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

Tuesday, April 27, 2021

Monsters - Brad Neely Inspiration

Sometimes inspiration can strike in the strangest places.
 

Going by the above picture; let's build some criteria. We're going to write up these monsters similar to the ones that we already know from the picture. So Goblins and Trolls are our baseline.

  • Semi-Intelligent demihumans
  • Are living creatures, nothing too inherently "supernatural"
  • Have social groups, but are probably primitive / barbaric
  • Are low to high level threats to adventuring people, but not ultra powerful


Womps (4 HD, +2 to hit, -2 AC, big fists at 1d6+1, slam bonus at +2)
Morale- 10
Number- 2d4

The Womps are a monsterous species of large fisted individuals. They are quite dull, with square heads that collect their sweat in pools on top to cool off when they think too hard. Being quite slow and stupid, they are easy to strike in combat and are not known to wear armor or use weapons. Instead, they use their fists, which are quite physically powerful.

The Womps like to crush and smash things, and deal +2 damage when slamming someone into a wall or ground repeatedly. The preferred Womp battle tactic is to isolate or knock down an opponent, and then gang up on them and slam them with their fists until they are squished flat and quite dead.

 

Twumps (3 HD, +1 to hit, +1 AC, weapons at 1d6, sponge lichen)
Morale- 12
Number- 1d8 in patrol, 3d10 in pool

Twumps are an ugly between child of trolls and goblins. They are roughly human in height, but are not strong and powerful like an orc. Instead, they are slender and lean, and have long sucker mouths fitted well for sucking up scum and lichen from underground pools and chambers where they live.

Higher then in intelligence then most other related creatures; they have a culture, language, and know the secrets of metalworking and fire. Typically, only their leaders are afforded iron armor, in which case bump up their AC to 15 for rough chainmail, but standard warriors go with cloaks and shawls of cave-creature skin. They live in semi-agricultural societies that stay around the most fertile underground chambers, and defend them to the death from intruders. Warriors and scouts outside of these chambers will carry sponge lichen; a useful source of food but also medicine. If a warrior is injured after a fight, the lichen can be put in the wound to suck up the blood and staunch bleeding; healing 1d4 hit points. Each warrior carries enough for about one use, and the party can make use of these for themselves.

 

Sklorgs (5 HD,  +3 to hit, 1d8+3 bite, ravenous, grapple+1)
Morale- 14 (9 once 'fed')
Number- 1d6 (if result is 1- it's a yellow sklorg)

Sklorgs are large headed monsters with gaping mouths filled with many sharp teeth. They are a dull red in color, but a few are yellow. The yellow sklorgs are loners, kicked out of their social groups, and may be more intelligent and reasonable then the others. Sklorgs only care about eating and as such they always attack immediately (reaction roll of 2) unless they are a yellow sklorg, in which case they have the intelligence of an ogre or troll and are mostly food motivated.

Sklorgs have hands, but prefer to only use their mouths to attack and eat. They only use their arms to grab and steady prey before biting- as a demihuman species they have increased strength and count as grappling +1 (as though they had Strength modifier of +1 for grapple contests) if their teeth are broken or mouth is forced shut, they can make a weak punch that deals 1d2 damage instead.

Once a Sklorg has done a total of 15 or more damage, they have bitten off enough flesh that they are considered "fed". They will no longer jump into swords or spears to try and bite off more flesh, but will eat anyone knocked out or held by other members of their group. If all the Sklorgs remaining alive are 'fed', roll a morale check as 9 and for every other morale check beyond that point.

Sunday, February 23, 2020

Room Full of Vampires

There are a lot of kinds of vampires. Beyond different bloodlines, different weaknesses, and different cultures around them; vampires are an incredibly diverse group of monsters and not-monsters. Ignorant villagers and the superstitious often mistake things that are objectively not vampires, and call them vampires or think they share weaknesses. Vampires hunters sometimes mistake things that are objectively vampires as to not be vampires; even things that are vampires are indeed very different from each other. Here's a comprehensive guide.

Art @Julia Lepetit
Things that aren't Vampires
Vampire bats, intelligent or made into a Wizard's familiar. So to are the anthropomorphized vampire bats not actually vampires, even though they drink blood and fly around. You don't think you'd have to specify this one, but it happens.

People with porphyria in real life, or a blood-anemia disease in a fantasy world. They may drink blood to help them live longer lives and maintain their health, or people who need to steal blood because their blood doesn't clot correctly. Not actual vampires, just inbred nobles with a disease.

Vampire Cultists and vampire worshippers. These beings may drink blood, wear capes, or offer up blood to the night sky to attempt to woo a master vampire to come down and give them immortality. Also includes vampire hunters who drink the blood of vampires, since drinking addictive vampire blood may transfer some of their power into the mortal for a short period of time with none of the weaknesses, though it does require hunting some dangerous prey.

Blood collectors are not vampires. Some hemomancers and degenerate nobles bathe in the blood of virgins to regain their youth, some even drinking it to fortify their inner body, but they are still not vampires. Many become vampires eventually or are well on their way to it though.

