Saturday 17 June 2023

Thorn Fiend...!

THORN FIEND

FREQUENCY: Uncommon
 

NO. APPEARING: 3-12
 

ARMOR CLASS: 5

MOVE: 8"

HIT DICE: 4

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 3

DAMAGE/ATTACK: 2-8, 2-8, 2-12

SPECIAL ATTACKS: Smash

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Thorn Fiends are a weird amalgam of plant, fungus and crustacean. They are most commonly found in dense woodland and forests, although there are several species which reside within swamps, jungles and rainforests. During the day and night they are usually dormant but are active in the twilight hours or just before dawn. They hunt in packs and seem to have some way of silently communicating with each other at a distance, choosing locations where they can wait and attack at once from several different directions. Thorn Fiends are adept at hiding in dense undergrowth, although dogs may (on a roll of 1 on 1d6) be alerted to their presence.
 
When attacking, Thorn Fiends lash out with thorn-covered tendrils which can extend to a distance of 20 feet. They may then attempt to drag their victim towards them and then smash at them with their thorn-covered heads, inflicting 2-12 points of damage per round. The chance of a character breaking free of the tendrils is the same as that for opening doors, but even then it will require two rounds before they have untangled themselves completely. The remains of any victims will fall amongst the creature's root-like 'feet' and be reduced to nothing but bones and clothing/armour in 1-3 hours.

Thorn Fiends are quite resistant to attacks by fire, which only inflict half damage upon them. Likewise, edged weapons have all damage rolls reduced by 2 points. Blunt weapons and cold attacks affect them normally. Electrical attacks will cause them to explode and anyone within 20' will sustain 2-12 points of damage. Should any of their tendrils be removed, they can grow a replacement in 3 rounds.

Description: These creatures resemble a tree trunk surmounted by a roundish 'head', both of which are festooned with numerous thorns that jut out in every direction. They move around by using both their tendrils and their 'feet'. Their bodies and tendrils are blackish-brown and are covered with lichens and mosses, which helps in some way to camouflage them.  

Saturday 10 June 2023

Stone Spitter...!

This is another post inspired by one of the creatures from the Weird Medieval Guys twitter feed. I've included the original illustration at the end of this post.

STONE SPITTER

FREQUENCY: Rare
 

NO. APPEARING: 2-4
 

ARMOR CLASS: 5/7

MOVE: 9"/20"

HIT DICE: 3

% IN LAIR: 20%

TREASURE TYPE: B

NO. OF ATTACKS: 3

DAMAGE/ATTACK: 1-6, 1-6, 1-8

SPECIAL ATTACKS: Stones

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: M

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Stone Spitters (sometimes also known as Archer or Sling Birds) are large wading avians who live at the edges of rivers, swamps and similar watery places. They will always be encountered as a mating pair, possibly with one or two young. Each pair will patrol a territory that covers several square miles around their lair, which will either be hidden with reeds or in a suitably large tree not far from the water's edge. If encountered in flight, they will be travelling in search of a new patch of territory.
 
They are normally quite shy creatures unless an incursion into their territory approaches their lair, in which case they will attack without hesitation. In melee they may chose to lash out with their powerfully taloned feet (inflicting 1-6 points of damage) or stab with their long pointed beaks (inflicting 1-8 points of damage). Alternatively, it may choose to fire stones at an opponent, launching them from its beak. When doing so, it inflates the bellows-like part of its breast while regurgitating stones from its gizzard to its crop. Air forced through the beak by the bellows is then used to launch these stones at high speed at one or more opponents, out to a range of 30 feet (60 feet if the creature is airborne). These stones inflict damage as if they were sling bullets, and the bird may focus up to five of these per round at one target (requiring only one attack roll) or spread them at multiple targets within a cone up to 20 feet wide (but making a separate attack roll for each). The Stone Spitter will have up to 60 stones within its body to use for this purpose. The stones may also be covered by noisome substances from within the creature's gizzard, and thus there is a 20% chance that any skin struck by one will become infected and inflict a further one hit point of damage per hour unless suitably treated (i.e. via first aid or Cure Light Wounds). The body of a Stone Spitter has an Armour Class of 7 but the tough scaly beak and head has an Armour Class of 5. Their young have 4 hit points and inflict 1-2, 1-2, and 1-4 points of damage respectively. They possess the ability to fire a single stone per round at opponents, inflicting 1-3 points of damage.
 
Stone Spitters have no interest in treasure and thus any found at their lair will be whatever remains of previous unsuccessful invaders of their territory that have not been washed downstream.

Description: Adult Stone Spitters are 6 feet tall with long black-grey legs. Their plumage is orange-brown along their neck and underbelly, and their wings are blue with white-blue undersides. Their eyes are bright red and when expanded their breast is a vivid mauve. Their head and beak are dark blue-black. Their young are 2 to 3 feet tall and mottled grey-blue all over.


  

Saturday 20 May 2023

Flocktopus...!

This week's creature is the...

FLOCKTOPUS

FREQUENCY: Rare
 

NO. APPEARING: 20-200
 

ARMOR CLASS: 7

MOVE: 12"

HIT DICE: 3 hit points

% IN LAIR: 50%

TREASURE TYPE: B

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-2

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: S (6" wide, excluding wings)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

These normally timid creatures reside within caves or underground places were there are pools or flows of water. They subsist on the moulds, fungi and various invertebrates that live in such places, but sometimes actively prey on larger creatures (see below).
 
