Showing posts with label creatures. Show all posts
Showing posts with label creatures. Show all posts

Friday, August 4, 2023

10 Fantasy Sharks

[1] Hater Shark
Kinda small for a shark, big attitude. It's hate you and everything you stand for. It's a ball of rage. If a fishermen snags a fish it was hunting; the shark will ram his boat over and over until it sinks. This shark has a magic resistance value of 50%, meaning it avoids, ignores, or straight up refuses to acknowledge half the spells you might throw at it. Its leather is highly valued for thieves and assassins, as not only does it make some cool red leather, but because the gloves carry on some of the shark's antimagic properties- meaning your hands are less likely to trigger volatile wards or magical traps. Also if you use speak to animals on this shark and try to talk or barter with it, it will call you a racial slur and attack you anyway.

[2] Lemon Shark
Piss yellow medium sized shark. Stats as shark. Not too scary, but social and tends to come in packs or in a feeding freenzy. The first time it is struck in combat or hits someone else; all of the water in 40 feet in all directions turns bright yellow with a strong fresh smell. The lemon-juice is mildly acidic, stinging your eyes and causing disadvantage on all checks to see or attack underwater if you don't have acidic resistance. On the up side, any wooden boots that pass through this cloud will have a beautiful citrus finish.

[3] Oblivion Shark
Dark black, big, but lazy and kinda slow. This shark is said to have an orb of annihilation in place of where its stomach should be; notable as it can eat anything that fits down its throat- including fully armored submersible warriors. If pierced, the shark bleeds black nothing. This shark is most infamous for the fact that any being with a soul consumed by it seemingly does not appear in any afterlife nor can be raised from the dead- giving the theory that this shark also digests and consumes souls. For this reason, a great bounty and project of eradication has been begun by religious orders to end this threat to the immortal souls; while others protect these sharks in an attempt to give those most damned a chance to escape their punishment.

[4] Gentleshark
Looks like a Great White, except with even bigger teeth. Happens to actually be sentient. While not capable of speech; is extremely empathetic towards other intelligent beings, and is commonly found rescuing or helping lost marooned sailors or shipwrecked humanoids. Most commonly known for its bow- which it will close its eyes and nod its head downwards in a show of respect. Most people are still scared of them and will attack them on sight before knowing their true, helpful intentions; and as such these sharks have learned to help people sight unseen. The Merpeople ride these into battle.

[5] Backwards Shark
It's a shark that swims backwards. It kills its prey by slapping them with its tail until they die, then opens its mouth and sucks in the pulp and bloody water left behind. Chainmail or other forms of armor don't do anything- as this shark deals blunt damage. Con artists often sell its teeth as a "warrior's charm"- if you wear a necklace made of this shark's teeth you get -1 to attack rolls. Wearing its tail, however, will give you a bonus of +1 damage with any blunt weapon. The tail will unfortunately rot away after about a month, losing any magical properties.

[6] Pirate Shark
This shark likes to attack boats to steal its treasure and hoard it in the shallows. Its incredible sense of smell is tuned in to gold and silver; can even smell it through the hull of ships. Coordinates with other sharks to attack boats to get at the treasure- sinking the vessel isn't its main goal. Will ignore anyone in the water unless if they have gold in their pockets or pouches- then it will attack them to get at it. God help you if you have a golden tooth. Not actually intelligent- its more like an oceanic lesser-dragon fish. Inexplicably prone to losing one eye in battle.

[7] Finger-Biter Shark
Incredible small shark; only about the size of a housecat. Looks cute with a big eye and small mouth. Tends to "hunt" by lunging at incredible speeds at larger creatures and biting off small parts of them; the tips of fins, fingers dipped in the water, octopus tentacles, and so on and then dashing away to eat it in peace half a mile away in open water. Can reach absolutely ludicrous speeds with enough space to build up momentum; this is a common sight in aquariums or private collections- a small glass tank or bowl makes this fish absolutely harmless and it will simply nibble on your fingers cutely after rocketing off from the far corner of the tank.

[8] Gringori Shark
White shark with black highlights around its eyes and face. This shark emits a constant low hum- comparable to a church hymn or sacred mantra. The "ohm" is both a threat that this shark is coming, but also a sound of healing that revitalizes the shark after battles with its rivals. As long as you aren't bleeding, you can swim right besides this shark and enjoy its healing noise vibrating through the water without fear of being attacked. If you spend an afternoon swimming around with this shark in peaceful waters- either restore 1 extra Hit-Point OR get an extra saving throw on a disease you are suffering from, whichever the swimmer wants to recover from more.

[9] Bespoke Shark
These sharks aren't natural and are instead made. In order to make them, you have to find a leathery shark egg while its still in development and bring it to your own body of water with a pinch of magic dust. If you put it in a castle's moat, the shark will become long and grayscale like a knight. If you put it in a koi pond, it gains splotchy colors like a koi and stays at a small size. If you put it in a cauldron, it grows hair and becomes a witch shark. You can customize the colors by spilling ink into the water, and the shark will prefer prey with the same kind of blood as any you pour into the water which it now lives in. These sharks are fashionable pets- but they are all still wild animals. They don't view their "owners" any different then they'd view some other random creature in the water.

[10] Apple Shark
The worlds only vegetarian shark. It exclusively feeds on fruit carried away by ocean currents and can survive for several days in brackish waters- often swimming upriver to gather food for its young. It's not named for its color in any way; the shark has mouth-pouches used to carry food over long ocean voyages. As such, the first time one of these was speared and caught, it had a mouth full of apples. It's teeth is specially designed to cut through vegetation; attack with advantage against defenders with wooden shields. Also deals double damage against treants, dryads, woodwives, and all other manner of plant-based creatures. It's just unfortunate they aren't exactly very common in the ocean.

Sunday, January 29, 2023

[ToM] Drytalon Canyon

Dusty desert canyons- offering the first shelter towards The Great Temple from the inhospitable flats. The canyon is very old indeed, with deep raised sides near impossible to climb. Beyond the red colored stone; the walls have a curious feature. There are white scratches and marks all over the canyon's interior walls, as high as a man can jump and some farther up- all scratched with deep grooves which have only barely faded with time. This was once the canyon where Mozz' warriors sharpened their talons and practiced their art of war.

There is a small and perilous hiking path up to the Overlook Mesa. It takes two hours to reach it from the floor of the dry canyon.

The Canyon is also home to a rare type of creature; a large dusty beetle. Its back is the exact color of the canyon walls, and most have grown a peculiar marking on the back in the shape of an off-white scratchmark, just as the ones on the walls of the canyon, meaning you can walk into a swarm of them as they sit on the walls without knowing until they strike.

If you explore the Canyons, there is a 1 in 8 chance you enter a side area with walls covered in them; you will enter combat surprised. They eat flesh.

Drytalon Beetles (1+1 HD, +3 AC, 1d4 Mandible, Horrid Buzzing)
Numbers- 2d10
Morale- N/A

The Beetles are hard bodied and possess limited flight. They swarm on the nearest living thing and attempt to rip them apart, having no regard for their own life or safety. However, if you manage to get out of the canyon, they won't follow you and will return to clinging to a wall for camouflage.

In addition, the Beetles produce an awful buzzing noise whenever they are in combat from their wings. While this sound is being made there is an X in 20 chance of any spell cast failing from the incantation being drowned out by the horrid buzzing; where as X is the number of Beetles remaining.

