Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Saturday, January 7, 2023

[ToM] The Cat

Art @Jenna Barton

The Cat
(5+2 HD, AC +2, Claws at 2d6, Bite at 1d8, Instant Reflex, Cannot be Surprised)
Morale- 6

The Cat is the name the brownies of the savanna have given this creature. Take the picture with a grain of salt; you'll certainly never find The Cat indoors.

The Cat is a predator and is opportunistic. It is a man eater but is a coward and has a low morale score- however its morale score doubles when attacking someone alone. In addition, the first time the creature it hit with an attack each combat, it instead dodges it instead. Roll a morale check after the first attack is dodged; on failure, it runs away and stalks for its next ambush. The creature cannot be surprised, but can pretty easily creep up on you if you aren't keeping watch.

The brownies mock the cat and throw stones at anyone who is a cat-person or has a cat on their heraldry- they laugh it off. However, if they actually know the cat is around, they run and hide. They are afraid of The Cat- as should anyone here who is a halfling, gnome, dwarf, or any other creature that the cat would consider its most ideal prey.

Friday, April 22, 2022

Hand-Face-Hand Guard Generator


Every Hand-Face-Hand starts with;

  • TWO Hands (4 HD)
  • ONE Face (8 HD)
  • AC equal to its material
  • No Morale (Never Routs)
  • Cannot move
  • Each round- ONE Hand can act, and the Face acts. Then the other Hand acts next round. If you need more specific speed values- assume the hands are as slow as a golem.
  • If a Hand is defeated; the Face loses half of its remaining hit points. The other hand still only acts once every other round.
  • If the Face is defeated; both hands become inanimate and are defeated.
  • One Special Hand Attack. Either hand may use it on their move.
  • Alignment of True Neutral

Material Table - Roll 1d6
[1] Flesh (AC 10, +1 Initiative) Stapled or stitched. Or is this massive creature alive?
[2] Skeletal (AC 12, Undead, Can Turn on a hand to stun it or release grip) Bone hands of a giant.
[3] Stone (AC 18, Weak to Cold) Block, inorganic shape- its made of bricks.
[4] Metal (AC 16, Weak to Lightning) Giant animated armor; or a clockwork automaton.
[5] Wood (AC 14, Weak to Fire) Carved wooden pieces; took a shipwright to make this.
[6] Djinn Skin (AC 12, Gains 50% Resistance to one Element, Eye Blasts deal 1d8 damage of this element) Has a color matching its element; Red skin for Fire, White for Ice, Blue for Lightning; etc.

Face Table - Roll 1d6
[1] Darkness (+1 AC) Empty hole- or the eyes and lips float on a black smokey mass.
[2] Serene Mask (+25% Magic Resistance) Placid features while it crushes you in its grip.
[3] Giant Crystal (Casts Spells as though one Caster-Level Higher) Glows with energy.
[4] Animal Head (Hands have +1 to Hit and Damage) Is it an idol to a long lost god?
[5] Big Eyeball (Sees Invisible, Cannot be Surprised, Face takes double damage when hit directly) Looks angry and scary but it's really just a big dumb weakpoint.
[6] Gibbering Mouth (Both hands get different Special Hand Attack- roll once for each hand. If you cannot escape a hand's Grip after one round- will bring you to the mouth and bite in a save vs death) It chews that air and flicks its tongue crazily, but says nothing.

Special Hand Attack Table - Roll 1d8
[1] Morph (Turns Hand into Giant Weapon, deals 1d10 damage) Hand into hammer, axe, or sword.
[2] Got-Your-Nose (Silences one party member- cannot cast spells) Holds their voice for one round.
[3] Rocket Fist (As Punch, but holds until next round. Deals 1d12 damage) Shakes as it charges.
[4] Snap (Random character must save or take 2d6+2 Damage) Something tears within from the echoing snap- immune if you're deaf. Powerful Gestural Magic.
[5] Spider (Hand "runs" around the arena on fingers, knocking people prone and dealing 1d4 damage) Skitters on fingers like a giant spider- this move happens once more when the Hand is defeated.
[6] Power Palm (Save or be pushed back along a straight line) Creates a ghostly hand that pushes you along like a forcewall. Add spikes along the wall or a pit around the edge of arena for more "fun".
[7] Finger Gun (As Magic Missile) Might be a little on the nose for a fantasy setting; if you don't like the idea of "Finger Guns" being taken seriously, just make it a finger of death style point instead.
[8] Rock-Paper-Scissors Duel (Play RoShamBo with the DM. If you lose, hand gets a free hit against you, otherwise you get a free hit against this hand) Playful.

Combat Rules
The Hand-Face-Hand is an immobile guardian meant to protect one room, doorway, or important item. The Face hovers above a platform / or is suspended by a large upper torso and is out of reach of melee weapons except for spears, polearms, whips, etc. Any "Attack" uses an attack roll to hit, otherwise a "Move" just happens.

Hand Actions - Roll 1d6
[1] Slap - Attacks two or three targets in a row. On hit, deals 1d6 damage and knock victims prone.
[2] Punch - Attack. On a hit, deals 1d8 damage and knocks the victim back (and prone).
[3] Special Hand Attack - (See above)
[4] Block - Move. Raises a palm to block incoming ranged attacks and spells for the face. They damage the hand instead, using its AC and damage resistance values.
[5] Grip - Move. Save or be gripped by the hand. If you are grabbed, you are squeezed for 1d10 damage each round until the hand takes at least 10 damage to release you. Supernaturally strong characters (+3 Strength) can roll to break free. Prone characters are immune.
[6] Slam - Move. Hovers a balled fist over someone, then slams down. If you're standing you can just move away, if you're prone you'll need help or have Dex +1 to jump away in time. If you get hit by the slam you just die- or deals 3d10 damage or something.

Face Actions - Roll 1d4
[1 or 2] Eye Blasts - Attack. On a hit, deals 1d6 magic damage. If the "Face" is a giant crystal, this can be a big energy beam instead to make it look cool.
[3] Observe - Leans in to observe the party closer. The Face and Hands gain +1 To Hit each time it does this for the rest of the battle. Also an opportunity for you to attack the face.
[4] Casts a Random Spell. The Face has a total number of spells equal to its HD.

Monday, November 1, 2021

Trickster Generator


All Tricksters begin with;

  • 1+1 HD
  • AC of 14
  • Morale of 7
  • +1 To-Hit
  • Hidden Weapon at 1d3
  • Casts Spells 
  • Alignment of Chaotic Neutral

Trickster's Form - Roll 1d8
[1] Bipedal Cat (+1 AC, no fall damage) Like puss in boots. Can also talk.
[2] Kitsune (Casts Change Self at will, Fox form) All of its forms have a fox's tail.
[3] Imp (Unlimited Eldritch Blast at 1d4, Alignment Shifts to Evil) Burns flowers while laughing.
[4] Gnome (Can disappear or turn invisible once per day) Has the stereotypical hat.
[5] Goblin (Rides a 1 HD giant rat) Diseased, depraved, pathetic. Typical goblin.
[6] Kobold (+2 to saves, has +1 Escape Tool) Clever little bastard.
[7] White-Faced Monkey (+1 AC, +1 To-Hit & Damage) Medium sized monkey; face like porcelain. Communicates through hand signs since it can't talk.
[8] Leprechaun (Reroll any failed save once per day, pot o' gold) Will offer you a pot of gold to spare it the first time you manage to catch it- will do almost anything to get it back.

Trickster's Skill - Roll 1d8
[1] Lockpicking (+1 To-Hit) Quick hands, little toolbelt.
[2] Pickpocketing (2 in 6 chance to steal something important on first reaction check) Cheeky.
[3]
Tumbling / Juggling (Can Move Thru in combat, wins chases) Even more slippery then normal
[4] Disguise (Can appear as a common lone monster or random human NPC) Wears little stilts.
[5] Bushcraft / Survival (Has a 1d4+1 shortbow) Good at tracking, and avoiding being tracked.
[6] Poisons (Poisons their knife with save or take 1d6 damage + vomit for a round) Burnt fingertips.
[7] Magic / Lore (Knows an extra 1st level spell, casts spells as though one level higher) Forehead is inscribed with an arcane rune.
[8] Appraisal (Knows what the first magic item you try to use against him does) Has one of those zoom-in monocle eye-glass thingies.

