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Category Archives: Monsters

Bogpiggie Stats for Fifth Edition D&D

February 19, 2015 5:59 pm / Leave a Comment / Chris
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As I lie there with the bogpiggie’s deadly poison spreading through my body, the wizard Freamon assured me I could be cured with ettin’s earwax. The elf was certain it wasn’t deadly, just lycanthopic. The vile thief Carron’s “peepaw” had told him the venom turned people to gold.

Bogpiggie

Small beast, unaligned

Armor Class 12

Hit Points 9 (2d8)

Speed 30

STR 8 (-1) DEX 14 (+1) CON 11 (+0) INT 2 (-4) WIS 11 (0) CHA 11 (0)

Senses passive perception 9

Languages –

Challenge 0 (10XP)

Very Dangerous. The bogpiggie resembled a tailless beaver covered with porcupine quills. Anyone stuck by a quill knows the quills are tipped with a deadly poison that kills within a few hours. Anyone in the same party will, if they wonder if there is an antidote to be applied, remember a different antidote or effect of the poison.

The quills are in fact not poisoned at all but naturally magical. Unless a party member has magical reisstance/immunity, the magic takes effect. Those immune or resistant to magic will not recall hearing anything about the bogpiggie.  Those skeptical about the the tales of bogpiggie poisoning may make an Intelligence check DC 20 to realize that whatever they might remember could be an old tale.

Some examples of what party members will remember about the bogpiggie’s poison (make up or roll 1d8):

1- A special pink mushroom will cure it

2- It is a magic poison. Rubbing any magic potion on it will cure it.

3- It’s best to cut near the wound and suck out the venom.

4- Ogre spittle cures it.

5- It’s not poisonous. But it does carry lycanthropy.

6- The victim will turn to gold if he dies.

7- Singing will slow the poison.

8- The venom bestows magical powers.

Actions

Quills. The bogpiggie’s quills automatically hit anyone touching them. If startled, the bogpiggie throws its quills, hitting all targets in a four foot radius (Dexterity check 15 to avoid).

Hit: One hit point.

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Posted in: 5e Content, monsters

Rethinking Mermaids

April 9, 2012 6:02 am / 7 Comments / Chris
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scrapprincess  said:

I am in desperate need of a table of various magic princess mermaids

Well you came to the right place, ScrapPrincess. Mermaids are indeed very magical and very princessy.

I don’t know if it’s a chaos thing or a cthonic thing or whatever it is that made vampires, but  it seems that every once in awhile a fish is born incomplete. When one of these fish happens upon a humanoid, it swallows them. While the victim is in the fish’s belly, things start to get squishy and jelly-like. Tendrils grown out of each creature and entangle the insides of the other.

After some time, the human torso begins to emerge from the fish’s mouth and an act of eating has become a symbiosis that has now become a single creature. The fish head remains–the eyes on the side of where the human hips would be still function, the gills of the fish are still breathing (although the whole mechanism works differently as the mouth is sealed at the bottom of the human torso. I promise to let you know how should I ever get one on my dissection table). The human mouth is responsible for breathing air and eating, which is something of a challenge in some cases. Other changes can happen to the human head and torso and I have described some of these below.

I would expect that the majority of mer-creatures would be men, as men are sailors and therefore far more likely to be swallowed be one of these strange fishes. But I have never seen nor heard of a ‘mermale’. Perhaps men are more to the appetite of eating for these fish, while the female is the only sex capable of this merger. There are tales of mermaids falling in love with sailors and rugged sea captains, but I doubt these are true as land-dwellers tell most of these tales. I would not be surprised, however, if mermaids who have a stronger connection to their human side were to fixate on men in general or even particular men who remind them of their human past and of the comforts of human society.

[A table follows these I made up]

“Angie Angler”

Although no one has seen her in her native habitat and lived to tell about it, on two occasions, fishing boats have hauled up a mermaid described as a finned woman with a large mouth with dagger-like teeth, black eyes and a ‘fishing rod’ protruding from her head. This rod was tipped with some sort of magical light, which she could dangle about and flash in patterns that mesmerized the fishermen who found her. I suspect this rod has some sort of magical charm properties, for when she managed to wrest free and escape over the side of the boat, half a dozen crew dove in after her, never to be seen again. (Treat as 6 HD shark with mass charm person, hypnosis and light spell powers, activated at will). She is called “Angie Angler” among the fishermen and the bards of port towns.

