Saturday 4 January 2020

Jellies...!


Time to get back in the ol' blog saddle and get back to designing some monsters.

I have a general propensity to think that many of the monsters in 1E AD&D are... well.. weird. I thought that when first introduced to the RPG and I still think it now. One of the stranger species in the Monster Manual is the Ochre Jelly. If I remember correctly, Gary Gygax said that jellies were the result of life springing up from drains, down which various exotic ingredients had been discarded after magical experiments.
 
Anyway, a few years ago I ran a homebrew 1E AD&D dungeon crawl and designed a new type of jelly (and subsequent posts will feature some others):

STAR JELLY

  
FREQUENCY: Uncommon
 

NO. APPEARING: 1-2
 

ARMOR CLASS: 8

MOVE: 6"

HIT DICE: 4-6

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 2

DAMAGE/ATTACK: 4-8

SPECIAL ATTACKS: None

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: L (10 – 15 feet wide, 3-4 feet high)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil
 

Star jellies resemble a huge starfish and exist in a wide variety of colours. This gelatinous mass is usually found in cold, dark, damp places such as caves but will venture into dungeons in search of food. Unlike the ochre jelly, star jellies lack the ability to flow through small spaces and cannot move along ceilings. However, they are a much faster opponent, propelling themselves along with a multitude of feelers beneath each limb.

These creatures are particularly attracted to metals of all kinds, seeking out mineral veins in caves but preferring the refined steels, irons, and precious metals common to adventuring parties. They will attempt to engulf any target and use powerful acids to consume metal and flesh alike (4-8 hit points per round of exposure).

Should any jelly lose 50% of it’s hit points, one or more of it’s afflicted limbs will dissolve into an acidic gas and the jelly will attempt to escape. Anyone within 10 feet of the creature must make a Saving Throw or receive 1-6 points of damage. Wounded jellies can regrow a single limb in 1-4 days. Similarly, upon death the jelly will dissolve into a larger cloud and anyone within 10 feet must make a Saving Throw or receive 1-8 points of damage. Any form of metal exposed to this gas will tarnish and become discolored.

Star jellies are immune to cold attacks but fire-based attacks have a normal effect. Striking the creature with lightning bolts causes it to split into seperate limbs, each with 2 hit dice but with all movement, attacks and defenses remaining the same as a complete jelly.

Sunday 23 August 2015

'Hic sunt dracones...', part 3

After a bit of a hiatus, and further to my previous posts about sea dragons (here and here), it's time for... another sea dragon. For this post, I've gone for a bit of a 'weird' design, and will include details of it's crew. As always, there are sketches to give you some idea of what things look like...

SEA HORROR (Greater Sea Dragon)


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 0
MOVE: 24" 
HIT DICE: 9-11
% IN LAIR: 0%
TREASURE TYPE:  See below
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-36 beak, 4-40 bite
SPECIAL ATTACKS: Some magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic Evil
SIZE: L (100' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

It's not known if the Sea Horror owes its existence to magic or some quirk of adaption to the sea. The spines and scales common to other dragons have become odd masses resembling the various details of a sea-going vessel. The dragon also has a symbiotic relationship with creatures that live on it, the Kereb (see below). Both creatures roam the sea, attacking any ships they find by ramming and boarding.

Propelled by its powerful tail, the Sea Horror attacks by moving at high speed and ramming its target. Its long prow-like nose can easily pierce the side of most ships and it will also use its massive teeth to chew away below the waterline. During this time, the Kereb will seek to board the stricken vessel. The Sea Horror will also employ the spell Chaos as part of its attack, casting as a 5th Level Illusionist.

The dragon is very keen on acquiring treasure in any form. This will be stashed 'on-board', being made up of a great variety of booty acquired by the Kereb.


Description: the greater part of the dragon will always be below the water. That seen above will resemble brownish tarred wood and will appear to be a ship from all but close range. Bony plates extend up from it's back to form the sides, and a long spine will have all the appearance of a mast. Behind the creature's head and upper sides is a flattish area where the Kereb live and keep their treasure. The Kereb will often festoon the body of the dragon with various objects in order to make it more resemble a ship - including sails, anchors, rigging, ropes, etc.