They will normally avoid contact with adventuring parties, but noise and the presence of light sources (such as torches and the like) will cause them to gather in the air and fly around in a confused manner. This in turn will mean that there is a 2 in 6 chance (on 1d6) per round that one or more of them will collide with individuals within a party and their tentacles will instinctively grab onto whatever surface it has flown into. Should any attached Flocktopus be struck rather than brushed away, it will fasten itself to whatever it has hit and let out a peculiar high-pitched squeak, and cannot be removed unless killed or wrenched free by someone possessing a Strength of 15 or greater. This squeak will immediately attract 1d3 other Flocktopi per round, who will also fasten themselves to the target and the creatures will begin to bite at anything to which they have become attached. They possesses small beaks which are quite capable of piercing cloth, leather, wood, metal and flesh and using them requires no attack roll once they are attached. Unless killed or pulled free, only a large fire or very bright light source will cause them to retreat en masse.

There is a 20% chance that when a group of Flocktopi are encountered they are seeking out larger creatures (animals, monsters, humans and demi-humans) in order to propagate their species, and may even travel some distance from their lair in order to do so (albeit only at night). They will attack by actively swarming over their chosen target, and can only be dealt with in the manner described above. There is a 20% chance during such a massed attack that one Flocktopus bite will pass a tiny spore into the body of their prey, unless a Saving Throw versus Poison is made. This wound will immediately become swollen and sore. Should the Saving Throw throw fail, in 1-3 days days the victim will become gradually weaker and unable to perform any sort of task other than walking. Their head will begin to swell and take on a pale greenish colour, and over the course of one week their facial features will become distorted. The mouth and nose will begin to sprout tentacle-like extrusions and the eyes will bulge grotesquely. The victim will then die but still be capable of movement, and will make their way to the nearest Flocktopus lair. Their final act will be to throw themselves into the pool or water source about which the Flocktopus live, at which point the head will detach from the body and a fully-formed Flocktopus will emerge. Only Cure Serious Wounds can stop this process, but it must be cast within one day of the initial bite.

The treasure found within Flocktopus lairs are from the remains of such victims.

Description: Flocktopi are pale green in colour, with numerous pale yellow spots. Their eyes are bright purple or pink, edged with gold. In flight they appear somewhat ungainly. When resting, they hang from the ceiling of their lair by their tentacles.

Saturday 6 May 2023

Carnyx...!

Inspired by an Iron Age war trumpet, here is the...

CARNYX

FREQUENCY: Rare
 

NO. APPEARING: 2-4
 

ARMOR CLASS: 5

MOVE: 14"

HIT DICE: 4

% IN LAIR: 15%

TREASURE TYPE: Nil

NO. OF ATTACKS: 2

DAMAGE/ATTACK: 1-8, 1-6

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L (12' long)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Carnyx are large serpent-like hunters that favour open grassland or lightly wooded areas. They are fearless and readily prey on creatures larger than themselves, including elephants and the like. They are also very territorial and will attack adventuring parties should they come close to an area the Carnyx has defined as its own, usually centred around an outcrop of rock, a large tree or some other distinct spot within the landscape. Their well-camouflaged lair will also be secreted somewhere with this territory and the Carnyx will defend it to the death. Although it may appear that they live in small bands of 2-4 individuals, they actually reside within a widely spaced group of 10-20 that will act co-operatively to face threats or to hunt herds of other animals should the need arise.
 
In combat these creatures will use their bite (for 1-8 points of damage) or lash out with their tail (for 1-6 points of damage). Against larger prey, including adventuring parties, they may choose to utter an extremely loud piercing howl. Individuals failing to make a saving throw at -2 will be subject to one of the following effects (rolled on a d100):
 
01-25: stunned for 1d3 rounds but with some mobility; all attacks at -2 and unable to speak.
26-50: stunned for 1d3 rounds but with some mobility; all attacks at -5, spell-casting time doubled.
51-75: drop all objects held in hands, fall to the ground and unconscious for 1d3 rounds.
76-00: drop all objects held in hands and flee in opposite direction for 1d3 rounds at full movement rate.
 
These effects will be focused on an area 2" wide and 8" long in whichever direction the Carnyx is facing. It may only utter this howl once every 3 rounds but each use has a 20% chance of attracting a further pair of Carnyx, who will arrive in 2-8 rounds.

Description: Carnyx have long sinewy bodies with yellowish bellies and rough skin mottled with various shades of green, dark yellow and brown. Their brownish-red heads are long with a pig-like snout. Their mouths are a vivid magenta and their eyes are yellow edged with red. Patches of blue-black bristles run from the top of their head and along their spine. The most remarkable feature of the Carnyx is a pair of large leaf-shaped objects projecting from their heads which have an appearance similar to burnished brass.

Carnyx eggs resemble rocks and could easily be mistaken as such. Normally found in clutches of two to three, they are prized because the young can be reared and used during sieges (wild adults are untameable). Because of this, a single egg is worth 1-2000 gold pieces. 

Saturday 18 February 2023

Fire-Tailed Drake

This week's monster was inspired by imagery for the very amusing Weird Medieval Guys Twitter account. I've included the picture that created this idea at the end of this post:

FIRE-TAILED DRAKE

FREQUENCY: Very Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 3

MOVE: 15"

HIT DICE: 5

% IN LAIR: 10%

TREASURE TYPE: T, V

NO. OF ATTACKS: 3

DAMAGE/ATTACK: 2-8/2-12/2-12

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: None

MAGIC RESISTANCE: 50%

INTELLIGENCE: Average

ALIGNMENT: Chaotic Neutral

SIZE: L  (8' tall)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Fire-tailed Drakes are reclusive creatures who prefer to hunt at night in woodland. Despite their name, they are not dragons but do have some features that resemble them, especially their reptile-like skin and claws. Always encountered singly, it is not known how they reproduce and any lair encountered will be high within the trunk of an old rotting tree. They are very agile creatures, being able to jump up to 15 feet in one bound, and are adept at climbing.
 
