Wednesday, January 15, 2014

New Monster: Chameleon-Warrior of Xotath


 

Chameleon-Warrior of Xotath

Hit Dice: 1
Armor Class: 11
Attacks: 1 weapon (1d6 + weapon modifier)
Saving Throw: 18
Special:  Camouflage
Movement: 9
Size:  Medium
CL/XP: 2/30

The Chameleon-Warriors are typical Xotathi in every way except that they have endured a grueling ceremonial religious rite at a location deep within the Naquggian Fens that has changed them into something more than human.  This secret rite has bestowed upon them the ability to change the color of their skin to match their surroundings exactly, granting them a near-perfect camouflage.

When standing completely still and attempting to hide, a Chameleon-Warrior can only be detected on a roll of 1 on 1d6 if the area is actively being searched for his presence.  There is no chance at all of casually noticing a Chameleon-Warrior.  Missile attacks at medium to long range suffer an additional -1 penalty to hit these men, due to the difficulty of tracking them across terrain.

Tuesday, January 14, 2014

New Monsters: Haunter of the Black Pyramid & Larvae of the Elder Spider

Haunter of the Black Pyramid
Hit Dice: 9+9
Armor Class: 18
Attacks: 1 weapon (1d8 + weapon modifier) or 1 spit of acidic saliva (2d6 + special)
Saving Throw: 6
Special:  Acidic saliva, spell reflection, summon spiders, bonus damage on great hit
Movement: 12
Size:  Large
CL/XP: 15/2900

Atop Spiderspire is an ominous black pyramid, abandoned except for the remnants of an ancient and diabolical cult devoted to the worship of their living god, the Elder Spider.  Chief amongst the protectors of this pyramid, and the main servitor of the Elder Spider, is a creature known only as the Haunter of the Black Pyramid.  This horrific being accepts sacrifices on behalf of the Elder Spider, which never ascends into the pyramid from the Central Shaft, which runs down the center of the mountain into the hellish labyrinth of caves and dungeons below.  The Haunter appears as a half-man, half-spider abomination, the bottom half being all spider, and the top half being what might pass for human.

In combat, the Haunter will attack with a weapon on the rounds it cannot use its acidic saliva attack.  Every 1d4 rounds, the Haunter can spit acidic saliva at a single target, at a range of up to 30 feet.  If the victim fails his saving throw, he is hit by the stream of saliva.  The saliva does 2d6 damage on the first round of contact, and then continues to burn into the victim's flesh for 3 more rounds.  On the second round, damage is 2d4;  on the third round, damage is 1d6;  and on the fourth round, damage is 1d4.

Spells of 3rd level and below will not affect the Haunter and will "reflect" back upon the caster.  The caster can only save against this effect if the spell would normally grant a saving throw to the target.  The Haunter can also summon 1d6 giant spiders once per day, which will arrive on the scene in 1d3 rounds.  If the Haunter rolls a natural 20 on an attack or exceeds the number needed to hit an opponent by 4 or more, it does 1d8 points of additional damage, which is not open-ended like typical weapon damage.

Larvae of the Elder Spider
Hit Dice: 3
Armor Class: 12
Attacks: 1 bite (1d6) or 1 bile expulsion (special)
Saving Throw: 14
Special:  Bile expulsion, nauseating excretions, telepathic connection
Movement: 6
Size:  Medium
CL/XP: 6/400

Each sacrifice given to the Elder Spider by its cult provides it with a fresh soul to transform into what the Cult of the Spider calls the Larvae of the Elder Spider.  They have rubbery, grub-like bodies and appear much like huge maggots, but are clearly an unholy creation.  They are about six feet in length and covered in a foul-smelling, milky ichor.  The Elder Spider gives birth to 1d4 of these awful creatures whenever a single human sacrifice is made to it.

In combat, which the Larvae will mindlessly enter, even if unprovoked, they typically bite their victims.  Once every 1d4 rounds, however, they can expel a disgusting bile-like fluid from their mouths in a 60' cone.  If a victim caught in this fails their save, they take 1d8 points of damage from the bile's acidity, and are nauseated.  If the save succeeds, the victim is nauseated.  The nauseated condition lasts for 1d6 rounds.

Just coming into close quarters with these creatures can bring about a sick feeling as well.  If a PC is adjacent to one of the Larvae, he must succeed at a saving throw or be splashed, quite accidentally, by the milky substance covering the body of the thing.  A failed save means the character is nauseated.

The most disturbing aspect of the Larvae of the Elder Spider, even more than their appearance, is the strange telepathic connection they attempt to establish with their victims.  Each Larva may attempt to mentally contact one target each round.  The target must make a saving throw, and if it fails, contact is established.  The creature then projects all its suffering and rage and fear upon the victim, and the very next round the character gains the confused condition, and is clearly insane.  The confusion will last as long as the Larva is in contact.  The only way to break contact is to disrupt the communicating Larva - any of the ways a spell can be disrupted will disrupt the communication.  When encountering groups of these creatures, they typically hold several of their number well out of reach to sow their madness within the ranks of their opponents.

