The Trapestrod (6) |
Drag
'N Drop Monsters
For
OSR Adventures
Roll
d20
(1) Sheepman
Fighting-Flock (2HD,
+1 to hit & AC, 1d6 spears, gain +1 to hit per other Sheep
attacking the same target)
Appearing- 2d6
Reactions Roll (-1
to reaction for each canine or wolf pet in party)
Good-
Offer to trade party with
fabulous home made wool clothes and sword cozies
Neutral-
Cautious of party, bleats to
stay away.
Bad-
Attacks furiously, believes
party is starving for some lambchops.
Sheepmen, while normally at home on the plains and grasslands,
sometimes explore dungeons for treasure or to hunt and kill notorious
werewolves.
Their
leader, cleric sheep who casts 1st
and 2nd
level cleric spells, wears a golden bell on neck.
(2)
Sluggon
Goblin-Cultists (stats
as goblin, greasy swords d6, immunity to Sluggon
slime)
Appearing- 2d6
Reactions
Roll (-1
to reaction for every character with high Dex mod or wearing a
'speed' item)
Good- Allow party members to pass, won't be offended if you decline
to join their religion.
Neutral- Demands party joins Sluggon cult. Will slime party if they
refuse.
Bad- Slimes party to start, will offer party members one chance to
convert or die.
The Sluggon cultists are goblins who worship a slug-based deity named
Sluggon. Sluggon adores all things slow, slimy, and considers slugs
to be the greatest creatures on the planet.
At
least one of the goblins is a level 2 MU- but his only spells are
Grease (replaced with Slime) and Magic
Mouth
which just vomits slime.
Sluggon Slime- Slows party initiative and reduces AC and Attack by -2
in it. Save to struggle out.
(3)
Longarm Creeper (3
HD, +2 to hit, d6+1 claws damage, can attack from around corners)
Appearing- 1
Ghoulish creature made with extremely long and extended arms. Likes
to claws people from around corners, under doorways, through windows,
etc. Can sense out of each arm as though it had eyes.
Hitting the actual creeper is not much of a challenge as it has no
armor or protection, but usually you will just be facing its arms.
Arms alone have +3 AC for being bone thin and black as night. Creeper
always attacks children or party members who look like children
first.
(4)
Blastoceros (3
HD, +2 AC, fires Minor
Fireball from its horn
each round it faces you)
Appearing- 1
What mad wizard could have possibly created such a thing? It is a
Rhinoceros with a horn etched and engraved with arcane symbols; its
horn has been changed into a wand of fireballs. (roll Lore or Arcane
Knowledge x in 6 chance to notice this if you see the beast before
engaging)
The Blastoceros isn't truly in control of its power, but it does try
to aim its horn at enemies as much as it can, often not even charging
into combat, prefering to blast targets at range.
Additionally, a skilled Mage could learn the Minor Fireball spell
from removing and studying the horn and copying it into their
spellbook.
Minor
Fireball Spell- 2nd
Level Evocation
Deals 2d6 fire damage to anyone hit directly. Deals 1d6 fire damage
to anyone standing within 15 feet of impact.
(5)
Army of Ants (1HD,
+2 Attack, -2 AC)
Appearing- 1d4 'Swarms'
Regular sized but vicious purple ants. Each 'swarm' counts as one
statblock.
All successful attacks deal exactly 1 damage, except AoE damage
spells which deal true damage and the ants cannot save against them.
(6)
Trapestrod (2HD,
+2 attack, absorbs colors, weak to fire, jumps into paintings and
tapestries)
Appearing- 1 or 2
Appear a bit like a dog with hundreds of fabrics and articles of
clothing were placed on top of it, wrapped around it, and tied
together such that the dog disappeared entirely.
On a successful attack, the Trapestrod 'absorbs' the colors of the
victim's clothing and armor, turning armor into bare metal and
clothes to simple off-white based colors. The Tapestrod gets +1 to AC
each round for 1d6 rounds after absorbing color. It's body appears to
have the 'ink' or paint running off of it like blood.