Monday, January 16, 2023

[ToM] Burrowers Room

This room is coated in a floor of downy, ancient fluff. It is almost decayed to nothingness. Around the room are holes dug in the earthwork pillars and floor, as well as piles of even longer decayed leaves and shed snake skins. It is a nesting room. As you explore with any light source, several curious but shy eyes will peak out behind cover- this place is still inhabited.

The Burrowers are a bird-like creature, stunted, of a sickly gray-green color. These creatures exist to clean and consume the shedding-skins and leavings of the great serpent, the Eggeater. There are only half a dozen of them left, and all are heavily malformed and scrawny- wretched little birds. They have no combat stats; their skin is thin as paper and their bones brittle as flower stems- even their peak cannot piece the shell of the smallest beetles. It seems impossible that this generation could even still live.

In the corner of the room is a small altar lit by two small crystal stones; a dim light like a dying candleflame illuminates a handful of bright green feathers, fastidiously cleaned- a shrine of ancestral worship.

The burrowers will seem agitated if you take the feathers or search through their squalid nesting sites, but can obviously do nothing about it. Even if you are "friendly" to them, they will watch at distance, and will follow you out in the Eggeater's burrow, but will never step foot outside willingly.

Beyond the green feathers- you can also find a handful of grime-covered ancient silver bangles; much too big to fit around any of these stunted things' necks. They are worth 250 gp in total, and take a turn to dig up.

Wednesday, January 4, 2023

Brownies

Brownies are small nature spirits. They are related to the fae; and like all fairies, are mischievous and flippant in nature. They look like prepubescent boys; except dressed up in animal suits with open faces. They have the personality of children and will never grow up. While not especially dangerous, they can be nightmareish for any party traveling through the wilderness if angered; throwing stones or even luring wild animals to your camp at night- they are known to speak to animals, even your own, and getting them to run away from their owners. They aren't especially malicious either, and have short attention spans. Their first reaction is always the strongest; if they see someone in an even slightly funny hat carrying a broom, they'll assume that must be a witch and will start to hassle you. Meanwhile if you're wearing a dress and give them candy when you first meet them, they'll think you must be some kind of princess and will come running whenever you cross their territory.

Brownies don't have stats. Just assume you can't catch them. If you do manage to get into a fight with them, they can do 1 point of nonlethal damage to you (sticks and bites) and you kill them in one hit. They're basically just kids with just a sprinkle of magic.

Traveling in bands, Brownies collect all manner of useful items and secrets. Their valuation of things is based more on a gut reaction or how useful whatever treasure it is would be to a 8 year old. They'll gladly trade dirty and dingy gold coins for a nice set of ivory dice, or a handful of copper coins if the emperor on it has a funny face. Be careful if they have something really useful though, as if they sense you really want it they'll start demanding something absurd to trade, and may just refuse to give it up just so you can't have it in a sort of childish flex.

They have a strange fascination with hounds, and will lure away hunting dogs from their pack. This isn't out of spite, they simply don't have any "cute doggies" out here. It is also said that if you manage to catch a Brownie, tear them out of their suit, and force them to take a bath; they'll become a regular if somewhat unruly boy and grow into a normal adult- all the many countless years as a nature spirit fading from their memory like waking from a dream. Good luck catching one though as they can move through any type of terrain both without leaving any tracks and without being slowed down; passing through thick foliage and bramble as though it was an open field.

Finally; Brownies appear in animal suits based on where they are. In the European bland human kingdom, they'll appear as badgers, squirrels, hares, and bobcats. If you are in the not!Africa part of the campaign setting, they'll appear as warthogs, meerkats, baboons, and civets. It is also said that at a distance it is impossible to tell if they are a brownie or if they are the animal they dress up as; so seeing strange groups of different animals walking together is said to be a sure sign you are looking at a Brownie band.

Thursday, August 5, 2021

Anten the Murderer

Anten is a murderer. He has killed three hundred and twelve people. He's done these killings over the last ninety eight years. He's also been executed for his crimes five times.

Anten is a seemingly normal human. He is moderately charming (+1 Charisma modifier) but average in every other way. Set all of his stats to 10. Anyone with a Wisdom modifier of +1 or greater can tell there is something "wrong" with him. Anten prefers to lure his victims away, and then kill them. Anten prefer victims smaller and weaker then himself; usually killing women, or children, though occasionally he will kill travelers or drunkards. Not included in his body count are the large number of stray animals, livestock, and pets he has also killed. Worst of all, none of Anten's abilities seem to revolve around his killing in any way. His apparent immortality, as well as skill with magic, have seemingly nothing to do with his murderous appetite. As far as everyone can tell, he just does it because he enjoys it.


Anten
(3 HD, +2 to hit, 1d4+1 knife attack, spells)
Morale- 8 in the open, 11 in Lair

Anten the Immortal
Unlike many others beings with immortality, Anten's doesn't give him youth or any kind of special supernatural resistance to anything. He's a regular human who can be killed by anything a human could be killed by- the problem is he comes back.

Whenever Anten is killed, whoever killed him begins to experience delusions, antisocial behavior, and becomes more and more isolated and irritable. The strongest willed can last many years, but eventually, they go out and kill just like Anten did. They chop apart their victims into pieces, and eventually, they turn into Anten. This isn't like a sudden or instant physical transformation, its just something that happens. Eventually the person is gone and Anten is back, leaving behind no body or trace of the unfortunate host.

In an attempt to circumvent his ability to come back; the last time Anten was executed, he was bricked into a stone tomb with plenty of water but no food, so he would slowly starve to death as his punishment. He complained quite a bit about that, saying its "less fun this way", but it seemed to work for a while. Until one day, the mason who bricked Mason in smashed his wife's head in with a brick, and soon he was gone, and Anten returned.

It is believed that, perhaps, a being of incredible will and of moral good nature could slay Anten and if they were to die of old age he would be gone for good. Nobody knows what would happen if someone were to kill themselves or be killed by another after ending Anten; but it is believed that any violent death can return him back to life. This includes the PCs, of course.

Anten's Magic
Beyond his uncanny ability to return to life, Anten is also a magician. He only knows a handful of basic spells any Wizard may know, but also has invented a few of his own which aid him in spellcasting. As Anten is not known as an especially powerful magician, he can cast up to three spells a day, but casts every spell as though he was a caster-level lower then he is, meaning his spells are more easily countered and resisted. Secondly, all of his home made spells are designed poorly and weak; and require the supernatural energy of a lair to function.

For the purposes of Anten's spells, a lair is any place where the spell-caster has murdered someone in cold blood. Their body must be hacked apart into pieces and spread apart to the four corners of the room; just like how Anten does it. Each killing can add about a room or 20 feet worth of area to your "lair" space, which essentially grows more powerful the more kills are done there.

You can learn Anten's spells, if you were to somehow help him escape or evade the law. Some Wizards may also be able to read these spells out of Anten's skull after he is killed, but will likely be infected by his evil and be replaced like him at some point once corrupted by his taint.

Anten's Spells - Roll 1d4 for a random spell
[1] Anatomical Dummy - 1st level
This spell is a minor necromantic ability. If it wasn't for the fact that Anten is a poor magician, this could be used like a level 1 cantrip for any skilled necromancer.

This spell allows a corpse to be posed and stand on its own power, much like a dummy or mannequin. It's similar to an animate dead spell, but grants the body no intelligence or ability to move, just enough to support its own weight. The more full and complete the corpse is, the more stable it is on its feet. Corpses missing several body parts or with hollowed out body cavities can be shoved over with a stiff push, but fully corpses with only minor injuries take a powerful weapon hit to knock to the floor, ending the spell.