Wednesday, October 30, 2013

Monster Mania

Hordes of monsters!!!
So one of the things I'm doing to prepare for eventually running a Pathfinder game is something I've wanted to do for years, and that's collect all my Pathfinder and compatible monsters, print them out, and collect them into binders.  PF makes this easier, as long as whoever has developed the supplement keeps it to one monster per page, as the main PF books do.  This has led me to print massive stacks of monsters, and collating them is taking a long time, and I'm now 11 binders into the project (read that as "thousands of monster entries"), and when I get everything finally done, it will probably be about 20 binders (we're talking approximately 4" d-ring, so just imagine how many thousands of monsters that really is).  It's a really satisfying thing to do.  Everything is alphabetized as much as possible, and everything is neat.  There's a certain perverse lust in my heart for monsters, as this blog will attest, and it's obvious in my own creations here on the site.  Sometime, when I get an actual camera, I'll have to post a picture of what I've done. 

How do you feel about having a zillion monsters for your games?  For me, it's less that I'll use them, and more the wonder of collecting new and interesting things that spark the imagination. 

Thursday, October 10, 2013

New Monster: Nephiggian Flesh-Ghoul

Nephiggian Flesh-Ghoul
Hit Dice: 3+3
Armor Class: 15
Attacks: 2 claws (1d4), 1 bite (1d6)
Saving Throw: 14
Special:  Hypnotism, charnel odor, cannibalistic fury, see in darkness 120', see perfectly in low light, move silently (in jungle/forest only) 75%, hide in shadows (in jungle/forest only) 75%
Movement: 12
CL/XP: 6/400

The Jungles of Nephigo are dangerous, dark, and teeming with life.  The flesh-ghouls were once men, a cannibal tribe who claimed heads as trophies of war and pillage.  Over time, they became corrupt, ever more ravenous, even eating their own dead.  They now live throughout the Jungles of Nephigo, scuttled away in caves, ruins, or remnants of their old villages, their only culture one of cannibalistic desire and the hunger for the flesh of humans.

The first thing player characters will notice about the Nephiggian flesh-ghoul is its odor, which is repulsive and smells of the recently deceased.  This odor surrounds the flesh-ghoul in a 60 ft. radius and upon breaching this radius, a character must make a saving throw or be nauseated for 1d3 rounds.  If a PC is nauseated by the charnel odor of the flesh-ghoul, he cannot be affected by it for the next 24 hours.

Flesh-ghouls most often begin an attack by attempting to hypnotize their victims, who must be within 30 feet for the ghoul to make an attempt.  They must concentrate for the entire round on the victim to achieve this affect, and their concentration can be broken by taking damage or being disrupted otherwise.  At the end of the round, the victims the ghoul targeted with its ability (a single ghoul can target up to 3 individuals) make a saving throw.  If it is failed, they become fascinated for 1d6 rounds.  The victims of the ghoul's hypnotism need not be paying active attention to the ghoul.  This is considered to be a mind-affecting attack.

Nephiggian flesh-ghouls can also enter a cannibalistic fury once per combat that grants them a +2 to damage for 1d6 rounds.  At the end of their blood-frenzy, they are tired and suffer a -1 to attack.

Thursday, September 5, 2013

D30 Days: Day 5 Your Favorite Set of Dice/Individual Die

I've got a few favorites in my dice collection, including individual pieces and sets.  I would like to say that any of my Gamescience dice made the cut, but, alas, they did not.  I don't have any pictures of these to share with you, but since we're all good at using our imagination, let's do that.

My most recent find is this off-white 20-sided D5 that I have.  It came in the ubiquitous Pound-O-Dice product that we are no doubt all familiar with.  I've been looking for something like that for a long time.  Now I just need a 20-sided D10 and I'm a happy camper.

My other favorite is a set of mini Dwarven Stones made from some sort of green semi-precious stone, and I forget the name of said stone.  They're a far cry from precise, but they're fun.  I also have a set of small Koplow gray/black dice with a silvery finish that a pretty awesome.  I like small dice, yes.

I also like big dice.  I have a gigantic D20 that I give people when I think they've had one too many good rolls without my eyes on them.  I have a big ol' D6 and D4 for the same reasons.  That and it unnerves the players when I toss those out on the table for attack and damage rolls!

Wednesday, September 4, 2013

D30 Days: Day 4 Favorite Gameworld

This one is also easy - my favorite game world is my own.  Beginning in my freshman year of high school (a lot of guys out there start this sentence referencing college, but I never went), I began work on a world called Helenista.  It was not quite vanilla D&D, and it was based around 2nd Edition.  It had a heavy Greek/Roman influence with the Empire of Thrace at its center (no historical basis - the only similarity would be there was an emperor).  It was fun, and the players pillaged the whole continent for about 8 years of real time, and topped out about 12th level.  In fact, 6-12 was the sweet spot for that campaign. 

Before that I had used the assumed setting that was developed for various modules for BECMI, the Known World.  I like that world just fine, but I like my own much better.  I've never run the Realms, or Dragonlance, or Dark Sun.  I did enjoy playing a Spelljammer scenario one time, but I've never run it.

Now I'm hard at work on my new world, which is heavy on the swords, sorcery, and demon fronts.  There are no elves, no dwarves, and definitely no halflings.  I'm using Swords & Wizardry as the base, with a mongrelization in nearly every subsystem from some other OSR ruleset or official D&D game version.  I like to world-build through mechanics, and I also world-build through monsters.  Now I'm to the point where I'm taking the drawn map and working on transferring it to a numbered hex map so I can plan the hexcrawl aspect of the campaign.  It's going to be a ton of fun.  Especially for me.  I'm blessed with players who don't know the meaning of "run!"