Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Wednesday, March 2, 2016

Parrot, Giant (Macaw) - New Monster

A new monster in multiple edition compatible statistics. The picture is of the Shleich (R) miniature.

Parrot, Giant (Macaw)
Frequency:              Rare   
                       
No. Appearing:        1 or 11-20
Armor Class:            7
Move:                       3"/48"
Hit Dice:                   4
% In Lair:                 25%
Treasure Type:         Q (x4), 1d6 Jewelry 25%
No. of Attacks:          3
Damage/Attack:       1-4/1-4/2-12
Special Attacks:       Nil
Special Defenses      Nil
Magic Resistance:    Standard
Intelligence:             Low
Alignment:               Neutral
Size:                         L
Psionic Ability:         Nil
   Attack/Defense Modes: Nil
Morale:                     8
Ep:                            150 + 4/hp

Giant Macaw are found only in tropical regions near cliffs or especially large trees. They are diurnal herbivores that subsist primarily on seeds, nuts, fruits, and flowers. They are especially fond of coconuts, bananas, and when offered, baked bread and other goods. They can carry up to 250 pounds.

They are not very aggressive and will only attack in self-defense, or if frightened or offended. They speak (poorly) whatever human or demi-human language is most common in their region. Especially shallow and vain creatures, their conversation is typically limited to discussions of food and their own prettiness. They are easily bribed (for information or transportation) with food if they are also flattered. They tend to take the names of whichever human gender in their region wears the most colorful clothes and jewelry (Polly, Ruby, etc.) or of flowers (Lily, Daisy, etc.). While useful, they are often shunned because they talk incessantly.

In their lair, there is a 15% chance that there will be 1-4 eggs. Giant Macaw eggs sell for 250 gold pieces each. However, taking a Giant Macaw egg is the only way, other than insulting their appearance, to offend these birds.

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Large Magical Beast
Hit Dice:   4d10+4
Initiative: +3
Speed: 10 ft., 70 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, + 3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +4/+12
Attack: Claw +7 melee (1d6+4)
Full Attack: 2 Claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: 10 ft./ 5 ft.
Special Attacks: Evasion
Saves: Fort + 5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 6, Wis 10, Cha 10
Skills: Knowledge (nature) +2, Spot + 12
Feats: Flyby Attack, Wingover
Environment: Warm forests
Organization: Solitary or company (11-20)
Challenge Rating: 3
Treasure: Standard (gems only)
Alignment: Neutral
Advancement: 5-8 HD (Large); 9-12 HD (Huge)
Level Adjustment: +2 (cohort)
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Large beast, neutral
Armor Class: 12
Hit Points: 26 (4d10 + 4)
Speed: 10 ft., Fly 60

Str 16 (+3), Dex 17 (+3), Con 12 (+1), Int 6 (-2), Wis 10 (+0), Cha 10 (+0)

Skills: Perception +5
Language: Most Giant Parrots speak common poorly.
Challenge: 1 (200 XP)

Keen Sight. Parrots have advantage on Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. A Parrot make two attacks; one with its beak and one with its talons.

Beak: Melee Weapon Attack: + 5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 3) peircing damage.

Talons: Melee Weapon Attack: + 5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
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All monster statistics and descriptions in this post are Open Game Content. The picture is not Open Game Content.

Wednesday, October 21, 2015

Coco - New Monster

A nearly complete rough draft of a "new" monster.
Coco

Frequency:              Rare
No. Appearing:       1
Armor Class:            2
Move:                        12"
Hit Dice:                   3
% In Lair:                Nil
Treasure Type:         Nil
No. of Attacks:         1
Damage/Attack:       1-8
Special Attacks:        Fear aura
Special Defenses       +1 or better to  hit
Magic Resistance:    Standard
Intelligence:              Low
Alignment:               Lawful evil
Size:                          M (see below)
Psionic Ability:        Nil
   Attack/Defense Modes: Nil
Morale:                     14
Ep:
Source:                      Latin American Folklore


One of several monster types that can lay claim to the children's term "boogeyman," a coco is a natural shapechanger that was first created by a sadistic demon lord to inflict suffering on lawful and good parents. This typically human sized monster is usually covered in loose fitting, hooded robes that cover most of the creature's face. In this form, only glimpses of the its face are ever seen, nearly always a human or horse skull. Whether this is its natural form or a preferred shape to inflict terror is unknown.