Anten sometimes decorates his lairs with several standing dummies, especially around the chair, bed, or table where he straps his victims, as though an audience for his activities.

[2] True Cut - 1st level
This spells makes a knife or short-bladed weapon act as a +1 magic weapon for a single cut or attack. This adds +1 to hit and damage like a normal magic weapon, and is not consumed until it hits a target. It cuts straight and true, leaving a very clean, surgical slice. Anten doesn't know or hasn't been able to learn more common spells that are similar to this one, but better. 

Perhaps unintentionally, the energies infused into a blade or blade-point by this spell can be used to leave magic marks into whatever is cut, as long as its done in a single "cut" or long stroke. You could scratch your name in cursive on a wall, or your wizard's mark, for instance.

[3] Freeze Grasp - 1st level
This spell is intended to pin down and bind victims when more reliable restraints are not available. It requires a melee to-hit roll with an open palm. The caster must slam or push a target's body part into a solid object or surface. When successful, the spell creates a small frozen patch of ice, as though wetness was present and rapidly froze when the two bodies collided. So if you took someone's hand and slammed it into a wall with your own hand, the back of their hand would suddenly be frozen to the wall, as though glued on with ice.

By struggling free for one round, you can pull yourself away, leaving behind a small amount of clothing or skin on the surface you were stuck to. The ice will also melt after one exploration turn, unless in a place that's below freezing in temperature to being with. Also, any fire spells or warm water can be used on the ice to melt it away prematurely.

[4] Body-Burn - 2nd level
When cast, this spell creates a magical blood-red flame that grows fast and only consumes corpses. It will follow trails of flood or entrails like a fuse or line of gasoline. When it reaches a body part, it rapidly consumes it and explodes. Small body parts like hands or feed deal one damage, where as a full corpse would deal 1d4 damage to everyone adjacent. Large piles of corpses (or a room full of Anatomical Dummies) would likely deal Fireball levels of damage, consuming the corpses. However, nothing harmed by this spell will actually burn unless they were killed by it, just an explosion of heat and force.

This spell is Anten's most powerful creation, something he made to destroy large amounts of evidence if he needed to. Even after casting it, he gets winded and loses -2 to his AC for the rest of the combat encounter, as though drained of something fundamental to his being. More experienced spellcasters will not have this problem when casting the spell.

Monday, August 2, 2021

Dragon's Lair is a pretty cool dungeon

Dragon's Lair was an arcade game which made use of full cartoon animation where the player was required to make inputs at the right time to overcome multiple obstacles. It's most notable for being a classic arcade game that doesn't use pixel graphics, having art and animation by Don Bluth, and being very fantasy inspired. I'm assuming this game had quite a bit of D&D inspiration, considering that it came out in 1983, but that was a decade before I was even born, so who knows.

The game itself is a bit of an obscure relic, but since its basically just a cartoon with button prompts you can watch the whole thing on Youtube. Watching it now, you can still enjoy the charming animations and all the death scenes, which are pretty fun. (There's a lot).

However, why am I telling you this? Because the actual dungeon presenting in Dragons' Lair is pretty cool. I decided to stat it up a bit.


Purple Eyestalk Water Monster
(3 HD, +3 to hit, constriction)
This monsters lives in water, and attacks prey above. It sees through green eyeballs at the end of each of its many eyestalks- which double as its tentacles. It doesn't attack except through dragging prey underwater. For each "hit", count it as having wrapped a tentacle around you, which gives you a -1 to your Strength modifier for all rolls or challenges to break free.


Drink Me
The infamous magic potion. It doesn't do anything cool like shrink you down, Dirk just like flashes green when he drinks it and explodes into dust. Kinda lame. Still- cursed magic potion, drink it is an instant death. Perhaps you could interpret the sign as a sort of magical persuasion- save to avoid drinking the deathly potion.


Snake (
Stats as Giant Snake)
While generic giant snakes are nothing new, I would like to say I like the coloration here. They seem to be a combination of the very venomous coral snake (red touch yellow) and the nonvenemous scarlet king snake (red touch black) based on its coloration; but they only kill Dirk by constriction in the death scene. I also like how they come out of the bricks to attack; that's a fun combat element to spice up an otherwise unremarkable encounter.



Slime Claptrap
(2+1 HD, Big-Bite at 1d8, trapping tongue, surprise)
This creature can appear from slime or ooze that is spilled or found in a random room or area. As such, it's body is very misleading. The claptrap opens its mouth very wide when it appears, also making it hard to tell exactly if something is about to attack you when it does appear. For both these reasons, you must roll for surprise whenever you encounter it.

The claptrap's mouth is very big and can slam down with great force; but it's slow. You can step away or attack its body before it can slam shut. In order to help it trap prey, it has a prehensile, sticky tongue that requires a save to avoid- if the tongue hits you you can't move back and must attack or be eaten by the creature. But because this creature is made of slime, it can be broken apart in a single strong attack; any blow that deals 6 damage or more knocks the creature back into slime.


Big Yellow Smoke-Electric Monster
(3 HD, +2 To-Hit, casts Shocking Grasp to attack, smoke)
This monster is made of smoke and seems electrically charged. It attacks by using Shocking Grasp, which is an at-will ability it possesses. Technically Dirk kills this in a single hit, but he does that for everything and when he "defeats" it in Dragon's Lair it actually just shoves it back into the cauldron it came from with the heavy metal lid back on; perhaps this monster is quite a bit tougher but can be locked away back in its cauldron by covering it. Good puzzle-monster.


Hazards
I don't want to try to create stats or anything for these, since there are a lot of them. Some interesting ideas here though- the castle crumbles behind Dirk as he explores. Now in an actual game, exploring a dungeon that is slowly falling apart is a fun idea, but probably should be on the timescale or days, or at the very least hours, as to give the party plenty of time to react and send out expeditions.

One example in particular I do like from Dragon's Lair is the boat section, which includes "Ye Boulders, Ye Rapids, and Ye Whirlpools". I like the idea of a boat or paddling based saving throw you might have to make in a game, probably just a generic saving throw by modified by Strength. I think this is fun because the vast majority of "movement" related checks or evasion is based on Dexteirty, but in this case it's how hard you can paddle.


Giant Balls
This trap are several large perpetual motion machines along a long U shaped corridor. When someone enters one side, they will be chased by a giant black ball. The balls have to be run past at the right time, but fast enough to avoid getting crushed by the giant black ball. This would probably be a simple saving throw, or a dexterity challenge. Perhaps any character could accomplish it- unless if they're over encumbered. I'd say getting crushed by the giant ball is a sure death, but these small balls just deal significant damage but knock you to the floor which makes it harder to escape from the large ball.


Spinning Sticks + Spike-Pit Trap
These are pretty simple. Just sticks that spin around and knock you into pit traps. In Dragon's Lair its a matter of timing, I like to think that in a tabletop game you could replicate this by giving the player a choice- they can rush through and get a hard save, wait a round to watch the pattern and get an easier save, or wait 2 turns and/or be unencumbered to not have to save at all. Having them be pelted by ranged enemies and spells during this time would make it much more interesting. If you fall in you'd probably just die as by OSR styling, or take like 4d6 or something big like that.

Much more interesting then the trap itself is the enemy at the end of it.


