Grimm Continues … More Monsters for Mother Goose & Goblins

Yeah, I know, this is taking forever. What can I say?

Nixie: Nixies dwell in the rivers and streams of Fairyland, and are more apt to be seductive and cruel than playful and kind. They are aligned with Hearts, and are wicked 75% of the time.

Ogre: Ogres in Fairyland come in two varieties, the traditional man-eating lout who carries a club and takes great delight in frightening people with their fangs, and the spellcasting ogre mages who cultivate a veneer of civilization (though they remain just as thoroughly wicked and hungry for human beings), like the one who appears in Puss-in-Boots. Either way, they conform to the ogre and ogre mage stats in traditional D&D. Ogres are aligned with Clubs (wicked) and ogre mages with Diamonds (wicked).

Pixie: Pixies (or sprites) are the most numerous of the fairy folk. They dwell in meadows and glades and disguise their villages with cunning illusions. Many become attendants of fairy knights.

Rat Swarm: We all remember the tale of the Pied Piper, and thus know that great swarms of rats have a definite place in Fairyland. Many fairy tales were born during the plague years of Europe, and thus rat swarms in Fairyland always carry that disease with their bite.

Rat Swarm: HD 4; AC 5; Atk 1; Dmg 1d6 + save vs. disease; Move 150; Save as Ftr 4

Red Bull: Red bulls are two-headed, fire-breathing bulls that can be treated as chimeras without the wings, sans the dragon and lion bite attacks, but with two butt/gore attacks. They are aligned with Clubs (wicked)

Revenant: Zombies in MG&G are called revenants. They differ from traditional D&D zombies by retaining their intelligence and memories (and alignment), though they are always twisted and wicked in their dealings with the living. It is not uncommon to find them traveling with their coffins upon their backs.

Robber: Robbers are the bandits of MG&G, and conform to the stats for bandits or brigands. They may form small gangs (3d6 individuals) who waylay travelers through woodlands, or they might form larger bodies (up to 40!) who have their lairs in secret caves and attack entire villages for the purpose of plunder.

Roc: The mighty roc makes an appearance now and again in Fairyland, swooping in from balmy seas beyond the mountains of Jinnistan on its way to visit the east wind. They are aligned with nothing and nobody.

Satyr: Satyrs in MG&G are the same as in D&D, save they are a bit hornier and more frightening. Satyrs are aligned with Hearts, and though not completely wicked, they definitely push the boundaries of polite behavior and have significant difficulties in restraining themselves around females (save vs. spells).

Sorcerer: Sorcerers are men who practice the magical arts, and are thus capable of casting spells as fairy godmothers (roll level on 2d4). Sorcerers may be aligned with any of the factions, but 5 in 6 are thoroughly wicked and corrupt due to their willingness to deal with demons. 1 in 6 sorcerers is a white magician.

Sphinx: Sphinxes are not common in Fairyland, but they do exist. All sphinxes in Fairyland are gynosphinxes, and they are typically aligned with Clubs (wicked), as they enjoy throttling travelers who cannot answer their riddles.

Treant: The treants of Fairyland are pretty similar to those of traditional D&D, save they are usually incapable of moving around. A treant that isn’t talking is only recognized as a treant on a roll of 1 on 1d6 (or 1-3 on 1d6 for dwarves and fairy knights and other fairy folk). Treants do not get on well with woodsmen. Treants are often aligned with Hearts, but some trees are aligned with Clubs.

Troll: Trolls adhere to the same rules as in traditional D&D, with the exception that some of them turn to stone in the light of the sun (either permanently, or only until nightfall). All trolls must save vs. spells or run in terror when they hear the peeling of church bells.

Wicked Witch: Hags in MG&G are known as wicked witches. They are not, of course, old misunderstood women, but evil fairies who seek out the helpless and innocent to consume. Just use the various hag stats in D&D, but give them the ability to cast spells as fairy godmothers. Wicked witches are aligned with Clubs (wicked).