JIKIBRIA (pron. ji-kib-BREE-uh)
Showing posts with label MOW. Show all posts
Showing posts with label MOW. Show all posts
Monday, June 19, 2017
New B/X Extra-planar Creature: Jikibria
This is another of the creatures from my Fifty Fiends project.
JIKIBRIA (pron. ji-kib-BREE-uh)
JIKIBRIA (pron. ji-kib-BREE-uh)
Thursday, June 15, 2017
New B/X Extra-planar Creature: Holsohr
This is one of the creatures from my Fifty Fiends project.
Please note, it also uses one of my new psionic Treasure Type designations.
HOLSOHR (pron. HOLE-sore)
Please note, it also uses one of my new psionic Treasure Type designations.
HOLSOHR (pron. HOLE-sore)
Monday, February 8, 2016
New Oe/1e/BX Monster: Brasghong
Today's new monster started as something Mike Badolato typed mistakingly during this past week's Tavern Chat. "Brasghong about FFG deals," he said. To which Matt Finch noted, "Brasghong? Good word." Then Mike explained it away, saying, "Fat fingers and a tablet, what can I say."
I still have no idea what Mike intended to type, but as the Tavern Chat continued, I sketched away, made some notes about abilities, and voila, the brasghong was born.
BRASGHONG
I still have no idea what Mike intended to type, but as the Tavern Chat continued, I sketched away, made some notes about abilities, and voila, the brasghong was born.
BRASGHONG
Thursday, January 7, 2016
New Oe/1e/BX Monster: Eye Slime
This is a monster that I intend to include in PA2: Spawn of Xumaltet, the follow up to PA1: Vault of the Faceless Giants, and precursor to PA3: The Jahnu Prophecy.
From the definite extraplanar bent these adventures are taking, you can probably tell this is all going to be related to the Basic Guide to the Planes. This is really going to play a big part in the Xumaltet adventures (yes, plural adventures).
Xumaltet is really going to be more of a hex crawl as a module, with small self-contained (but very interwoven) adventures (the majority of which will be designed to play out within a single game session). Xumaltet will answer this question from Vault of the Faceless Giants... "Are there other planar rifts?" For now, that's all I'll say.
EYE SLIME
From the definite extraplanar bent these adventures are taking, you can probably tell this is all going to be related to the Basic Guide to the Planes. This is really going to play a big part in the Xumaltet adventures (yes, plural adventures).
Xumaltet is really going to be more of a hex crawl as a module, with small self-contained (but very interwoven) adventures (the majority of which will be designed to play out within a single game session). Xumaltet will answer this question from Vault of the Faceless Giants... "Are there other planar rifts?" For now, that's all I'll say.
These horrid creatures appear as a tentacled slime littered with staring eyeballs. The eye slimes were originally created by Juiblex to aid in his quest for dominance of the 99th plane of the Abyss. However, over the ages, many of these abominations have slipped into the Material Plane, mostly from the Slime Pits (the 457th layer of the Abyss, Juiblex’s home realm where they eye slimes are bred). In combat, an eye slime lashes out against a single opponent with a barrage of tentacles, doing 2d4 points of damage on a successful “to hit” roll. On a natural 20, the eye slime will succeed in grappling its opponent, and do an additional 1d6 points of squeezing damage. Every round thereafter, the eye slime will continue its hold, doing 1d6 points of damage per round until the victim or the eye slime is dead. A +1 or better weapon is required “to hit” an eye slime, and they take half damage from bashing weapons. Additionally, they are immune to acid and cold, though the latter will slow them to half movement for 2d4 rounds. Because an eye slime has 360° vision, it is never surprised except by invisible creatures (or similar), and thieves get no bonus for striking them from behind. However, an eye slime saves vs. blinding effects with a –5 penalty. | Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 1-3 ARMOR CLASS: 4 MOVE: 12" HIT DICE: 4 % IN LAIR: 25% TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 2-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic evil SIZE: M PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 4 HIT DICE: 4-8* MOVE: 180'(60')//60'(20') ATTACKS: 1 DAMAGE: 2-8 or special NO. APPEARING: 1-3 SAVE AS: Fighter:4 MORALE: 10 TREASURE TYPE: Nil ALIGNMENT: Chaotic |
Wednesday, January 6, 2016
New Oe/1e/BX Monster: Afanc
Today's new monster comes from the annals of Welsh mythology. The description of these lake-dwellers varies, so I've committed to a version that's a cross between a beaver and a frog-like reptile. The spelling also varies. From wikipedia:
AFANC
The correct rendering of this name in Modern Welsh depends on the specific source. The Middle Welsh avanc of Llyn Barfog is afanc in Modern Welsh, a word which is now used to mean "Beaver". The form avanc/afanc is also used in the Red Book of Hergest and most other medieval sources. In the Middle Welsh version of Peredur's tale, in the White Book of Rhydderch, the creature in the cave is called the addanc. Afanc is by far the most common spelling.