In combat, they can attack with their bite (2-8 points of damage), the claws on their front or rear feet (2-12 points of damage) or lash out with their sharply-barbed tail (2-12 points of damage). They may also choose to attack with a magical flame that issues from their tail, and those struck by it will suffer 3-24 points of damage per round unless a saving throw vs wands is made. These flames will die out after 3 rounds and can only be extinguished by magical means (i.e. by casting Quench Fire).
 
Fire-tailed Drakes seem to be particularly interested in magical items and those individuals possessing the ability to cast spells. They have an odd habit of collecting their heads of such foes and their lairs will also contain the magical items that they once owned in life. 
 
If the creature is killed, its body will be immediately and wholly consumed by magical flames and anyone within 10' must save vs wands or receive 1-8 points of damage. However, its tail possesses one quarter of its hit points and, should any attacker successfully sever it, the remains of the creature will remain intact at death. Its claws may then be used in a similar way to flints for the purposes of creating fire. Should three of the numerous talon-like spines from its back be placed within a glass vessel or lantern and shaken, they will glow and provide light equivalent to a torch for one hour until agitated again.

The endmost part of its tail is a coral-like material that is brilliant white in colour. It will weigh 2d6 pounds and is highly prized in the manufacture of magical items that either protect from or emit flames. A pound of this material is worth 500 gold pieces.
 
Description: Fire-tailed Drakes are long-limbed and have dog-like faces with prominent and oddly curved ears. They see equally well by day and by night and have excellent hearing. Their bodies are pinkish yellow with distinct areas of russet red. Their claws are blue-black while their spines are a vivid blue-white.
 


Saturday 28 January 2023

Shrooms...! (Part Two)

FLUMPH MOTHER

FREQUENCY: Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 8

MOVE: 3"

HIT DICE: 4

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 0

DAMAGE/ATTACK: Paralysis

SPECIAL ATTACKS: As above

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: L  (20' wide, 20' tall)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Flumph Mothers are so named because of their symbiotic relationship with flumphs (see the Fiend Folio, p.39). They are a large spherical fungus that contains numerous bladder-like chambers within which flumphs mate and deposit their young. After successfully breeding, the flumphs die and their bodies provide sustenance for the Mother. Despite their ungainly and bizarre appearance, seeing one is regarded as good luck by farmers, who welcome the deposits of fertilizing nutrients the Mother occasionally produces as it moves from place to place. At the same time, wilfully destroying one of them is seen as inviting bad luck, and will provoke the ire of the flumphs that reside with it.
 
The Mother has no means of attacking opponents but does have several ways of defending itself. Its skin and the numerous growths that festoon it will paralyse any creature that touches them (unless they make a successful save vs paralyzation). There is a 1-3 chance (on 1d6) that striking the Mother will create a small rupture from which noisome fluids will spurt forth out to a range of 1". These fluids create an appalling stink that lasts for 1-3 hours and any victim struck by them must be shunned by their companions out to a distance of 50 feet. This stink will also attract wandering monsters who feed on carrion or waste. 
 
The Mother will always be accompanied by a swarm of 2-8+2 flumphs, who will normally not attack unless provoked or if the Mother itself is attacked. 2-16 flumphs will reside within the Mother and will only venture outside to defend it if their host loses more than 50% of its hit points. If the Mother is destroyed, it will burst into large pieces that quickly become a vivid green and release great quantities of the liquids described above (with the same chance of being struck it them). Any creatures within 3" also have a 1-2 chance (on 1d6) of being struck by a caustic form of the liquid, which inflicts 1-3 points of damage for 1-6 turns unless it is negated by magical means. Flumphs are unaffected by this fluid. The destruction of the Mother will also attract wandering monsters (as described above) and pollute the ground below it for 2-8 years.
 
Flumph Mothers have a limited form of mobility, being mostly carried by the direction of strong breezes or draughts. Gasses contained within them (created by rotting matter) provide some buoyancy and they possess wing-like appendages that provide a limited form of propulsion when needed. These creatures are usually encountered in foothills and similar places close to mountains, and it's thought that this is where they might originally spore and grow. However, no-one has ever seen examples of this nascent form. One theory posits that flumphs themselves have the ability to create the Mothers by affecting mundane forms of fungus in some way. Flumph Mothers will only be encountered in dungeons possessing very spacious rooms and corridors, and even then only those connected to large and voluminous cave systems where they may have become trapped. If one of these creatures is encountered near a settled place, it will have been blown there. As it is so large, the flumphs that accompany it have no ability to steer it in any way.
 
Description: Flumph Mothers are yellowish white in colour and have random semi-opaque patches, within which indistinct shapes can be seen. Flumphs access the interior via a large tube-like growth close to its topmost part. The creature's body is resistant to both mundane and magical cold and fire attacks but is affected normally by those that are lightning-based. Flumph Mothers seem to have a lifespan of 10-20 years and their remains at the end of its life become bright red. These are highly prized by farmers as an additive to fertilizers and mulches, and they will pay up to 2000 gps for each hit dice-worth of remains they wish to acquire.    

Saturday 21 January 2023

Ironbeak...!

IRONBEAK

FREQUENCY: Rare
 

NO. APPEARING: 1-2
 

ARMOR CLASS: 4 (tail 6)

MOVE: 18"

HIT DICE: 4

% IN LAIR: 15%

TREASURE TYPE: E

NO. OF ATTACKS: 2

DAMAGE/ATTACK: 1-10, 1-10

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal

ALIGNMENT: Neutral

SIZE: L  (12' long)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Ironbeaks are such an ungainly mix of shapes and forms that some believe them to be the result of a magical experiment gone awry. They live in mountainous areas and subsist on minerals that they leach from the rock itself, and their presence is usually an indication that iron ore can be found nearby. They can prove to be a danger to adventuring parties because of their predilection for refined metals, especially steel.

