Friday, March 7, 2014

New Monsters: Jackal Inheritor & Jackal Brood

JACKAL INHERITOR

Hit Dice: 2+4
Armor Class: 13
Attacks:  1 weapon (1d6 + weapon modifier) or bite (1d6)
Saving Throw:  16
Special:  Hideous howling, pack tactics, scavenger's purse
Movement:  9
Size:  M
Challenge Level/XP:  4/120

Jackal inheritors can be found throughout Sebkhedis and the Plains of  Ash in the south of Antediluvia.  They are worshippers of Zuhid, the Dead God of Irem, and are thought to traffick with the denizens of the Plateau of Leng.  Jackal inheritors are humanoid, with the heads of jackals, and are of slight but wiry build.  They are pack hunters of a nomadic bent that consider every other creature prey, plunder, or slave.

When three or more jackal inheritors are encountered, they will begin a terrifying howling when they sight prey.  When a character hears this howling they must save or be panicked for as long as the howling continues or there are less than three jackal inheritors left in combat.  Jackal inheritors are also notorious for working as a pack.  If two or more jackal inheritors are in adjacent positions in combat, they cannot be flanked and gain a +1 to attack.  If characters search the body of a fallen jackal inheritor, who are known scavengers, there will be a 50% chance of finding any mundane item they need upon the body (within reason).

JACKAL BROOD

Hit Dice: 1+1
Armor Class: 12
Attacks:  1 bite (1d6)
Saving Throw:  17
Special:  Hideous howling, swarming fury
Movement:  12
Size:  S
Challenge Level/XP:  3/60

The jackal brood is a supernatural breed of jackals under the exclusive command of the jackal inheritors.  Empowered by the same dark forces, they obey every whim of the jackal inheritors and display a strange intelligence beyond the levels of a normal animal, and can in fact understand speech and complex instructions.  It is rumored that the spirits of demons are bound within their bodies.

When three or more of the jackal brood are encountered, they will begin a terrifying howling when they sight prey.  When a character hears this howling they must save or be panicked for as long as the howling continues or there are less than three jackals left in combat. The jackal brood's members count as jackal inheritors for the purpose of this howling ability, and vice verse, and the two groups often use this ability in tandem.

When six or more of the jackal brood are encountered as a pack, they attack in a mad swarm of fangs and fur, doing 1d8 points of damage and gaining a +1 to saving throws until their number falls below six.

New Monster: Ectoplasmic Interloper

Note that this monster makes heavy use of my Conditions house rules for S&W.


ECTOPLASMIC INTERLOPER

Hit Dice: 6+6
Armor Class: 16
Attacks:  4 pseudopod slams (1d8 + ectoplasm sickness)
Saving Throw:  11
Special:  Immune to open-ended damage, ectoplasm sickness, blindsense 240', insane telepathy, alien mind, entangle, engulf
Movement: 6
Size: L
Challenge Level/XP:  14/2600

Ectoplasmic Interlopers are creatures spawned in another dimension, likely brought to the world of Antediluvia by black magic or long forgotten science.  They appear as formless, ever-shifting blobs of slime, sickly iridescent in color, and almost translucent.

In combat, they lash out with pseudopods that seem to be almost self-guided, especially considering that these beings have no eyes or sensory organs in any standard sense.  They can sense all around them in a 240' radius, even if the area or creatures in the area have been magically silenced or made invisible.  Ectoplasmic interlopers cannot be backstabbed or flanked or knocked down, and are immune to any magic that affects or controls the mind or emotions, including fear effects.  They are also immune to open-ended damage, and damage against them is limited to the result on the initial roll.  Anyone within 240' of an interloper must save or be affected by the alien telepathic powers of the creature, causing the victim to be confused for 1d4 rounds.

If an ectoplasmic interloper hits with a pseudopod, the target must make a saving throw or be affected by ectoplasm sickness, becoming sickened for 1d6 rounds.  A creature can only be sickened in this fashion once per combat.  If a victim is hit by two pseudopods in the same round, he becomes entangled until he makes a successful saving throw, which will release him (however, he may take no other actions in the round he frees himself).  

If the ectoplasmic interloper entangles a character, it may attempt to engulf him.  Ectoplasmic interlopers may engulf size M or smaller targets by drawing entangled creatures into its gelatinous ectoplasmic body.  It can do this the round after it has entangled a target, and characters within the body of the interloper take 1d6 points of damage per round.  A successful saving throw will free the character.

Wednesday, March 5, 2014

New "Monster": Moon Lord of Nibiru

MOON LORD OF NIBIRU

 
Hit Dice: 1
Armor Class: 10 (or by armor)
Attacks:  1 weapon (1d6 + weapon modifier)
Saving Throw:  17
Special: Vast intellect, immortal
Movement: 9
Size:  M
Challenge Level/XP:  1/15
 
On the dead moon of Nibiru dwells a race that appears similar to humans.  They call themselves the Moon Lords, and dwell in a city of white stone called Ither-Merast.  They are a generally peaceful people, but tales of their valor in battle are widespread amongst the peoples of the Dead Moon.  It is said they once controlled the methods used to construct and operate the moon-gates found on Antediluvia, Negalu, and Nibiru, and numerous tales of the Moon Lords exist in one form or another on all three worlds.
 
Moon Lords have a vast intellect, and they have a 50% chance of knowing and being able to recall any obscure fact that someone seeks, no matter the subject.  This is also due to their lifespan - the Moon Lords are immortal.  They never die of natural causes other than bodily harm, and the oldest Moon Lords have forgotten their age over the passing millennia.