AFANC
Wednesday, November 25, 2015
New Oe/1e/BX Monster: Ectoplasmic Ooze
Given the expanding planar bent that the psionics adventures I've been writing (Vault of the Faceless Giants, Spawn of Xumaltet, The Jahnu Prophecy) have been taking, a creature like this seemed only natural.
ECTOPLASMIC OOZE
ECTOPLASMIC OOZE
Thursday, August 13, 2015
Planes Week Bonus – New Monster: Notenac
The other day on Google+, many of you likely saw my post of the illustration below (as well as the sketch, and the source material that inspired it). I went ahead and wrote it up, and decided to include it as part of my "planes week" posts.
NOTENAC
NOTENAC
Monday, August 10, 2015
New Monster Double-shot: Abyssal "Vermin"
In yesterday's post, I wrote about my take on the demons and the demon lords of the Abyss. Today, my new monster features takes a look at what I'll refer to affectionately as "abyssal vermin." The concept of demon larvae and demon locusts aren't necessarily new ones, and I'm mainly looking at adapting them for BX/LL with my eye on a future "planes" book.
ABYSSAL LARVA
ABYSSAL LOCUST
ABYSSAL LARVA
ABYSSAL LOCUST
Monday, July 27, 2015
New Oe/1e/BX Monster: Scrä-Worm
A few weeks ago, I featured a new monster race, the gorloght. The gorloght were the race enslaved by Xumaltet (the petty god of primal emotions and savage urges*) to fight the scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane). One of my planned psionic adventures (the one that will ramp up the characters to get them ready for The Jahnu Prophecy) is an adventure I'm tentatively naming Spawn of Xumaltet. I'm thinking it will take place in a large scale underground system (similar to Descent into the Depths of the Earth.) It will include the gorloght, the scrä-worms, and some new psionic monsters (in that 2-4 HD sweet spot). That's all I really have right now... some ideas. Now, without further ado, I present the scrä-worm.
SCRÄ-WORM
SCRÄ-WORM
Monday, July 20, 2015
New Psionic Monster (BX/LL): Hive-Mite
Today's creature, the hive-mite, is a low-level psionic creature I created to answer Eric Potter's request for more psionic stuff that low level characters could fight. I have dual-statted this monster (for Oe/1e and BX), but the body description is written for BX. Anyone wishing to use this for Oe/1e psionics will have to take the principals presented and do a bit of reverse engineering (based on the Oe/1e stat block), since the Original/Advanced edition of psionics don't really use psionic saving throws or psionic levels.