The Trapestrod also has the ability to jump into paintings,
tapestries, and pictures inside of books. There it will appear as a
regular drawing that moves or changes once ever exploration turn when
nobody is watching. The Trapestrod likes to destroy paintings and
will 'kill' other characters and destroy objects within them, which
are now painted in the original artist's hand and style as though
ripped apart by the Trapestrod.
Every exploration turn the Trapestrod spends in a painting or other
drawing it regains 1d4 health. Ripping up this page or cutting the
Trapestrod in the painting will only make it reappear at another part
of the painting next turn. If the painting is burnt the Trapestrod
will usually jump out, but will be lit on fire.
Once lit on the fire the Trapestrod takes 1d4 damage per round until
it dies, it cannot extinguish itself.
(7)
Two Headed Witch (1HD,
+1 AC and Attack, casts spells, immune to all attacks or spells that
end up dealing exactly 2 damage)
Appearing- 1?
Two
Evil Sister-Witches that share the same body. Cast spells like Charm,
Ray of Enfeeblement,
Acid Arrow, Summon (2nd
Level), Burning Hands,
etc.
Casts two spells every round, but counts as 2 targets for AoE spells
and multiple target attacks.
(8)
Small God
(4HD, abilities vary, casts spells armed with random 1d10 martial
weapon)
Appearing- One
Randomly Lawful, Neutral, or Chaotic.
Reactions
Roll (+1 if party share
Alignment)
Good- Demands party gives up half of the treasure they've found so
far, also wants first pick of their magic items and potions.
Neutral- Demands party give up one character or hireling to become
the Small God's new priest/wife/whatever.
Bad- Attacks party without warning, calling them Heretics and
'soulless beings'.
Small God either searching the dungeon for magic or monsters to bring
under its influence or born of the dungeon; wishes to become a true
deity.
The Small God casts Cleric and Magic User spells. If the Small God
touches the ground for any reason it loses it's divine spark; -3 HD,
loses any health above its new maximum and weeps.
Each Small God has a unique and random Head, Mount, and Color that
grants special powers.
Head
Roll 1d4
- Baby; +2 AC
- Eagle; Magically throws one person 1d6 feet per round in any direction.
- Shrouded in a White Veil; Takes -2 damage from all spells and magic weapons
- Elephant; Extra attack/weapon with trunk
Mount
Roll 1d4
- Giant Trapestrod; Casts Major Image at will, limited to around itself.
- Hot Coals; Immune to Fire
- Lotus Flower; Gains vine attack, 1d4
- Black Horse; Moves as fast as horse
Color
Roll 1d4
- Red; +1 to hit and damage
- Green; Has two goblin manservants
- Blue; +1 to caster level
- Purple; Casts Charm on lowest Charisma character in party when combat begins
(9)
Dark Doctors (1HD,
+2 to damage)
Appearing; 2d4+1
Reactions-
(-1
for each diseased or below half health party member)
Good- Gives party members a healing potion, congratulate on good
health.
Neutral- Insist on a checkup. Restores +1d6 health and deals -1d4 to
random stat. Charge 1d6x10g
Bad- Tries to harvest party members for organs.
Dark Doctors are armed with shiny and cruel medical devices and wear
black medical coats. Most also wear a plague doctor or similar mask.
Dark Doctors like to use either archaic medical techniques or
pseudo-scientific 'modern' ones. Each doctor carries a tumor,
stillborn fetus, weird parasite, or some other gross but thankfully
harmless thing in a jar.
(10)
Snake Vase Man (2HD,
+2 Imitative, d4 curvy dagger, throws snakes out of vase)
Appearing; One
Reactions-
(-1
for each Antidote potion party is carrying, he can smell them)
Good- Gives party a snake egg. In 1d4 months of taking care of it it
will hatch into a random snake on table below, loyal to first person
it sees.
Neutral- Offers to sell party one use poison vials; 20 gold each-
save vs poison or die
Bad- Hisses at Party and warns them to stay away. First person that
laughs gets a black mamba thrown at them.
Each turn has a 50/50 chance of attacking or pulling another snake
from his vase.