Red Death
(4+2 HD, +2 To-Hit & AC, Undead, Scythe of Disintegration 1d8+2, Flying, Enchanted)
The Red Death is a wraith. While it is clearly a ghostly spirit it isn't ethereal (because Dirk can hit it with his normal sword), but it's floating around and stuff, so I'd say its "body" is probably its signature red cloak.

Also, this creature uses a magic Scythe that destroys Dirk in one hit. Dirk dies to everything in one hit in this game, so I'd imagine is probably first level and has 1 Hit Point (unlucky roll on his first hit die, probably!) I'd say this Scythe is a minor +2 magic weapon; capable of killing any creature it hits in a single hit if that creature has 2 HD or less; otherwise, it just deals 1d8+2 damage. Additionally, when this creature is slain, it advances the Black Briars enchantment one stage.


Black Briars
It's not easy to tell if these are related to the Red Death creature in some way, or perhaps just a dungeon trap or hazard. I like to think that the Red Death is its own entity but has been enchanted in some way to control the black briars that make up the pits in its chamber.

When Dirk enters they appear simply as spike pits, but once he crosses the gap from the spinning sticks they start to close in behind him. I like to think this is some kind of enchantment spell that is somehow combined with or controlled by the Red Death. Perhaps the dungeon's creator wanted the black briars as a pit trap as they are inescapable once you fall in, coiling around anyone who touches them, but if not controlled they would quickly spread through the whole dungeon and try to strangle everything.

The Black Briars become more animate and aggressive the longer a victim is around them. They start at the first stage and advance one stage every combat round, unless a creature nearby is containing them. Slaying the creature releases the control.

First Stage: The Briars are dormant.
Second Stage: Briars move lazily towards any living thing. Can be jumped over or slashed, but you must make a save to do so during combat.
Third Stage: The Briars gain some amount of intelligence and will move to cut off escape routes. They move faster, you must now sacrifice a turn to avoid.
Fourth Stage: The Briars now make attacks every round, at +1, counting as magic. On a hit, you are entangled and are slowly squeezed and fed upon; 2d6 damage per round until death.


Enchanted Workshop
The workshop is enchanted and has several animate objects (weapons, anvil, statue) that attack Dirk. Not really much to say here- except for the glowing green fire. At a certain point, Dirk goes to it and puts his sword in it, gaining a flaming sword for a short fight with the animate statue. I like the idea of immersing mundane weapons in dungeon elements like this to make them magical or gain an extra power for an attack/few rounds/turns. Also the fire square on the ground is cool too, preventing you from moving, but not much to say about it either.


Whirlwind Room
You're introduced to this room by a whirlwind, which sucks you inside of it. Then within the room, there is a tornado inside with random objects. There isn't many mechanics, here, the only noticeable thing here is the glowing diamond which is a trap. Perhaps the diamond itself is a cursed item that creates the wind.

Stone of Storms - Cursed Treasure
This large gemstone is worth a fortune- at least 30,000c to a standard buyer, and closer to 40,000c for a wise man who recognizes its unique properties. However, it is cursed and there is significant risk to acquiring the gemstone.

The gemstone creates storms around itself, controlling the element of air. Air-based magical spells fail around it and gas or dust is blown apart easily. These storms become more dangerous the larger an area the gem is exposed to- if left outside it will quickly create an endless tornado, with itself in the center of its eye, rooted to one spot. Indoors, or in a bag or chest, the air only swirls around mildly- but even in a small room it causes objects to fly and tumble around. In a room with furniture or weapons, save or be struck by the flying objects. Your movement is halved.

The gem within this dungeon is particular is set in a trap- the recess it is set in has an opening in the floor that will fling whoever tries to reach for it out into a great pit, falling to their death. Similar tricks can be used by those who wish to keep the gemstone from thieves.


Flying Steed
The Flying Steed is a magitech construct of a horse. It levitates through the air once activated. It is not alive and therefore cannot be killed; stats as a warhorse but can only be stropped by true destruction. It can also fly and is very fast, never tires out or drops a rider out of fear, etc.

However, it is also extremely hard to control, bucking and flying wildly through the air. At the speed it travels, it can easily dash its rider against a wall or even the ground. Only a Cavalier of 6th level or higher, or a Fighter of 9th level, can control the horse enough to slow it down, dismount normally, etc. Otherwise its practical a rocket.

If you're riding the steed and are unable to control it, you are safe in a straight line. Make a saving throw to avoid smashing into something if you need to turn, stop, or get off the horse. On failure, you are flung at breakneck speeds and are killed or take serious injury; depending on where you crash.


Cool Electric Black-Knight Dude
(3 HD, +4 AC, +2 To-Hit, 1d6+1 Magic Sword, Electric Hazards at a range)
This guy fucks. By stabbing the ground, he can create electric fields that move away from him slowly. These fields deal 2d6 lightning damage to anyone who steps on them, but can be avoided by careful and slow movement. For each round you move towards him, you must either move at 1/3rd of your normal speed or make a save to run without getting shocked. If your character has -1 Agility modifier or worse, you cannot make the jumps required to accomplish this.


Various Undeads
There are several varieties of undead that inhabit this place; from tiny giggling skulls to huge skeletal hands to invisible wraiths that appear before attacking. All of them can be harmed by Dirks sword so we assume they are all some manner of corporeal undead. Isn't much to say for these; other then the skull shape. It could just be artistic license, but the protruding jaws of the skulls give a distinctly monkey-ish impression, as though these are the remnants of some other alien fantasy race that once lived or built the ruins atop the Dragon's Lair.

However I want to make special attention to these wraiths. Their method of killing Dirk in this scene is grabbing him and burying him alive in one of the heavy stone sarcophagi around the room- quite brutal.


Bat Lord
(1+2 HD, +1 To-Hit, 1d4+1 bite, bat swarm)
Seemingly connected to or in control of a swarm of bats that try to knock Dirk into pits, this roughly man-sized creature has a loud roar. It may also be a vampire bate, given how it wraps Dirk up while biting him for its death scene.


Magnetic Urn
While not a literal creature, the magnetic urn seems to be a magical or cursed item that inhabits this dungeon. It is filled with golden coins and runs away from the hero- but it also magnetically attracts his sword to it, leaving him briefly defenseless. Interestingly, it isn't clear if the urn itself is magnetic and that explains how it flies around, or if its magnetic ability is an additional thing that helps it disarm invaders to the dungeon.

For this; if you try to make an attack roll while it is adjacent to you with any ferrous metallic weapon (most metal weapons), then make a save or it slips from your hand. Even if you succeed the save, you'll still miss your attack from the strong attractive force.


Lizard King
(2+1 HD, -1 To-Hit, +1 AC, 1d6 Scepter Attack)
It's interesting that a creature like this got so much screentime- he doesn't have any magic or special abilities, or is really that threatening to an adventurer, but yet you have to avoid him for a long time while Dirk doesn't have his sword; and he attacks merely by slamming his scepter at you, while giggling. I like his design quite a bit. I also found that picture by searching online his name, instead of just taking a picture from a youtube longplay like I did for the rest of these. It's quite a nice piece.

Even though Dragon's Lair is just a QTE movie-game, Dirk fills up his little backpack with gold from that magnetic urn after beating the Lizard King, which feels like a very OSR/DnD thing to do. I could almost see it as a checkpoint or time when the hero could leave the dungeon with his mission unaccomplished in case he was too wounded or out of torches and the like to keep exploring. It feels very similar to defeating an important monster in a dungeon and then looting their lair afterwards.