When attacking they will always focus on the most heavily armed or armoured opponent first. It can attack with its beak, which inflicts 1-10 points of damage, or grapple with its numerous tentacles. Each of these delivers a paralysing attack, and its victim must save vs paralysation or become immobile. Otherwise they may attempt to roll below their Strength in order to break free. The tentacles then secrete a powerful acid which instantly reduces metals to so many dessicated flakes. Fumbled attacks against the creature from its front quarter mean that any weapon has become entangled within these tentacles and any metal component will similarly be reduced to nothing. Magical weapons and armour are somewhat more resilient to the acid and have a 10% chance for each plus they possess of surviving intact, i.e. a +2 sword has a 20% chance of remaining intact. However, this must be rolled for every round that they are exposed to the acid. The acid also affects weapons and objects made from stone or minerals (including precious stones and minerals, except diamond), completely consuming them in two rounds.  The rearmost part of the creature is less resilient than its forequarter but does end in a sharp, curved talon that can inflict 1-10 points of damage.
 
Should the Ironbeak be engaged in combat but then lose more than 75% of its hit points, it will attempt to fly away. If any victim is still within the grasp of its tentacles, it has a 20% chance per round of making a successful escape attempt whilst grasping its prey, but its attacks are reduced to 1 in that time. If its victim is not paralysed they must roll below their Strength score in order to break free, but are possibly at risk of injury from falling. The Ironbeak will fly to its lair and kill any victim on the wing.

Ironbeaks will usually be encountered singularly, but should two of them be present it will be a mating pair. The creatures lair will be a rocky nest atop some high point and any treasure found there will be what remains of their victim's possessions. If a mating pair is encountered in their lair, they will be accompanied by 1-3 young who, whilst not possessing tentacles, can still deliver 1-3 points of damage with their beak or talon. Each possesses 3 hit points.

Description: Ironbeaks possess coarse fur that is reddish-mauve in colour. Their tentacles are a sickly yellow-white and their large globular compound eyes are green edged with orange. The rearmost part of their bodies is yellowish-brown, mottled with patches of deep crimson. Their insect-like limbs and wings are dark greenish-black. Their beak and talon is a blackish blue edged with a raw copper-like colour. Both are very resilient and are composed of the metals and minerals on which the creature feasts. If removed, the beak weighs 50lb, the talon 10lb and, should a specialist artificer be found and hired, they can be used to make +2 weapons or armour.  

Saturday 14 January 2023

Beetle Stag...!

 BEETLE STAG

FREQUENCY: Uncommon
 

NO. APPEARING: 4-16
 

ARMOR CLASS: 4

MOVE: 18"

HIT DICE: 2

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 4

DAMAGE/ATTACK: 1-10, 1-6, 1-6, 1-3

SPECIAL ATTACKS: Nil

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: M  (4' tall, excluding antlers)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Beetle Stags are insectoid creatures somewhat similar in outline to small stags, with both male, female and young sharing this resemblance. They prefer to live in woodland but will sometimes stray into cultivated areas, especially orchards and groves, and thus are considered to be pests. The fact that they are generally not fearful and aggressively defend themselves means that they can prove to be a quite capable opponent. Although their eyesight is not particularly acute, their feet and antlers are very capable of detecting movement at a distance. They are greatly fearful of large fires and will immediately flee from any they encounter.
 
Despite their diet of wood, bark, plants, fruits and nuts they are not averse to consuming flesh if the situation presents itself. Usually this means that they will eat carrion but they will also readily attack dwarves, gnomes or halflings if they outnumber their quarry. In combat, they can strike out with their forelimbs or their antlers for 1-6 points of damage. Their large pincers inflict 1-10 points of damage and if the creature inflicts more than 5 damage in a single attack when using them, its victim will be trapped in their grip unless they make a successful roll below their Strength in order to break free. Otherwise, the creatures extendable mouth parts will inflict 1-3 points of damage per round (no attack roll required) until its target dies or escapes. The long thin spines that cover the front of the Beetle Stag can cause irritation to any exposed skin that comes into contact with them. This will cause painful sores that inflict 1 point of damage per day unless a successful saving throw vs poison is made. A Cure Light Wounds spell will also negate their effect.
 
Should more than 12 Beetle Stags be met in a single encounter, one individual creature will be larger than the others (6' tall, excluding antlers) and have 3 hit dice.  Aside from its normal attacks it also possesses the ability to fire an electrical charge from its antlers, striking as a Lightning Bolt cast by a 3rd level Magic User. However, this can only be used every other round.

If 14 or more creatures are encountered, there is a 20% chance that one individual is a Golden Beetle Stag. Its antlers are highly prized in the construction of magical composite bows and each branch is worth 2000 gold pieces.
 
Beetle Stags do not have a larval form but are born as eggs from which small fully-formed young emerge when hatched, although in this state they possess only one hit point.

Description: Beetle Stags are usually iridescent shades of dark blue, green or purple. Their antlers, pincers and feet are amber red whilst their hair-like spines are orange-brown. Golden Beetle Stags are a rich pearlescent golden yellow in colour, although their antlers are pale blue.

Saturday 26 November 2022

Shrooms...! (Part One)

The first in a series about fungoid critters for D&D. This week's creature is the...

RAGWING

FREQUENCY: Uncommon
 

NO. APPEARING: 2-8
 

ARMOR CLASS: 7

MOVE: 6/10"

HIT DICE: 2

% IN LAIR: Nil

TREASURE TYPE: Nil

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 1-6

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non-

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Ragwings are colonies of spore-like organisms that have somehow developed the ability to fly. They can sense the heat generated by living creatures (out to a distance of 120') and derive sustenance from their blood. They also use the body of their victims as a host within which their spores can sprout. They possess a long needle-sharp proboscis and it is through this that they feed and pass spores into their victims.

