For
OSR Adventures
WHENdigo –
(2 HD, +2 to hit on first
round, 2 claw attacks at d6)
AC-
14 on the first round, 10 every other round
Number
Appearing- 1 or 2
Morale- 14 on the first round, 8 every other round
Morale- 14 on the first round, 8 every other round
Every
turn the WHENdigo reverses time on itself, giving it all of its
original stats. Hit dice are rerolled and all benefits of 'first
round only' are played again. If counterspelled, silenced, or somehow
prevented from turning back its time the Wendigo must make a morale
check.
WHEREdigo
– (2 HD, 2 claw attacks at d6)
AC-
12 + 1d6 to either melee or ranged.
Number
Appearing- 1d4+1
Morale-
12
Every
round, the WHEREdigo can freely shift around the area it is fighting
in. If attacked by melee or ranged weapons, it can choose which one
to gain a +1d6 bonus to AC for that round against that type of attack
only. It can also strike anyone even if hidden in the back line and
can ignore shields.
The WHEREdigo cannot be caught if it flees from battle, it easily disappears.
The WHEREdigo cannot be caught if it flees from battle, it easily disappears.
WHOdigo
– (2 HD, 2 claw attacks at d6)
AC-
12
Number
Appearing- 1d6
Morale-
14
Every
round, the WHOdigo changes appearances with another creature on the
battlefield. During the thick of combat, it will be impossible to
tell if it is a real person or a WHOdigo you stand besides. WHOdigos
are well known for being masters of bluffing; they may keep
themselves appearing as monsters so you attack your allies thinking
they are actually the WHOdigos in disguise.
These
monsters will always surprise the players, appearing as a friendly
NPC or different group of monsters before leaping out and attacking.
WHYdigo
– 2 HD, 2 claw attacks at d6, 1 philosophic attack that must hit to
take effect)
AC-
13
Number
Appearing- 1d4+1
Morale-
12
Every
round. the WHYdigo may make an attack of philosophy and introspection
against a target. The attack must be successful vs AC and the target
adds their Wisdom modifier instead of Dexterity modifier to their AC.
If the attack is a success, the party member finds little reason to
take any action at all and instead is stunned, unable to perform any
action for their next round.
WHYdigo
tracks seem aimless and random, following them will not lead you to
the WHYdigo or their den. WHYdigo dens are areas in space that don't
make sense, bigger on inside then the outside.
HOWdigo
(2 HD, 2 claw attack at d6 that deal random elemental damage)
AC-
13
Number
Appearing- 1d6
Morale-
12
The
HOWdigo can, once per battle, perform some impossible feat. Be as
toughly armored as plate to bring their AC to 18 for a round, get +6
to hit, deal 1d12 damage for their claw attacks, teleport, possess
someone, transform into something else, and so forth. Limits the
effects to a 3rd
level spell effect or lesser, and each HOWdigo can only do one
'thing' per combat.
The
HOWdigo's body is in a constant state of flux, and can often stand on
things too soft to support their weight. Their claws shift between
boiling hot metal, frozen bits of ice, crackling electric talons and
so on with each attack and swing, letting them deal a random element
of damage.
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