Mosquito men who live in human skin suits. People often try to “turn” these undead to find no effect, they aren't undead, just gut sucking insectoid monsters. These are not vampires no matter how similar to how they feed; they just drain peoples fluids and wear their skin-suits to blend in to find their next victim; they aren't actually undead vampires. Can usually be told apart by feeding through a proboscis sucker out of the mouth instead of fangs.

Things that are Vampires
Recently raised from the dead Strigoi vampires. These are just dead corpses that came back to life, either due to improper burial rites or because they died too early and wished to remain alive so badly they came back. They sneak out of their graves at night, sneak into people's houses and drink their blood, returning to the grave. These are a weaker vampire type, and have little intelligence or magical powers beyond their supernatural strength and agility. It is also said greater types of vampires can anoint a tombstone with some of their own blood to create more of these vampires as lesser thralls.

Greater vampires, or Vampyr are the classic type. They feed off of the life force of living mortals; usually in the form of blood, and many were once dark sorcerers who chose to transform themselves into these creatures to become immortal. Vampires of this type come in a million different varieties, with a strong bond between sire and offspring for each vampire generation. This creates a vampire hierarchy, with the original progenitor of the bloodline usually sits on top, and a web of intrigue as the vampyrs in the line jockey for position and prestige. Each generation of vampire gets weaker, but they inherent some of the power of their ancestors the older they become, and sometimes if they overpower and kill their elder vampires they can drain their blood to become more powerful.

Genetic vampires, also called Dhampirs or blood-touched, are a type of undead that isn't totally dead. They still have a little warmth, and a heart that beats about once an hour. This vampirism is a trait that runs in a family; parents can have children which grow to adults, just much slower then normal. They have some resistance to, but are still harmed by sunlight, and they are still turned by holy symbols. Any destroyed result instead has them paralyzed for an exploration turn. Also, as a less-mystic type of vampire, these vampires can survive on any kind of blood and often herd goats or cattle to feed off of at night, though human blood is the most delicious and addictive.

Wednesday, October 16, 2019

Monster Family- Goblins & Trolls

From left to right- Human for scale, Goblin, Hobgoblin, Troll, Hobtroll
Behind- Gobloaf

Goblin (1 -1 HD, 1d4-1 improvised weapons)
Morale- 6
Numbers- 1d8+1 Scouts & Sentries, 2d20 in a Camp, 2d100 in a Gobtown

Goblins. Short and stunted creatures with a robust gut ecology and little else. Most are green, but different variations exist among separate social groups of goblinkind. Goblins are incredibly stupid, violent, and short sighted beings that are only threatening to adults in groups. Goblins generate their hit points as 1 HD minus 1 hit point, and as such it is perfectly reasonable to find 0 HP goblins. These goblins are the especially weak and sickly ones, and will instantly die when hit with an attack. They are so weak that even attacks that normally cannot kill instead kill them; a satchel hitting their head with enough force can pop it open like a spoiled fruit. You can also kill 0 Hit Point goblins through things like pointing an expanded wand at them, which can emit enough tiny ambient magic to be lethal to such pathetic creatures. Goblins almost always use shitty, second hand improvised weapons. Due to both how bad these weapons are and the lack of physical strength goblins have, they only deal 1d4-1 damage, and thus deal no damage on a hit when they roll a 1.

Out of all the types of “people” in a fantasy world, most will agree they are the least “people” out of all of them. They breed like rats and fill up their environment to carrying capacity in a handful of generations, seeking to consume or be consumed by anything they find. Oddly, Goblins can seemingly eat anything from filth to flesh to plant matter, and yet their small tribes and groups can easily become obsessed with a single source of food to the point of starvation- a patch of lichen on a cavern wall, or the droppings of a specific beast they follow. Goblins also fear the sun and take shelter in caves and underground places despite it causing them no harm- in many ways, it seems Goblins are a cursed parody of ultra-specific cave dwelling creatures.

Beyond living in small tribes, following and worshipping anything more powerful then them, goblins are known for being one of the most commonly 'domesticated' types of monsters. Many cities contain goblin ghettos and warrens, where they work the least popular jobs, or goblins are commonly sold into slavery. Do to fantasy morality not necessarily being equivalent to real world morality; it may also be both righteous and better for everyone to keep goblins on a short leash. Unable to harm themselves or anyone else, their energy is put to good use in service.

Hobgoblin (2 -1 HD, +2 AC from Armor, 1d6 Weapons)
Morale- 8 to 10
Numbers- 1d6 Gang, 2d6 Raiding Party, 1d10+2 in Camp, 1d50 in Gobtown

These creatures are nearly human sized in height, though tend to be thin and wiry. They have dark green skin, long noses, and are less mentally retarded then goblins by a wide margin. Almost everywhere they exist, Hobgoblins bully and lead the small tribes and bands of lesser goblins into larger groups, with the Hobs as the obvious upper class. While still violent and very hardy, they prefer actual food to filth and will force lesser goblins under their command to eat scum while they eat the table scraps. The picture of goblin nobility. In gobtowns; the massive urban centers where goblinoids live together, Hobgoblins make a significant portion of the “upper class”.

Hobgoblins show their trollish ancestry much more then their little brothers, the standard goblin. Hobgoblins are known to regrow eyes and severed limbs after several years, though these always grow back a bit stunted and weaker then what they were born with. Hobgoblins are also a bit less communal then regular goblins, scheming against each other and backstabbing each other with impunity. It should be noted that regular goblins are too stupid to coordinate massive coups; it's usually the Hobgoblins coordinating the effort and pitting the lesser goblins against each other.