This shapeshifting, child killer is bound by a strict set of rules. It can only attack children who have misbehaved recently or are in the process of misbehaving. Being lawful, it interprets "misbehaving" as breaking any rule set down parents or other adult authority. Being evil,it delights in punishing the slightest infraction, regardless of rather there was any intent to break a rule. And being of low intelligence, it often confuses halflings and beardless gnomes with human children.

It is this last tendency that is most likely to bring it into conflict with adventuring party. If it observes any halfling or beardless gnome "disobeying" what it perceives to be a parent (any adult human, dwarf, elf, etc.) it will attempt to kill and consume the "child." If possible, it will attack when its target is alone, but will attack its prey even in the middle of a crowd if necessary.

While the Coco can shapechange, this gives it neither advantage nor disadvantage in combat. Only if it changes into something large size will there be any effect and then only if the gaming system allows different weapon damage on large creatures. Its reason for shapechanging is to inflict additional fear. Any creature hunted by a coco or coming between it and its prey must save vs magic or be subjected to a fear spell.

A coco has no lair, forming out of nothingness as the sun sets each night and fading into nothing at the sunrise. It cannot be permanently killed as killing it only causes it to fade away and reform the next morning. However, characters need not fear it seeking revenge as it never remembers the past day. It exists only to kill and consume disobedient children and has no treasure. It will those that get between it and its prey but will not consume them. A female coco is called a coca, but is in all ways identical to its male counterpart.

All monster statistics are Open Game Content, including, but not limited to, the stat block from “frequency” through “source.” All references to spells, and other preexisting open game content referred to in the text is Open Game Content. 

Thursday, September 10, 2015

Germican Stench Rat

It's been far too long since I posted anything and hope to be a bit better in the future. I'm currently working on the sequel to PO-1: The Stolen Child which is taking far loner than I had hoped. In the meantime here's a new Old School Monster.


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Germican Stench Rat

Frequency:                              Rare
No. Encountered:                    1-12
Size:                                        Small
Move:                                      12"
Armour Class:                         4
Hit Dice:                                 1-4 Hit points
Attacks:                                   1
Damage:                                  1-2
Special Attacks:                      Stench
Special Defenses:                   Charm
Magic Resistance:                  Standard
Lair Probability:                     10%
Treasure:                                 None
Intelligence:                            Animal
Alignment:                              Chaotic Neutral
Level/XP:                                1/9+1/hp



This seemingly minor nuisance would be viewed as just another breed of giant rat, of which it slightly smaller and less intelligent than, if it weren't for two unfortunate qualities.The first of these is the more obnoxious. At the start of every encounter, a germican stench rat will release a cloud of gas that exactly duplicates the second level magic user spell stinking cloud, except the range is zero. This sulfur-smelling cloud is full of germs and has a 5% chance of infecting anyone within its radius with a serious disease(as a rat bite). A successful saving throw versus poison prevents infection.

The annoying pest has survived not by its wits but by its unusual charm abilities. For some mysterious reason, sentient beings with intelligence scores less than nine inevitably mistake it for a small dog and beings with wisdom scores less than nine tend to find it cute. Either of these makes a potential victim vulnerable to the stench rat's charm ability. If the potential victim fails its saving throw, it will find the rat "adorable" and adopt it as a pet. At first this might seem relatively harmless as the stench rat is naturally tame. However, the stench rat is a lousy companion in a dungeon. At the slightest noise, the germican stench rat will begin growling and making a loud annoying sound that vaguely resembles high pitched barking, making surprise impossible. Even worse, the stench rat's gas cloud is not completely under its control and there is a 1 in 12 chance of it accidentally gassing  the party each hour. And in the event of an encounter, it will forget that its new friends aren't immune and will launch its gas attack immediately. Due to its insanity, a stench rat never needs to make a morale check or save vs fear, though it enjoys antagonizing dangerous monsters then "hiding" behind its owner.