Magnetic Crystal Ball

Yet another magnetic & electrical trap. This time, it has the strength to drag in both Dirk's helmet and sword, and begins to fill the room with electrical energy; moving as a zone on the ground that fills up the room. The eye on the top of the throne also fires out electrical energy, perhaps as a method to finish off anyone who just flies over the zone on the floor. I also really like the aesthetics of this room; I'd pay for an animation cel of that background by itself.

For this hazard; a simply saving throw is needed to avoid the trap, with the eye performing an attack roll at +2 against anything that simply levitates over the floor.


Magma Hulks
(Stats as Troll- Immune to Fire but no regeneration)
These large creatures are born from the primordial lava and bubbling underground sludge deep underneath the castle dungeon. They are born in an environment filled with fire, so are immune to it, and are big and strong. I'd stat them as slightly modified trolls to keep it simple.


Black Knight
(6 HD, +6 AC, +4 To-Hit, 1d6+1 Magic Sword, some spells)
This black knight is a powerful warrior and combatant and also appears to be able to cast some magical spells as well. He seals up Dirk's sword at the beginning of his fight, indicating this magical ability. If you were into more modern D&D edition, I would even argue this guy has Cackle- making his curse last longer each combat round with a laugh as he rides in.


Dragon's Lair
You're in the home stretch. This is the Dragon's Lair itself. It's a large cavernous room with treasure everywhere; the treasure itself is the only real threat here- as if it cascades and makes noise it will wake up the dragon. This is also where the Princess is held; potentially any captive or important NPC could be held there, but in this game it's Princess Daphne. This sphere is inescapable and requires a key to be unlocked. This is also the location of a Magic Sword.


Magic Sword

This is a generic magic sword. It doesn't shoot energy blasts or anything but seems very strong and good at slaying dragons. It can also absorb fire breath- perhaps the sword grants protection against fire or just breath weapons/magic blasts in general.

For stats, I'd make it a +2 Magic Sword- deals 1d8+2 damage and can absorb breath weapons.


Singe
(8 HD, +8 To-Hit, +8 AC, Fire Breath)
I like him. Singe is a fairly generic dragon. He's a bit on the small side, but fitting for this type of setting, very oldschool in design. It's hard to pin down exactly how strong he SHOULD be, since he is killed in one hit (as with anything in this game), but kills you with one hit too. You actually spend more time fighting the lizard king dude then the dragon at the end of Dragon's Lair. While more intelligent then an animal, he doesn't seem to talk or cast spells, seeming to be more of an uncannily intelligent predator-type of dragon. His breath weapon is fire and he doesn't have wings so he can't fly.

Anyway, that's the whole game. This took a while to make and was a bit sloppy, but I found it fun to stat up this old cheesy cartoon.

Tuesday, May 11, 2021

Golementals


[1]
Furnace Golem (5 HD, +7 AC, +4 to hit, 1d6+1 fist, 2d8 Flame Breath OR 1d4 Eye Beam, Inner Fire, Construct)
Morale: N/A
Number: One or Two

The Furnace Golem looks like an ancient bearded dwarf. It is made of metal and is both a furnace and a creature. Within the furnace golem is a fire which is its power source as well as its primary weapon- the furnace must be occasionally be fed anything that can be consumed by flames to continue to power this golem. If it's flame is every put out, it will cease to be animated, and can only be lit again by a special, magical flame. As a golem, it has no conscious mind and no will of its own; it will fight to the death every time, and is immune to any spells that target living things or mind-controlling spells.

The Furnace Golem may strike with a steel fist dealing 1d6+1 damage, or may use weapons and will deal the damage of the weapons at +1. Its arms are very inflexible and it cannot use two handed weapons, and prefer just to smash people with its fists anyway unless ordered otherwise. 

Every round it may also release a gout of deadly flaming breath released from its riveted mouth- this deals 2d8 damage to anyone in about a spear's range of its mouth in a cone. However, each time it uses this ability, it loses 1d6 hit points from the loss of its inner flame. In order to preserve its flame, as well as to provide a ranged weapon, the golem may also fire a beam of focused heat and light from its eyes; channeled from its inner fire. This deals 1d4 damage and can travel as far as an arrow from a shortbow- any longer distance and the light fades and its becomes ineffective.

 

[2] Fulgrite Golem (3 HD, +5 AC, +6 to hit, 1d10 electrical cleave, 1d6 retaliation shock, lightning call, construct)
Morale: N/A
Number: One indoors, 1d8 along a beach

Fulgrite Golems appear as long, twisting roughly humanoid figures made from fulgrite. Can only be created with several powerful bolts of lightning trapped away or called by the artificer. They are still charged with this electrical energy after being made. More fragile then the other types of Golementals, the Fulgrite golems move with much greater speed if needed, but pause in place between frantic bursts of speed. It's body is very brittle, and as such it doesn't twist to move but instead prefers to rotate its body fully or hop in unusual motions that make it difficult to predict.

The Fulgrite Golems attack by moving past people; their bodies shedding a skin of electrified sand, magnetic waves, and bits of glass fired in all directions. Because of this nature of attack, they cleave through groups of people who approach them, dealing damage to all with each attack. The electrical energy of the fulgrite golem deals 1d6 damage against anyone who strikes them with a melee weapon made of anything conductive- but the Fulgrite golem takes identical damage as you use up its charge.

Finally; these golems can call lightning. By standing still, they can move the local weather one stage. This ability obviously only works outdoors. Clear skies go to cloudy, cloudy goes to dark, dark goes to stormy. The lightning from this storm won't hit the fulgrite golems (as it hit them already) but will hit anyone who raises up a metal weapon or might strike a tree; once every other round.

 

[3] Riptide Golem (6 HD, +4 AC, +4 AC, swimming, three 1d6 ripcord attacks per round, can grapple at +2, construct)
Morale: N/A
Number: 1d4 laying in wait in a stream

The riptide golems have a central "body" that looks like a sunken barrel or hollow log. When it is activate, its true form is revealed. The golem "walks" and attacks with long loops of cord tied around smooth river stones. The ropes are carefully enchanted so they don't slip off. The golems are known for the distinct sound they make as the river stones are pulled into its central body, made wet with water, and rub against it on the way out, creating a clacking noise. These cords and stones must remain wet; its central body can store a small amount of water for a few minutes outside of a stream or pool, but it must return soon or else it will deactivate.

Every round, it can whip out its loops to strike enemies with the barrage of stones. It can also wrap these cords around people to try and drag them under the water to drown them, but doing so gives up one of its "loop" attacks. Piercing damage done to its main body will cause its water to leak out faster- it can only be out of water for a maximum number of rounds equal to its current HP divided by 6, dropping the remainder. Or in other words, the minimum number of dice its current HP worth of hit points could be rolled with d6s.


[4] Stone Golem (8 HD, +6 AC, +6 AC, slow, crush at 2d10+2, made of stone, construct)
Morale: N/A
Number: Hopefully just one

The stone golem is carved from a block of pure stone, and engraved with magical words that cause it to become alive. It is the slowest of all types of Golementals and can only act once every other turn. It can only move about as fast as a man can walk, but never tires, does not bleed, and will never stop perusing its target once it has been told to. The golem is slow and stupid, cannot jump or fly, and as such could be trapped in a room or a pit with no method of escape.

Since the stone golem is made of stone; it cannot be damaged by bladed weapons unless they are significantly magical; +2 or better for swords or arrows to harm it. Normal blunt weapons will take damage as though you were attacking a block of stone, because that's exactly what you are doing.