When it comes to inhabited dungeons and adventurers, Hobgoblins are better off in a fight then goblins, but still somewhat cowardly. They are not as strong as the average human soldier, but are much stronger then a standard goblin. They are usually found with primitive or scavenged weapons and wearing leather or cloth armor.

Troll (4-8 HD, +4 AC, +4 to hit, two attacks at 1d6+1 claws, regeneration, weakness to fire and acid)
Morale- 12 to 14
Numbers- 1d4 Gang, 1d8+1 Family, 1d6 in Gobtown

Trolls. The classic threat when wandering the world- they seem to thrive everywhere and can eat basically anything, though they prefer to eat anyone instead. Trolls are large humanoids with bright green skin, long gangly limbs, and sunken eyes that see in darkness. They attack with both arms; their claws and murderous strength lets them deal 1d6+1 damage from their attacks.

Their most infamous ability is to regenerate. After taking damage; they heal 1d4 hit points per round. Their severed limbs can be pressed back onto the stumps and after a round will be reattached, though this won't necessarily restore all of the lost hit points from the attack. Stumps cauterized with fire or acid cannot be regenerated. Clever trolls will bite or saw off their own limbs when they are alone that have been damaged by fire or corrosion as to fully heal themselves, or have to rely on the more slow and mundane natural healing that allows normal creatures to heal injuries like burns and scorching. Trolls will regenerate from anything, even from being diced up or beheaded, from the largest piece. These monsters are famous for both how dangerous they are, but also for their weakness. It is commonly known that trolls are weak to fire and acid, which stunts their regeneration abilities for that many points of damage.

Trolls, Hobgoblins, and regular Goblins are all the same species of creature. The difference between them is the amount of time they live, the amount of food they have access too, how much magic or power they gain in their life, and the will of the dark gods they worship. Some trolls remember being goblins, some goblins were once trolls, and hobgoblins are the awkward teenage phase between both. It should also be noted that greenskin, monsterous trolls have nothing to do with Old Trolls, who are a race free from the perversion of evil, these trolls are a degenerate offshoot.

Hobtroll (9-12 +1 HD, +6 AC, +6 to hit, three attacks at 1d8+1 claws, greater regeneration, weakness to strong acids and fire)
Morale- 16
Numbers- Solitary OR 1d3 group in razed Gobtown

Hobtrolls are massive trolls. Their skin is an even brighter shade of putrid green, and they have a third arm growing from their chest. As with all trolls, they regenerate and have ravenous appetites. As the pinnacle of the troll bloodline, their psychopathy and mental state has decayed to a point where armor and weapons only exist for them in a temporary state. They will pick up and use weapons they can see, but only have a 2 in 6 chance to take weapons with them or go to a lair with weapons or armor in preparation for a fight. This chance is also used to see if the Hobtroll is smart enough to avoid an obvious trap. Despite this, they are still incredibly dangerous and will try to attack anything they see.

Their powers of regeneration are greater then normal trolls. They heal 2d6 hit points per round, and can heal damage from normal fire and acid attacks. Only the attacks of purified forms of those elements, spells that deal damage of those elements of 4th level or higher, or powerful elements channeling fire or acid can permanently damage them.

Unlike normal trolls, Hobtrolls cannot integrate into any kind of society. They are only found among other goblinoids if they're currently killing them all or eating the remains. Very rarely, Hobtrolls may join together in a loose group only in an act of endless aggression. Their mental state has decayed where they can only speak in very short, single word sentences. They only value treasure in a transparent way, but can retain sizable treasure hoards from when they were smarter, regular trolls due to their sentimental memories of it.

Gobloaf (10 +10 HD, +2 AC, +2 to hit, 6+1d4 tentacle attacks at 1d4+1, mindless, slime body, greater regeneration x2, weakness to strong acids and fire)
Morale- N/A
Numbers- Always 1

The Gobloaf is not a normal member of the troll family. These are mutants. While occasionally made from an especially tough hobgoblin or from a fetid, chopped-off troll limb, most of them come from Hobtrolls who eat several goblins, or a very pregnant goblin female who dies before giving birth to her liter. This creature is a tangle of green flesh, tangled goblin limbs, and slimy tentacles of primordial creation. It looks like an elongated cube with a thin part in the middle, like a massive amoeba stuck in mid fission, and hence has been referred to as a loaf of bread.

The gobloaf is similar to a shoggoth or other ooze-style creature. It doesn't move beyond very slow, glacial travel along its own slimy excretions. It's a totally mindless creature, using its tentacles to pull in anything nearby and try to either smear it against its skin to slowly absorb nutrients or throw it away from its random flailing. It doesn't have eyes or any kind of head or mouth. Every Gobloaf has between 7-10 tentacles, which can attack anything within melee range. As a partially slime creature, the Gobloaf is able to squeeze through loose gratings and physical objects can get stuck in it, but it is more viscous then most slimes or oozes.

