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Tag Archives: Monsters

Anklebiter Art

June 1, 2012 11:13 am / Leave a Comment / Chris

So Zak wanted us to get the kids’ take on displacer beasts and other monsters. I gave my in-house comic book artist a little bit of art direction and asked for a battle between displacer beasts and their mortal enemy, the blink dogs. I showed him the 1e and 3e monster manual illustrations for both. He though the 1e was better, but he also loves cats.

The idea of having the wise blink dogs attacking an empty space was mine, but he decided there should be an outline of the displacer beasts.

 

Displacers vs. Blinks.

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Posted in: gaming with kids, legacy D&D / Tagged: anklebiter, art, kids, monsters

Rethinking Mermaids

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

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

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 Undead 3: Mummies

June 13, 2011 4:56 am / Leave a Comment / Chris

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

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

Centaurs Rethunk

February 22, 2011 11:03 am / 3 Comments / Chris

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

Man-Eating Wizard Roads

December 27, 2010 5:29 pm / Leave a Comment / Chris

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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Posted in: content, legacy D&D, monsters / Tagged: monsters, roads

Jon Bonemeal, Ogre King

November 22, 2010 11:36 pm / Leave a Comment / Chris

No one knows why Jon decided to be king, but he up and ate the local royal family.  He had lived many years as a recluse in his castle up north, a shape-changing ogre whom no one dared disturb. Some say a young noble stole a goose from him, or some magic beans. Whatever the transgression, Jon Bonemeal visited a brutal and bloody revenge.

Taking the family’s keep as his new home, Jon Bonemeal crowned himself King Jon of Argl. He had letters written to all the nobles of Argl, demanding their allegiance. Those who refused he attacked personally, toppling castle walls, throwing men through gates and eating the aristocracy. He managed to get the northern third of the island to pledge fealty, but discovered that ranging too far from his throne lead to an exasperating number of petty rebellions to put down.

Jon still claims to be King of All Argl Lands and takes the form of peasants, children and beasts to spy on his subjects. Small infractions are punished brutally and vividly, so stories circulate and keep the others in line.

King Jon is much hated by everyone, naturally. He is also much feared, and this fear has held most on check. He is surrounded by sycophants and cowards of human stock. Of his attempts to produce an heir, the less said, the better.

In your campaign, put him several levels over the party and have them meet a cousin of the noble family Jon killed. Perhaps they would be rewarded for helping him…

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Posted in: content, legacy D&D / Tagged: argl, content, monsters, npc

Rethinking Giants: These Are Actually Giant

October 20, 2010 7:41 am / Leave a Comment / Chris

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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Posted in: legacy D&D, monsters / Tagged: giants, labyrinth lord, monsters, rethinking

Smartass Earth Elementals

September 13, 2010 12:16 am / Leave a Comment / Chris

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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Posted in: content, humor, legacy D&D, monsters / Tagged: elementals, humor, monsters, tricks

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