Friday, March 5, 2021

The Intruder

I can't take the credit for this monster. It's based on a really old creepypasta.

The Intruder
It's like a silhouette of a cat, huge and with unblinking eyes. It will watch you when you arrive home at night- listening closely to the sound of the tumblers in your lock. Trying to scare it away won't work, as it will just return. Nobody else will ever be around to see it; the Intruder is your own personal stalker. Eventually, one night you will hear a key banging around inside your door- that means the key it has made is almost perfected, and it will be able to enter the very next night.

When it arrives, you must turn out all the lights in your house. Only a single candle can be lit- anything more will blind you from how bright all sources of light become once it comes inside. The light of the candle is your only real chance against the monster. Also, others may be present to finally see the being that is haunting you, but they are at risk as the Intruder will kill everyone inside the house on that night when it finally gets inside.

Intruder (6 HD, +8 To-Hit OR +8 AC, 2d8 bite, 1d6 claw, supernatural hearing, light blinding, predator hiss and feline agility)
Morale- 15

The Intruder appears as a dark black cat of variable size. It chooses to stalk and kill one person, though will kill anyone else in the house on the night it makes its attacks. You cannot possibly attack it from stealth as its hearing is supernaturally powerful (it can hear a heartbeat). Once its key fits in your lock and it comes inside, the lights in the house become incredibly bright- a hearth fire becomes so bright as though it was the sun in your room. Electric lights are even worse. Using the light of a torch or Light spell would just blind you- fight as though you are blinded. Anything more then a single candle will be too blinding, though this light has no negative effect on the Intruder.

The Intruder is incredibly strong and agile. Its body is almost impossible to be damaged- except for right before it attacks. Every round the Intruder will alternate between preparing to strike, and then striking and retreating. Right before it attacks- it lets out an unnerving hiss and gains +8 To-Hit. It then attacks with its bite attack, and the next round gains +8 AC and will retreat while using only its claw attack. This switching pattern is the one saving grace of trying to fight an intruder.

Tuesday, January 26, 2021

20 Monster Modifiers

If you want to spruce up some random monster encounters, roll on this table. Make sure to mention how these monsters look different or unique to those of their ilk. Add the word of the modifier to the front of the monster type. So if you roll a [6] for Trolls, they are now “Jeweled Trolls”.

Unless otherwise stated, the bonus is for every member of the pack of monsters encountered.


20 Monster Modifiers –
Roll d20
[1] Bewitched- Commanded by a powerful sorcerer or witch. They may carry symbols of the witch's power, like wicker men, or may have sticks or bones wrapped in their hair or fur. Scorched symbols around the lips or eyes to bind them to the sorcerer is also common.

Bewitched- The first time these monsters fail their morale check, they are stunned for one round as the witch's dark magic takes over their minds and behavior. Then, they continue fighting.

[2] Infested- These monsters are physical hosts for horrible little creatures. Flesh eating maggots, swarms of killer wasps, spider eggs bursting from every wound. They creatures outwardly showed signs of infestation, and may be suicidal or constantly scratch themselves. If these creatures are intelligent, they probably are willing hosts belonging to an evil cult.

Infested- Upon death, each monster releases 1d4 swarmers. These are 1 HD bugs with weak attacks and minor, if any, special abilities like buzzing flight that temporarily deafens or weak poison.

[3] Empowered- The monsters are magically charged, exemplars of their kind, blessed by the dark gods, or have drunk from the spring of life. They may have a glowing aura, or seem especially large and beautiful for whatever kind of thing they are.

Empowered- All monsters in this group have +1 HD, +1 chance to hit, and their spells are cast as though they are one level higher. They're no joke.

[4] Toxic- These creatures are halfway digested or fused with horrible corrosive acids which seeps from their clammy skin. They may be unformed alchemical creations, or summoned from a realm more toxic and spiritually lesser then this one.

Toxic- Immune to acid damage. Corrode your armor when they roll a 20 to hit and corrode your weapon if you roll a 1 on your attack to hit them.

[5] Cornered- They've been backed into a corner. Not necessarily literally- they may be starving, hiding from the law, infected with rabies; anything that makes a man or beast desperate.

Cornered- Add +1 to their morale score. They deal +2 damage on a hit. Use a HD one size smaller to roll their hit points.

[6] Jeweled- These creatures are studded with all sorts of jewels and gems. For intelligent creatures, they are heavily pierced and have gold or silver body paint. For unintelligent monsters, they have the jewels embedded or growing in their skin naturally.

Jeweled- These monsters get +2 to all saves and AC. Triple the result when they are looted.

[7] Draining- These monsters are in a lesser state of undead-hood, or are “holes” for energy. Perhaps they've been contaminated from energies or sucked dry of vital energies from beings beyond. If these creatures are undead, consider increasing their HD by one as they are bolstered by its dark power.

Draining- Immune to negative energy/death spells. Save or have a level drained if they roll max damage on a hit against your character. You can turn them, as though they were Undead of their HD.

[8] Holy- Someone or something has blessed these. Perhaps they are the servants of an arrogant godling, or blessed by an evil high priest. Evil creatures may be rewarded with power if they perform many evil sins, and good or neutral creatures may be rewarded for their role in perpetuating the Dharma and cycle of rebirth.

Holy- Increase maximum Hit Points by +3. One monster may heal another monster in its pack for 2d6 hit points, once per day. Which monster? The holiest one, of course.

[9] Illusionary- These monsters are either totally illusionary, or are living qualia. They give no outwardly signs of being illusions, other then how suddenly they appear when encountered.

Illusionary- They are fictional and can only be hurt by magic weapons.

If any character suspects and calls out that they are illusions- everyone can roll a save to disbelieve. Once disbelieved, they disappear from their sight and you see any wounds and spells they cast are just harming your party members in their minds (they act it out, but nothing is hurting them).

[10] Prehistoric- They look like cave men. Animals have larger fangs and tusks, shaggier coats, and unkempt natural savagery. Intelligent creatures fight with more primitive weapons and have sloped foreheads as though they are ancient, thawed ancestors to whatever kind of monster they are.

Prehistoric- They can shrug off the first mind effecting spell that hits them in combat. Also, they are incredibly physical adapt and can jump and run 50% higher and faster.

[11] Emblazoned- The monsters glow with an orange, proud fire. It does not burn, only tickle the skin with its warmth, and seems like a supernatural flame fed by their passion. Beyond this power, the monsters are proud and cleaner then others of their kind- well groomed and almost regal.

Emblazoned- Monsters get +1 morale and are resistant to fire and take half damage from fire. If they were already resistant, they are now immune. You cannot surprise them, but they cannot surprise you.

[12] Arcane- These monsters have a purple glow, and seem strangely tired to etheric energies and magical places and beings. They have glowing purple, blue, or green sigils on their clothes or skin that are shaped as various runes for spells and magic.

Arcane- Monsters get an extra spell. It isn't per monster, just per group. Pick or roll a spell with a spell level equal to ½ of their HD or less. The spell is cast either from the strongest monster in the group on the first round of combat, or is a sort of passive effect that kicks up when combat begins.

[13] Concealed- These monsters are hidden, or part of an order dedicated to stealth, ambush, and assassination. Unintelligent monsters may be shadowy, partially made of mist, or maybe partially transparent to give them an inherent advantage to stealth.

Concealed- These monsters have a 3 in 6 to surprise, plus any surprise value they already had. Also give them +2 AC vs ranged attacks.