The Gobloaf has all the powers of a great greenskin troll and regenerates at twice the speed of one, restoring 2d6 hit points per round. This incredible regenration can only be stopped by powerful magic fire or acid attacks, or anything that can drain enough life from this creature to weaken it. The Gobloaf is an extremely uncommon creature, but its fluid is used to create the Drought of Cancerous Regeneration and its skin can be used to create Evermeld Armour; magic self-repairing magic armor that keeps the Gobloafs healing long after it is dead. The few gobloaf's who form nearby goblin tribes are revered as living gods, thrown the corpses of intruders or dead goblins to keep the beast fed. Some have even been semi-domesticated, allowing for goblins to use them in battle while only rarely will the Gobloaf attack one of their own, hinting at a unnerving intelligence within this amorphous mass.

Friday, July 20, 2018

Monster Family- The Slaugh (Dark Elves)

From left to right: Slaugh, Spindlelimb, Boggart Box, Lumpus. White outline is human for scale.
Slaugh (1-2 HD, +2 to hit, +4 AC, 1d6+1 cruel weapons, magic armor & magic resistance, 1 in 6 chance to know a random 1st or 2nd Circle Spell- can cast once in combat)
Morale- 14
Numbers- 1d4+1 Scouts, 2d6 Tunnel Guards, 4d10 Detachment

The Slaugh are the twisted, dark spawn of Elves and the Red God, banished deep below the Earth. While physically small and weak, the Slaugh are ageless and live for centuries- and they spend much of that time perfecting the art of death and torture. Despite their weakness, they are very skilled and highly trained warriors, well drilled, and with high morale and loyalty to their companions. The Slaugh are totally blind, but make up for this with an almost 6th sense for living things and their other senses honed to perfection in the years lurking in the darkness.

As with normal Elves, Slaugh have the power to craft magic items and are skilled at artifice. They wield black iron daggers and hooks forged from metal mined in pits where no light is allowed to enter and combine them with their dark magic. The average Slaugh is armed with magic weapons, and can strike anything a normal weapon could not. Their lightweight black armor is made in the same way and has some immunities that normal armor does not, including resistance to magic. As long as their armor and masks remain intact; all Slaugh treat their HD as +2 for the purposes of resisting magic and spell saves. If you use Cleave rules for Fighters, the Slaugh are too ornery for that too, and you cannot gain the additional attacks vs 1 HD targets against Slaugh as you could against other 1 HD monsters. Their equipment is not magic in the hands of anyone but a Slaugh or Elf.

Slaugh organize themselves into clans and wear masks. Their masks have no paints or distinguishing features, beyond the unique textures, bumps, and ripples each mask have; they tell each other apart by touch. The Slaugh wear these masks as a parody of the faces of sighted beings. The smooth black metal they use is easily shaped by their hands like clay, and that is how they craft their visage. The size and shape of the mask is based on their clan, where as the texture is unique the individual. Slaugh extend their hands at different heights to invite the other to press the mask against it; outstretched for equals, lower to the ground for superiors to their inferiors. This forces the lesser Slaugh to kneel in order for his mask to be felt, and his or her place to be known.

Splindlelimb Slaugh (2-3 HD, +3 to hit, +4 AC, 1d6+1 cruel weapons, 1d8+1 cruel javelins, magic armor & magic resistance, pickpocket, climbs up walls and ceilings)
Morale- 14
Numbers- 1d6 Stalkers, +1d4 accompanying a Slaugh group

The Spindlelimb or Spindleslaugh are a Slaugh that have long, extended hands, fingers, and legs. Uncommon, but sometimes found with groups of Slaugh as fire support. Throws black metal javelins, as wood to create bows is almost unheard of in the underrealm, also fights up close with knives. Can move almost silently and their long limbs make them experts at stealing; target supply items like rations from a pack to starve you out, or better yet steal your map to keep you lost in their realm. Tiny expert knife punctures to leak out your oil or water flask is another common tactic if they don't think they can slit your throat successfully. Expert grapplers and know many holds and throws that work even on larger opponents like humans.

Spindlelimb Slaugh are only chosen from the physically largest and most imposing of the Slaugh. Beyond receiving extra food and training, they are also tortured every day by being put on the rack and have their arms, legs, spine, and fingers extended. This is a willing process, and brings great honor to the Slaugh's clan to become a Spindlelimb. Despite not being much heavier or larger then your average Slaugh, they have the general profile and reach of a human man. This leverage and special status means they are used as either specialized troops; throwing javelins or as assassins that climb and stalk the underrealm and kill its trespassers.

Due to the difficulty of climbing and squeezing through tight caverns that they frequent, Spindlelimb Slaugh are not given masks, and are not allowed to participate in communal raising of children in clans. Any genetic traits of the Spinelimbs to be larger then other Slaugh just increases the risk of death in childbirth by female Slaugh. This makes them outcasts of their own kind; their stalking and murdering of trespassers often done in small groups of their own kind or they join warbands in progress once they leave their clan's chambers. This does not mean Spindleslaugh are treated poorly or thought of as lessers, they are simply bared from the familiar aspects of their race and as such are even more cruel and driven against their adversaries.