Trickster's Special Ability - Roll 1d8
[1] Can mimic voices.
[2] Can make its shadow look like the shadow of anything else.
[3] Can turn invisible for one turn, once per day. If Gnome; can stay invisible indefinitely.
[4] Can squeeze under doorways/into tight cracks.
[5] Can hide a magic wooden nickel in your coinpurse. He can "hear" what it hears.
[6] Can tap doors or chests to unlock them or lock them. If their skill is lockpicking- they can also use this on magical locks.
[7] Can entrance one person while it plays an instrument. They can't move, attack, or cast spells and have to just listen. Effect ends if music stops or if they are hurt while listening.
[8] Can transform into a terrifying 4 HD Where The Wild Things Are style fluffy ogre monster if it gets really pissed off. It can't choose to enter this state, you have to antagonize the trickster, foil too many of their plans, or back them into a corner with no escape.

Why can't you just walk up and stab him? - Roll 1d8
[1] The minion of a much more powerful monster.
[2] Has hidden the mind/soul of an important person in setting- their body is a husk without it.
[3] You owe him a big favor.
[4] He owes you a big favor/a lot of money/a magic item.
[5] Knows an important bit of information and isn't sharing.
[6] Has a deadly/awful curse that will spread to whoever slays him.
[7] You can, so he has to plan for it. (+1 Escape Tool)
[8] You can, but he is cursed with immortality. After each death he returns, he has -1 maximum HP and looks more ragged and decayed each time. Once he reaches 0 HP he becomes a pathetic, impotent spirit.

Escape Tool Table - Roll 1d6
*Note: Only roll on this table if another table told you to. Each Escape Tool can only be used once unless otherwise stated, and the Trickster will use it intelligently if they can.
[1] Smokebag of Sleep - Makes purple cloud that casts Sleep on anyone who breathes it.
[2] Wand of Fling - Flings what it is pointed at upwards up to 30 ft- up to an elephant. Three charges.
[3] Mirror Talisman - Reflects the first spell cast on them back to the caster, then shatters.
[4] Darkjar - Sucks up to 1d6+1 people into a magical jar. You're trapped inside for 3 turns, then return to normal size and bust out. Breaking it early also frees whoever is in.
[5] Decoy Log - Makes a Ninjitsu log that absorbs one attack. The user is teleported 15 feet away in a little puff of smoke. This log can be used retroactively after the To-Hit and Damage.
[6] Floating Umbrella - Allows for gentle gliding from any height. Could work on something as big as a human, but only if they were totally unencumbered. Used unlimited times until it gets wet.

(Optional) Trickster's Lair - Roll 1d6
[1] Stereotypical dungeon-floor. Zero monsters; filled with only dangerous traps.
[2] Wing of a mansion. Lots of treasure.
[3] Hidden workshop. Need to crawl to get in; tons of gizmos and unfinished parts.
[4] In an old rotten tree. Bigger on the inside. Mushroom garden feeds on old bark.
[5] Inside the belly of a whale/dragon/hibernating bear. Crawls in when they're asleep.
[6] Within a dollhouse.

(Optional) What big trick is he trying to pull on you? - Roll 1d6
[1] Awaken his master or an ancient evil.
[2]
Activate a magic curse so he can switch his weak body with a stronger one.
[3] Scam the realm during a crisis; becoming so wealthy that a dragon would be jealous.
[4] Find a trapped genie for him, so he can wish for his heart's desire.
[5] Stealing something from its rightful owner so he can misuse it.
[6] To humiliate and bamboozle you; simply because it's funny.

Thursday, October 28, 2021

Liptaker

The liptaker, or less commonly "hourtaker", is a minor bad spirit. It is equivalent to a lesser version of a nightmare or boogeyman. It appears under the bed of its victim and reaches up while they sleep. Its skin is very dry and rough, like old paper, and it puts its hand within the victim's mouth, gently rubbing their tongue to steal moisture from them.

After doing this, the victim will wake up a few hours earlier then they expect, their mouth dry. They don't want to get up from their comfortable bed, but they're thirsty and can't go back to sleep without getting some water. The liptaker will keep attacking the same victim multiple times, resulting in them waking up an hour later again and again, an hour apart at a time, until they either force themselves to get up or banish the entity totally by drinking enough water.

The best way to defend oneself against the liptaker is just to simply sleep with your mouth closed, easy for those who are not overly fat, who do not have overly large pillows, and who don't snore. In this case, the liptaker will simply rub its fingers against your lips while you sleep- stealing bits of moisture, but not enough to upset your sleep until you wake up at the proper time.


Liptaker
(1-1 HD, +1 AC, 1d2 claws, reach, boggart)
Morale- 6
Number- Usually one

This minor spirit is very cowardly and weak. It has long claws that allow it to stretch up to a sleeping victim's mouth. It is scared of sunlight but not destroyed by it- since it often needs to attack while a small amount of morning light has entered the room where the sleepers are. The Liptaker is also a type of boggart, appearing in dark places and harassing its victims, meaning it can be destroyed by any method that destroys such minor apparitions. Occasionally, these creatures are summoned and modified or empowered by sorcery, which is the only way they could be more then a nuisance.

Wednesday, September 22, 2021

Lich Generator

All liches begin with;

  • 5 HD
  • AC of 12
  • Morale of 14
  • +3 To-Hit
  • One Death Touch attack per round. Save vs Death to avoid.
  • Immune to Necrotic Damage / Death-Spells
  • Casts Spells x2 (Has Twice as many spells as its HD should)
  • One Signature Spell
  • Immortality - Returns after Death (Can only be slain permanently if its Phylactery is destroyed)
  • Powerful Numen - Treat HD as 10 for purposes of Magic Spells/Special Moves/Etc.
  • Undead Minions (10x1d4 HD worth of Undead encountered with the Lich if not surprised)
  • Alignment of Lawful Evil

The Death Touch - Roll d6 to determine what kind of Death Touch this Lich has
[1] Dark Flame (Deals 3d6 fire damage on hit, cannot heal naturally) Cold, black fire.
[2] Black Bolt (Deals 2d8 shock damage on hit, attack chains to next nearest enemy with zero To-Hit bonus until an attack fails) Crackling, life-seeking lightning jumps from the lich's fingers.
[3] Cruel Ice (Deals 2d6 Ice damage on hit, save again or limb touched is frozen solid. If limb is struck with blunt weapon; shatters and is destroyed. Limb must be dethawed with warm fire, or a torch that has had Healing Potion drizzled over it) Freezing touch that locks joints into place.
[4] Necrotic (Deals 3d6 damage, save again on hit or have 1d6 levels drained) The power of the dead, sapping life from the living. Each time this death-touch hits, the Lich looks more whole and alive as he saps your life force, but it quickly rots away within mere hours. It is a living black hole.
[5] Corrupting (Deals 4d4 damage on hit, save again or shift alignment one step towards Evil, if Evil save or be Dominated by the Lich) The Lich's body pulses with the centipedes and unholy creatures crawling underneath its skin. The lich's touch sends them into your own body, corrupting you.
[6] Aging (Ages victim 2d20 years on hit, rusts and spoils equipment that isn't Magic) This Death-Touch doesn't deal direct damage, but ages the victim. Everything they're carrying also ages at the same rate; food spoils, potions go flat, metal rusts to nothing. Only eternal items are safe. has no direct effects but characters of advanced age for their species will probably take stat penalties, or just fall over dead.

Decaying Form - Roll d8
[1] Skull Face (+1 AC, +1 Morale) Living body with a bloody skeletal face, as though flayed.
[2] Corpulent (+1 HD, Can Float out of melee; hit by reach) Filled with corpse-gas.
[3] Mummy (Roll a 2nd Signature Spell) Bandages adorned with arcane symbols
[4] Rotten (+2 To-Hit, Inflicts Random Disease on hit with Death Touch) Rotting flesh.
[5] Wraith (Ethereal - Can only be hit with Magic weapons. Turn Undead is twice as effective) Not a physical form, but a smokey, cloaked wraith with glowing eyes. More vulnerable to the spirit.
[6] Cancerous (Resistant to Elements; takes half damage from Fire, Shock, Frost) Its bulbs and tumors are filled with all sorts of pus; arcane experiments on this disposable shell.
[7] Skeleton Jelly (Doesn't lose its body after dying- instead just regenerates from the single smallest remaining piece of itself. Phylactery gives it memory, Alignment to Neutral Evil) The Lich is a skeleton jelly- a skeleton with a goopy outer shell containing everything it was and is.
[8] Grafted (+3 Hit Points, has Sword attack at 1d6, doesn't count as Undead until harmed) Body is made up of many borrowed limbs, surgically attached. Detects as a living person until some of its stitches are split and ichor spilled. May be disguised as a regular person or adventurer.