HIVE-MITE
HIVE-MITE
![]() DESCRIPTION These 2’-long, maggot-like creatures are typically found in areas of rot, and are particular fond of the rotting flesh of animals. Any hive-mite within 10' of another hive-mite automatically shares its mind with that hive-mite. Subsequently, all hive-mites contiguously within a 10' range of one another share their minds with all of the others in the “chain.” Solitary hive-mites have a psionic level of 1 (5 PSPs), and may opt to make a psionic attack (with id insinuation) during the round, rather than their standard bite attack. Hive-mites which are sharing their minds have a psionic level equal to the number of hive-mites in the group of shared minds, but collectively get only 1 psionic attack per round (which only one of the mites in the chain may use in lieu of its bite attack). When making a psionic attack with a shared mind, PSPs may be cannibalized from other hive-mites in the chain, deducting the cannibalized PSPs from the reservoir of those hive-mites. Psionic saving throws for any hive-mite in a chain is made as a fighter equal to the shared mind’s psionic level. Any clairsentient or telepathic ability (psionic, magic, or otherwise), as well as any attack mode, targeted against any hive-mite (or hive-mites) in a chain has a chance to affect the other hive-mites in the chain. Each member of the shared mind must make a successful psionic saving throw or suffer the ability’s/attacks effects. Hive-mites are always protected by a tower of iron will with no PSP cost. Psychometabolic, psychokinetic and psychoporative sionic abilities which target an individual “externally” (e.g., disintegration), affect only the single hive-mite against which the ability is targeted. All other (non-psionic) saving throws are made as a 1st level fighter. The morale of any hive mite is dependent upon the number of minds being shared as outlined below:
| Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 2-8 ARMOR CLASS: 7 MOVE: 3" HIT DICE: 1+1 % IN LAIR: 40% TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: Poison SPECIAL ATTACKS: 1 psionic attack per hive-mite "chain" SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Low- ALIGNMENT: Neutral SIZE: S (2' long) PSIONIC ABILITY: 15 (per hive-mite) Attack/Defense Modes: D/J BX STATS ARMOR CLASS: 7 HIT DICE: 1+1 MOVE: 30'(10') ATTACKS: 1 bite or special DAMAGE: 1-4 or special NO. APPEARING: 1-4 (2-8) SAVE AS: See below MORALE: See below TREASURE TYPE: Nil ALIGNMENT: Neutral PSIONIC LEVEL: See below (5 PSPs per hive-mite) ATTACK MODES: id insinuation DEFENSE MODES: tower of iron will* (no PSP cost, always on) |
Monday, June 15, 2015
New Oe/1e/BX Monster: Scytale
Today's creature, the scytale (or scitalis) is a creature found in Medieval bestiaries.
SCYTALE
SCYTALE
![]() DESCRIPTION The scytale is a sluggish magical serpent that glows with all the colors of the rainbow. Any creature looking upon one must save vs. paralysis from its enrapturing and pleasurable hypnotic effect or become catatonic for 1d4 turns. The scytale then uses this opportunity to attack, its poisonous bite striking automatically against an immobilized target, and killing instantly on a failed save vs. poison. This magical glowing effect, and the hypnotic state it induces, both cease upon the scytale’s death. The catatonia produced by the scytale is quite addictive, and live specimens of these creatures are quite in demand in underworld markets, regularly fetching prices of 1,000 gp or more. | Oe/1E STATS FREQUENCY: Rare NO. APPEARING: 1 ARMOR CLASS: 7 MOVE: 3" HIT DICE: 1+1 % IN LAIR: 15% TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: Poison SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: Standard INTELLIGENCE: Animal- ALIGNMENT: Neutral SIZE: S (3' long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 7 HIT DICE: 1+1* MOVE: 30'(10') ATTACKS: 1 bite or 1 special DAMAGE: Poison NO. APPEARING: 1 SAVE AS: Fighter:1 MORALE: 7 TREASURE TYPE: Nil ALIGNMENT: Neutral |
Monday, June 8, 2015
New Oe/1e/BX Monster: Fluint
FLUINT