Fetal Mandragora (1 HD, scream if light falls on them, cursed scream deals 1d4 stat damage to a random stat vs nearest party member per round)
Morale- N/A
Numbers- 1d4 Tunnel Alarms, occasionally carried by Slaugh magicians or warbands

This horrible thing is the remnants of 1d4 stillborn Slaugh infants; tied to a metal post and frame built in the shape of its clan and animated with dark magic. They are used as alarms for areas nearby where Slaugh are posted, as their screams can be heard from quite a distance. It can be hacked apart quite easily, but if your system uses sanity mechanics it reduces your sanity/conviction by -1 on kill.

Slaugh raise their children as a clan. Due to the constant darkness and difficulty to attribute identify to a non-masked individual, as well as common death in childbirth and child rearing; young Slaugh can be raised by and taught by multiple 'mother' Slaugh, and may never know the true identify of their biological mother and father. Instead, they are raised with the group and taught loyalty and arts of war and magic by all members of the clan. Status is earned by merit and age instead of bloodline. The remains of stillborn Slaugh are still given one last place among their people; as the fetal mandragora.

Sometimes, the Mandragora are carried by Slaugh magicians into combat and used as a form of staff to focus dark magic. When carried like this increases damage and saving throw difficulty of spells by +2 until the mandragora is killed or disarmed. It can also be used as a battle standard. As long as it is being carried into a battle by any Slaugh it grants them +1 morale.

Boggart Box (1 HD, +3 AC, mindless construct that stands still once opened)
Morale- N/A
Numbers- 1 to 2 with Slaugh detachment, 1d4 in Slaugh Clan Grounds

This is a simple animated construct that releases a Greater Boggart. As with pure elves, Slaugh have innate magic when it comes to craftsmenship and this spider-like contraption is created through that magic. If the Boggart Box is destroyed, any Boggarts who flee the combat or are turned via magic will flee into the dark crevices of the caverns and go deeper into the Earth instead of returning to the box.

If a Boggart is forced to flee, as it itself is a cowardly creature, it will always return to its box first unless cut off or the box is destroyed. Once returned to the box, the boggart will regain its courage in a number of rounds equal to its HD. If the Slaugh group are being lead by a powerful Slaugh sorcerer or someone wielding a Fetal Mandragora, it takes one less turn to return.

Despite being a mindless construct with a very specific purpose; the spider-like movements of the box are incredibly fluid and it can take great evasive action as long as it holds a boggart, being able to jump over small chasms and avoid weapon attacks. It can only do this as long as it holds a boggart, as the moment it is released to fight the box simply stands still, losing its dark motion until reunited.

Greater Boggart (2-4 HD, +0-2 HD for party condition, save modified by Wisdom on appearance, nightmare powers based on feared creature, add HD to damage against shaken opponent, possess and hold characters of lower level then Boggart HD)
Morale- 8; returns to box on flee, else flees permanently into caverns
Numbers- As Boggart Box

The Boggart is a fearsome and infamous creature. It's “true” form is little more then a dark mist, but the Boggart is a shapeshifter and it transforms into the creature the person facing it fears most. Normal, “lesser” Boggarts exist on the surface world in haunted houses and scary old antiques as a form of harmless house spirit, using its fear abilities to scare people when its hiding place is uncovered and giving it enough time to flee to safety- only appearing as one creature for but a moment. Greater Boggarts are much more powerful and appear as a swirling mass of many creatures, dominated by the form of the closest engaging opponent but with common phobias appearing in the fog.

Boggarts become more powerful depending on the fear and stress of the party. On the first round of combat when they appear, the engaging player must make a save modified by Wisdom modifier or feel shaken. If this is appplied to a hireling, they lose 1 loyalty permanently and must also make a morale check to avoid fleeing. Whatever creature the engaging character fears most the Boggart becomes and gains the attacks, AC, and basic abilities of. These abilities are “lesser” then the creatures true abilities or are partially illusion based. For example, a Gorgon could not truly petrify someone, but it could make them stiff and drop their Dex mod to -2 temporarily and think their skin has a stone-like texture. These types of over time effects last until the Boggart switches to a new form.

The Boggart, when injured or threatened by a character with level under its HD, will invade and 'possess' this character. They invade them through the nose or mouth, and trap them in their mind within a nightmare, and they fall to the floor. The nightmare they are trapped within deals the monster's HD in damage per round the trapped character fails a hard save modified by Wisdom, and forces them to live out their worst fears and horrible, soul crushing fantasies. While under this effect, the Boggart cannot be hurt by physical attacks without harming the person they are possessing, as they are within their body. By succeeding three hard saves in a row or receiving help from the outside they can break the Boggart's control and expel it from their body. The Boggart will retreat once forced out.

Slaugh Immortal (3-5 HD, +2 to hit, +2 AC, 1d4+1 cruel staff or Fetal Mandragora, magic armor & magic resistance, command darkness, +2 leadership, cast spells, “returns” from death)
Morale- 14, 16 when on clan grounds
Numbers- Always 1, may lead Detachment

The rulers of the Slaugh clans are the immortals. Immortals, like all Slaugh, are truly long lived and have large and ornate clan-masks. Much of their time has been dedicated to mastering dark magic instead of combat skills, but the continue the Slaugh martial traditional and wear magic armor. These Slaugh are so named immortal as they are said to return from death; as the mask they wear holds a portion of each of their line, and the next to wear it will receive some of their knowledge.