KEREB


FREQUENCY: Rare
NO. APPEARING: 8-64
ARMOR CLASS: 4
MOVE: 9"/6" (in water)
HIT DICE: 3
% IN LAIR: 100%
TREASURE TYPE:  F
NO. OF ATTACKS: 5
DAMAGE/ATTACK: 1-12, 3-18
SPECIAL ATTACKS: Paralysis
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low to average
ALIGNMENT: Chaotic Evil
SIZE: M (6' tall) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Kereb are a race of aquatic creatures that are usually found in the company and as the 'crew' of a Sea Horror. They may also be encountered in subterranean places, as long as they are connected to the sea.

They will attack using their long sharp claw, inflicting 1-12 hit points of damage, or with their club-like arm, inflicting 3-18 hit points of damage. They can also sting with three of their feelers during any attack, which will paralyze opponents (save versus paralyzation or it takes effect).

Individual creatures do not carry treasure, but will they collectively have a hoard of Type F objects and coins.

Description: the Kereb have hard shell-like bodies, usually with pale undersides covered with darker mottles in various shades of blue, green, purple and red. These colours vary in predominance from one individual creature to another.

Sunday 31 May 2015

'Hic sunt dracones', part 2...

Following on from my previous blog post, here's another sea-based dragon for 1E D&D and similar systems:

SEA SPEAR (Greater Sea Dragon)


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 1
MOVE: 24" 
HIT DICE: 9-11
% IN LAIR: 10%
TREASURE TYPE:  See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 wings, 3-18 tail, 6-36 beak
SPECIAL ATTACKS: Magic use
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful Evil
SIZE: L (60' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Sea Spear is a rare but terrible threat to any vessel traversing the oceans. These dragons despise sentient creatures and always seek to clear them from the sea, a domain which they claim is theirs only.

The Sea Spear attacks by gliding at high speed just above the surface of the water, hoping to avoid the notice of any lookouts. It's long beak will act like a spear point and will be driven into the side of the vessel under attack. It will then pull itself free using its wings and by lashing its great tail. If the dragon instead suspects that treasure is aboard, it will fly at the sails and cut them to ribbons using the sharp edges of its wings. It will then wrap itself around the mainmast and attack using the spell Lightning Bolt, which it can cast as a 6th level magic-user, as well as striking out with its wings and beak. Once the crew has been disposed of, the dragon will devour any treasure it finds and regurgitate it later when it returns to its lair. Sea Spear lairs are caves cut into cliff faces, usually on some remote shoreline. Any treasure found here will vary greatly - some Sea Spears covet jewels, others gold and precious metals.

Although primarily an air-breathing creature, the Sea Spear can spend prolonged periods underwater, propelled by its sinous body and powerful tail.

Description: the upper part of its body is a mottling of dark and pale blues, which allow it to blend very effectively with the surface of the sea. Its beak and wings have streaks of ivory-like hues. When fully spread, the tail has patches of bright crimson and magenta.

Sunday 19 April 2015

'Hic sunt dracones'...

The gist of my approach to dragons is to try and design new versions that are perhaps not your usual dragon fare (i.e. flying reptiles). Partly because it's always good to try and catch your D&D players out and mess with their presumptions, and mostly because I think it's interesting to go that extra mile with monsters just to add some colour and variety to your world. And, at the end of the day, just because something is a dragon that doesn't necessarily mean that it has to follow the default setting (i.e. flying reptiles).

Having previously delved into the world of dragons with my series on chitinous varieties, I thought I'd now have a try at designing a few that reside in the depths of the oceans. This is mostly inspired by the sorts of creatures one can see on reproductions of various old maps, following on from a prevous blog post of mine a few years ago. So, here's the first in a short series on such beasties for 1E D&D which, as usual, is accompanied by a sketch to give you an idea of what it looks like:

'SHIP EATER' (Greater Sea Dragon)


FREQUENCY: Very rare
NO. APPEARING: 1 
ARMOR CLASS: 2
MOVE: 14" 
HIT DICE: 160 hit points
% IN LAIR: 10%
TREASURE TYPE:  See below
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 claws, 2-12 horns, 6-36 bite
SPECIAL ATTACKS: Blinding
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Lawful Evil
SIZE: L (150' long) 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

This dragon haunts the darkest depths of the ocean and only rises close to the surface at the approach of twilight. The name 'Ship Eater' is a loose translation of a title given to it by sea elves and is noted with fear in several age-old stories and legends. The creature's lair is rumoured to be a cave somewhere on the ocean floor containing the vast treasure it has hoarded from dragging many ships to their doom. It is also said that the lair is guarded by numourous evil sea-dwelling creatures who worship the dragon as a god. It is not known if there is more than one of these creatures in existence.