![]() DESCRIPTION These intelligent and magical liquid lifeforms appear as a viscous fluid approximately 16 ounces in volume. They are able to climb glass surfaces, which enables them to place themselves inside bottles to “disguise” themselves as potions. They are easly detectable as magic, and each fluint is 95% indistinguishable from a potion of human control. Once a fluint is ingested, the imbiber must save vs. spells or become the fluint’s host, falling completely under the fluint’s control. The fluint then gains access to all of the host’s abilities, including spells and psionics. The strain placed on the host will cause the host to pass out in 4d6 rounds, and remain unconscious for 2d6 turns. Once a host is unconscious, and the fluint believes it is safe or alone, it will crawl out of the host (up through the esophagus, and out through the mouth), taking 2 rounds to do so. If the fluint believes it is in danger, it will remain inside the host’s stomach. Since fluints are acid immune, a fluint may stay inside the stomach of a host indefinitely. Should the fluint need to, it may physically feed on the host’s stomach, which will kill the host in 1-2 turns. | Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 1-4 ARMOR CLASS: 9 MOVE: 3" HIT DICE: 1 % IN LAIR: 0% TREASURE TYPE: Nil NO. OF ATTACKS: Nil DAMAGE/ATTACK: Nil SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic neutral SIZE: S PSIONIC ABILITY: See below Attack/Defense Modes: See below BX STATS ARMOR CLASS: 4 HIT DICE: 1 MOVE: 30'(10') ATTACKS: See below DAMAGE: See below NO. APPEARING: 1-4 SAVE AS: Fighter:1 MORALE: 9 TREASURE TYPE: Nil ALIGNMENT: Chaotic |
Monday, June 1, 2015
New Oe/1e/BX Monster: Gorloght
GORLOGHT
![]() DESCRIPTION The gorloght (pron. “gore-loft”) are a race of deep-dwelling, neanderthal-like humanoids with protruding brows and milky white eyes. When Xumaltet, the petty god of primal emotions and savage urges, arrived on the Prime Material Plane, the gorloght were one of the first races he enslaved, employing them as soldiers to fight the ever-growing number of scrä-worms (the worm species mutated as a result of Xumaltet’s arrival on the plane). The milky white eyes of the gorloght cause a form of hypnosis. Any creature looking up a gorloght must save vs. paralysis or be open to suggestion (a word or phrase suggesting a course of action desirable to the gorloght) for a duration of 3 turns. However, the gorloght speak only their own language, so only those creatures who speak the gorloght tongue, have natural psionic ability, or employ a psionic or mental device (e.g., a helm of telepathy or a medallion of ESP) are susceptible to the suggestions of a gorloght. Although the gorloght are generally very primitive tool-makers, they have mastered the art of obsidian flintknapping. A wound caused by an obsidian blade of gorloght making does 1d6 damage on a successful “to hit” roll, but also causes the victim to lose 1 additional hit point per round thereafter, until the wound is sutured or a healing spell is used on the victim. For every 10 gorloght encountered, there will be a sub-chief with 3+3 HD, fighting as a 3 HD fighter, and saving as a 3 HD dwarf. For every 20 gorloght encountered, there will be a tribal chief with 4+4 HD, fighting as a 4 HD fighter, and saving as a 4 HD dwarf. Furthermore, there is a 50% chance this chief will speak common, making them able to communicated with hypnotized victims, even those hypnotized by other gorloght. | Oe/1E STATS FREQUENCY: Rare NO. APPEARING: 4-40 ARMOR CLASS: 9 MOVE: 12" HIT DICE: 2+2 % IN LAIR: 20% TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 3-8 SPECIAL ATTACKS: See below SPECIAL DEFENSES: None MAGIC RESISTANCE: Saves as 2nd level Dwarf INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: M (5' tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 8 HIT DICE: 2+2 MOVE: 120'(40') ATTACKS: 1 fists or weapon or special DAMAGE: 3-8 (or by weapon +2 due to Strength) or special NO. APPEARING: 4-40 SAVE AS: Dwarf:2 MORALE: 9 TREASURE TYPE: Nil ALIGNMENT: Neutral |
Monday, May 25, 2015
New Oe/1e/BX Monster: Inkling
Just like my d30 posts, my "New Monster Mondays" have also been lagging. But then again, I did finally release the Creature Compendium, so I think that should count for something.
Okay, that being said, this is the first of many new creatures I have already created, have set in the pipeline, and am stockpiling with my eye on the (not-sure-how-far-in-the-) future release of Creature Compendium II. Based on what I've been working on so far, I'm thinking it will have a slightly higher count of psionic and extra-planar creatures than the current Creature Compendium, though I'm trying to keep it from going too heavy that way (e.g., by comparison, I have a couple of interesting plant monster ideas, and a couple of new sphinxes).