Dark Artifact - Roll d10
The Lich carries the Dark Artifact on its person at all times. If killed, the artifact will drop with the Lich, and the Lich will become very angry at it being stolen- it will attempt to recover it with whatever means necessary. All Dark Artifacts are cursed; living beings who touch them must save or die unless its wrapped in white cloth.
[1] Sacrificial Dagger (1d4+1 Magic, steals one prepared spell on hit) Cruel wizard killer.
[2] Vial of Pure Darkness (All light sources dimmed nearby) Trapped primordial darkness.
[3] Chaos Medallion (Generate a Chaos Medallion) This Lich is a champion of evil gods.
[4] Witch Finger (Enemies get -2 to spell saves, Increase die size for all dice of Death Touch) Worn around the neck like a talisman.
[5] Capirote (Has two Necromancer apprentices at 4 HD / level- they cast Spells) Tall conical cap, black, like a cultist. Enslaves the minds of the foolish, and promises immortality through death.
[6] Flask of Unholy Water (Deals 1d6 damage if splashed on Good beings, restores 2d6 hit points to undead creatures) Dark, stagnant water. Water placed within becomes unblessed in 1d6 turns.
[7] Yew Wand (Spells deal +2 damage, Gains 1d6 Magic Blast attack at range - Requires To-Hit roll and deals damage typed as Necrotic) The Yew tree is poison and associated with dark magic.
[8] Stained Ring (Grants 25% Magic Resistance, alignment shifts toward Chaotic while worn) Golden ring that can never seem to be cleaned. The stains change every time you inspect it.
[9] Turnkey Raven (Delivers messages to minions; can carry things weighing less then 1 pound, indestructible) Lifelike raven with a turnkey slot. One crank lets it fly anywhere in the world.
[10] Skull Staff (1d4+1 Magic Staff, Necromancy spells deal +2 damage, can rattle the staff and raise up a corpse into a basic 1 HD skeleton or 2 HD zombie depending on its condition) Generic humanoid skull on a black wood staff. Charged with necromancer's power.

Signature Spell - Roll d8
[1] White Legion
The caster raises both their arms above their head and commands their army to rise. Every round, 1d10 skeletons (1 HD with 1d6 decayed weapons) rise from ancient soils- this effect continues even after the round the spell began, it's a constant effect, allowing the caster to fight while the ancient dead pour in from below.

This lasts until 100 skeletons have been raised or the ground is sanctified by a Holy Sword being shoved into the soil to stop the spell.

[2] Dispel Hope
Caster holds out their hand and strikes all within the range of their vision in front of them in the moment of casting. All struck become filled with despair, and loses a part of their will to live. Everyone hit by the spell has -2 to all saving throws. In addition; anyone under its effects automatically fails saves vs death if they have 50% of their hit points remaining. All Hirelings struck by this wave must also make a morale check to flee. On success, they stand their ground but lose -1 Loyalty.

This spell lasts until a rowdy fireplace song, a strong religious experience, or an exhilarating celebration of life.

[3] Electric Blue Tendrils
When cast, electric tendrils appear. Breaking free requires a supernatural level of Strength (+3 or greater) or several cuts with an axe or sword with a rubber handle. Each round you are trapped you take 2d8 shock damage. Trying to cut the tentacles with something not insulted will shock your hand instead, dealing 1d8 damage. The spell can target up to three human sized targets, or two significantly larger targets- assume each target has 1d4+2 tentacles wrapping around them- consider the tentacles as 1 HD creatures. This spells lasts for 3 rounds, or until all the tentacles are dead.

Most Lich spells are based on the dark arts of necromancy, or at least are powerful curses. Not this one. This spell conjures tentacles from random places they can crop up in the area; out from sand, poking up from sewer drains, out of boxes and bags, etc. These tentacles are being pulled in by an otherworldly entity, and are charged with unusual energies.

[4] Finger Beam
This spell is a ranged, nigh-inescapable version of the Death Touch attack the Lich has. The Lich's finger glows and fires out a beam that curves, sweeps, and spirals towards its target in a flashy rainbow lightshow. Save vs beams with disadvantage, or else you are hit with its effect.

If a PC or somebody else learns this spell, then the finger beam will do the same damage as their finger possibly could on a hard poke- so one damage if you aim for the eyes or something. You need to already have badass dark magic powers for this to be good, sorry.

[5] Pillars of Zircon
Conjures forth 2d6+2 pillars made of a strange, dull silvery metal. They rise from the ground, and are just about round enough for a man to stand on. The caster can ensure one appears under them on the round the turn this spell is cast, letting them ascend upwards.

These pillars can block an attack- consider each to have an AC of 14 and 2 HD in terms of raw durability. They are also totally immune to corrosion, and acidic or corrosive powers nearby them fail and weaken. You take -1 damage from acid attacks and spells if you're in the same room as the pillars, half damage if you are touching or standing on a pillar, and no damage from acid at all if you're standing among the pillars. Acidic liquid would turn to nasty water if splashed into the pillars, and the acid breath of a dragon would just turn into harmless wisps of vapor.

Note: These pillars don't do anything for the Lich's own Death Touch- as the only corrosive effect comes from magical aging. It does however seem to work against effects that speed up or create effects of advanced decay on undead creatures. Spells that putrefy are cancelled by these pillars.

[6] The Backwards Arm Curse
The target of this spell has all of their arms turn around backwards. The joints snap back (but don't cause damage). The arms will attack enemies of the spellcaster, and the victim of this spell is helpless to control his arms- the first round this spell is cast the arms will likely attack whoever was behind the target of this spell- stabbing and slashing with their own weapons- the cursed arms get the same attack bonuses, special moves, and magic items or weapons that the hands could have used. This means a powerful Fighter having their arm cursed means they'll attack with full strength to anyone who gets close enough- Meanwhile, the target of this spell loses their attacks or abilities that require hands, but still controls their voice and legs, so they can move others and warn them about their loss of control.

If the victim of this spell focuses all of their energies, they can make a saving throw vs spells to snap one of their arms back into place and regain control over it. Each arm takes a round to bring under control in this way.

[7] Orbs of Torment
This spell conjures forth three balls of dark energy; flashing with red lightning. The three orbs are summoned at the casting of this spell, but can be flung one orb per round by a simple point of a finger or order by the spellcaster. The orbs move slow enough that they can be avoided by running your full combat round away from them; no save otherwise.

These orbs are magical orbs of Torment. When they hit a living thing, they cut their current hitpoints by half. Getting struck by Torment feels like a mix of torture and exhaustion all over.

[8] Grotesque
This spell can be cast on anything within a stone's throw. Intelligent and living targets of this spell inherently resist it automatically if they are unwilling, as pretty much any living thing would object to being made into a Grotesque. If you are currently Dominated by the Lich, they you cannot resist the transformation. 

This spell utterly warps the subject, turning it into something loathsome and grotesque, hence its namesake. If this spell is cast on inanimate matter, it would turn it into a roughly animated golem or animated object(s) with stretched smiles, wrinkled faces, and cartoonish and frightening expressions. Living things are similarly made cartoonish, but always somewhat offensive and a sort of innate frightfulness like things that are scary to children. The Grotesque also acts like a caricature; its assumed and actual traits from before it was transformed taken to a absurd degree. For example, a Nobleman turned into a Grotesque would be very fat, lazy, and scream at everyone to pay taxes or order his "guards" (other monsters nearby) to take off their heads. All Grotesques are assumed to be Chaotic Evil, but will serve a more powerful master- a creature with higher HD. Remember; the Lich that made this thing counts as 10 HD for spells like this; so it will serve the Lich even if the Lich is more feeble then the Grotesque.

The subject of this spell becomes a 6 HD Grotesque, with stats befitting its nature. If it had a higher HD before, then roll 6 HD and keep whichever Hit-Point Total is higher. The Grotesque gains a few magic attacks, can cast Spells, and has an AC and other stats/resistances based on its composite material, or once again based on whatever it had before it was transformed in the case of a living thing. For example, a Grotesque made of a pile of bricks would be slow, but have high AC, and can throw bricks at 1d4+1 damage at range, twice per round. Grotesques are not undead, but are considered supernatural evil creatures and can be Turned / Exorcised as undead can.

The Grotesque also has innately has three abilities;

  • Aura of Cowardice which unnerves the weak willed; retainers must make a morale check or flee the first time they are hit by one of its attacks or spells.
  • Aura of Hate, which makes enemy spells and attempts to Turn Undead or cast holy magic have a 50% chance to fail within its presence, which lasts until it dies.
  • Black Speech, which just means the Grotesque is constantly speaking, insulting, and generally saying awful things. Every round, it has a 1 in 6 chance to send a Curse at you, based on what it says.