[14] Brutal- Covered in blood, claw marks, scars, pierced, and with bladed and jagged weapons or claws. These monsters look savage and incredibly violent. If they kill anyone, they will desecrate the corpse, even animals or animated-object style construct monsters.

Brutal- Monsters have a critical strike. On an attack roll of 20, they deal double damage. If you manage to escape from them, they will tear into themselves (1d4 damage) or kill one of their own members in a fit of rage.

[15] Vague- Their main form seems made of gray mist. They have a clear outline- the fur on the bears or armor of the orcs is clear to see, but their core body or form seems misty, theoretical, and not well defined.

Vague- Once per combat, the DM can make them do something out of character for this monster type's level of intelligence or tactics (such as wild animals attacking the wizards in the back first) OR can shift one monster's location or state to something else at the end of a round- ie; grappled monster is inexplicably free at the end of the round and up and fighting with no rolls made.

[16] Chilled- These monsters give off a mist from their ice-cold bodies. Their eyes are stained bright blue or pure white, and the air crackles with frost as they move. Animals and monsters with this effect always have pure white fur to show their arctic connection.

Chilled- Monsters have +1 AC and are resistant to ice, taking half damage. If they were already resistant, they are now immune. If they flee combat; chasing them will result in a magical wind deals 1d4 damage to all party members that follow.

[17] Gorgonic- These monsters have glowing snake eyes, and emit the energies of paralysis and petrification. They may be partially reptile or have snakes for hair, tails, or fur. If the creatures have normal human skin, make them covered in scales on patches. If the creature is already a reptile, then it is more subtle what their power is but they need the glowing snake eyes and maybe a toga.

Gorgonic- These creatures can sacrifice a round in combat to attempt to petrify a target. The target must be in the monster's line of sight, then the target gets a save to avoid. On a failed save, they are frozen in place for 1d3 rounds. Multiple creatures can use this ability at once- so if three monsters use it on you and you fail all three saves; petrified for 3d3 rounds. Each monster can use this power once per combat. Additionally; these creatures are resistant to poison and take half damage. If they were already resistant; they are now immune to poison.

[18] Mockery- These monsters don't look real. They're made of plush fabric upon close inspection, or taxidermy. They have button eyes and cotton stuffing.They are mockeries of the real monster. They may still have marks on their feet or behind the ear that show ownership of this specific “toy” monster. They are animated by supernatural energies. They are less aggressive and more childish then other monsters of their same type- this applies to both animal and intelligent monster mockeries, but the intelligent ones are more terrifying. Like they'll say a silly joke as they gut you.

Mockery- Monsters are immune to blunt or bashing damage. They are weak to fire, and take double damage from fire spells and attacks. No fall damage. You get +1 reaction checks against this monster. They can almost absorb you in their grip; monsters can grapple and characters get -2 to escape. After one turn of downtime, they can sow themselves back up and fully heal.

[19] Crystalline- The monsters are made of crystal. They mimic the shape of the normal types of monsters they are, but are made of smooth crystal skin and shimmer with the slightest bit of light. They don't breathe and appear as motionless statues until provoked.

Crystalline- Halve whatever Hit Point totals were rolled for each monster. Totally immune to sharp and piercing damage; only harmed by bludgeoning weapons. Elemental damage and spells deal the minimum possible damage they can roll. (ie; 3d6 damage fireball deals 3 damage.)

[20] Aberrant- These creatures reek of The Other. They don't move or vocalize as they should, as though they are alien intelligence inhabiting these bodies. Four legged animals may roll around on their backs at the same speed they could run with their legs, bipedal humanoids may do a handstand and attack with their legs which hold weapons as hands do, and so on. Utterly insane and nightmarish; these creatures are hard to face down directly.

Aberrant- On a successful hit, monsters deal one point of damage to the victim's Wisdom score, as if their sanity is being harmed. Also, when encountered your hirelings must make a morale check to avoid the urge to flee.

Monday, January 18, 2021

Gods-Above-Gods

In the chain of limits and the grand cosmic order of the universe; you could imagine mortals, you, as a caterpillar. You could imagine the realm you live in as the tree- the branches are your race, your nation, your “role” in the party, and so on. With enough time and effort, a mortal could metamorphose into something greater- capable of traveling realms and getting a greater respective. These mortals are not even close to the level of Gods; the Gods of your world are like the squirrels and the birds. They are above mortals, having the absolute ease of being able to travel the “branches” as they please, and can move between the worlds if they wish- though they may nest in a specific tree, their freedom is far greater then that of mortals, and as a result they see much more of the whole truth.

At the base of the trees are the foxes and badgers and ants. These creatures are death to a mortal, and sometimes death to a God who strays too far down. These are the elder horrors- the beings from outside the realities and the in-between spaces. The Gods worry and fight them as best they can, to avoid their “tree” being corrupted or slowly eaten away, the mortals oblivious and powerless. They know what is beyond the trees- though they are alien and hazardous to all understood beings. For this, they have an even greater width of knowledge and understanding of the world.

Fix that picture in your mind. The orchard of the universe. Now imagine the woodsman. He whistles as he walks with his axe and snare traps, picking between the trees at his whim. He may fell one or plant one anew, each tree is just one of many. The woodsman does not only understand the orchard and its purpose; he is its master.

The woodsman? That's what the Gods Above Gods are like.

Art @Marcos Lopez
Pytckpt
HD- Infinite
AC-
500
Morale- N/A
Attacks- (Always Hits) Boundless Harpoons at 100d100 Damage
Abilities-
Aboveness, Leviathans, Boundless, That-Which-Is-Greater

Pytckpt is the levithan hunter. Upon the creation of the idea of creation, he was created just before. Growing bored with reality before it started, Pytckpt decided to spend all of eternity hunting the great leviathans that swim the endless oceans of the spaces between spaces.

All of the Gods-Above-Gods have Aboveness. This means that they instantly know if they are mentioned, their names written or spontaneously gathered from wandering minds in the cosmos. They can locate anything they wish anywhere and teleport there at any time. They are never surprised and can never be escaped from, any always surprise whoever they wish to. They can also appear at any size they wish and can shape shift into anything they wish with any number of attacks, spell-like abilities, or weapons and equipment they wish as often they want. They can also take as many actions per combat round that they wish. They can enter dimensions that have been sealed with the Closing of the Gate after 1 turn of phasing through the wall between worlds. This ability is the same for all of the Gods-Above-Gods and is simply mentioned for Pytckpt for reference.

This being enjoys hunting the great leviathans. He slayed the second greatest of all the leviathans in daring voyage along the star oceans- to him it was a legendary long journey which lasted the same amount of time it took for the first atomic mass in the universe to shed its first electron. Beyond hunting them, Pytckpt also raises and trains some of these unmatched entities and can call 20d20 of them into battle at any time. Each Leviathan has the same stats as a Tarrasque but can fly and travel at a rate of one galaxy per day. Pytckpt chose to slay the second greatest of all leviathans so he could hunt the greatest one at the very end of all times- he even allowed it to scratch his mighty crossbow.

Pytckpt knows the full boundaries of reality, and has surpassed them. With his harpoon thrower, he can send his harpoon at any being, anywhere, of any size or mass and strike true. Once this attack connects, he can recall it instantly to his hand or have it fly after a new target automatically. This harpoon flies at any speed he wishes. The only beings that can move fast enough or get far enough away from his harpoons are other Gods-Above-Gods.