INKLING
Okay, that being said, this is the first of many new creatures I have already created, have set in the pipeline, and am stockpiling with my eye on the (not-sure-how-far-in-the-) future release of Creature Compendium II. Based on what I've been working on so far, I'm thinking it will have a slightly higher count of psionic and extra-planar creatures than the current Creature Compendium, though I'm trying to keep it from going too heavy that way (e.g., by comparison, I have a couple of interesting plant monster ideas, and a couple of new sphinxes).
INKLING
![]() DESCRIPTION When spellcasters are attempting to create scrolls that call on the powers of the lower planes, there is a 5% chance per level of the spell that the attempt to create the scroll will be interrupted by the appearance of an inkling—an evil spirit which inhabits the spellcaster’s ink, takes on a humanoid form, and grows (during a single round) to approximately 2' in height. Wherever an inkling appears, a mess is sure to follow, with the inkling sloshing and splashing, and leaving trails and drops of ink everywhere it goes. The messier an inkling makes a place, the happier it is, for mayhem is its sole goal. Only silver or magical weapons are effective against an inkling. Inklings are immune poison, and take no damage from electrical or cold attacks. However, successful cold attacks will slow them to half speed for 1d4 rounds. They take normal damage from fire and are susceptible to most other forms of magical attacks (including sleep, charm and hold). In combat an inkling can attack with its “fists”, doing 1d4 on a successful “to hit” roll. More effective for an inkling, however, is to spit ink an opponent up to 30' away, blinding the opponent on a successful “to hit” roll (no saving throw). This blindness will remain until the victim’s eyes have been thoroughly washed (takes approximately 1 turn to do so). Use of dispel evil will send the evil spirit away, leaving behind a tiny puddle of ink (plus whatever mess the inkling made). An inkling may be summoned through the use of the 2nd level magic-user spell summon inkling. To be successful, the spell requires a small pot of black ink (at least 4 ounces). There is only a 5% chance that a summoned inkling will follow the commands of its summoner. An inkling summoned in this manner will only remain for 3d4 rounds before returning to its plane of origin, causing as much pandemonium as possible before it does. | Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 1 ARMOR CLASS: 5 MOVE: 18" HIT DICE: 2 % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 SPECIAL ATTACKS: Blinding squirt SPECIAL DEFENSES: See below MAGIC RESISTANCE: Standard INTELLIGENCE: Average ALIGNMENT: Chaotic evil SIZE: S (2' tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 5 HIT DICE: 2* MOVE: 180'(60') ATTACKS: 1 strike or special DAMAGE: 1-4 or special NO. APPEARING: 1 SAVE AS: Fighter: 2 MORALE: 7 TREASURE TYPE: Nil ALIGNMENT: Chaotic |
Friday, April 10, 2015
Creature Compendium Now Available!!!
I was actually going to launch this on Monday. But since Lulu.com is having a 30% OFF sale through the weekend (through April 12 with code APRIL30), I decided to launch early so everyone could get in on the savings and not say on Monday they'd wished I'd release this on Friday.
Since I'm going to be deeply discounting the price of both the print and PDF versions of the book (plus the headache of trying to track Lulu orders), PDFs and print copies will need to be purchased separately. I will not be offering sales through the New Big Dragon storefront until after the NTRPGCon (mid-June).
The "retail" price for the print copy through Lulu.com is $10.65, but that's marked down by 25%, bringing the price to $7.99. On top of that, Lulu is giving 30% OFF with the code APRIL30.
The "retail" price of the PDF at RPGNow is $5.95, but is discounted 65% off bringing the price to $2!!!
PLEASE NOTE!!! Because I'm releasing this early, the PDF copy will not have digital bookmarks or internal hotlinks yet!!! I will provide an updated version on Monday with those features added.
That means you can get the print and PDF copies for less than 10 bucks total.
Seems like a helluva deal to me.