In combat, if the creature inflicts more than 5 points of damage in a single attack it's target has been implanted with spores, and must save vs poison to prevent those spores taking hold. Should this fail, the wound will itch and appear to fester over the course of one day, after which the victim will become paralysed and will die within three days. If a limb was struck by such an attack, removing that limb within three days will rid the victim of the spores. Cure Serious Wounds will also negate the spores effect on any part of the body. The spores will otherwise consume the victim and after 10 days 2-6 Ragwings possessing 1HD will sprout from the remains. A single example will sprout in the same time from any amputated limb that has not been destroyed.

Alternatively, the Ragwing will remain attached to its victim if it inflicts more than 3 points of damage in a single attack. It will then drain blood at the rate of 1 hit point per melee round unless destroyed. Once it has consumed blood equivalent to 8 hit points, it will detach itself and attempt to escape.

Should the creature lose all of its hit points from a single attack, its body will shatter and scatter spores over a 10' wide area. Anyone within this cloud must save vs poison or become incapacitated for 1-4 melee rounds.

Ragwings inhabit a variety of environments but seem to prefer those with high points from which they can dive on their victims.

Description: These creatures vary in colour depending on their environment: greenish-yellow in woodland and swamps, greyish blue in mountains, brownish-black in caves. When full of blood they take on a distinct reddish hue. Their bodies are a tangled mass of fibres surmounted by a 'head' that is full of spores. The wings are tattered and seem to shed small pieces when the creature moves. They are not particularly graceful in the air as their flight appears uncoordinated and ungainly, and when moving along any surface their wings seem to haphazardly drag the creature around. However, this can make their movement in combat somewhat difficult to predict.

Saturday 19 November 2022

Tomb Guardians...! (Part Three)

Further to my previous post, here is another tomb guardian...

BARROW HOUND

FREQUENCY: Rare

NO. APPEARING: 1-4
 

ARMOR CLASS: 4

MOVE: 12"

HIT DICE: 4

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 3 or special

DAMAGE/ATTACK:
2-8, 2-8, 2-12

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

On first appearance, Barrow Dogs appear to be earthenware statues depicting a seated animal of a form loosely resembling a dog. They are placed in a wide variety of locations within tombs, e.g. flanking doorways and similar entrances, guarding sarcophagi or remains, and also sometimes placed on pillars, platforms or pedestals. They might also be placed at the exterior of a tomb, perhaps resembling a gargoyle or grotesque in such a setting. A hound will remain dormant until something or someone triggers some preset condition decided upon by the Dungeon Master to suit their particular adventure or situation. So, for example, a guardian might only be activated when a tomb is opened in some way, or if anything passes within a certain distance of the guardian, or if something (i.e. treasure etc) is touched or removed from a tomb.
 
Once activated, a ghostly howl will sound (audible to any creature within 4"), the Hound's eyes will become balls of fire and a strange light will seem to glow dimly within its mouth. It will attack with claws (2-8) or by biting (2-12) and will fight until destroyed. It will relentlessly pursue any fleeing or retreating quarry until that quarry moves a certain preset distance, or passes beyond a certain preset point, or is killed. It may also choose to attack by emitting a fireball-like object from its mouth. This has a range of 6" and inflicts 2-12 points of damage. However, it can only attack in this way every other round.

Barrow Hounds are immune to edged weapons but maces, clubs and similar weapons affect them normally. They are also immune to fire-based attacks, magical or mundane. If they are destroyed in their dormant state (in which they posses only 8 hit points), they will crumble into pieces. However, this will release a small fireball that rises 4 feet into the air and then explodes. Anything within 1" of this explosion will receive 2-12 points of damage.
 
Description: When dormant, Barrow Hounds appear to be quite crudely-made hollow figures constructed from fired clay, and posed as if sitting. Despite their name, they only resemble dogs in a rather distorted way, being misshapen and with odd details such as overly large teeth, wide eyes and gaping mouths. Some might be decorated with paint or gold leaf and all have incised details picked out along their bodies. These glow when the creature is active.

Saturday 22 October 2022

Tomb Guardians...! (Part Two)

Further to my previous post, here is another tomb guardian...

TREACHEROUS PILLAR

FREQUENCY: Very Rare

NO. APPEARING: 1-4
 

ARMOR CLASS: 3

MOVE: 8"

HIT DICE: 5

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 6

DAMAGE/ATTACK:
2-12 (per tentacle), 3-18 (bite)

SPECIAL ATTACKS: bite, venomous tentacle

SPECIAL DEFENSES: None

MAGIC RESISTANCE: Standard

INTELLIGENCE: Non

ALIGNMENT: Neutral

SIZE: L (10' tall in pillar form, 6' tall and 4' feet wide in amorphous form)

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Treacherous Pillars are perhaps the most dangerous of creatures tasked with defending tombs. In their dormant form they resemble a pillar of various designs, but this this is merely the shell worn by the bizarre amorphous creature that resides within. Some are decorated with what appears to be gold, fine paintwork, and jewels (although these precious elements are artificial). Others will appear to be much more ordinary or roughly hewn. Any support they appear to provide to any given location is counterfeit, as it has been fashioned in such a way that the area around the pillar bears no load.
 
The pillar will remain dormant until something or someone triggers some preset condition decided upon by the Dungeon Master to suit their particular adventure or situation. So, for example, this guardian might only be activated when a tomb is opened in some way, or if anything passes within a certain distance of the creature, or if something (i.e. treasure etc) is touched or removed from a tomb.
 
When activated, the pillar will break apart into numerous pieces that will cover the surface of a large amorphous mass, and glowing eye-like objects and fanged mouths will appear all over the creature. It will attack by striking with its tentacles, and a successful attack with a roll of 18 or more will mean that a victim is dragged to one of its mouths, which in turn inflicts 3-18 points of damage per round. One tentacle is venomous and those struck by it must make a saving throw versus poison or die immediately.
 
