooden shield, and short bow 15%
short sword 15%
dagger, wooden shield, and sling 15%
dagger and wooden shield 35%
club and wooden shield 20%

Because of their small size, tree gnomes must use short swords with both hands. Tree gnomes fighters above 2nd level have a 50% chance of possessing leather armor. Tree gnome illusionists have a 10% chance per level of possessing a personal magic item of the sort usable by their class.

Tree gnomes can speak with birds and animals living in trees (sloths, monkeys, squirrels, koalas, chipmunks, etc.) If giant eagles or giant owls are in the region, the tree gnomes will have friendly relations with these monsters.

Tree gnomes have long prehensile tails, and can shoot missile weapons while hanging from a branch by their tail. They are lighter than even their size would indicate do to their hollow bones, and take half or no damage from a fall, depending on whether they make a saving throw vs paralyzation or not. Because of their tails and experience, they travel as fast in trees as a man does on the ground. Tree gnomes have the same resistance to magic and poison that gnomes do. They can not see in complete darkness below ground, but can see at night as well as a human can see in the day (ultravision). They have no mining skills and cannot craft metals, relying on trade with other demi-humans or humans for any metal goods. They love magic items, but have no use for metal coins.

Description: Tree gnomes have dark brown skin. They have white hair and blue, green, or purple eyes. Tails are tan to yellow-brown and furred. Tree gnomes prefer green or blue clothing.

Friday, January 13, 2017

NEW MONSTER: GHOST SPIDER

Ghost Spider

FREQUENCY: Rare
NO. APPEARING: 3-12
ARMOR CLASS: 5
MOVE: 15” + 9” hop
HIT DICE: 3+3
% IN LAIR: 90%
TREASURE TYPE: C
NO. OF ATTACKS: 1
DAMAGE/ ATTACK: 2-5
SPECIAL ATTACKS: Jump, spit acid
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
SAVE: Fighter 4
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: M (queen is size L)
PSIONIC ABILITY: Nil
LEVEL/ X.P. VALUE: IV/125 + 4/hp
Queen: VI/ 400 + 8/hp

The ghost spider is a form of ground-dwelling giant spider, pale in color and possessing unusual attributes. They are not undead. They are capable of manufacturing webs, which they use to bind incapacitated victims and to reinforce their burrow-like system of tunnels, for giant ghost spiders are communal, serving a queen. The webbing of these spiders is not useful in combat, but they can spin traps of web which otherwise act as giant spider web.

The bite of a giant ghost spider is not poisonous, but they can spit a stream of acid that does 2-9 hit points of damage. They are capable of doing this twice per hour. Giant ghost spiders are also capable of making a 9” jump. This hop clears up to one-third the linear distance in height and the spider can attack in mid-air at the end of the leap. This requires but a single attack. The spiders are intelligent enough to avoid using this attack against humanoid enemies who have weapons that can brace against the spider, for this is treated as a charge attack. The spiders do not jump when in their tunnels, for the ceilings are much too low.

The ghost spider queen will be the size of a small horse and have 6+3 hit dice. Otherwise her attacks do the same damage as her progeny. In the presence of the queen, ghost spiders attack at +2 to hit and to damage.