Buy the print copy at Lulu.com >>>
Buy the PDF copy at RPGNow.com >>>
Since I'm going to be deeply discounting the price of both the print and PDF versions of the book (plus the headache of trying to track Lulu orders), PDFs and print copies will need to be purchased separately. I will not be offering sales through the New Big Dragon storefront until after the NTRPGCon (mid-June).
The "retail" price for the print copy through Lulu.com is $10.65, but that's marked down by 25%, bringing the price to $7.99. On top of that, Lulu is giving 30% OFF with the code APRIL30.
The "retail" price of the PDF at RPGNow is $5.95, but is discounted 65% off bringing the price to $2!!!
PLEASE NOTE!!! Because I'm releasing this early, the PDF copy will not have digital bookmarks or internal hotlinks yet!!! I will provide an updated version on Monday with those features added.
That means you can get the print and PDF copies for less than 10 bucks total.
Seems like a helluva deal to me.
Buy the print copy at Lulu.com >>>
Buy the PDF copy at RPGNow.com >>>
Thursday, July 17, 2014
Today's new monster comes to us from the Celts by way of The Voyage of Máel Dúin.
Revolving Beast
Revolving Beast
![]() DESCRIPTION The revolving beast is a doppleganger-like creature able to morph itself into many different creatures by adapting its loose skin, skeletal bones, and muscles into different shapes. Each transformation takes 1d4 rounds, with the beast revolving in place, accompanied by a massive clattering noise (as its bones crack and snap into place). Any creature standing within a 5' radius of revolving beast during this transformation is subject to 1d4 points of damage, if the revolving beast makes a successful “to hit” roll against that creature. The sound of the transformation is so loud and frightening, that any creature of animal intelligence must make a successful morale check or be frightened enough to run away at full speed. The shape that may be taken on by a revolving beast is limited only by the revolving beast’s knowledge of existing creatures and its imagination, but the size taken on must remain in line with number of HD of the revolving beast as outlined below: 4HD approximately dwarf-sized 5HD approximately human-sized 6HD approximately ogre-sized The revolving beast will gain the ability of altered forms of movement based on an assumed shape (e.g., flying, swimming, burrowing, or leaping), but does not gain additional abilities (e.g., water-breathing), and moves at its normal rate. The number of attacks that a revolving beast may make during a single round (while in an assumed shape) is limited only its number of appendages (in that form), with each attack doing 1d4 points of damage (on a successful “to hit” roll). A revolving beast may not make any attacks during a transformation round, except as outlined above. | Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 1-6 ARMOR CLASS: 7 MOVE: 12" HIT DICE: 4-6 % IN LAIR: 75% TREASURE C NO. OF ATTACKS: See below DAMAGE/ATTACK: 1-4 pts. SPECIAL ATTACKS: See below SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Chaotic neutral SIZE: M-L PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARARMOR CLASS: 7 HIT DICE: 4-6 MOVE: 120' ATTACKS: See below DAMAGE: 1-4 pts./attack NO. APPEARING: 1-6 SAVE AS: Fighter:4-6 MORALE: 8 TREASURE TYPE: C ALIGNMENT: Chaotic |
Tuesday, July 8, 2014
New Oe/1e/BX Monster: Stinking Pile
Today's new monster is one of those that's not terribly dangerous. Just a little... gross.