It will pursue intruders until that they are killed, or if they pass beyond some point specified when the guardian was first placed within the tomb. If killed, the decorated parts of the pillar might possess will crumble into dust. Otherwise, once its task is complete it will return to its original position and assume its dormant form.
 
 

Saturday 15 October 2022

Tomb Guardians...! (Part One)

As Punkie Night - or as some of you call it, Halloween - is fast approaching, I thought I'd share some monsters that have been created specifically to protect the dead (and their treasures) in their tombs. The overarching concept behind these is that they are left inside or close to tombs and remain dormant until something or someone triggers some 'preset' decided upon by the Dungeon Master to suit their particular adventure or situation. So, for example, a guardian might only be activated when a tomb is opened in some way, or if anything passes within a certain distance of the guardian, or if certain items (i.e. treasure etc) is removed from a tomb. They can be created by various means, for example by reading from a magical scroll or sprinkled with the contents of a potion, or whatever other method the Dungeon Master chooses.

The first of these guardians is the...

SHIELD LORD


FREQUENCY: Rare

NO. APPEARING: 1-4
 

ARMOR CLASS: 4

MOVE: 10"

HIT DICE: 5

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 3

DAMAGE/ATTACK:
2-12, 2-12 or by weapon (see below)

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

When dormant, these guardians will appear to be nothing more than general tomb detritus: piles of mummified bones and rags gathered around a tarnished and somewhat dilapidated bronze shield. Once activated, the shield will rise into the air and glow brightly whilst rags and two arms will rapidly form around it. At the same time, a scythe-like object will appear in its hands and the Shield Lord will fly towards its target.

In combat, the scythe attacks as a +2 weapon and inflicts 2-12 points of damage. The Shield Lord may also choose to attack with its taloned hands which, in addition to the damage they inflict, will also cause paralysation unless a successful saving throw is made. Although it usually drifts some 4 to 6 feet above the ground when moving, it is also capable of flight and may choose to attack from a higher point if space allows. 
 
A Shield Lord will fight until destroyed, at which point it will collapse back into its original form and its scythe will vanish. It will pursue its target until that target is killed, or if the target passes beyond some point specified when the guardian was first created. They are immune to Dispel Magic and cannot not be turned by clerics, but other magical attacks affect them normally.

Saturday 24 September 2022

Benefic Polymorph...!

BENEFIC POLYMORPH


FREQUENCY: Rare
 

NO. APPEARING: 1
 

ARMOR CLASS: 9

MOVE: 8"

HIT DICE: 5 hit points

% IN LAIR: 0%

TREASURE TYPE: Nil

NO. OF ATTACKS: 0

DAMAGE/ATTACK: Nil

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: Nil

MAGIC RESISTANCE: Standard

INTELLIGENCE: Average

ALIGNMENT: Neutral

SIZE: S

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

The Benefic Polymorph is a strange sentient creature whose normal form resembles a lump of blue clay-like material. Its purpose in life and what it feeds upon in order to survive in this form is not known, and it will only contact another sentient being in a very specific set of circumstances. If it senses that another being is missing a major limb, such as a hand, foot, leg or arm it will introduce itself and explain that it can help. It will explain that it can assume the form of that missing part and will function in its stead for the lifetime of its host. It requires nothing in return, save that the host treats with the same reverence as their other limbs. It speaks all known languages, including cants and alignment tongues and has a deferential, softly-spoken manner.
 
Should the prospective host agree to the offer, the polymorph will take the place of the missing limb and quickly assume it's form, but can no longer speak. It will look like an exact copy of it but will still have the appearance of blue clay, and tendrils will mark the join between the polymorph and the host. The host will then have a fully functioning limb that feels completely natural. It will not be any stronger, weaker, more dextrous nor more resilient than a normal limb (as defined by the player-character's statistics), and will feel heat, cold, etc in a normal manner.
 
However, the polymorph requires 1 hit point per year from its host, which cannot be regained via magic or healing. This will not be revealed to the host at any time. If the host's body is near death from unnatural causes (i.e. 1 hit point above zero), the polymorph will absorb the hit point, resume it's normal form and will attempt to scurry away. If the host is in a situation where they are killed instantly or die of old age, the polymorph will also resume its normal shape and flee if it can. If the host is attacked or involved in an accident or similar occurrence, there is a 20% chance that the polymorph is hit instead (unless the Dungeon Master or the situation rules otherwise). If more than 5 hit points of damage is then inflicted upon the polymorph, it dies and inflicts 1 point of damage on its former host. It quickly becomes greyish-green, amorphous and without any apparent bone structure but remains attached to the host. It can then only be removed by a reversed Regenerate spell.
 
The Benefic Polymorph is not choosy about who or what becomes its host being. It can remember all of its former hosts and is thought to live for many hundreds of years, possibly thousands. 
 
Captive examples are worth at least 5000 gold pieces, but if forced to become a body part whilst captive (i.e. threatened with death), it extracts 2 hit points per year from its host and 2 hit points when leaving a host that is near death.

Certain rumours state that two extremely rare, smaller types of polymorph exist. One is gold in colour and can only replace a host's missing eye. It is said to have the ability to see far into the distance and into the other Planes, to detect invisibility and have various other sight-based powers. The other, silver in colour, can only replace the host's tongue and allows them to speak all languages, cants and alignment tongues as well as converse with all animals and monsters.

Saturday 10 September 2022

Spiders...! (Part Two)

SIEGE SPIDER

 
FREQUENCY: Rare
NO. APPEARING: Varies
ARMOR CLASS: 2
MOVE: 5"
HIT DICE: 12 +10
% IN LAIR: 0%
TREASURE TYPE:  Nil
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 6-60, 6-60
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Neutral
SIZE: L (35' long excluding forelegs, 25' wide)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil

It is not known whether these creatures owe their huge size to some freak of nature, breeding or from magical experimentation. They are usually encountered during battles but may also be met as part of an army or large war party en-route to some battlefield.
 