Snake
Vase
1d6
- Spitting Cobra; Target gets -1d4 to next attack roll due to blinding venom
- Rust Snake; d4 non-poison bite. It's blood causes non-magic weapons to rust.
- Toothy Snake; d6 bite, no venom
- Snow Snake; d4 per round chilling venom, lasts d4 rounds. Immune to cold damage.
- Jumping Snake; +2 to hit, d4 per round poison that lasts d4 rounds.
- Black Mamba; save vs poison or die
(11)
Planar Tourists (1HD,
d6 metal rods)
Appearing; 1d8+3
Reactions-
(+1
for each party member dressed in yellow clothing or with blond hair)
Good- Offer to buy worthless souvenirs from the party for little
nuggets of silver.
Neutral- Babble on about how fun and cool party's campaign setting is
in strange accents.
Bad- Tour Guide commands them to raise batons; the party is hostile
wildlife!
Gaunt blue skinned people from another dimension. Thin skin; females
of their species wear midriff revealing clothes and you can see their
intestines.
The tallest one is the leader, a tour guide, and has +1 HD and
attacks with a crossbow that fires electric bolts, dealing d8 damage
each; stuns on a roll of 8. This weapon works in the party's hands
but can only use the special electric rods.
Each one of them wears a silver ring on their right hand. If ring is
removed from finger or finger/hand is removed from their body they
instantly explode or melt into blue goo, 50/50 chance of either.
Each
Ring counts as a ¼ Ring of Protection
From Elements.
Wearing four of them counts as having that spell on constantly. They
need it to survive even our most mild atmosphere.
(12)
Soot Things (2
HD, 2 attacks deal d4 ash whips, damage charisma on death)
Appearing; 1d4+1
Cruel little bastard creatures made of ash and soot. Tend to hide
inside of long cold fireplaces and chimneys, attack any race who has
used or benefited from fire before. While this applies to all
playable races and beings they do prefer to attack Druids and elves
last, as though in respect.
Upon death, the Soot Thing explodes into a cloud of fine, dark,
staining black soot. Save or have your skin discolored so bad not
even washing gets it out. -1d4 Charisma.
(13)
Creature of
Map-Mischief (1HD,
+2 AC, invisible, trouble maker)
Appearing; One
This creature wishes nothing but mischief upon anyone it comes
across. It stalks adventurers and waits for them to bring out their
maps. It gets behind any map-readers and memorizes their map fully,
sometimes they can hear breathing when the creature does this.
Once the creature has memorized the map, it uses magic to change the
real world to no longer reflect their map. Hallways shift or flip
position, up and down stairs swap or skip floors. Dangerous traps
labeled on maps get switched into different rooms or altered.
Typically this creature will leave the party and change the floor it
is on once its gotten enough information from them- so even as the
party explores deeper the map-monster will be manipulating an upper
floor, giving them something new and different to deal with when they
return.
If caught, the monster will no longer be invisble and appears as a naked man with parchment-like skin and black inky hands.
(14)
Skullbacks (1HD,
d4 claws, throws magic skull projectiles at out of reach targets)
Appearing; 1d6
Can be turned as an undead.
Black, dripping zombie like creatures with dozens of skulls sunk into
their broad and distended backs. Every round a skull will loosen
itself from the Skullback's body and fly at far off or out of reach
enemies.
It is easy to block against the skull with any shield or knock it out
of the air with a regular weapon, but if they hit they deal d4
damage.
They also attack nearby targets with their claws. Upon death 1d4
skulls raise up and seek out the Skullback's killer.
(15)
Wizard Rope (1HD,
+2 AC, deals d4 whip damage or d8 constriction damage)
Appearing; 1d4+1
Rope enchanted to act as though alive. Animated with magic, but also
has developed an unnatural malevolence. The rope attempts to whip
people for d4 damage or constrict them, dealing d8 damage each turn
if target fails a save to escape or fight off its grasp.
Ropes disguise themselves in plain sight, and are not above being
picked up by party members and used as typical adventuring rope until
the time to strike comes.