Stinking Pile
Stinking Pile
![]() DESCRIPTION A stinking pile is an amorphous blob of a creature that reeks of an odor remarkably like that of fecal matter. In fact, it is so close in appearance and smell, there is a 90% chance it will be mistaken as such if the stinking pile is stationary. Its only attack is a particularly heinous expulsion of “breath” that may be used once every three turns. The smell of the breath affects all creatures within a 10' range of the stinking pile with overwhelming nausea for 1d4 turns (on a failed saving throw vs. breath weapon), causing affected creatures to strike with a -1 “to hit” penalty for the duration. Stinking piles have a tendency to pick up loose coins and gems at they move slowly through their dungeon environs. Should a stinking pile be disturbed in an effort to retrieve such items, it will automatically release its breath attack, if it is able. | Oe/1E STATS FREQUENCY: Uncommon NO. APPEARING: 1 ARMOR CLASS: 9 MOVE: 3" HIT DICE: 1-2 % IN LAIR: Nil TREASURE TYPE: J-N,Q NO. OF ATTACKS: 1 DAMAGE/ATTACK: Nausea SPECIAL ATTACKS: Poison gas SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Non- ALIGNMENT: Neutral SIZE: S-M PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 9 HIT DICE: 1-2 MOVE: 30' ATTACKS: 1 “breath” DAMAGE: Nausea NO. APPEARING: 1 SAVE AS: Normal man MORALE: 7 TREASURE TYPE: J,K,L ALIGNMENT: Neutral |
Thursday, January 30, 2014
New Oe/1e/BX Monster: Skunkbear

| DESCRIPTION This malodorous cousin to both skunks and bears (but not owlbears) is found in a range of climates from temperate to sub-arctic, and in a variety of terrains (including light-to-heavy forests, mountainous areas, and tundra regions). While they will often take shelter in their dens and sleep for extended periods during winter months, they are not true hibernators, waking often to hunt and forage before returning to sleep. Typically, skunkbears are solitary in nature, but will sometimes den in close proximity to other skunkbear dens when centered around an important food source. In these instances, a hierarchy of dominance is established, with adult males taking the place of dominance. Ironically, it is the females with young that are actually the most aggressive, especially in combat (given them a +1 bonus on all “to hit” rolls when fighting aggressors in the presence of their young). This mother-young bond is the sole social relationship among skunkbears. Since skunkbears are mammalian in nature, they birth live (as opposed to owlbears that lay eggs). In combat, if a skunkbear makes successful “to hit” rolls with both of his claw attacks, then he succeeds in capturing his opponent in a bear hug, in which case the skunkbear’s bite automatically hits (with no additional “to hit” roll necessary). Once a victim is in the bear hug, the skunkbear will automatically do 3d6 in squeezing damage and 1d8 in bite damage per round to the victim (no “to hit” rolls necessary) until the victim is dead or the skunkbear has been killed. Once per day, a skunkbear is able to use a spray attack, in which a horrific smelling spray is used to disable a victim. On a successful “to hit” roll with this spray attack, the victim must save vs. breath weapon or stand stunned for 4d6 rounds. Furthermore, if the saving throw is failed by 10 or more points, the victim is also knocked unconscious for that duration. Anyone within a 20' range of a sprayed victim must save vs. breath weapon or suffer a -1 “to hit” penalty while they are within range and the victim is still soaked with the spray. This overpowering smell will remain with the victim for 4d6 days unless the victim washes thoroughly (at least 3 times with a very strong lye soap) or being cleaned through magical means (e.g., a purification spell). Description: Skunkbears have fur ranging in color from brown to brownish-black, with younger skunkbears being marked by white stripe down its back, and the stripe tending to run silver in older skunkbears. The eyes of a skunkbear are jet black. | Oe/1E STATS FREQUENCY: Very rare NO. APPEARING: 2-5 ARMOR CLASS: 5 MOVE: 12" HIT DICE: 5+3 % IN LAIR: 35% TREASURE TYPE: C NO. OF ATTACKS: 3 DAMAGE/ATTACK: 1-6/1-6/1-8 SPECIAL ATTACKS: Bear hug, spray SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Low ALIGNMENT: Neutral SIZE: L (8' tall) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 5 HIT DICE: 5+3 MOVE: 120' ATTACKS: 2 claws/1 bite DAMAGE: 1-6/1-6/1-8 NO. APPEARING: 2-5 SAVE AS: Fighter: 3 MORALE: 9 TREASURE TYPE: C ALIGNMENT: Neutral |
Wednesday, January 15, 2014
New Oe/1e/BX Monster: Snatching Serpent
Today's new monster is inspired by this John R. Neill illustration
from the Frank Baum book Ojo in Oz. (Yes, that Oz.)
Snatching Serpent
from the Frank Baum book Ojo in Oz. (Yes, that Oz.)