Siege Spiders are trained from birth to be inured to rigours and terrors of warfare, and they seem to know no fear. Training them is a specialised task and takes at least 5 years, during which time the spider learns to take commands only from the specific individuals who eventually become their controllers. This is always a team of four: the commander (who makes tactical decisions and issues orders), the drummer (who beats the orders as a code onto the carapace of the spider, which the creature then responds to) and two 'drivers' (who each pull on huge chains fixed to the left and right foreleg, reinforcing the orders transmitted by the drummer. These chains can only be pulled by those with a Strength of 18/75-00). Should any member of the team be killed, it can take up to 2 years to train the spider to follow orders from a new individual.
 
During combat, the team resides within with a specially constructed and armoured howdah, effectively a small bunker riveted onto the back of spider, which also contains a signaller (who sends and receives messages using various methods to and from other howdahs, or from the higher chain of command). In this manner, Siege Spiders act as semi-independent units tasked with the dismantling and destruction of enemy fortifications. They usually do not climb over these but instead are trained to stand against walls, etc as they endeavour to breach them. Some howdahs form the base of larger siege towers and some armies add large metal spikes and other objects to the spider's body in order to guard against attacks or to enhance its offensive capabilities. Against weaker defences the weight of the spider is sometimes enough to breach them.

The creature is generally similar to other spiders in overall shape except that its two forelegs are 30' long and end in large hook-like talon, each capable of prising apart or smashing stone and mortar and delivering 6-60 points of damage. Despite their size, these are particularly dextrous. Siege Spiders are usually black or darker shades of brown, purple or blue in colour, with vivid red undersides and yellow-white talons. However, it is common for armies to paint them in other colours or to decorate them with various patterns, flags, banners or slogans. The creature's chitin is also thick enough to have designs permanently carved into it. The remains of dead Siege Spiders can be repurposed as armour for others of their kind or made into suits and shields, usually of AC3 or 4.
 
Siege Spiders do not spin webs nor do they possess a venomous bite as adults. Their fangs are very small compared to their overall size and they can consume the flesh of most creatures, living or dead. They have many eyes are can see equally well in both day and night. They are immune to fire (magical or mundane) and are unaffected by Cold or Fear-based Spells. Lightning-based attacks inflict only half damage.

These creatures are very highly prized as eggs or hatchlings, fetching as much as 50-80,000 gold pieces per individual. Hatchlings are usually pale blue or yellow in colour, some 4-6' in size, are AC4 and have 4HD. Unlike their adult form, they possess a venomous bite and those bitten must save vs poison or die instantly. Their fangs and each forearm deliver 1-8 points of damage. Siege Spiders give birth to 2-6 hatchlings but only breed once every 10 years, whilst they themselves normally have a lifespan of 30-50 years.

Saturday 3 September 2022

Woodwose...!

This week I describe creatures that once figured quite strongly in English folklore, seemingly as some sort of physical representation of a wilder aspect of nature. They're mentioned, for example, in the Arthurian tale Sir Gawain and the Green Knight, but must predate that period by at least three or four centuries as their name seems to be of Anglo-Saxon origin. It's possible (at a bit of a stretch, in my opinion) that they are in some way related to the Green Man, a similarly mysterious figure who shares some aspects with the Woodwose. Lastly, the word 'Woodwose' works both as a singular and plural form.

WOODWOSE

FREQUENCY: Uncommon
 

NO. APPEARING: 2-6
 

ARMOR CLASS: 6

MOVE: 10"

HIT DICE: 2+2

% IN LAIR: 15%

TREASURE TYPE: V

NO. OF ATTACKS: 2 (clawed hands)

DAMAGE/ATTACK: By weapon or 1-8

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: See below

INTELLIGENCE: Low to Average

ALIGNMENT: Neutral

SIZE: M

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Woodwose are only ever encountered in ancient woodlands or similarly remote and overgrown places, within which they are seldom seen unless they decide to make their presence felt. They are shy and timid creatures that will ordinarily go to great lengths to avoid any form of contact. They are dextrous and masters of camouflage and stealth, possessing abilities similar to Move Silently, Hide In Shadows and Climb Walls as if they were a 10th level thief.

Despite their timidity, they possess a curiosity that can override this aspect of their nature. When encountering parties of adventurers they will sometimes choose to follow them at a distance. Ordinarily they are terrified of fire and lightning, but should a party be engaged in cooking the woodwose might choose to break cover and approach, albeit haltingly. They seem to have a great interest in prepared food and the cooking of such things, but the sound of music also seems to have a similar attraction for them.

In combat their sharp, claw-like nails inflict 1-8 points of damage. There is a 50% chance that those encountered can also attack with poisoned darts. This poison is an insinuative B variety, the darts having a range of 20 feet and two may be thrown per turn. Otherwise they are armed with weapons equivalent to a club or quarterstaff.
 
All woodwose have the ability to cast Cure Light Wounds and Warp Wood as a 3rd level druid. They are immune to cold attacks but fire and lightning-based attacks will cause them to instantly flee. Their magic and poison resistance allows them to save at 2 levels above their actual. They possess excellent hearing and surprise on a roll of 1-4 on a 6-sided die, and see equally well by both day and night.

If encountered in their lair, there will always be one 4 HD individual, taller than the others and with hair entwined with a mass of thorny plants. It will know 1d6 druid spells in addition to those described above, casting them as a 4th level druid, and can (if threatened) summon 1d6 bears, wolves and similar creatures to its aid, which will arrive in 1-3 turns. They have no interest in treasure such as silver, gold, etc but seem to covet wands and staffs. These will be found within a giant ancient tree which stands at the centre of their lair. No woodwose children have ever been observed, and no-one knows how long they live. Some Elven folklore claims that when an old oak tree dies and collapses into ruin, woodwose spring up from the remains.
 