Turning someone or something into a Grotesque is permanent. If you slay a Grotesque and are of Lawful or Good alignment, the Gods will reward you by curing any curse or disease you are suffering from in that moment for your service in smiting something so awful, or hopefully remove some of the curses you got for fighting it.

What are this Lich's signature kind of undead minion? - Roll d10
[1] Plague rats. Like thirty thousand. Not really undead, but can swarm and fill rooms like water.
[2] Skeletons. The Lich is constantly frustrated by their bumbling antics and awful bone puns.
[3] Zombies. Specifically, ones with iron parts, tools, and weapons nailed into their flesh.
[4] Mummies. Desiccated corpses raised on mass from ancient evil desert tomb.
[5] Corpse-Golem. Roughly stitched together, raised in an industrial assembly line.
[6] Animal skeletons. You don't see this as much as you think you should. Bone birds still fly.
[7] Black Puddings. Has one really big one that ate most of the others, named Princess.
[8] Ghosts. "Keeps" all of them in one really cursed mirror. Don't break it, seriously.
[9] Tomb-Golems. Always in the forms of religious figures; animated creatures but technically undead as the souls and blood are infused within the stones. Can't move while you look at them.
[10] Grotesques. Just a few handfuls of them, each a totally unique bastard to deal with. Normally these "fluff" tables at the end don't change the monster stats- but you should probably give the Lich the Grotesque spell if you get this option so it makes sense.

How has this Lich been spending its Centuries in Undeath? - Roll d8
[1] You know, catching up on chores, reading, taking some time to itself. Still.
[2] Plotting world domination, of course.
[3] Uncovering arcane secrets. It's Signature Spell is one of many prototypes they've invented.
[4] Involved in a complex string of plots with another immortal creature; friendly rivals.
[5] Becoming the absolutely uncontested master in a game that nobody plays anymore.
[6] Learning how to play musical instruments. All of them.
[7] Opening tiny accounts in all the world's banks, accumulating massive interest over centuries, and starting wars by sending out chain letters and fake notices of inheritance over them.
[8] Mapping of the next life. Every time it "dies" it has some time to explore around the next hill or talk to the next weird angel spirit-guide thing. Isn't mad when you kill its body.

What is the Lich's Phylactery? - Roll d20
[1] Pin stuck in a stuffed heart stuffed in a doll stuffed in the belly of a stuffed dog.
[2] Really old tortoise. May or may not be undead; hard to tell.
[3] One shard of a broken magic sword in a museum owned by haughty nobles.
[4] Its diary from when it was alive. Protects it for embarrassing secrets more then anything.
[5] The old church bell that hasn't rung right for over a century.
[6] Its soul inhabits its manse. Burn the house down; the lich's soul burns with it.
[7] Tarnished silver coin; face of a queen with a cheeky wink. In some random bank vault.
[8] Jet gemstone. Dodecahedron cut.
[9] Looks like an owl chick with glowing red eyes, cowers in an old oak tree's hollow center.
[10] Very old, fat blind koi in the lich's serene garden pond.
[11] Vial of pure spring water. Drink it and the Lich will hunt you down before you can piss it out- which is what actually counts as destroying it. Otherwise, your blood will go in the next vial.
[12] Magic necklace with a glowing purple amethyst. Gives sweet magic bonuses, to dissuade people from destroying it.
[13] Black ooze in a shadowy corner. Takes the form of a viper with a poison bite if you approach it. Cut off its head to slay the lich for good.
[14] Ceremonial golden plaque on the cornerstone of a castle, which the lich helped fund for a good king a long time ago. Too arrogant to use a pseudonym.
[15] One black scale on a white dragon. The dragon knows about it- and keeps it on its body in exchange for a lot of juicy treasure.
[16] Eternal flower kept in a glass case. One petal falls off each time the lich feels any remorse for its actions; it will also die permanently if all the petals fall off. 1d6 petals are left.
[17] Golden tooth kept in its body. Most people take it and sell it- its enchanted to be totally immune to fire so if people try to melt it down the lich can just retrieve it later when they reform.
[18] Electrified heart, in a box. If you touch it or bring a metal weapon within an inch; shocks you with 1d8 damage as a kind of defense mechanism. Stab it with wood, or just shoot it with an arrow.
[19] Tiny little 3 year old, blonde w/ pigtails, totally innocent villager girl. Enchanted to be eternally young and continually orphaned when her adoptive parents die of "random undead attacks". It's supposed to be a moral conundrum to kill her to stop the lich but if you just get her to drink some holy water it kills the lich's soul inside while she is totally unharmed.
[20] The Moon. Fuck you.

Thursday, August 26, 2021

Big Scary-Ass Demon Generator

All Big Scary-Ass Demons begin with;

  • 9 HD
  • AC of 17
  • Cannot be Hit except by Magic weapons
  • Bonus to Initiative
  • Morale of 18
  • +6 to Hit
  • Two Attacks w/ Two Weapons
  • If the Demon is ever disarmed; can just throw hellfire bolts as a blast from open hand(s). Deals 1d8 magic fire damage at range. Add spell damage bonus to this.
  • Immunity to Fire
  • Magic Resistance at 25%
  • One Damned Soul who they are assigned to torment. The damned soul is carried by the Demon at all times, as it is a source of both constant amusement and a source of its sorcerous power. The damned soul can be invoked once every three rounds.
  • Aura of Malevolence - PCs or Hirelings of levels 1 to 3, or any other living thing with HD of 3 or less, cannot stand in the presence of this being. They automatically fail morale checks and, if they can't flee, collapse catatonic from its presence.
  • Casts Spells
  • Alignment of True Evil

Damned Soul Invocation Rules
The Damned Soul is the demon's puppet and plaything. It is trapped in whatever the demon has trapped it inside and is helpless to stop it from extracting whatever it wants. Whenever the soul is invoked, the demon can choose any of the following effects. If unsure, just roll 1d4 to see what it does.

  1. Lashes the soul with unbearable pain. It lets out an unholy gnashing scream; causing a morale check in Hirelings and Retainers.
  2. Questions the soul for anything it knew in life. The demon can find out anything it wants and as much information as it wants; it can learn your language even though its been underground for ten eons by sucking it from this soul so it can taunt you.
  3. Projects the soul into a temporary, partially-real body. The soul is under the total control of the demon, but may try to hint that it is helping it. This can be used for spying, or created at a distance to do something like pull a lever or stab someone in the back.
  4. Drains the soul of its energy and feeds on hope. The demon is healed by 3d6 Hit Points.

Demon's Favorite Sin - Roll d8
[1] Lust (Has a second Damned Soul) The husband and mistress, or whore and customer.
[2] Sloth (Goes last in Initiative, Knows +2 spells) Ponders a lot, thinks little.
[3] Heresy (+25% Magic Resistance, Turn Undead / Rebuke used against it acts as though it was 2 HD higher) Its body is adorned in blasphemous brands and tattoos. Extra vulgar in speech.
[4] Envy (Can copy a Player's Roll the round after) This is a bit of a pathetic trait for something so powerful, and yet it cannot help but want what it doesn't have.
[5] Wrath (Gains one extra Attack each round, can use either Weapon) Loves a good fight. Doesn't necessarily want a fair fight.
[6] Gluttony (+1 HD, farts rancid gas in adjacent space once per combat. Deals 1d6 toxic gas damage and inflicts a random disease if you breathe it) Corpulent, bloated, horrible.
[7] Greed (Encumbers everyone in party) Magically grows and makes heavier all gold, gems, and other treasures the party may be carrying. Double encumbrance or apply Encumbrance penalty.
[8] Pride (Aura of Malevolence is boosted to 5th level or 5 HD) It is framed in a dull infernal light. The root of all sins, and perhaps the worst one of all.

Demon's Horrible Visage - Roll d10
[1] Smooth (+1 AC) Faceless, its face is just a smooth spot, or coated in spikes and horns.
[2] Snout (+1 To-Hit) Snorts like a pig.
[3] Goat (+1 HD, +25% Magic Resistance) Sometimes you just gotta go with the classics.
[4] Golden Mask (Deals +2 damage with spells) Touch of the arcane, emotionless.
[5] Cyclops (Resistance to Lightning) Unblinking and uncaring.
[6] Ghoulish (Invokes Damned Soul every other round instead, Alignment to Chaotic Evil) Even more inhumanely cruel then you might expect.
[7] Handsome Red Man (Commands 3d6 Imps, Alignment to Lawful Evil) The stereotypical demon face, meant to be more "approachable" and "charming".
[8] Pitch Black (Casts Darkness / Extinguishes Torch) Skin is dark with few features, dark black fur covers it, blood red lips, glowing eyes burn.
[9] Maw (Gains Swallow attack. Requires free hand or to be in flight. Save or be swallowed by the demon, taking 1d6+ Demon's HD in damage per round) Toothy beak.
[10] Lion (Deals +2 damage with attacks) Proud, wrathful, lustful. The lion has many elements that contribute to the demon's mystique.