Pytckpt is the concept of the differences between things- and the concept of some things being greater or smaller. Differences that are not merely cosmetic. Without Pytckpt, all beings in the universe would be exactly equal in size, importance, location, and understanding. Do not take Pytckpt as the creator of tyrants or inequality because of this, without him, mortals and life wouldn't even exist. Because he is this concept, he gains change the difference in HD, level, or modifiers between himself and anything else he wishes. He may give himself any number of HD every round.

Sswkwsb
HD-
100,000
AC-
500
Morale- N/A
Attacks- (+500 To-Hit) Killing Sword at Infinite Damage (any type)
Abilities-
Aboveness, Kill, Unlimited Chaining, Flush Armor, That-Which-Struggles

Before the beginning of time, Sswkwsb knew that all beings would one day have to fight. She chose and created a weapon and named it Kill. Sswkwsb spends every moment of reality fighting endlessly- slaying the hoards of entities that come from above, around, beyond, below, and between. She has eradicated their number totally within every moment that a breath is drawn, but they return in the same force at the same time, infinitely. Sswkwsb can still manifest and do anything else she wishes at any time; she will never be overrun or fail in her duty regardless of anything else she does.

It is from this where the word Kill got its name and where the mighty imagery of the sword was first made. This is the reason all martial cultures respect the sword. Her sword is known as Kill but is named as the “Killing Blade”, as Kill is both the word and the weapon in one. Whenever Kill hits, she can also choose to spread any amount of her infinite damage the attack made to any number of beings to any relation to the original being she hit. For example, if Kill hit a being that was an Orc, she could decide that the concept of “Orcness” would take the damage. In every single universe where an Orc existed, every single Orc in every single universe would received any amount of that damage she chooses, including inanimate objects that depict Orcs, Gods that are worshiped by Orcs, Orc characters, Orc-invented spells that are ruptured apart in the astral plane, and so on.

Sswkwsb also has the Flush Armor. The bright red armor is tied to her being and no other being can wear it. Every round, Sswkwsb can choose a damage type. She can only be harmed by that damage type. All other damage that strikes the Flush Armor is instantly reflected to the attacker- she takes no damage. Even attacks that miss their To-Hit are still reflected fully.

Sswkwsb is the avatar of all things that struggle. She is the concept of violence and conflict, and without her there would be no conflict or intelligence in the universe- as all things would simply fall into line as the natural order would allow and demand. Whenever any being in any reality fights for something or competes for a purpose- she knows about it. It is also for this reason that she can channel any amount of damage through Kill, her sword. Even without Kill (she cannot be disarmed), she could still deal infinite damage, as this power is from her cosmic position. Because of this, she can sense any hostile or manipulative action done by anyone, anywhere, at any time. Even those actions that can hide from Aboveness, her eyes can see them.

Cmklcz
HD- 100,000 
AC- 500
Morale-
10 (Infinite)
Attacks-
(+500 To-Hit) Staff of Absorption at 100d100, Hood of Consumption at 100d100
Abilities-
Aboveness, Infinite Collection, Maw of Consumption, Mirrored Thoughts, That-Which-Wants

The moment after the universe was made, Cmklcz knew everything that is and would be, and made a list of everything she wished to have. The things she collected never entered the universe at all; entire laws of physics and concepts simply disappeared because she desired them first.

At any moment, Cmklcz can pull anything from her collection of infinite splendor and mystery and use it. She can substitute armor, weapon, artifacts, potion effects, or scroll effects for any other effect she wishes. These include effects not normally found in any cosmic world, as she can draw from her infinite collection of things that don't exist. Cmklcz also wears a magic hood in her armor- the Maw of Consumption. This Hood can be used every round, and deals 100d100 damage to anything she wishes in front of her. The Hood bites down and instantly dissolves everything it eats, and creates an amount of primordial matter equal to the amount of matter it “ate”. The primordial matter can be made into anything Cmklcz wisehs, or can be stored for later use. It also steals the life force, active spells, powers, and experience levels of anyone “eaten” by the Maw and Cmklcz can take as much of it as she wishes every round.

Cmklcz can roll her morale every round. She has a morale score of 10, but her actual morale is infinite. She can choose what number she rolls. This morale score can be substituted to any other being in the universe she is is, or blanket applied to all beings. All beings then fail or succeed morale according to whichever number she chooses- ignoring all other spells or abilities that use morale. Things without minds can run in terror, cowardly beings will act as bravely as the Gods- whatever she chooses, all beings treat their morale score as she has picked for that round.

Finally, Cmklcz is the embodiment of the concept of desire. Without her, nothing would want anything and all beings would accept not only what they had but what is possible for them equally- nothing would have value, as everything would simply exist as it was. For this reason, Cmklcz can cast an infinite number of Suggestion, Quest, and Remove Curse spells as she wishes, and can change the alignment of any creature she wishes anywhere in the multiverse at any time. For this reason, Cmklcz is also the embodiment of information and can learn all meta knowledge by pressing the ear-hole of her hood against the flat of your gaming table from within it; she knows all information written on the character sheets of all player characters, all of their out of character notes, and can hear anything the party members say both out of character and during breaks of your session.

Djhht-Vfv
HD-
100,000 
AC- Infinite 
Morale- N/A 
Attacks- (+500 To-Hit) Touch at 100d100 (Level Drain, Stat Drain, Ultimate Corrosion) 
Abilities- Aboveness, Drought, Failure, Level Drain, That-Which-Ends

Djhht-Vfv existed after the end of all things, and can come before it as he pleases. Since the other Gods-Above-Gods have infinite lives and infinite universes, everything that is will not end, but he still exists after it. His skeletal face changes for whoever looks at it, and will see teeth that are native to a being of their own race, though they know whatever Djhht-Vfv is that he is both before and after them. He once had a knife, but has since lost it. As the Gods-Above-Gods of Endings, he cannot and chooses not to ever retrieve it.

Djhht-Vfv knows of the limits of all things and can enforce them. If you have anything that relies on a resource, such as ammunition, spells, stamina/mana points, magic item uses, money and so on- it is instantly depleted. Things with infinite supply can be used exactly once, and are then expended and out forever afterwards. This effect applies to anything Djhht-Vfv chooses, anywhere. Djhht-Vfv can also choose to make anyone within the same realm as he is fail any saving throw or roll he chooses, once per round per person.

Whenever this being strikes another, he may drain any amount of levels from that being. He may also drain any amount of stat points or bonus modifiers, end any ongoing magical effects or buffs, and corrode any armor he strikes, as well as corrode any weapon that strikes him even on a failed roll. This works against all weapons and armors, including those that are magic and immune to corrosion, as well as imaginary, natural, or cosmological weapons. Astras are burnt away in the same time as other weapons, but a pile of ash will remain instead of blank nothingness as every other item he destroys leaves behind. He can destroy the pile of Astra-ash as a free action any round afterwards if he wants. Every item he destroys, level/stat/modifier he depletes, and being he kills can never be brought back unless he allows it- immortality and resurrection fails on beings destroyed by his attacks.

As the embodiment of the concept of endings, Djhht-Vfv knows when anything ends or when defeat has gripped the heart of any being. The souls of all dead beings are known to him, and he can choose for them to move to any realm he pleases, or remove them from all realms to float in nothingness, or to destroy them totally. Nobody knows what happens to a soul he destroys permanently, except that it cannot be resurrected or restored in any way by anyone, including gods and other powerful beings. Anything depleted in the universe in general is under his jurisdiction, and therefore can never be brought back or restored in any way unless he allows it. Without him, nothing would ever end and all things would be unchanged and crystalline for all eternity.