Snatching Serpent
![]() Illustration by John R. Neill DESCRIPTION Simply put, snatching serpents are kleptomaniacs. They make their homes in hollow trees near well-traveled roads where they wait to prey upon unsuspecting passers-by. A snatching serpent will crawl into the leafy cover of an overhanging limb, drop down quickly and quietly, snatch up whatever item or items they can grab with their finger-like eye-stalks (picking pockets as a 10th level thief), and deposit the spoils in the hollow of their tree lair. While they are prone to retreat from encounters outside their lairs (morale of 5), they are also fiercely protective of their horde (morale of 11). When forced to attack, they choose one of two methods: they will use branches as clubs (doing 1d4 on a successful "to hit" roll), or they will attempt to grasp their opponent and squeeze. Normally, this squeeze will only do 1-2 points on a successful "to hit" roll. However, on a natural 20, a snatching serpent will have successfully grabbed the opponent's throat, and will not let go until the opponent has suffocated or the snatching serpent has been killed. | Oe/1E STATS FREQUENCY: Rare NO. APPEARING: 2-8 ARMOR CLASS: 7 MOVE: 18" HIT DICE: 2 % IN LAIR: 95% TREASURE TYPE: Q, S, T NO. OF ATTACKS: 1 DAMAGE/ATTACK: 1-4 or 1-2 SPECIAL ATTACKS: Pick pockets as 10th level thief, strangle attack SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Standard INTELLIGENCE: Semi- ALIGNMENT: Neutral SIZE: S (3'-4' long) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 7 HIT DICE: 2 MOVE: 180' (60') ATTACKS: 1 branch or 1 squeeze DAMAGE: 1-4 or 1-2 + special NO. APPEARING: 2-8 SAVE AS: Fighter:1 MORALE: 5 (11 in lair) TREASURE TYPE: L, N, O ALIGNMENT: Neutral |
Thursday, October 3, 2013
New Oe/1e/BX Monster: Pukwudgie
![]() DESCRIPTION Pukwudgies are nasty, magical creatures standing 2'-3' tall and appearing as humanoids with enlarged noses, ears and fingers. Their smooth gray skin glows during night-time hours with a brightness based on the cycle of the moon—having the radiance of a lantern during a full moon, the radiance of a candle during half-moons, and no radiance at all during a new moon. Though pukwudgies were once friendly with humans, they now hold a deep hatred for them and are generally preoccupied with wreaking havoc upon them. In random encounters, pukwudgies will attack humans on sight (no reaction rolls necessary). In their hearts, however, pukwudgies are particularly sadistic, having a fondness for kidnapping and torture, as well as simple mayhem (e.g., burning villages, pushing people off cliffs, luring victims into their own deaths, etc.) Pukwudgies are normally armed with short bows and arrows tipped with a poison that (on a failed saving throw vs. poison) kills in 1-6 turns. There is a 50% chance a pukwudgie will be additionally armed with a spear, and a further 50% chance the pukwudgie will be carrying a dagger. Pukwudgies possess a variety of magical abilities. They may turn invisible at will, they are able to control undead (as potion of undead control) up to 3 times per day, and possess and use spells as a 6th-level magic-user. Furthermore, they make saving throws as a 6th-level magic-user. Pukwudgies speak only their own language. | Oe/1E STATS FREQUENCY: Very Rare NO. APPEARING: 2-8 ARMOR CLASS: 5 MOVE: 15" HIT DICE: 6+3 % IN LAIR: 25% TREASURE TYPE: Individuals: T; in lair: A, C NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon SPECIAL ATTACKS: See below SPECIAL DEFENSES: See below MAGIC RESISTANCE: Saves as 6th level Magic-user INTELLIGENCE: Average ALIGNMENT: Chaotic evil SIZE: S (2'-3' high) PSIONIC ABILITY: Nil Attack/Defense Modes: Nil BX STATS ARMOR CLASS: 5 HIT DICE: 6+3** MOVE: 150' ATTACKS: 1 DAMAGE: by weapon NO. APPEARING: 2-8 SAVE AS: Magic-user:6 MORALE: 12 TREASURE TYPE: Individuals: O; in lair: A, C ALIGNMENT: Neutral |
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