If taken home the stench rat will have its 1 in 12 chance of it accidentally gassing and it will reveal another unfortunate characteristic, its tendency to destroy any paper product it can find. It especially likes scrolls and spellbooks and left unsupervised will chew them up. Any unsupervised germican stench rat will have a 10% chance of destroying one of these each hour. Only if there are none in the house or they are all magically secured will they be safe. If the stench rat destroys something especially important to the owner, such as a spellbook, it is allowed a new saving throw against its charm.

Sages are uncertain as to the relationship between giant rats (Rattus Sumatracus) and germican stench rats (Rattus Peeyewicus) but suspect the latter are descended from an especially smelly subgroup of the former. They have no value.
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Everything between the lines, except the photograph, is released as open game content. The photo is not open game content. There is no additional product identity.

Saturday, August 2, 2014

Gumberoo

 QuasarDragon Games first OSR adventure, PO-1: The Stolen Child, should be available within a couple of weeks or so, barring unforeseen disaster. It will be available at DriveThruRPG and RPGNow, most likely as a pay what you want item.  In the meantime, here's a rather silly monster for any OSR game systems.


Bear, Gumberoo
Frequency:                Very rare
No. Encountered:      1
Size:                            Medium
Move:                          120 ft
Armor Class:            7
Hit Dice:                     3+3
Attacks:                     3
Damage:                     1d3/1d3/1d6
Special Attacks:        Hugs: 2d3
Special Defenses:     See below
Magic Resistance:    Standard
Lair Probability:        80%
Treasure:                    None
Intelligence:              Animal
Alignment:                 Neutral
Level/XP:                    4/215+3/hp.
Source:                        North American Folklore.


"What a strange creature it was. When I first saw it, I thought it my be a deformed bear, or one that was horribly scarred. That was soon disproved when poor Arteoss decided to chase it off with his slingshot; it seems unlikely that he'll ever regain use of that eye. Who'd have believed that the stone would bounce of the damned beast and rebound straight back at Arteoss." - from The Journals of Eurylochos the Traveler.

Gumberoos are a strange species of bear that inhabits coastal forests. They look much like an obese, mostly hairless black bear, with bushy eyebrows and scraggly chin hairs. Aggressive beasts, gumberoos will attack almost anything when it is away from its lair, not from maliciousness but because it has an exceptional appetite.

Gumberoos are immune to all non-magical weapons which bounce off its hide and invariably rebound toward the attacker. This innate magical ability causes the attacker, such as a player character, to effectively attack themselves. (Whatever number the player rolled to attack the gumberoo is used on the attack against themselves.  Strength and other bonuses do apply.)  For each attack, magical weapons have a 25% chance of rebounding, as do magic missiles (roll for each missile). Because of this ability, gumberoos have no fear and will charge anything that looks edible. 

This creature has one fatal weakness, though it is often dangerous to exploit. If a gumberoo is damaged by fire for more than one point, it explodes in a flaming inferno, exactly as if a fireball cast at eighth level had detonated where it was standing. 

Gumberoos spend most of their time sleeping at the base of burned out trees, typically cedar trees.  The rest of the time they are out hunting or following other biological urges. They are voracious eaters and can eat prey larger than themselves, sometimes stretching to to ridiculous proportions to consume it all.

Original art by Coert DuBois
 
All monster statistics are Open Game Content, including, but not limited to, the stat block from “frequency” through “source.” All references to spells, and other preexisting open game content referred to in the text is Open Game Content. 

Friday, July 25, 2014

Calydonian Boar and Upcoming

QuasarDragon Games will soon be releasing our first adventure, PO1, but in the meantime, here is a new monster for any old school role-playing campaign. It may or may not appear in any future QD products.  In addition to the normal open game content usage, you may use the text and art, if you like, as long as you give me (Dave Tackett) credit and provide a link to Quasar Dragon Games.


Calydonian Boar

Frequency:               Unique
No. Encountered:     1
Size:                         Large
Move:                       150 ft
Armour Class:           0
Hit Dice:                    14 (100 hp)
Attacks:                     1
Damage:                   5d6
Special Attacks:        None
Special Defenses:     See below
Magic Resistance:     75%
Lair Probability:        Nil
Treasure:                   None
Intelligence:              Low
Alignment:                Chaotic evil
Level/XP:                  9/5850+18/hp
Source:                     Greek Mythology



"Swift as the word, she sped the boar away, / With charge on those devoted fields to prey. / No larger bulls th' Aegyptian pastures feed, / And none so large Sicilian meadows breed." Ovid - Metamorphoses.