Demon's Twisted Body Feature - Roll d8
[1] Wings (Flight) Creates the smell of stagnant air.
[2] Snake Penis (Bites for 1d6; save or die poison) No, really.
[3] Spiked Tail (Tail attack, deals 2d4 damage on hit) Armored with chitin, tipped with hate.
[4] Spines (+1 AC) It's body is like a porcupine- from Hell.
[5] Sigil (+1 To-Hit, +50% Speed) Its skin is branded with glowing demonic marks. Empowered.
[6] Body Mouth (+1 HD, +1 damage with attacks) Has a huge mouth on it stomach. No stats for this; but if you're dumb enough to climb inside it'll bite for like 2d10 or something.
[7] Fabrics (Add +2 damage to spells, its Hellfire Bolts also roll 1d10) Long colorful streams of fabric; they are tied to rings hanging on hooks in the devil's skin.
[8] White (Immunity changed to Cold) Devil from the deeper levels of hell. Its entire body is changed to be white or light blue for its icy home.

Demonic Arsenal - Roll d10 Twice
This demon has two weapons, one in each hand, and gets a separate attack for each every round. All of the weapons here count as magic.
[1] Black Chain (Deals 2d4, Save or destroys all non-Magic equipment) Rusted manacle.
[2] Cleaver (Deals 1d20) Huge butcher's knife for chopping MEAT.
[3] Brimstone Flail (Deals 2d8, Stunned for one round when hit- no save) Burning stone.
[4] Pitchfork (Deals 2d10, reach) The polearm of hell.
[5] Hellish Maraca (Deals 2d4 OR can be shaken to call 2d6 Imps OR change the local weather) The devil maraca rattles with the bones of the damned; noise it makes sounds like screams.
[6] Torture Hook (Deals 2d6+2, can be used to Invoke Damned Soul) Can stuff into the Soul's prison in order to extract even more from it, but requires an action.
[7] Iron Hammer (Deals 2d8, Can groundslam- save or be knocked prone) Huge hammer used to free the demons. Slams the ground to cause it to shake; save or fall down- takes a round to stand.
[8] Flaming Whip (Deals 2d6, can Entangle requires save to escape) Whip made of fire and ended like a snake's tongue. Can wrap around legs with a sear or scorch wooden poles it entangles.
[9] Occult Staff (Deals 2d8, Add +2 damage to spells) Long staff of black metal, headed by a very phallic looking carving.
[10] Tooth Sword (Deals 2d10+2, double damage on attack roll of 20) Appears almost like a living thing; a fleshy sword with teeth and a single unblinking red eye. It hungers for your flesh and blood, and is one of the "living swords" which make up the devil's most powerful weapons.

What is the Damned Soul Trapped in/on? - Roll d8
[1] Birdcage, tied around the demon's waist.
[2] Lantern, which gives off the dark glow of hellfire.
[3] Swallowed by a large, toothless snake- up to the neck. Squirms helplessly.
[4] Transformed into a baby, with an adult's head. Squirms impotently.
[5] Crucified. Flops around like an ornament.
[6] Tiny mummified full-body "shrunken head" effect. Arms stitched to side, legs motionless.
[7] Transformed into a book. You can't tell its a person, except for the cover of stretched skin.
[8] Trapped within an unbreakable glass prism. Force on the outside of it sheds different colored light inside, which torments the spirit in different ways.

Tuesday, August 17, 2021

Magic Blasts + Elemental Overcharge Effects

You know what I like? Magical blasts. I mean those really generic sort of energy bolts that certain magic characters or monsters just fling at people as a form of "attack". They give me a feeling of a more holistic magic system then if every magical "thing" is like a specific spell or a set parameter of element + effect = damage of such and such level.


These are a lot like the blasts used by Warlocks as a cantrip for 5th edition D&D. While some people may not like cantrips for trivializing magic, I like the aesthetic of a blast because it essentially allows magical player characters to "feel" magic even at low levels when they don't get shit for spells or whatever, especially in OSR systems where they are reliant on doing things like throwing darts or attacking with a dagger after they use their one and only spell. Doesn't change the game much, just changes the aesthetics. This philosophy is why I created magic rods as a mainstay mechanic in my game- though nowadays I just have rods do "blast" damage, not having an elemental affinity at all.

But what about elements? I like this idea of "blasts" for creatures highly aligned with an element or elemental magic. High level Pyromancers should be able to just throw fire bolts at people without needing a spell slot- they're so magically attached to fire anyway. For instance, I like to say that elementals do "blasts" as a form of ranged damage. But elemental damage just in the form of elemental damage is kind of boring- so how do we spice this up? We'll use Overcharge effects.


Overcharge
Whenever someone or something is hit by an elemental blast that deals at least 6 damage or more, they suffer something called an Overcharge effect. I wrote some up briefly for a very old blogpost, but these are since outdated. So let's talk about them.

Because of this method, small elemental blasts won't do the bonus. Like a d4 reflavored magic missile (irrelevant; I like d6 magic missiles, sue me), or a weak blast by a small elemental won't trigger this. But at least a d6 has a chance to hit an Overcharge effect. If you have a powerful d10 blast, then you'll have a 50% chance for the Overcharge effect to hit- quite a powerful weapon!

I also like the idea of each die used in a blast having a chance to trigger it, to distinguish powerful blasts that are really likely to do the effect once, or slightly weaker blasts that can trigger the effect multiple times. But this brings some confusion; what happens if a blast gets a flat bonus- does it not provide the blast benefit at all even if you roll a high number- because the die itself needs to roll 6 or better to count? If it does, then do you have to split up this bonus evenly among each dice? Might be a little too much added complexity, still, you could totally stack Overcharge effects if you want. Without further ado, here is the list of effects based on each element. 

Elemental Overcharge Effects
Creatures suffer the Overcharge effect of a Blast if they take 6 or more Damage from the hit.

Element

Overcharge Effect

🔥 Fire

Target is ignited, taking 1d4 damage per round until put out.

❄️ Ice

Target has their feet frozen to the ground, requiring a round to break free.

🌩️ Shock

Target is stunned for one round.

🧪 Acid

Target's armor is corroded and loses 1 AC value. Magic armor is immune.

Saturday, July 17, 2021

Angered Nature Spirit Generator

 


All Angered Nature Spirits begin with:

  • 8 HD
  • AC of 16
  • Morale of 16
  • +5 To-Hit
  • Divine Nature - Immune to Death &Wish magic effects. Has magic resistance to other spells at 50% (Either chance to resist or lessened the effect of the spells by this amount)
  • Resistance to all Elements- Half damage taken from Fire, Lightning, Frost.
  • An Animal Form (Roll on the Appearance subtable to make them more supernatural looking- otherwise they just look like big/regal versions of normal animals) The Animal Form is also the type of Animal the nature spirit can commune with freely. Each spirit can be accompanied by 2d6 HD worth of animals of its form whenever it is encountered.
  • Alignment of True Neutral

Spirit's Animal Form & Attacks - Roll d12
[1] Boar (Gore attack at 2d8, Charge on first round of combat deals +1d6 damage, +1 AC) Appears as a massive, hulking boar with a long shaggy coat and huge, magnificent tusks.

Boar-Spirit Appearance Subtable - (2 in 6 chance for each to be True.)
Golden tusks
Unnatural coat color
(Roll 1d4 on the Color Table)
Pig-Nose shimmers like crystal
Six Legs
Eyes glow red with unnatural rage

[2] Stag (Horn attack at 1d8, two Hoof attacks at 1d6, regenerates 1 Hit-Point each exploration turn, Runs unimpeded thru foliage & is immune to Entangling Roots) Majestic stag with long branching antlers. It moves in total silence and disappears into brush.

Stag-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Has the face of an old man w/ long white Beard
Bird nest or bee hive in its Antlers
Flowers bloom from where its hooves step
Long, Snake-like neck
Smell of
petrichor follows it

[3] Wolf (Bite at 2d10, Can track scents) Majestic white wolf. Hugely predatory, but serene.