Queen Manta

I have heard several accounts of this Queen of the Reef, whose home is somewhere in the Chaos Isles and she seems to be the most intelligent and perhaps most human-like of all mermaids. Her torso is black-skinned and beauteous. Her tail is that of a large manta ray, which is a kite-shaped fish found in the southern seas. She is known to command the allegiance of sea creatures and natives of those isles, although through charm or fear I cannot say. She wields a trident that is said to control the weather and the tides. (Treat as a high level druidess with a magical trident that has weather control properties and which summons giant water elementals.)

Saurys

This not a single mermaid but many tiny mermaids. Of all the mermaids described herein, this is the only I have seen for myself. I was a passenger on a sailing vessel off the shores of Argnac when a large school of these small fish surfaced around our ship. In her excitement, one of my fellow passengers, who I will not name to protect her family, learned too far over the railing to see this school. She ended up overboard and before any of us could attempt a rescue (even by magical means) she was consumed by the school of fish before our very eyes!

There being nothing we could do, we continued on our way, those of us passengers of good class comforting her mother in her time of grief. Within two days, however, we were again visited by a school of saury. The woman’s mother had to be restrained and locked into her quarters, lest she jump overboard herself. All the time, she insisted her daughter was calling her name. When I had secured her door and made my way back top, I brought out a spyglass device and trained it on the fish below. To my surprise, I saw perhaps two score fish among this school with a bare, fare-skinned human torso and long, golden hair. Two compatriots also saw this with my spyglass. Although it is not the strangest thing I saw on that voyage, it was the most chilling. (Treat as water-based pixies with the song of a siren. One typical humanoid devoured by these saury yields 60 saury mermaids).

Princess Portia (Dunkleosteus)

I believe this is one of the few mermaid princesses that was actually a princess. She was aboard a ship that sank approximately two centuries back, en route to a wedding with a prince of Argyle. She has the body of a very bony and primitive fish. As she herself was a tall woman, from head to fin I would guess her about thirty four feet long. She has an enormous appetite and is a top predator. Her skull is about twice the size it should be and her mouth is quite deviated from the human norm. She has no teeth, but a hard bony jaw that opens to almost three feet wide. When she is not hungry, which is rare, she can manage to carry on a conversation and if you are knowledgeable about the politics and court gossip of her time she might be, if not a friend then at least less likely to think of you as lunch when the conversation is over. (Treat as 10 HG giant fish with 12 INT and 11 CHA).

The Jellied Woman

I cannot say for certain that this creature was the same phenomenon as a mermaid, but two captains have described to me a large sea medusa with several living but separated parts of an elfin woman contained in its disc area. The head was speaking, but even those with a knowledge of the elvish tongue were unable to make any sense out of random statements. Reportedly, all about the ship were unable to communicate for a full day after encountering this creature, despite being able to speak and hear normally in other respects. This creature was in the center of a large sea medusa bloom. (Treat as giant jellyfish with stinging and paralyzing toxins on tentacles. At will, creature can cast a spell that undoes a man’s ability to speak and understand language, save at -4.)

Siren

I hesitate to pass on this story, as I find it highly suspect, but I should perhaps mention it as an example of the sort of tales one must sort through when evaluating the tails seamen will tell of their travels in order to find useful information. Supposedly there is, in the seas between the Screaming Straits and the Western Coast of Millas Minor, a mermaid who attempts to entrap sailors for matrimonial purposes. She is described as a beautiful mermaid of the kind depicted in mythological bestiaries of land-locked nations–that is, a beautiful woman with the tail of a fish below her hip. She sings and banters with sailors until some unfortunate soul cannot resist and dives overboard for a kiss.

Supposedly, once the sailor has kissed her, he is hers and her spell over the others is broken, revealing her true form, which is described as a porcine pink fish with small piglet eyes and a doughy body and face. This mermaid takes her new groom below to his matrimonial doom. The same sailors who report these stories also tell of legged fishes walking along land in the Screaming Straits, which they call the children of the siren. (Treat as siren or succubus as desired).