Slaugh Immortals are so closely entwined with the powers of the underrealm that they can command darkness. Around them, they can cast an inky black shell that grants +2 AC from ranged weapons and spells that require an attack roll. They can also hound a formidable, hazy darkness that can cause terror and confusion in the weak willed; making an easy save to avoid being confused for a round and making a morale check. They can also use darkness to choke out a source of light the party is using, such as supernatural light from a Sage or spell, or from torches and lanterns. Using these abilities takes up their combat round, unless if they wield a still animate Fetal Mandragora, in which case they can use them in addition to attacking or using a spell.

Slaugh Immortals are very powerful dark sorcerers. Regardless of their HD or spell progression for monsters, they are capable of casting a single 3rd Circle spell. They can also add their +2 HD bonus, while wearing their arcane version of the black armor, to magic for the purpose of determine opposing saves or counter spell viability. If you're using the one-spell-per-level method of spell slots and spell circle system; treat their HD is +2 from this bonus for their total spell slots. All Slaugh spells are focused on offensive and cursing capabilities; they do not learn defensive or healing magic. Additionally; the Immortal is a leader and adds +2 morale to all creatures it is commanding. When the Immortal is killed, this bonus is lost and creatures make a morale check.

Lumpus (6-8 HD, +1 to hit, two 1d8 flabby claw attacks, extra 1d6 “darkness” attacks AND bonus AC equal to HD-X, where as X is the number of torches party is carrying/light level)
Morale- 11
Numbers- 1 or 2

The Lumpus is a very strong creature of darkness. It is said to be closely related to the Grue, but isn't as powerful and is less negatively impacted by light. Like many creatures of the utterdarkness beneath the world, the Lumpus appears unearthly and treats surface dwelling beings with extreme prejudice, as if merely being here is violating some sort of natural law. Unlike most creatures and beings the Slaugh command; the Lumpus has eyes. Very large, bright eyes that it uses to see even in darkness. It is also strangely attached to color, and will sometimes just stare at the hair or colorful outfit of a corpse, long after it had finished tearing them to shreds.

The Lumpus gains bonus attacks and AC equal to the monster's HD-X, where as X is the number of torches or different torch-level sources of light the party has. The “darkness” attacks deal 1d6 damage, and just appear as gnawing black marks or scratches along the skin. These attacks happen against those the Lumpus is closest too, so even if the claws are blocked, the sheer malevolent darkness will hurt or kill you instead. If a Lumpus is exposed to direct sunlight, or a spell that mimics sunlight, they will fall to the ground and be stunned for 1d6 rounds.

Slaugh society has the highest and most successful clans being the most powerful, and having the best access to creatures. The Lumpus is one of the most highly prized monsters of the underdark, due to its strength and connection to elemental darkness. The Lumpus seem willing to serve the clans and patriarchs; but they are more intelligent then they seem. If one could find a way to communicate with a Lumpus, you could potentially turn them against the Slaugh or find an ally in the pitch black.

Tuesday, May 22, 2018

4 Monsters & Their Variants

[1] Gray Monster (1 HD, +2 AC, 1d4 claws, +2 to hit vs invisible creatures, always goes first, sees invisible creatures)
Morale- 8, 12 vs invisible creatures
Number Appearing- 2d6

These tiny gray creatures mostly inhabit the ashen plains and dry wastes. They mostly feed on small creatures that have gained the powers of invisibility or shape changing, to which their magical eyes let them see. While they do hunt humans and larger animals when in a pack, they are cautious and They can also use this ability to help them take down larger pray and have been known to attack and kill Wizards who try to sneak past them using stealthy spells. Since they see invisible creatures as food, they are known to be more dangerous when fighting people who use this magic.

Seer Monster (2 HD, +2 AC, 1d4 claws, always goes first, sees invisible, can make a target invisible for 1d4 rounds instead of attacking)
Morale- 14
Number Appearing- 1 or 2 w/ Gray Monster Pack

It is believed these creatures are the breeding females of the Gray Monster species; their position giving them extra powers to help their pack of creatures. These are one of the very few creatures known to be able to actual turn other beings invisible, and these monsters are very intelligent. They use this power both on their Gray Monster pack-mates to swarm and attack foes, as well as casting it on enemies to make them more vulnerable to the regular Gray Monsters AND to separate them from their own group. If a party member is made invisible then other party members cannot cast supportive spells or rush to defend them without difficulty, as they cannot be seen.

[2] Great Ash Beast (3 HD, 1d8+1 bite, has +2 to hit at full speed, charges in, -1 AC when attacking)
Morale- 15
Number Appearing- 1d4

Great Ash Beasts are known to stalk the ashlands and dry wastes of the world. They tend to hunt prey by simply charging as soon as they see them, then once they catch up kill them with brute strength and size. Due to the scarcity of prey and the amount of energy they use in a hunt, the Great Ash Beasts tend to store fat in their crest and on small humps on their back. Because they throw themselves so strongly into combat they are easier to hit, but are threatening creatures to anyone large enough to seem like a good meal.

