Category Archives: Monsters

Man-Eating Wizard Roads

A “man-eating road” is descended from the wizard roads of old. When magic was at its peak in millennia past, a wizard could cast a spell creating a loop of road that took him and his entourage quickly over rocky or inhospitable terrain, towards water and, food and shelter, and away from harm.

While the wizards of old and their spells are long gone, these roads lived on without a master, reverting to their chaotic natures in the absence of a strong guiding hand. They sustain themselves on the meat, bones, magic and life forces of creatures that die while on them. They have taken to purposely attaching themselves to real roads, matching their stones or dirt, forking off in a new direction or lying in wait at the end of the road, extending off into the distance, around a bend or into the woods.

They range in length from 200 yards to several miles long. Like a möbius strip, they have no beginning or end, and as they lead a party away from the main road, they must detach themselves in order to create the road ahead.

These roads can be found out. A scout that leads the last member of a party by the length of the road will see the road extending into the terrain as trees and rocks part for the road’s head. If the road sees this about to happen it will try to dispatch the scout as quickly as possible, resorting to loose rock and trees if necessary.

Wizard Roads have 20 HD, the AC of an unarmored man and attack as 4, 8 or 12 HD monster when using trees and rocks. If the road is stretched to its full length by spreading the party along its length, the head and tail take double damage to cutting attacks. At this point, wizard roads usually try to negotiate.

They can understand any language, having existed long enough to hear them all. They can communicate by making letters appear in the dirt or scratches on the cobblestones. They will follow the letter but not the spirit of any deal they make, so they must be parlayed with as if they were genies.

I should acknowledge Danny the Street, an inspiration for this idea. He appeared in the excellent Doom Patrol comic and was created by Grant Morrison and Brendan McCarthy.

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Drow Are Elves Who Use Too Much Magic

Human magic is a chaotic, warping influence. Yesterday I suggested that Magic Users, should they somehow live to an old age, would inevitably become liches. I’ve also suggested that elves cast human magic, not their own magic, which has been lost to the ages. Where humans warp into liches, elves become dark elves.

If you think of the scenes where Smeagol becomes Gollum as portrayed in the Lord of the Rings films, you get where I’m going with this.

Drow are tortured, pale elves whose over-use of human-style magic has reversed their connection with nature. The sun hurts, the trees no longer speak, they hiss. Animals shun them. Only insects, worms and creatures of decay will come near them.

Their heads enlarge and features warp. They cast human magic as if they were four levels higher. They do not form underground civilizations, but retreat to caves and huts in the swamp.

Elves are not aware of why some of their elders get sick and run into the woods, never to return. Some think it must be a disease. Others think it a curse tied somehow to the fall of their civilization. A few are hoping to find a cure.

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Rethinking Giants: These Are Actually Giant

Why are the 1st edition Monster Manual giants so small? Did Gary want to make sure that everything was killable? In the AD&D Monster Manual, a Storm Giant had 15 HD, three less than a T-rex. And they were only 21 feet tall.

Let’s embiggen these guys.

Take the giants from your favorite monster manual and multiply their hit dice and height by a factor of eight to twenty, depending on your tastes. Me, I’d make them maybe ten to fifty times taller (Storm Giant would be 210 – 1050 feet tall).

The bigger you make them, the easier it would be to sneak up on them. It would also be harder for the giant to hear them. And they need more to eat when they eat.

Give them attacks that do tremendous area of effect damage with fists or thrown objects (trees, boulders, the tops of small hills…). Armor class should be ten, but any attack doing less than HD/10 HP isn’t felt and has no effect (unless you stab them in the eye).

Movement is trickier. If there is no significant obstacles, then a running giant would have a stride of about 1.14 times his height. So each step would be .507 his height. So for six second rounds, you could say he moves height x 1.14 if you assume that it would take six seconds for one stride. Which seems slow to us, but remember the terrain isn’t likely to be flat and giants would need to be careful not to fall. A one minute round would mean they move height x 1.14 x 10. A ten-minute turn would be height x 1.14 x 100.  I am guessing that the opportunities and need for the largest of giants to run are few and far between, so you can cap it if you want.

Sample size/HD/movement rates:

Labyrinth Lord Hill Giant, XL (x5)

60 feet tall, 40 HD, Moves 68 feet/six seconds, 115/ ten seconds, 685 feet/minute

Labyrinth Lord Fire Giant, XXL (x 10)

160 feet tall, 110 HD (+20 HP), Moves 182 feet/six seconds, 304 feet/ten seconds, 1828 feet/minute and 18280 feet/ten minute turn. So in ten minutes, over three miles.

One more.