Roll 1d20 for each column Torso Fish Magical Effect
1 Human Commoner Catfish/River Fish Temporary Dispell Magic 50′ radius
2 Human Aristocrat Starfish Causes Fear of Water
3 Human Mage Shark, Great White Water Breathing 50′ Radius
4 Human Cleric Shark, Whale Summon Minor Water Elemental
5 Human Assassin Shark, other Summon Major Water Elemental
6 Human Slave Lamprey Summon d100 sea creatures
7 Elf Spellsword Moray Charm Person (Mass)
8 Elf Priestess Manta Cure Disease
9 Elf Sorceress Barracuda Create Food (summons food dishes)
10 Elf Dancer Pirhanna (School of Mermaids) Purify/Desalinate Water (drinks and spits out)
11 Dwarfess Saury (School) Powerful Phantasm Spells
12 Drowess Squid or Octopus Geas/Quest
13 Sea Priestess Jellyfish Curse
14 Sea Druidess Deep Sea Lumenescent Fish Control Weather
15 Human Entertainer Ancient Fish (Coelocanth, Placoderm) Knows/Controls Portal to Other Planes
16 Human Courtesan Lobster or Crab Cause Disease
17 Human Captain’s Wife Monkfish Love Enchantments
18 Human Girl Parrotfish/Triggerfish Druidic Spellcasting
19 Hobbitess Stonefish Mage Spellcasting
20 Orcess That Alien Fish thing in Alien 4 Same powers as genie

 

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Posted in: campaign window dressing, legacy D&D, monsters / Tagged: bring it, mermaids, monsters, rethinking, sirens

Freamon’s Cattle

December 15, 2011 10:17 pm / Leave a Comment / Chris
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Freamon’s Cattle

AC: Almost defenseless. Three steps lower than an unarmored human.

HD 2

Attack as FTR 2

Attacks: headbutt, backwards kick.

Damage: 1-2 HP

These peaceful, stupid grazing beasts wander the mountainside and forests near the wizard Freamon’s tower at Buzzard’s Peak. They are about eight to nine feet long, three feet tall at the shoulder and short-legged (think giant dachshund).

There are several types of Freamon’s cattle which can recognized by their differing heads. These are the heads of a bird, fish, cow, pig, goat, crustacean, horse, rat and human. No matter the head type, they are all herbivores that can eat just about any grass, brush or sapling.

If killed and cooked, their meat tastes like the animal that matches the head.

Freamon was rumored to have built a zoo of exotic creatures under his tower and some believe these were his invention, as they are much easier to raise than the large variety of food such a zoo would require.

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Posted in: campaign window dressing, monsters / Tagged: Freamon, monsters

Rethinking Zombies: Skaarsport Zombies

December 5, 2011 4:09 pm / 1 Comment / Chris
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Here’s the zombies I used in my minicon a few weeks back. I used LotFP Grindhouse and Vornheim. These undead were loose in a very large city and the players were all returning veterans of overseas wars at about fifth level.

The important bits:

  • As they age, they fall apart. They lose one or more body parts every few days. This sort of calculation is of course impractical when you have 40 of them coming at you, but if it’s just 3-5 it’s just a few quick rolls (table at bottom of post). So I’d run a mb of zombies as half-max HP zombies until one is targeted or steps up to attack on its own. Then I’d do a few rolls.
  • These zombies heads explode if they are ‘headshot.’ I think I allowed head targeting with a -3 penalty to hit per 10 feet away. Natural 20’s were always headshots.
  • At zero HP, these zombies regenerate HP to all damage unless a remove curse has been cast. Only damage caused by healing spells, fire or headshots could not regenerate. Cure disease would turn the zombie into a still corpse.

Fresh human zombie:

Move: normal human but +1 to encumbrance

AC 12 unless armored

(This is LOTFP AC, since I used LOTFP. 12 is normal human. Lower is worse.)

HP 10

Attack as FTR 3

Damage = 1d6 or weapon

Regenerates +1 HP/round unless burned or healed. Even if ‘killed’.

If the head is destroyed, an explosion of brain pressure causes 1d4 to all adjacent creatures.

Might be blind or deaf depending on body condition.

Curing wounds > Max HP points returns them to normal corpse. (no revive)

Cure disease automatically returns them to corpse state.

Remove curse means they do not revive after 0 HP.

Communicates with others via screams, morse code taps. Communication limited to simple information like ‘fresh meat here’ or ‘run! fire!’.