Starving Ash Beast (2 HD, 1d8+3 bite, has +4 to hit at full speed, charges in, -3 AC when attacking)
Morale- 16
Number Appearing- 1 or 2

These Great Ash Beasts have not eaten for a long time and have become desperate and even more ferocious then normal. Their skin color changes as they lose vital nutrients and their eyes turn red from bloodlust and constant hunger. Due to their aggression and even more slim size they are even easier to hit but also determined to eat the flesh from anything they come across.

[3] Eyeless Undead Knight (2 HD, +3 AC from shield, 1d6 sword, defends other Knights)
Morale- N/A
Number Appearing- 1d6+1

As the eyes are the windows to the soul, the soulless undead have no eyes. Despite this, they have no problems sensing and attacking the living who dare invade their tombs and territory. Eyeless Undead are a little more intelligent and motivated then regular undead, though are still several steps below the living in terms of intelligence and organization. Undead Knights fight very defensively with a large shield that grants them +3 AC, removing or destroying the shield will make them lose this AC bonus and make them much easier to deal with. They may also grant +1 AC to another nearby Knight when they fight in formation, usually the ones in the back will do this to buff up their fellow undead.

Eyeless Undead Knight-Commander (3 HD, +1 to hit, 2 battleaxes at 1d6+1 damage, buffs Knights)
Morale- N/A
Number Appearing- 1 with 1d6+1 Eyeless Undead Knights

The leaders of Eyeless Undead Knights, these undead are focused on offense. Despite being stronger, they have less defenses and if surrounded by fellow Knights who will defend them the Knight-Commander will be strongest. This Knight can also spur on other Knights by pushing them from behind into combat, granting other Knights +1 to hit for one round.

[4] Eyeless Undead Experiment (2 HD, 1d6 Int drain power, deals 1d4 electric damage to attacker)
Morale- N/A
Number Appearing- 1d4

These undead were tortured and experimented on in life, and in death some of that trauma remains. While their original purpose was to tap into the powers of the soul, these rudimentary creatures can only tap and corrupt the brain. The metallic copper caps forced into their head and palms of their hands give them some electrical power as well as the ability to drain the intelligence from enemy creatures, making them become comatose for easy corpse collection to grow an undead army. Hitting them with a metal weapon will harm the attacker as the electricity arcs from their body into you.

Eyeless Undead Reanimator (3 HD, 1d6+1 Wis drain power, deals 1d4 electric damage to attacker, reanimates dead corpses via touch and at least 5 Wisdom drained)
Morale- N/A
Number Appearing- 1d2

Unlike regular undead experiments, these specimens were successful in being able to tap into the powers of the soul after death and are known to damage and corrupt it in their targets. By touching a corpse and infusing it with spirit energy along with a jolt of power, these undead can reanimate corpses to serve their hoard. This undead will be a regular type of undead instead of a more advanced eyeless, but an animated corpse of a large animal or humanoid could be extremely dangerous regardless. As a form of self replicating undead they are considered extremely dangerous and many kingdoms pay a handsome bounty for slaying them.

Wednesday, March 14, 2018

Monster Family- The (P)Orcs

Squealer, Orc, and Great Sow
Squealer (1 HD, +1 AC, 1d4 bone darts and knives)
Morale- 7, if lead by orcs 9
Numbers- 1d6 as scouts, 1d4 as lookouts, 2d10 in camp

Squealers appear as small, pink skinned bipedal piglets. They never grow taller then 3 feet in height, and are named due to their high pitched squealing. While much weaker then an Orc, they are considered useful to orc raiding parties and camps due to not being hurt by the sun like an orc and for the fact they are not nearsighted like orcs are. They are primarily used as scouting parties and lookouts, and are not given good weapons or armor.

Squealers are born from female orcs in great squealing liters. Actual orcs are born almost as large as adult Squealers, and appear similar despite their red eyes and pale skin. They almost immediately start bullying the Squealers and put them in their place at the bottom of the orc hierarchy. As such, some Squealers either stolen away or captured have managed to integrate into the society of the mortal races, usually as assistants and messengers. Some orc tribes treat their squealers better then others, but a lost squealer isn't worth much consideration.

Whenever a Squealer or group of squealers is encountered, they will emit a loud squealing that will attract any nearby orcish raiding parties on a 1 in 6 chance. Even if no orcs are present, the loud squealing may attract the attention of a wandering monster at the same chance. By killing all the Squealers on a surprise round, or by casting a magic spell of silencing, you can avoid this noise.

Orc (2-4 HD, 1d6 rusted weapons)
Morale- 11
Numbers- 2d6 raiding party, 1d8+1 as guards, 2d20 in a camp. >100 in the underhalls.

Orcs, also called P'orcs, are the albino bipedal pig men of the cavernous underworld. Everything on the surface world has a foil beneath, and Orcs are said to be the counter to mankind. They are fearful of the sun and take 1 damage per exploration turn they are exposed to the sun. Orcs still raid towns and human villages at night, or right at dusk. They can see in the dark, and have glowing red eyes. Some Orcs are exceptional and have higher HD then your average P'orc.

Most Orcs wear medium or heavy armor, and have 14 to 16 AC. All of these types of Orcs are male; the warrior cast of their species. The smaller members may stand in the back and use crossbows or even lesser Sorcery, but it is considered to give less honor and glory to that particular Orc. The largest and fattest warriors go to the front of battle to get bloody and scarred to make themselves more attractive to the female sows of their race, but orcs aren't sucicidal and will retreat from an unwinnable battle. Orcs may ride Warboars into battle and use squads of Squealers as their backup. All Orcs are bound into the subterranean realms and serve the Great Sows without question.