Labyrinth Lord Storm Giant XXL (x20)

420 feet tall, 300 HD, Moves 478 feet/six seconds, 800 feet/ten seconds, 4800 feet/minute and 48000 feet/ten minute turn. Nine miles in ten minutes!  If he could run nonstop, he could circle the Earth in less than 19 days.

So what’s the point, really? At this point, these are forces of nature. They are tougher than the divine beings of Deities and Demigods–Why stat these guys in the first place?

Two words: Monster fights. More soon.

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Smartass Earth Elementals

Take your standard earth elementals and give them the ability to change shape and a sense of humor.

One gang likes to loiter near the entrances to adventuring destinations such as caves, towers, and abandoned temples. If they hear anyone approaching, they assume the form of petrified adventurers. To them, it’s fun to see parties suddenly break open their packs, cursing themselves for forgetting to buy or back a mirror, and proceed forward trying not to look at anything ahead of them. Sometimes they follow the adventurers into the dungeon and repeat the trick, just to see what sort of paranoia they can get out of them.

Recently they changed into the shape of the party that was approaching them, leading to all sorts of discussion about time travel and “shouldn’t we try to unpetrify them in case it’s us?” and “They are evil versions of us and we’ll have to fight them if you do it…”

Maybe if they are impressed with a party, or if the party somehow figures out they’ve been duped, they’ll give them a ring of air elemental control or something for being good sports.

Another elemental has stood as a statue in the capital of the Thracian empire for thirty years. Having destroyed and taken the place of a statue of Emperor Commodus Maximus, he has stood as the centerpiece to an outdoor temple in the great square. He likes to wink and blow kisses to passersby and will grow or shrink the size of his codpiece from day to day.

As the Maximus family has long taken pride in its virility and is sensitive to rumors of inadequacy, this has driven the current Emperor, Claudius Julius Maximus, to exasperation. The elemental is too heavy to move, for one thing, and cannot be damaged by normal stoneworking tools. The elemental’s next trick will be to grow a stone sword out of his back, a hint that Emperor Commodus did NOT die of malaria. Whether this is true is up to the DM…

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The Possibly Poisonous Bogpiggie

The bogpiggie is the most poisonous critter in the known lands. At least I think it is.

It resembles a racoon with beaver teeth and porcupine quills, each tipped with a deadly poison that kills within hours.

Or at least the victim thinks so, and he or she is convinced he has hours left to live. He heard it somewhere. Maybe peepaw said it. Or the ranger who lives just south of the woods…

Anyone else with him, even a druid or ranger, will remember it differently and possibly know an antidote.

The bogpiggie is not poisonous, but has a natural and very specific aura of fear/confusion, which effects all who see it or encounter it (no save, not detectable as magic on the creature. dispell magic on victim works, though).

What other party members will recall (have them make INT checks for realism):

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 (“I’m afraid yer gonna die, Tex.” comes to mind.)

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.

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Ettin Sampler

This is a continuation of yesterday’s post about the ettins who add humanoid heads to their bodies. I really do intend to get back to the elves, really I do.

Hoss has six extra heads arranged about his waist like a belt. One is a fifth level mage the others call Stinky. Farmer Gloran and washlady Isolde were husband and wife. Their heads are close enough to touch and they can barely kiss, but Hoss smacks them if they try when he is awake. Piker was a thief, eighth level, who foolishly insulted the creature when he should have been running. No one lets him forget that if he starts to complain about being “round back.”  Mugg was a goblin and knows the mountains nearby like the palm of the hand he no longer has. Millicent was a child and still thinks this is a dream. Although the heads quarrel a lot, Hoss runs a tight ship and affords his heads no leeway. When they get outta hand, they get a black eye or bloody lip. He’s thinking about adding to his collection up near the chest, but is being rather pickier about heads now.

The Gang is stupid even for an ettin. When he finally overtook a gang of bandits after years of failure, he added all eight of them to his body at once. By the end of the second night, they had wrested control of the body from him and taken over. The bandit heads still follow the old pecking order of their previous lives, being lead by Old Johnny, an eighth level thief. There is much talk about finding some female heads.

Flock made the mistake of claiming the head of a strong-willed and charismatic cleric, who has converted Flock’s five other plague-eaten heads to his faith. The ettin head itself is starting to wonder about the things his preachin’ head says and has found himself haunting the woods outside pilgrimage destinations, sneaking into chapels at night to pray. Flock’s ettin head is starting to see himself as an abomination and it’s probably just a matter of time before he sets himself afire in the middle of a revival tent.

The Ship is an ettin who followed a party of adventurers and picked them off one-by-one as they pursued their great quest. Ship never lost total control, but he cannot maintain the peace among his argumentative victims:

  • Four third level halflings
  • a level 8 ranger
  • a level 6 warrior
  • a level 5 dwarf
  • a level 5 elf archer
  • a level 13 mage
  • and a tiny half-sized troglodyte all the others hate

make him a formidable foe with a tremendous headache.