First sent by the the goddess Artemis to lay waste to Calydon in Aetolia after its king neglected to honor her, the calydonian boar was killed, but could easily be recreated by her or any other vengeful deity. The size of a large rhinoceros, this boar is destruction incarnate. It exists to destroy anything and everything within its range, starting with animals, but sparing neither plants nor man-made objects.  It does not eat, drink, or sleep. 

The calydonian boar can only be hit by weapons of +1 or greater, regenerates 3 hit points per round, and is immune to spells that target "animals" as well as all mind influencing spells (Charm, Sleep, Hold, etc.) except illusions. The boar is immune to natural fire and takes only half damage from magical fire. It can breathe fire, but does not use this ability in combat, using it only to destroy crops and buildings.

The original calydonian boar was slain in a great hunt in which many of the great heroes of the time took part. This could be recreated to allow the PCs to meet potential friends and rivals.

Original art by Fedor Flinzer, modified by Dave Tackett.


All monster statistics are Open Game Content, including, but not limited to, the stat block from “frequency” through “source.” All references to spells, and other pre-existing open game content referred to in the text is Open Game Content.

Thursday, July 10, 2014

Isle of Misfit Monsters

Below are three monsters that were rejected form the Treatise of Twisted Terrors due to a lack of available public domain art.  The formatting is a bit different online, but not too different from the supplement. All open game content may be used as allowed by the Open Game License.  The text descriptions may be used as long as credit is given (preferably with a link here).



Armouchiquois
Frequency:                  Rare
No. Encountered:        1-40
Size:                             Small
Move:                          150 ft
Armor Class:              5
Hit Dice:                      1+1
Attacks:                       1
Damage:                      by weapon
Special Attacks:          Nil
Special Defenses:        Nil
Magic Resistance:       Standard
Lair Probability:         35%
Treasure:                    See below
Intelligence:                Average
Alignment:                  Neutral
Level/XP:                    2/140 + 1/hp
Source:                        Native American folklore



Ugly, suspicious, and downright weird, the hoppers were nonetheless good friends in our travels through their lands. In exchange for a few trade items, they acted as guides and guards, quickly leading us through what would have otherwise been very treacherous wilderness. I’m glad we met them, but I’m still having nightmares of their bizarre hopping and hooting calls” - - from The Journals of Eurylochos the Traveler.

Weird, froglike humanoids, armouchiquois stand about three feet tall and have disproportionately long legs. They are surprisingly strong, equal to an ogre, and this, along with their long legs, allows them to hop great distances. They can hop as high as ten feet.

They have a sallow skin color and sunken, nearly skeletal facial feature. All told, they look like small, sickly, frog-men. Despite their unintelligent appearance, they have surprisingly strong mental powers, leading many to become magic users, illusionists, bards, and other spell using classes.

They tend to live in isolated clans, far from large scale civilizations. Although they seek little contact with other races, through trading they will have weapons and armor similar to neighboring peoples, most typically spears and short bows.

Treasure: Individuals: 2d4 gp: Lair: 20d10 sp (50%), 1d6 jewelry (75%


Armouchiquois are likely to be allies, trading partners, and/or sources of information. They may well be the only demi-humans in large territory controlled by hostile humanoids (orcs, gnolls, etc). Unknown even to them, armouchiquois are a sub-species of human and are therefore subject to any spells that effect typical humans. Roughly 5% of them will have class levels, typically being low-level magic users, similar intellect based classes, or rangers.

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Eloko
Frequency:                  Uncommon
No. Encountered:        1-200
Size:                             Small
Move:                          60 ft
Armor Class:              7
Hit Dice:                      1
Attacks:                       1
Damage:                      1d4 or by weapon
Special Attacks:          See below
Special Defenses:        Nil
Magic Resistance:       Standard
Lair Probability:         20%
Treasure:                    3d6 silver per eloko
Intelligence:                High
Alignment:                  Chaotic evil
Level/XP:                    2/45 + 1/hp
Source:                        African mythology



The weird, grass-man had attacked a lone scout, apparently underestimating her combat skill. It did not live long enough to be questioned.” - from The Journals of Eurylochos the Traveler.    