2+ days old

Same as above except:

+1 disability

Melee and Missile AC 9

8 HP

+1 encumbrance

Less rational, less likely to work as team, loses track of what it is doing and wanders off aimlessly (fails on 1d6)

 

4+ days old

+1 disability

Melee and Missile AC 7

Can no longer climb.

6 HP

+2 encumbrance

Less rational (1-2 on d6)

 

Week old +

+1 disability (3 total) at 1 week and +1 per week thereafter

Melee and Missile AC 6

Attack does 1d4

4 HP

Less rational (1-3 on d6)

Adjustments: per 100 lbs of human, age slower by half.

 

Zombie Disability Chart

Roll Disabled
1 Eyes
2 Ears
3 Mouth
4 Nose
5 Left Arm
6 Right Arm
7 Left Leg
8 Right Leg

 

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Posted in: legacy D&D, monsters / Tagged: lotfp wf rpg, rethinking, undead, zombies

Rethinking Undead 3: Mummies

June 13, 2011 4:56 am / Leave a Comment / Chris
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Mummies are preserved corpses found in extreme climates.

While some are not the result of intentional preservation, this post will only discuss mummies that have been preserved on purpose.

When someone dies, a mummy can be preserved by removing the organs, drying the body in Natron and wrapping it. Natron is very rare and its sources are guarded jealously. Moisture and exposure to the air will cause the mummy to decay, but undisturbed they will stay in excellent condition for thousands of years. In cases where Natron is not available, salt can also be used.

Depending on the culture, a priest or mage may attend to this process, chanting, casting spells and/or performing ceremonies. No matter the culture, the purpose of this process is to allow the soul to make a journey to an afterlife (good or bad).

Mummies need not be wrapped.

Mummy corpses are valued for their healing properties. An ounce of ground mummy corpse in water is the equivalent of a potion of extra healing. Mummy corpses weigh about 40 pounds, which make them incredibly valuable.

Mummies are often buried with pickled or dried organs hidden nearby. These were meant to serve the spirit in the afterlife. A pickled mummy liver can cure the most deadly poisons if eaten. The brain will either impart knowledge of the past or create a temporary connection to the mummy’s spirit in the afterlife (whichever serves the DM’s purposes). Other body parts are rumored imbue various benefits such as fertility, vigor (+1 CON) and charisma (+1 for eating the tongue of a chief or king).

Most of the remaining unplundered mummies (in my world at least) are of the undead sort. These souls did not make it to their destination for some reason. Perhaps the stars were not favorable at the time of death, the gods deemed the deceased unworthy or perhaps a priest sabotaged the process. Often such souls or spirits are not aware that they were rejected at the gates, or even that they are dead. The body has taken to wandering the gravesite or nearby environs.

The undead mummy’s soul might be trapped in a nearby object. In some cultures, the soul is placed via clerical spell in a piece of jewelry, a weapon or a mummified slave’s body or pet. In cases like this, the mummy is not dead until the soul’s container is destroyed. These containers can be dangerous—destroying an undead mummy’s body then wearing its soul amulet out of ignorance will lead to possession, for example.

Mummies have the same intelligence and personality they had in life, although the centuries in between may drive the soul mad if the tomb has been disrupted often. Activity awakens a mummy and that makes them angry and prone to attack. Whether their motives are malevolent, misunderstood or unknowable is up to the DM.

Mummies bodies have HD appropriate to their station in life and the magical/clerical capabilities of their culture. The more magic or prayers involved, or the more sacrificed slaves and animals buried with the mummy will raise its HD. An honored pharaoh’s mummy will have 10 HD or more, while the mummy of a northern barbarian chief might have 2 HD.

While the physical damage dealt by an undead mummy is not that great, its touch drains a level (a saving throw might be allowed to instead lose 1 point of CON for a year). Some mummies have other powers sometimes including: spell casting, weapon use, cause disease, cause blindness/deadness or teleporting others to afterlife plane.

If the mummy’s soul is in its body, destroying the body will destroy the soul and the mummy is gone forever. The remaining corpse might not heal the same as a regular mummy corpse. There may be strange side effects.

If the mummy’s soul is housed outside the body, the body cannot be destroyed. It might retreat or temporarily turn to dust, but it will reassembled within a day if the soul’s container is not found and destroyed via blessing, dispelling or other means.

When using a mummy in your campaign, consider removing some of the cliche trappings such as the wrappings or the Egyptian trappings (unless they are appropriate). You certainly never need to use the word ‘mummy’. It’s entirely possible that without the wrappings, they’ll think it some other generic brand of undead.