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Rethinking the Ettin

An ettin has multiple heads, but only one it was born with. Ettins sometimes remove the heads of their defeated enemies and attach them to their torsos. Within four hours, the ettin’s body has integrated the head, allowing it to see, hear, think and talk. The victim is now part of the ettin along with his knowledge.

Typical Ettin

No. Encountered: 1

Alignment: Chaotic or Chaotic Evil (can change)

Movement: 90’ (30’)

[S&W Move 9]

AC: as Chain Mail + Shield*

HD: 8-10 HD +1/2 HD per head

Attacks: 2 hands or 1 club or 1 kick (+ 2 bites in close combat)

Damage: Hand 1d8; Club 3d6; Kick 1d10+2; Bite 1d4

Save: Fighter 8 / Immune to charms

Morale 10

Challenge Level / XP: As per HD plus 1 per head, plus 1 for spellcasting

* I am using James Raggi’s method of expressing AC, since different systems use different numbers.

Ettins are small giants that stick the heads of their enemies on their bodies, adding their knowledge, personalities and abilities to their own. They fight as the highest level fighter they have absorbed (provided it is higher than the creature’s native fighting abilities). They can cast spells from the heads of any mages (only one per round, as the hands are used). They can also perform thief skills that do not depends on size. The heads of most clerics will not be granted spells from their deity as the ettin is an abomination.

An ettin’s consciousness is something of a weighted democracy. Each mind within the ettin has some say in the creature’s action, weighted by its length of residency on the body and its charisma in life. The original ettin head is usually in charge and is hard to sway away from doing awful things, but if it has been unwise and absorbed many lawful or good minds, a rebellion can relegate it to a minority position. The original head decides when to add a head to the body, and it is especially fascinated by magic and by beauty.

Individual heads cannot take over the body’s actions, but they can speak their mind to others:Watch out! This thing can cast spells! These heads can be destroyed, which releases the mind/spirit/consciousness to the afterlife: Please! Kill me!

Once per day, each non-native head must make an ability check vs. wisdom or go insane for that day. This save must also be made when a head is confronted with old comrades, loved ones or other memories of the past. Insane heads can still cast spells, but have no control over anything else.

Ettins with quarrelsome heads never surprise and can be surprised twice as often as normal.

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Rethinking Medusa 4 – Classical Medusa

Using the same stat block as “Junkie Medusa,” here’s a more classically-minded monster.

Yesterday’s Medusa is one I’d use in Flame Princess campaign, this one, I’d use in something like the Majestic Wilderlands. Her form is less disturbing, her origin is tied to the gods of a campaign and her motives are understandable. In either case, she’s a potentially campaign-changing encounter. Just as before, she’s an encounter that’s best not attacked, at least not directly. Some monsters are not meant to be beaten.

I’m reposting the stat block again below the description. Here’s Uma.

Uma Thurman as Medusa in Percy Jackson and the Lightning Thief

Medusa, Classical

Medusa lives atop a high mountain peak in the ruins of a temple.  She is a handsome woman with five hundred snakes of various sizes writhing about her head and body. Any creature that looks at her face directly will turn to stone. Any creature looking at her through a mirror or other reflection must save or be charmed. Her snakes are poisonous and the longest have a reach of about sixteen feet. She cannot be surprised and she never sleeps. Her snakes give her an effective 20 strength when grabbing, pushing, lifting or pulling objects.

With her thousand unclosing snake eyes, she can see across the world and into both the past and the future. Once she has discovered a target, she can watch that target any time at will. She can track and observe 500 simultaneous targets (people or objects) as if observing through a crystal ball. Although she cannot hear her targets, she can read lips and knows many languages. She can remotely cast curses, manipulate small to medium objects and whisper into the minds of her targets.

She is obsessed with destroying gods, and has been since she was cursed with this form. Using her ability to see and manipulate objects and people across the world, she has toppled kingdoms, split churches and wiped out civilizations in order to deprive gods of the worshippers they want and need.

The communities on the surrounding mountain make her offerings of food in exchange for her protection. Some of the locals have even taken to worshipping her. She may be consulted as an oracle of profound accuracy, but will always attempt to frame her answers (and indeed any other “incidental” words or behaviors that might be observed) to meet her own ends.

The only creature able to avoid her scrutiny is her enemy and brother, theLernaean Hydra.

Medusa

No. Encountered: Unique

Alignment: Neutral

Movement: Unencumbered Human

AC: As chain plus shield

HD: 12  (60 HP)

Attacks:

Gaze (Range 30 feet)

Her number of snake bite attacks is range dependent

Melee, up to 500 bites

4 feet, up to 100 bites

8 feet, up to 30 bites

12 feet, 5 bites

16 Feet, 2 bites

Damage:

Gaze: Within 30 feet, save at -4 or turn to stone

Reflected Gaze: Save at -2 or be charmed.