(16)
Tile Anthroid (2HD,
+1 AC, two attacks, duel knives d4, hidden until attacks)
Appearing; 1d4
Tall and lanky creature, human shaped but bug chitin skin and
mandible face. Top of head is shaped exactly square like a tile that
fits in with the floor of the room it hides in. Crawls up when
stepped upon or hears intruders above.
Anthroids are bug-like humanoids who hate normal races, are
intelligent but cannot make a reaction roll with them.
(17)
Brown Gargantua (3HD,
+2 to hit, d6 brute arms, releases spores)
Appearing; 1 or 2
The Brown Gargantua is both the name of the creature and the giant
brown toadstool fungus on its back. It appears as like a sloth, with
a long but weak mouth that it doesn't use to attack, preferring to
use its gorilla-like arms to attack people.
The mushroom on its back releases spores each round. Save vs disease
or lose your next turn. This happens every turn you stand close
enough to the creature, but each time you lose a turn you get +2 to
your next save until you become immune to it.
The Gargantua likes to attack stunned people first, smashing them
with huge fists.
(18)
Black Chanters (1HD,
orates evil spells)
Appearing; 1d6
Reactions-
(+1 for each Cursed Party member)
Good- Remain totally Silent.
Neutral- Whisper dark warnings at the party, demands they leave area
or else.
Bad- Chants as loud as possible- begins combat.
While they wield no weapons, the black chanters appear as humans and
other common races with black throats and lips. Their voice are
gravely and evil, each word spoken is spit out as though horrible and
scathing.
Each combat round, Chanters randomly chant;
- Devil Chant- 25% chance that a party member will accidentally attack an ally
- Power Chant- Another chanter deals an extra 1d4 damage next time it chants
- Killing Chant- Deals 1d6 damage, no save
- Protection Chant- Blocks 2d4 damage from the next single attack or spell the party uses regardless of target
- Flying Chant- Black Chanter raises into the air, avoiding melee attacks
- Shrieking Chant- 25% chance that a random encounter will be drawn to the battle. Max of one.
(19)
Woven Warriors (1HD,
+1 HP, +1 to hit and AC, 1d6 clubs and spears, weak to fire)
Appearing; 3d6
Animated golems made of fabric, ropes, cloth and stuffing. Each one
is painted a different color along the chest and arms, giving them a
unique look and individuality.
The Woven ones tend to attack in unison, their bodies are capable of
flattening to go under doors and walls, but strong gusts of wind can
push them away such as from a spell or magic fan.
They take double damage from all sources of fire and fail all their
combat-based saves. They visibly shake in fear in front of anyone
with a sword or axe weapons.
(20)
Great Claw (3HD,
d10 claw attack, huge, those killed by claw become 1HD zombies)
Appearing 1 with 1d4 'Handlers'
Reactions-
(-1
per day party has been in dungeon or area)
Good- Handlers keep control of the Great Claw
Neutral- Warn party to stay away, Great Claw breaks free in 1d6
rounds
Bad- It was a trick; handlers already zombified
The Great Claw is a hulking beast with only one long arm with a
giant, faintly glowing claw. Anyone killed by this claw is instantly
raised as a 1HD zombie obedient to the Great Claw. Zombies have no
special powers and only have to hit and AC bonuses from equipment.
These zombies can be turned easily, +1 to turning rolls against them.
The 'Handlers' are normal humans or dwarves with long chains trying
to keep control of the Great Claw, but its become very aggressive and
is trying to break free.
Extra
Loot Table
Roll 1d8
[1]
Conch
shell, painted gold. Scrapped off its enough to be worth 1d4 gold
coins.
[2]
Marble
Statuette of creature. Sold to the right collector, worth extra gold.
[3]
Silk
cloth, stitched prayer of random language
[4]
Clay
Disk, if broken deals 1d6 damage to all constructs and animated
objects
[5]
Vellum
Scroll- Minor altered version of common spell (example; Acid
Magic Missile)
[6]
Rare
Alchemical Ingredient.
[7]
Bottle
of Rare Wine. Heals 1d4 HP.
[8]
Glass
Eye. If inserted into empty eye socket functions as well as a normal
eye.
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