The idea of mummies bodies having curative powers is based on history. People actually believed this.

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Posted in: content, monsters / Tagged: monsters, mummies, rethinking, undead

Rethinking Undead 2: Skeletons

May 31, 2011 5:18 pm / 6 Comments / Chris
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Skeletons start as a bone and a drive to rebuild. One bone pulls another to it and if they are close to a fit, the first bone looks for a third, then a fourth… The first bone prefers the bones it knows when it can get them. But sometimes it has to improvise. In that case, bones from other being (or even other species) are brought together, but always in an attempt to recreate a creature that matches the ones that first bone came from. The bones retain the memories and skills of the creature they were in life.

All a skeleton needs to take advantage of any skills it might have is the meat to make it happen.

Most skeleton’s first priority is to get some eyes. Without eyes, a skeleton can sort of tell where a person is and what motions and postures they are making, but they cannot see.Next is a tongue, which gives it speech (it will need lips to make some sounds like p, b, and m). A brain will make it smarter. Skeletons are drawn to good-looking and/or unusual parts.

These flashy body parts tend to rot quickly. Skeletons who have found brains will try to preserve these parts by sun-drying tongue and lips, and pickling eyes, inner ears and brains. These parts are saved for when they are needed.

Der geigende Tod by Frans Francken (1581– 1642)

This skeleton must have been a bard.

So you will need to stat up a skeleton that gets ahold of bones or parts that had a class when they are alive because now the skeleton has that ability too. Without a spellbook (and eyes), magic user spells can be cast only once each (if they were memorized and unused when the original owner of the part died). Skeletons made with cleric bones might be able to pass for the cleric once or twice, unless that god knows for sure of the cleric’s passing.

If a skeleton is very successful at rebuilding a body, it might pass for the living to the careless observer.  This is what they want to do, because if they are taken in to society, they can kill covertly and effectively, thus getting them more parts they want.

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Posted in: content, legacy D&D, monsters / Tagged: monsters, rethinking, skeletons, undead

Rethinking Undead 1

May 27, 2011 10:54 am / 2 Comments / Chris
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There was once a city ruled by by a council of necromancers. Citizens were obliged to serve the city for a period of five years to begin one week after death. Families were given a week to mourn, after which the city watch would come around to collect the corpse.

Corpses were animated and assigned to the guard the walls, dig ditches, sweep the filth off streets and (once they had dug one) maintain the sewer system. Although assignments were officially determined by a roll of dice, the Department of Service was allowed to assign the reanimated according to its capabilities and physical condition. Smarter zombies were put in charge of teams, while badly damaged corpses might have some very menial function such as washing windows. Different parts of badly damaged bodies could be scattered about the city performing different duties. A severed head might be assigned the task of biting any unauthorized hand opening a drawer, while the body was a temporary support for a wall under repair, for example. Severed hands scampered up lamposts with lit wicks attached to the wrist.

Of course bribery was common and a modest donation to the right coffers could get a corpse assigned to lighter duties, far out of sight of the zombie’s family. The wealthiest families were allowed to donate to the city treasury in lieu of service altogether. This was considered a sign of status.

After a period of five years, the deceased was usually released from duty. The family would gather at the Department of Service’s Release Garden for a short ceremony where the zombie was thanked for its service and the soul was released to its destination. The family could then bury the corpse honorably.

Unclaimed bodies were often held for longer service, but after ten years the stench of reanimated corpse would repel even the undead. A field outside the city walls served as a potter’s field for the unclaimed dead. On two occasions the potter’s field was reanimated to serve as a first line of defense for the city.

Attitudes toward this service varied over time. In the early days, all families took pride in the service they provided. A staunchly patriotic family might ask for the most challenging and degrading work and even clothe the corpse in family livery. Later generations were not so noble and it was traumatic and an ill omen to see grandma guarding the main gate.

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Posted in: campaign window dressing, legacy D&D, monsters / Tagged: cities, undead, zombies

Healing the Undead : Post 100

March 11, 2011 11:19 pm / 1 Comment / Chris
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Clerical healing should recompose the body of the decayed undead. Skeletons, zombies, ghouls, wights, mummies, liches all take damage from cure light wounds, cure serious wounds and heal.  Higher-level undead such as liches would get a saving throw against healing. Mummies too, if you think that’s reasonable. I don’t count vampires in this at all, but you can if you want.