Bite: 1d6 + poison (save or die)

Each successful strike from the snakes on her head have a cumulative 10 percent chance of grabbing and immobilizing the target.

Morale 12

Spells: Clairvoyance, telekinesis, curse spells as level 20 mage, worldwide range

If she is slain and her head is not removed, she will regenerate in one year. If her head is removed, 1d10 giant scorpions will grow from her blood in one round.

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Rethinking Medusa 3 – Junkie Gorgon

To continue this week’s posts about gorgons, I’m going to make one stat block and one set of abilities and make two versions of the OG, Medusa. I should make it clear that this Medusa is meant to be so dangerous that any party attempting to attack her directly is likely to be killed.

Medusa by Arnold Böcklin,1878

Today’s Medusa is meant for “weird” adventures.

First, the stats:

Medusa

No. Encountered: Unique

Alignment: Neutral

Movement: Unencumbered Human

AC: As chain plus shield

HD: 12  (60 HP)

Attacks:

Gaze (Range 30 feet)

Her number of snake bite attacks is range dependent

Melee, up to 500 bites

4 feet, up to 100 bites

8 feet, up to 30 bites

12 feet, 5 bites

16 Feet, 2 bites

Damage:

Gaze: Within 30 feet, save at -4 or turn to stone

Reflected Gaze: Save at -2 or be charmed.

Bite: 1d6 + poison (save or die)

Each successful strike from the snakes on her head have a cumulative 10 percent chance of grabbing and immobilizing the target.

Morale 12

Spells: Clairvoyance, telekinesis, curse spells as level 20 mage, worldwide range

If she is slain and her head is not removed, she will regenerate in one year. If her head is removed, 1d10 giant scorpions will grow from her blood in one round.

Medusa, Weird

Medusa appears as a short, emaciated woman being strangled by a tangled mass hundreds of snakes. The snakes have the faces of infant humans with fangs and lidless black eyes, allowing Medusa to see across great distances and even time to observe whatever interests her.

It is, in fact, the snakes who are the Medusa. The body is merely a host on which the Medusa perches itself. Its brain serves as a central hub for the minds of the snakes, provided the host has been given a steady supply of poison toad slime, dried purple mushroom powder and other hallucinogens. Its body incubates dozens of snake eggs for safe keeping, laying them as needed to replace dead snakes (the host’s only food).

There is a 5 percent chance, cumulative per turn, the human host will manage to peak out from between the snakes and ask for decent, human-cooked food, news of the outside world or to be killed. Eye contact within 30 feet means being turned to stone.

If the human host dies (which happens after 6 HP of damage is taken), the Medusa must, as a group, make a morale check at -3 or separate into 500 snakes. If it passes, the snakes will attempt to entangle a party member, preferably female, and use it as the new host. This process takes three rounds, during which only 1/10 the normal number of attacks is possible.

Medusa is never surprised and will fight ferociously if provoked. If not provoked, she will ignore intruders. It has been known to swap prophecy for anything that causes hallucinations. She Medusa has no coherent mission or goals and spends most of her time tripping in a small chamber under a temple. It observes the outside world and interferes with curses and voices when it entertains the snakes or the host.

Any surviving snakes (even one) can make another Medusa.

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Hydrae: A Short Recap

Every hydra has grown from the severed hydra head of a larger hydra. Severed hydra heads, no matter the size, are able to grow appendages and escape the attacker. After some time, they transform in the the body of a hydra.

Hydra Lineage

Lernaean Hydra: The Original. Immortal, nearly impossible to kill or survive an encounter. Has telepathic control over all hydrae. Many poison-related attacks and powers.

Greater Hydra: Very dangerous. Appropriate for characters level 10+. Greatly resent whomever severed it from the Lernaean Hydra. Often holds many Lesser Hydrae in its control.

Lesser Hydra: Appropriate for characters level 8-10. Cannot remember Lernaean Hydra, seeks to escape domination of its progenitor Greater Hydra.

Small Hydra: Suitable for characters levels 3 and under. About the size of a dog. Lives as a wild animal.

Micro Hydra: Small creature with a deadly bite. Captured and used by assassins. Easily crushed.

What I hope this offers you as a DM is the chance to use the monster at almost any level of play without taking away the awesomeness of the original Hydra of myth. Hydrae should be one of the truly frustrating and deadly monsters in any D&D campaign, and this series gives hydrae dominion over poison, a position they held in the myths of old.

Please let me know if you decide to give them a try. I have in most cases left the final HD of the monster in the hands of the DM, who will decide how tough the monster is by the number of heads it has. If there’s some tweaking needed, I’d love to know.

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