Wolf-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Mouth constantly drips blood
Tail is wrapped up in briers and thorns
Blue streak from end of nose to tip of the tail
Body streaked in symmetrical scars
Furless, skinless, muscle fibers and mad eyes
Instead of a white wolf, it's a black wolf

[4] Bear (Bite at 1d10, Two claw attacks at 1d8 each, +1 HD, enrages at half health increasing die size of all attacks by one unit and being unable to retreat, -25% Magic Resistance) Huge bumbling bear. Typically thought to be unintelligent and lazy, but fearsome.

Bear-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Many weapons stuck in its back
Bone ridges follow along its spine
Long, lemur-like ringed tail
Has human back-feet, leaves humanoid tracks like Bigfoot
Cool metal-band style facepaint

[5] Fox (Bite at 1d6, has an extra Nature Power, -2 Morale, shift Alignment one step towards Chaotic) The archetypal trickster, though lacking in direct strength.

Fox-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Fur color shimmers as it moves
Extra tails (Roll 1d8+1 for number of total tails)
Wears a shiny, fist-sized glass bead around its neck, tied on by a golden cord

Whiskers are many times longer then they should be, flow like they are trailing in water

[6] Horse (Kick attack at 1d10, Can Hoof-Stomp once every three rounds- save or be knocked prone, can Trample downed characters dealing 2d12, -4 Morale, Fast- cannot be escaped from or chased unless you have horses) Massive, majestic stallion or mare. Double the number of horses accompanying it- they are noncombatants.

Horse-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Flowers grow in its mane
Hooves are made of mossy stone

Looks wet and drips water like a Kelpie
Whinny ends in a thunderclap
Tail seamlessly transforms down its length into fog or mist

[7] Snake (Bite at 1d8- save or die poison, Constriction attack at 1d10 damage per round and can't move- must make a hard save to escape, +1 AC, surprises 4 in 6 times) Massive viper, bigger then an anaconda with emerald green scales.

Snake-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Scales are black instead
Eyes are milky white, as though blind.
(Can't see, but uses other scents equally well as sight)
Two tiny vestigial arms on upper body
Rattle on end of tail
Water constantly trickles down crest of head off tip of nose like snake-waterfall

[8] Lion (Bite at 1d12, Two claw attacks at 1d10, Roars at the start of combat causing morale check for hirelings and all mundane animals) Majestic, powerful, deadly. This lion spirit only appears with Lionnesses, as it is the King of the Beasts.

Lion-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Mane has appearance of space; filled with stars and galaxies
Ground quakes when it roars
Tip of its tail is bristled like a Morning-Star
Vestigial wings
Has the spots of a giraffe
OR Stripes of a zebra
Top of face is covered in forefather's skull like a helmet

[9] Crocodile (Bite at 2d8- if target is not killed will grip and deathroll, no save, knocks everyone prone who were adjacent and automatically hits each round until freed or target is slain, +1 AC, can swim) Great beast of the rivers. Prefers to attack from water, but can gallop as fast as a man on land.

Crocodile-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
White OR Pink
Tip of nose has a hand-shaped limb
(Can ambush from water if you try to "save" drowning victim)
Scales are knocked loose easily- turn into rose petals
Teeth are especially long, wicked, and scary looking
Fish frills & fins on arms and back, gills
Eyeballs are golden orbs
(Made of actual gold- worth 250c each when removed from corpse)

[10] Ape (Two Giant-Fist attacks at 1d8, can use weapons like boulders and logs, climbs, intelligent, cannot be surprised, shift Alignment towards Lawful) Massive Ape-Spirit of the forests and jungles. Travels with a trope who watch its back at all times.

Ape-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Blood red fur
Huge dumptruck ass
Wears facepaint
Hole in center of each hand
Big golden belly; slaps like a war drum

[11] Panther (Bite at 1d10, Two claw attacks at 1d8, surprises 5 in 6 times) Massive spirit of a predatory cat. Could refer to a black panther, but also to leopards for African inspired settings or Jaguars for South-American inspired places instead.

Panther-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
(After surprise round & in combat) Appears like a glowing psychedelic suggestion of a cat
Appears with a silver crown on its head. Doesn't fall off until dead.
(Treasure worth 300c)
Leaves behind black feathers when it jumps
Can walk weightlessly on any surface, like palm fronds or water
Inside of mouth/lips and nose are a weird color
(Roll 1d8 on the Color Table)

[12] Hawk (Beak at 1d8, Two Talon attacks at 1d12, flight, true sight) The powerful spirit of birds-of-prey; the hawk can see you from any distance and see the invisible and hidden.

Hawk-Spirit Appearance Subtable - (2 in 6 chance for each to be True)
Several rusted manacles adorn each leg, just above the talons
Instead of a Hawk, make it an Owl
(Silent flight instead of super-vision)
Has a massive, colorful plume on its head
Peacock style tail; works fine in flight
Wind kicked up by its wings is unnaturally cold

Spirit's Nature Power - Roll 1d8
Nature Powers are like spells for the purposes of saving throws and other mechanics, BUT cannot be countered and are immune to antimagic spells or antimagic fields- these are divine powers. Unless otherwise stated; Nature Powers can be used once per round.
[1] Regeneration (Heal itself or an ally by 1d6 once per round) Infused with life energy.
[2] Musk (Save or fail spells in adjacent squares, scent lingers for a turn.) Animal odor.
[3] Geyser (Deals 1d4 damage to random enemy) The ground splits, releasing boiling steam.
[4] Butterflies (Emits 1d3-1 Butterflies per round, if they land on a weapon they cannot be used to attack until knocked away or blown off) Tiny white butterflies of peace; make weapons impotent.
[5] Animate Golems (Creates 1d3 HD worth of Lesser Golems from surrounding area each round) Rocks, mud, sand, water, foliage all converge and twist into humanoid shapes every round.
[6] Acid Puke (Stream of acid deals 1d10 damage, Must give up Bite/Beak attack to use if it has one- otherwise can use freely. Throwing distance) Pukes up its stomach acid.
[7] Elemental Control (Roll 1d4- Fire, Water, Earth, Air. Creature can Control Elements in the area. Elemental blasts deal 1d6 damage) Creature has decent control over one of the four elements. Can be used to change terrain, throw projectiles, counter spells, etc. The element is only rolled once.
[8] Whirlwind (Moves thru, 1d4 damage to each it passes thru. Increase monster's base speed by +25%). Turns into a spinning gust of wind that can move through solid objects. If it moves through a creatures space, it deals damage to them from the whipping winds.

Why is this Spirit Angry? - Roll 1d8
[1] Bloated (+1 HD) Spirit is even larger then normal. Went mad after eating a full harvest.
[2] Bewitched (+25% Magic Resistance) Branded by arcane symbols- they failed to control it.
[3] Defiled (Acid resistance, Corrodes non-magic weapons that hit) Grove polluted by waste.
[4] Betrayed (+1 morale, +3 HP, 3 in 6 chance for each element on the Spirit Appearance subtable) Once worshiped guardian spirit, its pact broken. More otherworldly then the others.
[5] Iron Ball (+1 damage to attacks/powers, shift Alignment towards Evil) Evil human weapon, stuck in its flesh, festering.
[6] Petrified (+1 AC) Body is half stone, cracking and reforming, as though covered in plaster or hit with an unsuccessful Flesh to Stone spell.
[7] Beyond Sight (+1 To-Hit, Dispel illusions it looks at) Its eyes glow with supernatural being. It has seen things nothing of this world should; human sorcerers have contacted outer beings.
[8] Awakened (-2 to hit, -1 HD, -1 Damage to attacks/powers, double accompanying creatures) This spirit has only recently been awoken. Its anger is from the change sine the old times, though it is still sleepy and ignorant from its time spent dormant.

Spirit's Revenge - Roll d8
This is a constant effect that is constantly emitting from the angered spirit. This is its revenge against the intelligent races and peoples of the world who have angered it. This is how the spirit is retaliating against people; the effect is widespread and will hit everyone and everything in the area where it is. Assume a small valley worth of space or a full hex/hex + all surrounding hexes.
[1] Fear (Hirelings get -1 to morale rolls, -1 to all saving throws vs this Spirit) Nature's wrath.
[2] Rage (+1d6 HD animals accompany it) Fills the hearts of its kind with rage; move against man.
[3] Growth (Casts Entangling Roots at start of combat) Plants spring up to consume brick.
[4] Smoke (You take 1 more damage from every source) Bellows blackness. It is a spirit of death.
[5] Famine (Every day, use double rations) Hunger and bottomless bellies.
[6] Fire (Immune to Fire Damage, gains flame spew attack at 2d6 once per three rounds, save for half) This spirit brings forth nature's most destructive element. To burn for the regrowth.
[7] Destruction (Items break on attack rolls of 1 or vs rolls of 20) Machines tend to fail around it. The closer you get and the more complex the machine; the easier it fails. Anything manmade.
[8] Storms (Missiles have disadvantage to hit, low visibility) Surrounded by a storm. Could be a dust storm, thunderstorm, rain storm, hail storm, etc. Whichever fits the animal best.


