Sunday, July 22, 2012

New "Monster": Thuggi Cultist

Thuggi Cultist

Hit Dice:  2
Armor Class:  12
Attacks:  1 weapon (1d6 + weapon dmg modifier)
Saving Throw:  16
Special:  Backstab (x2), strangulation, hide in shadows 55%, move silently 35%
Move:  12
Challenge Level/XP:  4/120

The Cult of Thuggi is a pervasive threat to the city of Megiddo.  It is a cult of assassins, thieves, and cutpurses who worship a god whose identity is kept secret to all but those initiated into the cult.  Members of the cult have been kidnapping and holding for ransom high-ranking members of the Megiddian aristocracy with increasing frequency, and often the victims end up slain even if the ransom is paid - the bloody god of the Thuggi demands ritual sacrifice as part of its worship, and the cult will not deny their god.  They are fanatical in their belief, and have been known to slay opposing religious leaders as part of their initiation.  They are especially opposed to the Nameless God of the Megiddians, as the Nameless God is the sole symbol of purity and hope in the bleak world of Antediluvia.

The Thuggi are adept at sneaking up behind their targets in silence and strangling them to death.  As this is part of their training in the cult, these abilities seem to be supernaturally bestowed upon them.  A successful backstab attempt also allows them to initiate their strangulation ability automatically, as if they had won a grapple.  During strangulation, victims take 1d4 points of Constitution damage per round.  If the victim's Constitution reaches 0, he dies, windpipe crushed.  Breaking free of this requires winning a grappling contest (see house rule on Grappling), but the Thuggi gets a +2 bonus to their roll due to the supernatural adeptness of their ability to kill in this way.

New Monster: Spiderborn

Spiderborn

Hit Dice:  4+4
Armor Class:  14
Attacks:  1 bite (2d4 + poison), 4 claws (1d4 each), or 2 weapons (1d6 + weapon dmg modifier)
Saving Throw:  13
Special:  Poison (save or 2d6 damage plus paralysis for 1d6 turns), call spiders, shapechange, immune to poison
Move:  12, Climb 9
Challenge Level/XP:  10/1400

The spiderborn are the degenerate descendants of humans who hid from pursuers in the tunnels below the mountain called Spiderspire and encountered there what was to become their living god - The Spider.

Spiderborn have poisonous fangs that they can use during combat to great effect, causing paralysis.  They also have the ability to call nearby spiders.  Three times per day, a spiderborn can call 1d6 giant (smaller) spiders, 1d4 giant (man-sized) spiders, or 1d2 giant (greater) spiders.  The GM may substitute spider swarms, scorpion swarms, or giant scorpions if he wishes.  The spiderborn can also shapechange at will per the spell alteration of physical form.  They cannot be harmed by poison.

New "Monster": Monkey Swarm

Monkey Swarm

Hit Dice:  3
Armor Class:  13
Attacks:  1 swarm (2d6 + distraction)
Saving Throw:  14
Special:  Distraction, half damage from slashing/piercing weapons, automatic damage, cannot be flanked
Movement:  9, Climb 12
Challenge Level/XP:  5/240

In the teeming jungles of the south, fearless adventurers brave worse things than angry simians trying to defend their territory.  However, when a horde of monkeys gathers as one to defend themselves or to seek food, they can become a terrifying force to behold, ripping and tearing at their foes in order to devour them.

A monkey swarm must move into an opponent's space to attack them, but they deal automatic damage without need for an attack roll.  When a monkey swarm damages an opponent, they are distracted unless they make a successful saving throw.  If the save is failed, a character is considered nauseated and suffers a -1 to all attacks, damage, saving throws, and ability checks for 1 round from the distraction.  A monkey swarm cannot be flanked or backstabbed, and it suffers only half damage from slashing and piercing weapons.

New Monster: Negalu-Man

Negalu-Man

Hit Dice:  3+3
Armor Class:  14
Attacks:  1 barbed sword (1d8 + 4) or 1 mind blast (2d6 + stun)
Saving Throw:  14
Special:  Mind blast, travel in the cracks between at will
Move:  12
Challenge Level/XP:  6/400

The Negalu-Men are a race of beings that live on the lush, green moon of Negalu, one of the two moons of the world of Antediluvia.  They are tall, lanky, and powerful of frame, with skull-like visages and violent attitudes combined with a militaristic society bent on conquering.  Their sky-ships ply the skies of Negalu, bringing war to all those they meet, and their sorcerors have been researching methods of sky-ship travel to the world they see in their sky, the world of Antediluvia.  So far the magic has eluded their grasp, but nothing is impossible - it is magic, after all.

