Tag Archives: Monsters

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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Rethinking Medusa 2 – The Trojan Gorgon

The Trojan Medusa was called forth by the elder women of an ancient city when it was laid waste by a conquering army. The eldest crones called on their most ancient of goddesses, asking vengeance for the rape and enslavement of their daughters.

The gorgon appears as a young maiden. When touched or even approached by any man (or men), dozens of poisonous snakes burst from her body and attack. The snake’s bites paralyze, poison or slowly petrify their victims. Afterward, the snakes return and the gorgon appears as before.

In the centuries since she was created, the gorgon has been drawn to conflict and subsists on the souls of her prey, whether deserving or not.

Trojan Gorgon

No. Encountered: Unique

Alignment: Chaotic or Chaotic Neutral

Movement: Unencumbered Human

AC: As leather

HD: 6  (40 HP)

Attacks: Bites 18 in front, 18 behind 8 foot range

Damage:

Bite 1d6 + special roll 1d6:

1-2 paralysis for 3 rounds (save at -2)

3-4 petrify (save or turned to stone)

5-6 poison (save or die, soul/spirit gone, no raise dead or resurrection possible)

Save: Fighter 6 / Immune to all poisons, death magic, paralysis, petrification. +3 save vs. clerical spells

Morale 12

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Rethinking Medusa

“…the Gorgon was made out of the terror, not the terror out of the Gorgon.”

-The Odyssey, as translated by Jane Ellen Harrison

A gorgon on a wooden door. Thomas Regnaudin circa 1660

This is the first of a series of posts about gorgons. Medusa is the most famous of gorgons, and in fact the only one by most accounts. She has snakes for hair and the sight of her face (or arguably her gaze) turns men to stone. She some accounts add two immortal sisters under the same curse,  but they aren’t particularly significant in mythology and were probably added later to satisfy the Greek need to make triads out of mythological females.

As for Medusa herself, there are (at least) two versions of how she came to be. One is that she had sex with Poseidon in Athena’s temple. Athena took offense and punished Medusa by turning her hair to snakes and cursing her looks. The other version holds that Poseidon raped Medusa in Athena’s temple and, since she couldn’t punish Poseidon (him being a god and all) she cursed Medusa instead.

In classical mythology her head serves the purpose of helping Perseus defeat Cetus (a sea serpent) and saving his mother being forcefully wed to an evil king (which would be interesting if you subscribe to Medusa’s rape origin). Perseus thanks Athena by giving her Medusa’s head, which she puts on her shield. Medusa is the source of a powerful magical artifact.

In ancient and renaissance European architecture, Gorgon’s faces were carved on gates and doors, to ward off evil. Medusa is a trap.

In older Greek art, Medusa is depicted as hideous, and it is her hideousness that turns men to stone. Medusa is a monster.

In later depictions, Medusa is beautiful. It was Athena’s curse that changed her hair and caused her still-beautiful face to turn men to stone. Medusa is a curse.

Medusa’s blood is said to have transformed into giant scorpions and Pegasus, while her unborn son, the demigod Chrysaor, was born through her neck stump. Chrysaor went on to become king of Iberia and father Geryon. Medusa is a mother and grandmother.

Here’s some ideas based on the above:

Gorgon Ward

In some parts, every door has a non-magical Gorgoneian ward–a carving, painting, mosaic or other depiction of Medusa. The magical version of such a ward will turn a creature into stone if it approaches a door with intent to enter, bypass, open or otherwise enter and is looking at the door. Anyone touching the door risks a poisonous bite from the ward’s snakes (save or die, attack with same HD as level of the ward’s creator). Approaching the door wearing a blindfold avoids the petrification problem but is guaranteed a poison bite. A mirror might save the day. These wards can be created by mages or by clerics of an appropriate pantheon (say, Greek).

Gorgon’s Pox

This is a sexually transmitted disease that suddenly turns men to stone about a week after infection.

Gorgon’s Curse

A woman (or man) under a gorgon’s curse leads a life of loneliness and frustration. The victim of this most serious of curses does not have snakes for hair, nor a garden of petrified guests. Her curse is more subtle:

First, she emits an aura that charms anyone with whom she has contact (no save).

Second, she emits an aura that cases paralyzing fear, dread or insanity (33% chance each) in anyone spending more than an hour within a quarter mile of her (save vs. magic). Even those who make their save will feel compelled to leave the area as soon as is convenient.

Third, she has a 20 percent chance of being charmed by any intelligent creature she meets in person.

Fourth, she does not age.

A Gorgon’s Head

The severed head of a gorgon can be used as a weapon. Any creature that looks at it from a distance of 30 feet or less must save at -4 or be turned to stone immediately, along with any clothing or belongings on his or her body. From past 30 feet, the effect is lesser and leads only to paralyzation for 2d6 turns. Past 60 feet, creatures must save or flee in fear.

More to come this week.

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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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Micro Hydra

The Micro Hydra varies in size from that of a large coin to the palm of a hand. They bite with all their heads at once. They have grown from the severed head of a Small Hydra. Assassins have been known to hide them in clothing, plates of food, etc.  Since Hydra do not reproduce naturally, Micro Hydrae and their progenitors, the  Small Hydrae are very rare and fetch high prices from assassins and others who seek a deadly poison that will not be forgotten.

Micro Hydra

No. Encountered: 1

Alignment: Chaotic or Chaotic Neutral

Movement: 30’ (10’)

[S&W Move 9]

AC: 4 [15]

HD: Attack as 1 HD, has 1-2 HP

Attacks: 1 bite

Damage:

Poison, Save or die if less than level 5 or 5 HD

Save: Fighter 2 / Immune to all poisons

Morale 4

Hoard Class: N/A

Challenge Level / XP: 1

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Small Hydra

The Small Hydra is born from the head of a Lesser Hydra that has been severed. When the head is separated, the neck of a hydra grows two more, but the more-or-less helpless severed head does more than fall to the ground. It attempts to escape by growing legs, fins, a snakelike body or whatever is needed to get away.

The Small Hydra grows from a severed Lesser Hydra head after 1-2 days. The body and head together is about the size of a small or medium dog. These hydrae are about as smart as a dog as well (but do not get the idea they can be trained outside of a charm spell).  They are hostile to all humanoids.

Small Hydra

No. Encountered: 1-3

Alignment: Chaotic or Chaotic Neutral

Movement: 90’ (30’)

[S&W Move 9]

AC: 7 [12] (heads), 6 [13] (body)

HD: 10 HP/head, 30HP for body

Attacks: 1 bite/head  or 1 venom spit/head (as 4 HD Monster) 15 foot range

Damage:

Bite 1d6 + poison (1-4 hp, save for half damage)

Save: Fighter 3 / Immune to all poisons

Morale 8

Hoard Class: II

Challenge Level / XP: 1/2 per head plus 1 HD for Challenge Level Modifications

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