Spirit Reaction-Check Rules
This spirit is usually of Neutral alignment, as it is both an animal and a being that supports that natural order of the world. But it is angered- angered at humans or intelligent races that bring technology, destroy the forest, strip the hills for metal, and bring death and subjugation to the animals.

As such, the creature is not normally aggressive but because of its anger, it will attack intelligent, bipedal beings. It has a 5 in 6 chance to attack humans or other races on sight. This chance is reduced by -1 for each of the following the party has when encountering the spirit.

  • Majority of the party hails from tribal/in tune with nature societies (including Elves)
  • Characters prostate themselves and do not make eye contact
  • Anyone in the party can Speak with Animals. Talking to it won't stop it from mauling you necessarily though.
  • Party has at least one wild animal companion. Dogs, cats, etc. don't count. Give this a +2 bonus instead of the animal companion is the same type as the Spirit; or they can talk in animal noises so the companion can defend these humans as being "the good ones".
  • If the Nature Spirit is a prey animal, then if nobody in the party has meat in their belly (has eaten meat for rations that day or the day before). If the Nature Spirit is a predator animal, then the opposite. If your character is biological incapable of eating plants/meat, then tough shit.

Optionally, you can also increase the chance of attack on sight by +1 for each of the following being true. For values over 6 on your X in 6 chance, consider adding every point over 6 to morale as it takes revenge on those who violate mother nature.

  • Carrying an open flame (torch, burning spell, etc)
  • Majority of the party made up of spellcasters (in settings where magic is "unnatural)
  • Anyone wearing fullplate/heavy armor
  • Anyone who is responsible for a large amount of environmental damage, like if you accidentally started a forest fire once or you are a nobleman who drained a swamp to build a castle and so on. Even without outward signs or proof of this, the spirit just knows what you did.

What does it do to the dead bodies of people its slain? - Roll 1d6
[1] Makes a loud howl; hundreds of vultures fly down to pick at the remains.
[2] Drags the bodies to the edge of clearings or the sides of the road bordering wilderness. Warning.
[3] Drags the bodies to trees and thickets- thrown for the roots.
[4] Eats them. Of course.
[5] Rips them up and wears their entrails around its neck. Stained red with invader blood.
[6] Pisses on them. This may seem purely spiteful, but it also speeds up how fast they decompose. Within 2 days the corpse is half liquefied, turned to rich soil with flowers sprouting from it.

What will the Spirit do for you if you manage to calm it? - 1d8
[1] Will raise a baby for you. The baby becomes a wild person, but in tune with nature.
[2] Lead you to a secret healing spring in the wilderness. Cures 1 mutation and restores HP.
[3] Lead you to an ancient burial site of a warrior. Buried with golden sword and silver shield.
[4] Teaches you one random nature spell. If you're a Druid, you get to pick the spell.
[5] Blessing of Power. Grants you +1d2 points of Strength and maximum Hit Points.
[6] Touches you on the forehead, marks you with a symbol. Animals of its type are now never aggressive towards you.
[7] Watching the majestic spirit clams your heart. Restore some sanity / heal 1d3 Mental attribute points / gain some Conviction if you're playing GLOG.
[8] Gives you a magic staff made of green wood. The staff grants magical powers over nature, and enhances natural spells cast by one caster level. The end of the staff has a green leaf which shows how much energy it has left; wilting and dying when the staff is expended.

What reaction does it have to Animal-People of its Type in the party? - 1d6
[1] Revulsion. Attacks them first.
[2] Curiosity.
[3] Confusion.
[4] Can't tell the difference between them and a man.
[5] Paternal/preening behavior. Doesn't want to kill them.
[6] Instant attraction. Engages courtship rituals.

Wednesday, May 19, 2021

Winged Terror Generator


All Winged Terrors begin with;

  • Ability to Fly
  • Takes one round to take off once landed
  • 7 HD
  • AC as leather (12)
  • Morale 14
  • +4 to hit
  • Bite Attack / x2 Kick Attacks (rolled below)
  • Alignment of Neutral

Terrible Head - 1d10 (Bite Attack)
[1] Pelican (no damage; save or be swallowed whole) Long neck, distorted shrill bird-cry.
[2] Lion (1d10 bite, +1 morale) Distressingly humanoid. Shaggy mane hides its red eyes.
[3] Pterosaur (1d6, +1 HD) Some ancient beak-face from forgotten years.
[4] Fly (1d6 acid spit at range) Can fire acid blobs in flight. Giant creepy eyes.
[5] Fellbeast (1d12, Alignment to Evil) Yes, just like LotR. Long scaley necks, horrible teeth.
[6] Squirrel (1d4, spits two rocks at 1d8 in flight) Very cute. Boulders held in its cheeks.
[7] Woodpecker (1d6, +1 to hit with all attacks) Focused. Pecks holes in cliff faces.
[8] Hornet (1d8, Add "Angry-" to front of alignment) Is about as mean as it looks.
[9] Sea Cucumber (None. At 50% HP, Tubules breath weapon at 3d4 in a cone; save for half) Head terminates in a weird cloaca hole. Regurgitates its inner organs as a desperation move.
[10] Parrot (1d6, breaks open iron armor on attack roll of 20- no longer protects you) Bites open seeds as hard as your armor routinely. Magic armor +1 or better is immune. Whistles.

Terrible Legs- 1d8 (Kick Attack- Both kick attacks the same) Roll 1d6 for biological.
[1] Talons (1d10) Bird of Prey. Hunts and carries away cattle with these.
[2] Bird Claws (1d4, adapt at digging) Just like a chicken. Can dig you out if you try to hide.
[3] Dragon (1d6, dexterous, add "-Hoarder" to end of alignment) Very rapacious. Drops rocks.
[4] Hooves (1d4, save on 4 or be knocked prone, -1 morale) Sounds like a horse when running.
[5] Grasshopper Legs (1d6+1, jumps- takes off one round faster) Deadly sharpened spines.
[6] Hippopotamus (no attack, takes off one round slower, +1 HD and AC, save or die if it lands on you) Crushes people to death death.
[7] Stilts (no attack, +2 AC, weak to fire) Long stilts of wicker and wood.
[8] Cannons (2d6 explosive shot, -8 to hit, save or take half damage if adjacent to target, once per round, twice per encounter) This creature has unnatural cannons of metal instead of legs. Must steady itself if in flight to use these.

Terrible Wings - 1d6
[1] Moth (1d4 Dust attack while grounded) Sheds dust and curled setae; stings eyes, blisters skin.
[2] Dragon (+1 AC, takes off one round slower) Heavy wingbeats. Curls around itself for defense.
[3] Pterosaur (+1 HD, wind power) Huge skin flaps; can generate wind gusts to knock away arrows.
[4] Bat Wings (Nightvision, Can cling upside down) Creature of the night.
[5] Insect (-1 HD, takes off one round faster) Smaller then the others; droning flight. Hovers.
[6] Feathers (Quiet flight, +2 in 6 surprise) Colorful if it lives in a tropical jungle or island, white if it lives in a mountain, dark if it lives in a cursed land.

Terrible Tail - 1d12
[1] Puppy (Takes one less round to take off) Excitable. Wags as its mauling you.
[2] Thagomizer (1d6+1 tail attack) Prehistoric skin up to the base of the tail. Lazy weapon.
[3] Crocodile (+1 AC, can swim, takes off one round slower) Large, fat, frumpy.
[4] Leopard (+1 damage with all attacks) Stalks it prey. Likes to perch in gigantic world-trees.
[5] Peacock (Save or be dazzled one round) Unfurls proudly, will interrupt spellcasters.
[6] Scorpion (1d4 tail attack, save vs poison or 2 damage per round for 3d6 rounds) Black as coal.
[7] Smooth (+1 HD, takes one more round to take off, +1 morale) No tail at all. Plucked chicken.
[8] Stringer (1d8 attack, only in flight) Could pierce through chainmail. Not a bee; stings a lot.
[9] Chain (two 1d4 chain whip attacks) Short fleshy tail, a rusted manacle stuck on it from when it was once captured. Has learned to use its chain as a weapon.
[10] Sucker (once every three rounds; save or be swallowed) Weird purple flesh nub. Pair of lips on the end; leads directly to stomach. Some Wizard's horrible fetish, maybe?
[11] Pidgeon (1d4+1 feather dart attack at range) Can fling its feathers as projectiles. If its wings are also feathers, it gets two of these attacks per round.
[12] Rabbit (Paralyzing dust; save on breath or be stunned for 1d3 rounds) Big cotton tail. Looks really dumb, until you realize it produces paralyzing dust. If it's smart enough it will shake this on you from above, or kick up a bunch and flap wings to blast it at your face. Otherwise you have to try and flank the creature to be subjected to this.