Most Orc conquests are about food to feed their broods deep in the earth. An Orc will gladly capture a handful of serfs as steal all their grain, due to the omnivorous nature of their kind. Unlike many other monsterous races, orcs have some amount of honor and will respect deals; usually demanding all of the food and weapons of a group of travelers in exchange for their lives or in deciding a fight by a duel with a powerful human champion. But Orcs do also make use of slavery, and will capture defeated foes to drag back into their caves to be used as labor before being eaten.

War Boar (3-5 HD, 1d8 gore attack, tramples through enemies, ridden by orcs)
Morale- 8, if lead by orcs 12
Numbers- 1 or 2 with an orc raiding party, 1d6 in a whole tribe

Huge wiry haired boars captured and used as mounts and living siege weapons by Orcs. Unlike the other creatures related to Orcs, War Boars are simply natural giant boars that much prefer living in the forests and mountains then being ridden by Orcs and do not do well underground except in the largest tribal caverns deep below the surface.

Due to their immense size and tusks, a charging boar adds its HD to its attack and damage when it moving at full speed, in an attempt to burst through an enemy formation or to break down doors or barricades set by humans. Orc war-chiefs usually are the ones to control these fearsome beasts. War-Boar ivory is treasured by orcs, but it is not carved or decorated after the beast is dead, as such the most valuable ivory belongs to the longest lived and most useful war beasts of the orcs.

Great Sow (4-6 HD, +3 AC, +2 to hit, 1d8 iron staff, 1d6 damage strength hex, casts spells)
Morale- 14
Numbers- 1 or 2; within the deepest underhalls there may be greater congregations

Great Sows are the leaders of the P'orc race, and are massive, multi-breasted, bipedal female pigs. Most are between 8 and 10 feet tall, and wield massive crude iron staves along with their spells. Great Sows are the progenitors of the Orc race, and give birth to huge great litters of piglets which will one day grow into Squealers, Orcs, or even more Great Sows. Every female Orc becomes a Great Sow after they have sex and is inducted in the ways of black magic, and as such Great Sows are the cornerstone of orc society and are the most treasured and protected by their people.

All Great Sows can trace their lineage back to the first Great Sow; a massive female pig impregnated by the keymaster, the red & lustful God, God of hidden places & evil beings. From that brood spawned all of P'orc kind. From this direct lineage and from their fertility; Great Sows are the spiritual leaders of the orc race and are the most gifted in magic, both from spells and from dark powers granted to them by their God. Great Sows are the primary leaders of Orc society in terms of organizing campaigns and distributing resources, but allow direct leadership of raiding and war parties by the war-chiefs. Great Sows only breed with the strongest and most successful orc leaders, and as such orcs are extremely competitive and inspired to war with the races of the surface world.

Outside of combat, female P'orcs brew potions of strength and lotions that can help an orc resist the sun's harmful light, as well as providing magical training to the lesser Orc sorcerers. Some attribute great black clouds that follow orc warbands as being the work of these pig witches. They use their magic to calm the minds of both the War Boars as well as tame the great Boar Wurms beneath the earth. When forced into a fight, Great Sows use a strength draining hex that they use against rebellious and disruptive orcs as punishment which they also turn against human invaders. They also know several other spells, such as Black Step which lets them teleport to a nearby place of darkness.

Boar Wurm (8-9 HD, ignores all damage below 3, 1d12 great maw, move with save or be trampled and take Xd6 damage, where X is monster HD)
Morale- 16
Numbers- Always 1

Said to be the monsterous first boars that once lived in the ancient times. As they trampled and flattened the land, the first gods removed their legs and forced them to adapt to a diet of rocks and ore as punishment. Now the boar wurms slither through the rock and deep dirt of the world, causing earthquakes and great chasms to form in their wake. Despite not being the descendants of the first Great Sow; the Great Sows use their magic to guide their path, which allows new caverns to be forms or great underground roads to be made in their conquest of the surface world.

Boar Wurms are ancient and huge, and their thick hide lets them ignore most lesser forms of damage. Their mouths are great jagged maws that snap and crush everything they gobble up, but their real strength is their simple size and weight, which can crush almost anything underneath it. Boar Wurms brought to the surface of the world flatten forests, dig canyons through mountains, and send up massive clouds of dust that darken the land for days at a time. These Boar Wurms are seemingly ageless, and each one is a unique being with inscrutable motivations.

Boar Wurms can occasionally be seen in use as a living siege engine; turning over hills worth of stone and dirt and crumbling castles by digging chambers beneath it to be undermined. Great Sows cannot control these wurms from far away, and so must accompany Orc war parties when doing sieges of such large scale. Boar Wurmss hide is especially thick and considered magical, and any shield or armor made from it would share the magical property the beast has; armor that ignores all points of damage less then 3. The mighty tusks of a Boar Wurm could also be fashioned into a huge lance or spear, which could easily knock the heaviest riders off their horses or be jammed into the ground to cause a miniature earthquake to knock enemies on their feet.