In combat they use wicked curved and barbed swords that cause incredible pain, and they alternate melee attacks with their mind blast ability.  The mind blast is a blast of concussive, invisible, psychic force that they can employ once per round against one target, and may use again every 1d4 rounds (a roll of 1 being the very next round of combat).  A saving throw is granted to resist the mind blast, and if successful the victim suffers no damage and the mind blast attempt is expended as normal.  If the save fails, however, the victim suffers 2d6 points of damage and is stunned for 1d4 rounds.  Negalu-Men can also use travel in the cracks between as a spell-like ability at will.

Saturday, July 21, 2012

New Monster: Mistman of Phyrgilus

Mistman of Phyrgilus

Hit Dice:  3
Armor Class:  14
Attacks:  1 weapon (1d6 + weapon dmg modifier)
Saving Throw:  14
Special:  Aura of mist, assume gaseous form 3/day, magic resistance 25%
Move:  12
Challenge Level/XP:  4/120

The mistmen of Phyrgilus are a race older than humanity, dwellers in the lands of Antediluvia from before recorded time.  They dwell in their namesake city, Phyrgilus, which is located in the land of Xotath, deep in a valley of the jungle called The Drape, which is at the foothills of the mountains named The Bridge of Ixtomelja.  Accessing the city is difficult, since it is guarded well, and surrounded by the mountainous jungle, inhabited by strange peoples (although much less strange than the mistmen).  They have no existing trade with the outside world, and seem to exist wholly in isolation.  Most of those who have journeyed to the city have never been seen again - only those who the mistmen have allowed to leave are ever successful at escaping.  The entire city of Phyrgilus is covered in a thick fog, and the valley it resides in seems to lie under constant low cloud cover, filling the entire valley's jungle canopy.  They worship the demon-god Yuggog.

Mistmen have a perpetual aura of mist that surrounds them which acts as a mist-like emanation of obscurity spell, which is centered on the mistman at all times.  They may also assume gaseous form, as the potion, up to three times per day.  The aura of mist is active even while they are in gaseous form.  In physical form, they typically attack with weapons, although many mistmen have been known to use sorcery.

New Monster: Leng Spider

Leng Spider

Hit Dice:  15
Armor Class:  22
Attacks:  1 bite (2d6 + poison) or 1 web (special)
Saving Throw:  3
Special:  Fast healing 5 hp/round, poison, web, immunity to effects causing confusion or insanity, immunity to poison, magic resistance 50%
Movement:  12, Climb 12
Challenge Level/XP:  22/4500

The Leng spiders dwell on the Plateau of Leng, along with the only slightly less monstrous denizens of Leng.  However, the spiders and the denizens of  Leng have long been at war with each other, and they are vicious predators that desire nothing but utmost power, and they are determined to have it.  That desire for power is not confined to the Plateau.  They construct lairs made of webs and found objects, and these lairs would be considered works of art for their beauty if it were not for the purpose of their design - to trap and hold all who enter.  They are 18 feet long and weigh 6,000 pounds.  They never have an even number of legs - the most common number of legs is 7 or 9.

Leng spiders heal quickly, at the rate of 5 hit points per round.  They are very hard to kill, which makes them all the more dangerous.  Once reduced to 0 hit points, they cannot heal themselves back to life, but if they have positive hit points, the ability is constantly in effect.

The bite of the Leng spider is highly venomous, and if bitten, a victim must save or die in 1d10 rounds.  During the time that the character is poisoned and dying, he acts as if under the effects of a curse of chaos and disorder.  If the saving throw is successful, only the curse of chaos and disorder effect is inflicted, and only for 1d6 rounds.  The horrific hallucinations experienced by those under the effects of the poison are indescribable, and survivors block these images and sounds from their memories forever after they recover.

Leng spiders may also shoot webs from their abdomen to ensnare prey.  This requires a saving throw to avoid.  If the saving throw fails, the character is ensnared and the spider can reel in the victim at a rate of 30 feet per round.  Treat ensnared characters as having the entangled condition.  Characters must make a Strength check at a -3 penalty to break free from the sticky strand.

New "Monster": Kanaima Tribesman

Kanaima Tribesman

Hit Dice:  1
Armor Class:  12
Attacks:  1 weapon (1d6 + weapon dmg modifier)
Saving Throw:  17
Special:  Tracking
Move:  12
Challenge Level/XP:  1/15

The Kanaima are a tribe of nomads of dark skin tone who dwell along the northern coasts of the Konga region. Their territory encompasses the southern coastline along the Elbows of Inthal, as far west as the River of Dreams and as far east as the Blood of Sebkhedis.  They keep animals on the coastal plains, and hunt in the jungles within their territory.  Their typical dress includes a turban or similar headdress, a light shirt or no shirt, and leather leggings.  They are known for hardiness, brutality, honesty, and fierceness.

The Kanaima are renowned for their tracking skills, and can track quarry with a base 75% accuracy, modified for situation at the GM's discretion.  This has earned them the name "the Hounds of Konga," which they are quite proud to own, and are sought far and wide by nobles who wish to find their enemies or allies in the wild.