If an undead is healed an amount equal to its HP, the body is completely recomposed and the spirit is briefly recalled to the body in order to die again. If it helps the adventure or mood, the dearly unparted might have time to say something brief on the way back out.

I can think of one way this might be useful. One of my favorite deities posted here is Owrox, who abducts souls for ransom. If a magic user were to animate a body, then a cleric heal it back, the soul would be recalled briefly. If if could be directed to its proper destination somehow, that would allow escape from Owrox or some similar demon. And it just might work. Once.

The enmity of a soul-stealer would be a tremendous burden for anyone who tried such a thing. And of course how would you ever find a cleric and a mage in the same party of people? Someone would have to be awfully rich to do such a thing…

Note: I have no idea if this is already in place in more recent editions. If so, well it wouldn’t be the first time. I’m playing in my first game of post 1e D&D in a few weeks, in a Pathfinder mini-campaign.

Also, this is post 100.

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Posted in: house rules, legacy D&D, monsters / Tagged: gods, magic, spells, undead

Centaurs Rethunk

February 22, 2011 11:03 am / 3 Comments / Chris
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Long ago, on the steppes to the east, were tribes of horsemen who put down their bows when they first learned magic. As mounted spellcasters, they managed to conquer and control a great empire for a few centuries using only a few spells well-learned. Whether they angered the wrong wizard or accidentally unleashed a wave of chaos through their use of magic is up to you.

The descendants of this tribe of mounted mages come in several forms:

Horse-heads are intelligent beings with human bodies and horse heads. They are carnivorous and will eat other forms of centaur (or their own in certain situations). They are chaotic and will do anything they can to make humans and other centaurs suffer. They cannot breed among themselves, so they capture breeding stock of humanoids and centaurs.

Two-face centaurs have human torsos embedded somewhere in or on the body of a horse, often in very inconvenient positons. The horse head  is also present and has the intelligence of a normal horse. Patterns of control over the body vary and in general it is a struggle.

Cloppers are similar to fauns in satyrs in form. They have human upper halves and horse lower halves, which are smaller and slimmer than the hindquarters of a horse.

Centaurs are largely subject to the drives of their equine halves, so it is not unusual for combinations of the above to exist: cloppers with horse heads, horse-heads with a human face stretched over horse skull, even three-face centaurs might be found.

Those surviving centaurs created by the original event change form between these uncontrollably, or are in even more disturbing shapes. There is a unique centaur that is the torse of a man attached to a small herd of headless horse bodies which are connected by various tendrils extending between bodies.

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Posted in: legacy D&D, monsters / Tagged: centaurs, monsters, rethinking

Best of the Creeping Doom Part 1

December 30, 2010 4:43 pm / Leave a Comment / Chris
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The last two posts of 2010 will be my favorite posts and your favorite posts. This isn’t a popular blog by most any standard, and most of you have started reading or subscribed in the last few months. I’ll point to my favorites and hopefully you’ll enjoy those as well.

Rethinking the Ettin and its companion post with some examples was fun to write. I think the possibilities for this sort of creature are endless and if I could use one in every adventure, I would.  Zak S. even used the basic idea for a session.

Junkie Medusa is something I wrote when I was reading through my boxed set of the Lamentations of the Flame Princess Weird Fantasy RPG. This is the third part of the Rethinking Medusa series. Looking back at it now, I am even more determined to work her into an adventure.

My first series of posts on monsters, the Hydrae posts, remains a favorite. I will definitely make the Lernean Hydra and some of its former heads a powerful agent in a campaign world.

My first attempt at creating a setting involved mashing up the Norse Mythos with the Medieval Church. It’s still clumsy and needs detail, but I’m short on time to research and update it until late spring. Still, I used it as part of my background for running Death Frost Doom and it seemed to work pretty well. That setting is also a favorite.

How could you not pick this as your favorite?

My all-time favorite post to date remains the Create Familiar spell. With a face like that, it’s a shoo-in.

So, navel gazing halfway done.

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Posted in: content, house rules, legacy D&D, monsters, spells, Uncategorized / Tagged: best of, ettin, familiar, labyrinth lord, lotfp wf rpg, Medusa, navel gazing, Norse, swords and wizardry

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