A bizarre, cannibalistic humanoid race, the eloko are dwarf sized, but instead of hair, they have grass growing all over their bodies. Their snouts are elongate with prominent, sharp teeth, causing them to look a bit like mammalian kobolds with grass for fur. They reside in deep forests and dress in clothes made out of leaves.

Eloko are most commonly encountered in hunting patrols of 2d6 eloko (70 % chance). These are very aggressive as they are already out hunting for human flesh. They will attack immediately, first using their charm bells, then attacking with ranged weapons, before closing for melee as a last resort. Occasionally a hungry eloko will go off on its own and attempt to use its charm bell to acquire human meat (10% chance). Lone eloko prey upon the weak and will never attack an armed group. The remainder of encounters (20%) will be with an eloko village. Surprisingly, these are often the least dangerous encounters as the eloko will frequently trade their non-human meat and forest fruits for weapons and coins. They are typically armed with a wide assortment of random weapons acquired by trade or by theft. At least 25% of eloko will be armed with spears or short bow,

The most potent weapon possessed by the eloko are their charm bells. These magic items can be used to cast a potent charm spell two times a day. This functions as the magic user spell charm person, but with one important difference. Victims charmed by the eloko bell will do anything the caster asks, typically allowing the eloko to eat the alive. They have one charm bell per 10 eloko or fraction thereof.

Eloko subsist on forest game and rare forest fruits, especially berries, but prefer human meat when they can get it. Eating the flesh of sentient beings is so important to the eloko that they will frequently deny having eaten anything else. 


Eloko are another race that can help add an element of the exotic to distant regions.  In their home region, they may fulfill a role similar to that of orcs or goblins elsewhere but they act and feel quite different. 

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Attercroppe
Frequency:                  Very rare
No. Encountered:        1-12
Size:                             Small
Move:                          60 ft
Armor Class:              3
Hit Dice:                      2
Attacks:                       1
Damage:                      1d4
Special Attacks:          Poison
Special Defenses:        Nil
Magic Resistance:       Standard
Lair Probability:         50%
Treasure:                    See below
Intelligence:                Average
Alignment:                  Chaotic evil
Level/XP:                    3/80 + 1/hp
Source:                        Saxon mythology

I’ve always been a bit leery of snakes and when one rose up on a pair of hind legs and hissed something at me, I reacted without thinking and kicked the damn thing as hard as I could. Fortunately my boot was heavy enough that it smashed in its head. When I took the corpse over to Peiraios’ tent to see if he knew what the creature had been, I could not wake him. He had been bitten by this creature, or as I fear, another of its kind.“ - from The Journals of Eurylochos the Traveler.

The attercroppe (“little poison head”) is a small poisonous fairy-snake with humanoid limbs and an insatiable cat-like curiosity. They are extremely malevolent towards humans, humanoids, and demi-humans, except for elves and fairy folk of all kinds. 

A nocturnal creature, they tend to sleep through the day in their small boroughs (indistinguishable from normal snake holes on the surface). They live near rivers and in forests where other fay beings live.

An unarmed human will almost certainly be bitten (save vs poison at -1 or die) unless they can distract them long enough to flee. The best way to distract an attercroppe is to toss an unusual or shiny object to it, which should give the person a few seconds to hastily exit the area.

They can speak common in a hissing voice, but no one has ever heard them say anything except “what’s that?”

Attercroppe are minor, but dangerous nuisance encounters for characters travelling through darker fay lands. Of course, if one of the characters, or better yet players, has a snake phobia, then they might be a more common monster.  Experienced adventurers will often leave out many worthless shiny baubles to distract these unseelie fairies. Either the attercroppe will run of with some of the “treasure” or it will be mesmerized by all the fascinating items.  Either way, it’s better than being bitten in your sleep.


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Designation of Product Identity and Open Game Content:
Open Game Material:
All monster statistics are Open Game Content, including, but not limited to, the stat block from “frequency” through “source.” All other references to game rules are also open game
Product Identity:
All text descriptions of the creatures are Product Identity to the extent permitted under the OGL and to the extent such material is subject to copyright, except for any text language derived from the SRD which is Open Game Content. The phrases “The Journals of Eurylochos the Traveler,” is Product Identity.