The dragon will usually appear to sea-farers in a variety of ways. It will sometimes raise it's huge spiny back back from the sea and remain stationary in this guise, having all the appearance of a small rocky island. It will also use a spell equivalent to a 10th level Hallucinatory Terrain in order to complete this illusion, which will also effect anyone looking into the water around this 'island'. Should any ship or boat moor there for a time, the dragon will rise up and attempt to devour any crew who may have attempted to explore it. The dragon will sometimes capture one or more vessels in this way and attempt to lure more by using them as bait. 

If the dragon suspects that a vessel carries gold and other precious items, it may attack it using its huge bite and gulp down anything that falls into its maw. It will regurgitate all of this treasure upon returning to its lair. Otherwise it may lure the crew of the treasure ship in the manner described above, and then later drag this ship beneath the waves and back to its lair.

During storms, fogs and other similarly dangerous weather the dragon will raise its head above the water if it senses the approach of any ship. Ordinarily, it's eyes are flat, dark and dead like those of  shark but if it so chooses it can cause one of them to glow, appearing at a distance to be a shore-based light. If a ship is lured towards it in such a way, it will then attack. 

At night it can use both eyes cause a blinding light during its attack, if it so wishes. Anyone within 50' of this light must save (as against wands) or be blinded for 6-36 turns. Anyone with infravision within this range must save at -3.

Description: the spine and upper back of the dragon's body appears to be rock-like ridge that may offer some shelter. The rest of its body in covered in numerous streaks and patches of various blue-black hues.

Sunday 12 April 2015

Blood Beast...

So, after a bit of a break, I'm back. This time around it's with an idea for a 1E D&D monster inspired by a not very good movie. That movie is Night of the Blood Beast, which is only particularly watchable via Mystery Science Theater 3000 and you can see it here. Or you can see the un-riffed version here.

Actually, I say that it's not a very good movie but that sells it short a bit. The overall premise is quite well done and there is a suggestion of an atmosphere to the scene it sets, but it's all just handled a bit poorly. As it's a film produced by Roger Corman, this is not really surprising but probably not entirely his fault.

I've watched it a fair few times in it's MST3K incarnation, and I've found myself liking the Blood Beast as a creature. It's not too different from creatures in later movies, such as the xenomorph from the various Alien films. And, at the end of the day, all are just blokes in suits waving their claws around but Corman and co. just had a lot less money. The way the creature goes about its nefarious purpose in Night of the Blood Beast has a bit more of an interesting angle, and I thought it might translate well to being a 1E D&D monster. I've also run up a quick drawing to go with the description:

BLOOD BEAST


FREQUENCY: Rare
NO. APPEARING: 1 
ARMOR CLASS: 4 
MOVE: 8" 
HIT DICE: 4 
% IN LAIR: 20%
TREASURE TYPE:  None 
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12 claws,1-8 bite
SPECIAL ATTACKS: Charm
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: 25%
INTELLIGENCE: High 
ALIGNMENT: Lawful Evil
SIZE: L (8') 
PSIONIC ABILITY: Nil 
      Attack/Defense Modes: Nil

The Blood Beast inhabits dark caves and similar underground places, and is particularly attracted to the presence of sentient beings. If it detects a party of adventurers, it will attempt to follow them and can Hide In Shadows and Move Silently as a fourth level thief. It will then carefully chose a time to make an attack on a single victim and attempt to drag them back to its lair.

In melee combat, the Blood Beast will attack with large claws and a bite. In order for its kind to propagate, it must use its bite to infect its victim with parasitic young. Anyone infected in this way will become host to 2-8 amorphous, amoeba-like creatures which will gestate for 2-12 days before eating their way out of their victim. This 'birth' will cause 1-8 damage per creature, and any that escape will grow into a fully formed Blood Beast in 2-8 days. Until that time, the infected person will seem normal and healthy.

The Blood Beast will also try to sow dischord and confusion amongst a party by the use of a powerful Charm spell, hoping to lure more victims. If a player has been dragged away and killed by the Blood Beast, it will use that player's voice as a Charm in order to call to his or her compatriots and so place them in a situation in which it can make another attack. Alternatively, it will use Charm on a victim it has bitten and release them back to their party. That player will then try to convince their compatriots that the Blood Beast is only acting in self-defence etc, and try to place them in a situation in which the monster can make another attack. In both cases, victims must save versus magic at -2.