Why is this Winged Terror attacking you? - 1d6
[1] You got too close to its territory.
[2] You are of its preferred prey species.
[3] Some random gem or cool rock in your inventory is actually one of its eggs.
[4] It can't tell your group of adventures apart from the one that tried to enslave it in the past.
[5] It's an old, ancient, lonely beast. It's gone senile and aggressive. No loss of power.
[6] It coats itself in the blood of humans & intelligent beings to attract a mate. Red wings.

What is its downy fluffy mane made of/or look like? - 1d6
[1] Look fluffy, really articulated spines. Puff up when angered.
[2] Long greasy hair, makes a mane. Looks spectacular in flight.
[3] No down, spikes instead.
[4] Chains and nails driven into its flesh/carapace. Rusted, blooded, will not die.
[5] Made of flowers, leaves, vines. Could be plucked for appearance, or just grows on the monster.
[6] Body of a giant fluffy caterpillar. Literally hollowed out and worn on the neck. Your hand goes numb for 1d6 hours after touching it.

What cool treasure is in its nest? - 1d8
[1] 1d3 Flying Swords, stuck in the earth. Makes sense- flying swords vs a flying monster.
[2] Scroll carrier. Within is 1d4 random weird magic spells. Lost on route to a Wizard library.
[3] 1d4 Giant Eggs.
[4] An entire airship- sails ripped and hull cracked. Could be made airborne with work.
[5] Giant unexploded iron bomb. Tossed from a catapult, Terror kept it as memento?
[6] Young dragon skeleton. Worth a fortune for medicine.
[7] Automaton Steed. It's a metal horse. Tireless. The Terror thought it was a real horse and tried to grab it for a meal, now it just kind of stands here waiting for someone to ride it out.
[8] Some dude tied to a rock with metal chains. Winged Terror eats part of him every day, poor bastard just grows it back.

Tuesday, March 9, 2021

Ogre Generator

All Ogres begin with;
  • 4 HD
  • AC as chain (14)
  • Morale 15 (dumb and angry)
  • +2 to hit from size and ferocity
  • Boulder-sized fists deal 1d6 damage
  • Deals +2 damage on any melee attack (Add to their weapon's damage)
  • Alignment of Evil

Ogre's Head – Roll 1d6
[1] Tiny (Cannot be stunned) Shrunken, squeaky voice. No loss of appetite.
[2] Horned (Rage at 50% HP- gains +2 to hit + damage, -4 AC, no retreat) Bestial and hairy.
[3] Fanged (Gains 1d4+2 bite attack) Like walrus tusks. Gains adorable lisp.
[4] Long Haired (+1 AC) Graceful. Pretty party members will be jealous- zero tangles.
[5] Eyeless (Surprises party on 2 in 6) Probably a cave ogre. Moves in disturbing silence.
[6] Two-Headed (Knows one random 1st level spell; once per day) With two heads; now smart enough to cast a spell. The heads remind each other of the incantation halfway through.

Ogre's Belly – Roll 1d4
[1] Armored (+2 AC) Wears armor plates on its stomach, a bit clever by ogre standards.
[2] Painted (+2 saves vs spells, cannot be Charmed) Strange primitive runes, fingerpaint.
[3] Full (+1 HD) Satisfied ogre. 1 in 6 chance there's a person still alive in there.
[4] Oiled (+1 morale, can slap its belly to draw in another random encounter) Like a wardrum.
[5] Pierced (+1 to hit, get +10% on loot roll) Adorned with piercings.
[6] Saggy (+1 morale and damage) This ogre is probably really hungry. Hangs to its knees.

Ogre's Weapon – Roll 1d8
[1] Massive Cleaver (1d8+1) Giant meat cleaver. Crudely made, but strong.
[2] Log (1d12, attacks two at once; half damage to each) Big. Uses both hands.
[3] Executioner's Axe (1d8, change alignment to Greedy) Worked as an executioner once.
[4] Ship's Chain (1d6+1 with reach, sweeps away spears) Spins it like you do with twine.
[5] Logging Saw (1d10; does 2d10 if you're trapped in place) Bloodstained teeth.
[6] Big Rock (1d10, will throw at “annoying” people; ie bowmen) Favorite Ogre projectile.
[7] Dead Knight (1d6+1, knocks you prone on hit) Knight in full plate. Ogre snacks on his exposed face in between smashing people with the corpse.
[8] Beast Bone (1d6, breaks on first roll of 6 dealing 1d4 damage to all within melee range including itself.) Huge bone of some other big monster. Will be mad that you broke it.

Ogre's Disgusting Body-Part Shrine – Roll 1d10
[1] Feet (+1 to morale) Cuts off feet before they die, so you can't run. Slightly more intelligent.
[2] Hands (+2 in 6 chance to avoid surprise) Lots of experience catching thieves.
[3] Eyeballs (+1 to hit) Suspended in jars or tied on barbed strings.
[4] Entrails (+2 HP, rope lasso on first round of combat; save to free self) Bit of a trapper.
[5] Teeth (+1 damage on attacks) This Ogre likes to torture people extra. Watch out.
[6] Spines (unarmed attacks deal 1d8, knows one Special Move) Just pulls them out the back.
[7] Skin (+1 AC) Wears a long apron made of faces. Makes their own furniture.
[8] Butcher Shop (+2 HD) Keeps meat for later consumption. Big, even for an ogre.
[9] Blood Barrels (Can wash self in lair to instantly heal 2d6 hit points if it manages to escape from a losing fight) Doesn't collect body parts, just blood. Lots of it.
[10] Pyramid Of Severed Heads (Add “Reasonable” to front of alignment) Pretty well adjusted, honestly. I mean humans do this too, so you can't really hate the guy.

(Optional) Ogre Quirk – Roll 1d6
Only add a quirk if your Ogre is too boring, or if this is like the “leader” of a group of more generic ogres that you want to spice up a bit.
[1] Cage (Holds prisoner) Can carry around a prisoner in a wicker cage on its back.
[2] Hunter (Throws a 1d8 boar spear at start of combat) Wears pelts of beasts it strangled to death.
[3] Huge Nose (+2 in 6 chance to avoid surprise; can smell hiding people) Knows you're there.
[4] Superstitious (+2 to spell saves, Can be turned as an undead of equal HD) Fears the wrath of the Gods for its sinful life. Throws a pinch of bone dust over its shoulder when it witnesses a spell.
[5]
Witch (Knows one random 1st level spell; casts once per day) Wears a long robe or huge hat. Always speaks in rhyme, or hoards knuckle bones and must count them if spilled.
[6] Fat Ogre Shit (MUs must save to cast first spell) Lair is filled with very large, even for an ogre, piles of feces. Stings your throat; save to speak a spell without choking on poop fumes.


What's the last way somebody tricked it?
- Roll 1d8
[1] Told it that they'll bring a fatter family member along if they are set free.
[2] Held up two small black stones and claimed to have plucked out the Ogre's eyes.
[3] Somebody came in with a sash that said “Ogre Proof” on it.
[4] Victim asked for a game to decide their fate. Ogre agreed. Game was “who can sleep longest”.
[5] Elf complimented the Ogre over and over, made them blush and ignore that they escaped.
[6] Traded a sack of gold for a sack of silver. Told to pee on the coins to make them yellow.
[7] Said they'd scream and cause an avalanche if the Ogre didn't free them- they were uphill.
[8] Ogre ate a traveler's rice; was told  it would expand in their stomach if they moved around. The Ogre laid down and tried not to explode as the traveler made off with their treasure.

What's this Ogre called? (Roll twice on Name and combine. "Name-Name the Title" )
#
Name
Title
1
Gruk
The Chopper
2
Borg
The Bloodletter
3
Larr
The Gluttonous
4
Tog
The Debased
5
Vur
The Mighty
6
Uggo
The Terrible
7
Bool
The Vile
8
Rok
The Brute
9
Ack
The Smasher
10
Wergg
The Meanie