Woodwose speak their own language, which varies from growls to bird-like sounds. There is a remote chance (10%) that within any group encountered one individual will have a very basic knowledge of Common. However, Speak With Animals works just as well when communicating with them. If befriended or treated amiably, they will be happy to share information about recent and past events, as well as that pertaining to an area some 20 miles around them. Once per day they can accurately describe any location and on-going events within it up to a distance of 10 miles from where they stand. However, they may not understand all that they see and thus the information provided might be difficult to parse.

Description: Woodwose are tall and human-like in appearance, albeit with somewhat larger hands and feet. Aside from their hands and faces, their entire bodies are covered in thick hair that ranges in colour from black to light brown. This is covered in patches of leaves, lichen, moss and other plant material. The skin of their hands and face is dark reddish-brown and their nails are jet black. Their faces are their most striking feature, being wide and round with a pointed chin. Their eyes are large with no discernable pupils and resemble oddly reflective glass spheres. They have no teeth, but have a wide beak-like object within their mouths that is turquoise in colour.

Saturday 6 August 2022

Dragons...! (Part Four)

Here is another in my series that describes chitinous dragons (previous posts can be found here):

CHITINOUS DRAGON (Weaver)


FREQUENCY: Very Rare
NO. APPEARING: 1-2
ARMOR CLASS: 0
MOVE: 12"/36"/*20
HIT DICE: 6-8
% IN LAIR: 30%
TREASURE TYPE:  G, S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-12, 2-12, 3-18
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Neutral Good
SIZE: L (12' long)
PSIONIC ABILITY: Nil
                Attack/Defense Modes: Nil
CHANCE OF:
                Speaking: 70%
                Magic Use: 30%
                Sleeping: 30%


Weaver Dragons prefer lonely mountains and other high, remote places. Their lairs are made up of a large, dense web-like structure spun between two high points or within a crevasse, with their treasure kept in numerous (2-20), hard to reach nests.

As they spend much of their time on the wing, their attacks will predominantly come from above. Its breath weapon is a mass of sticky, web-like material 6" long, 4" wide and 5" high that rapidly contracts around a victim, inflicting 1-8 points of damage per round. This can be removed with sharp instruments or by those possessing a Strength of 17 or more. It can also bite or strike out its powerful rear legs, whose talons inflict 2-12 points of damage. If the dragon can speak and employ magic, they will know 1-3 Druid spells of 3rd to 5th level.
 
Weaver Dragons prefer to shun any form of contact and, despite their somewhat fearsome appearance, are generally quite aloof and distant in their mannerisms. However, they are generally amiable to dwarves and gnomes and might converse with any they encounter in an adventuring party. Even then, they will stay airborne unless they are met in their lair. They will have an intimate knowledge of the landscape around this lair, out to a distance of 100 miles, and thus could be a source of useful information. On very rare occasions, should decide or be convinced to assist in some way, a Weaver Dragon might offer to carry one or two individuals no further than 100 miles. They speak Common, Dwarven and Gnomish, as well as having their own language. If two are encountered, it will be a mating pair.
 
The web-like material from which their lairs are woven can be worked and formed into armour or a shield, although artificers who can perform such a task are rare and very expensive. These items are treated as if they were magical, a complete set of armour (weighing 50 gp) being +5 and shields (weighing 10 gp) +3 respectively. Unless painted, this armour is always whitish-grey. Alternatively, every 100 years a dragon will weave a suit of personalised armour or a shield for an individual who has provided them with some great service or act of friendship (it is left to the Dungeon Master to decide how this might occur). 
 
Description: Weaver Dragons are generally a rusty-red colour with patches of dark yellow. The tips of their wings and limbs are blue-green. As they reach the end of their lifespan (approximately 400 years), they become whitish-yellow.

Saturday 30 July 2022

Shambling Mouth...

SHAMBLING MOUTH

 

FREQUENCY: Rare
 

NO. APPEARING: 1-3
 

ARMOR CLASS: 2

MOVE: 6"

HIT DICE: 8

% IN LAIR: 30%

TREASURE TYPE: B

NO. OF ATTACKS: 1

DAMAGE/ATTACK: 2-20

SPECIAL ATTACKS: See below

SPECIAL DEFENSES: See below

MAGIC RESISTANCE: Standard

INTELLIGENCE: Low

ALIGNMENT: Neutral

SIZE: L

PSIONIC ABILITY: Nil

       Attack/Defense Modes: Nil

Thought to be related in some way to the Shambling Mound, this creature is found in tombs, dungeons and similar underground places. It uses the detritus from such to form its body.

The Mouth has a voracious appetite and will readily consume anything it can find, but seems to have a predilection for living flesh. Its bite inflicts 2-20 points of damage per successful strike, and on a roll of 20 it will attempt to eat its victim, inflicting a further 2-20 points of damage per round.
 
These creatures are immune to attacks by any form of edged weapon, and blunt weapons inflict only half damage. It is immune to cold-based attacks and fire-based attacks also inflict only half damage. When the creature dies, it immediately collapses into a reeking mass, and anyone within 20' must make a saving throw vs poison or be immobilised (by retching and vomiting) for 1-6 rounds. Its treasure is whatever survived when previous victims were consumed.
 
Description: Shambling Mouths appear as a large reeking mass made of bones, teeth, hair, skin, armour, pieces of metal, weapons, etc, all supported by two or three short legs. This mass is dominated by a huge maw lined with a oddly deformed teeth, metal shards and shattered bone. It is 6' tall and about 6' wide.