Description: the Blood Beast is a large humanoid with a prominent eyes, a large beak-like mouth and long claws. It is covered with many folds of rough abrasive skin, some of which hangs from its body in ragged tatters. This skin is made up of many dark hues that allows it to blend well with its envionment. Its eyes are a deep blackish red.


Sunday 21 December 2014

Christmas critters!

During 2014 I've managed to make a semi-sporadic series of updates to this blog that have shown various creature designs. At the same time, I've been tinkering with other ideas and sketches as they've popped into my head or have been part of on-line threads for various RPGs. I've also been messing around with new techniques, or dusting off some old ones.

The first and most recent piece of artwork is this Mindflayer:

 

This started off as a pencil drawing, then became a line drawing which was subsequently scanned and mixed with digital colours. I've not done this sort of thing for quite a while, although I used to create artwork in a broadly similar way when I was a concept artist. It's good to have a try at this again, although I am quite rusty and need more time to get more polished. Still, I think the Mindflayer is a good illustration as to how lurid D&D monsters are, based on the description given in the 1E Monster Manual. If I get the chance I'd like to create some more D&D themed artwork. Earlier in the year I created this image of a troll:

  

This came out fairly well, although there seems to always be a fine line where a troll either looks scary or is just some weird version of Marge Simpson. I'll let you be the judge of which side of that line the above image lies. Another basic sketch shows a group of adventurers battling with orcs:


And finally, here's a more developed drawing of a goblin-like chieftan:


This came out quite well, although I think various details about the helmet decorations need reworking.

Getting back to the subject of digitally-coloured drawings, before I started on the Mindflayer I had a practice run with a creature I designed many years ago for a Star Frontiers adventure I'd created:

This is an example of the penguin-sized creatures that were living on a remote planet just outside the Frontier. This seemed to be the source of odd energy readings that could not have been created by their Stone Age culture. And speaking of Star Frontiers (incidentally, one of my favourite RPGs), here are some more sketches of aliens:


The above shows some conceptual sketches of a race called the Jakar, the best description of which would be tall bipedal bovine or bull-like creatures.



These sketches depict the Thyrann - pretty much upright lizards/komodo dragons. Both the Jakar and the Thyran were developed during discussions over at the Starfrontiers.us site. Back in January I was doodling various images of Sathar (the main baddies of Star Frontiers), which is always fun:

I've also been working on machines as well as creatures. There's this design for a prison ship for Star Frontiers:

 
And, last but not least, a pencil and 3D sketch of a light attack tilt-prop for the 2300AD RPG:


I'll hopefully add more details about this last design to my blog in 2015!



Sunday 30 November 2014

The Life-cycle of the Gelatinous Cube... Part 4

I've previously described the way in which Gelatinous Cubes are created, but that details the manner in which they reproduce whilst wandering dungeons and other underground places. What follows is a description of the creature from which these cubic seeds are originally sown.

 
MOTHER OF ALL CUBES

FREQUENCY: Very Rare
NO. APPEARING: 1
ARMOR CLASS: 2
MOVE: none
HIT DICE: 450 hit points
% IN LAIR: 100%
TREASURE TYPE:  See below
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-40
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Semi-
ALIGNMENT: Neutral
SIZE: L (120' tall)
PSIONIC ABILITY: Nil
       Attack/Defense Modes: Nil

Somewhere deep in the earth and at the middle of a vast cavern lies an ancient creature known as the Mother Of All Cubes. Although only one such monster is thought to exist, dwarf and gnomish folklore hints at there being more. It is rumoured that Cubes and other gelatinous forms occasionally return to the Mother in order to have their treasure absorbed by it, creating a vast horde at its centre.

The Mother will always be surrounded by at least 100 Cubes, which will protect it from any attacks, and it can also calve 4-40 new Cubes per melee round should the need arise. The creature can be hit by all forms of weapons, and attacks by fire have normal effects. It is unaffected by cold unless it fails its saving throw. Electricity, fear, holds, paralyzation, polymorph and sleep-based attacks have no effect upon it. Any creatures that can get close enough to come into contact with the Mother will receive 4-40 points of damage and require a saving throw versus paralyzation, or will be anaethetized for 1-10 months (during which time they will be at the mercy of its cubic offspring).

Description: this creature resembles a huge, polychromic gelatinous sphere that radiates a slight greenish glow. Although semi-transparent, there is a dark mass at its centre, and light is reflected and refracted though the creature in a very odd manner. Outwardly spherical in shape, it's surface is made up of a multitude of facets.The main part of its body rests on an amorphous mass from which Cubes sprout or are absorbed.