Toxicons [New Monsters]

Lately, I’ve been thinking about useful replacements for some of the traditional low-level monsters – the kobold-goblin-orc-hobgoblin-gnoll-bugbear “chain of fiends”. After all, lots of us have played in quite a few of these here dungeons and have faced more than our fair share of these 0 to 3 HD creeps. Something new might be fun. Additionally, that chain of beings may not be as useful for campaigns that are not Tolkien-fantasy based. With that in mind, I offer up these fearsome fellows – The Toxicons!

The Toxicons are for slightly higher than 1st/2nd level parties, owing to the fact that all of them bring poison to the table, and most low-level parties will find poison a very difficult challenge to surmount. They were actually inspired by an episode of Adventure Time, maybe the most inspirational show in history for gonzo role playing.

CREEPERS
Small Humanoid, Chaotic (NE), Low Intelligence; Gang (1d8)

HD 0
AC 13 (leather armor and buckler)
ATK By weapon
MV 20
SV F14 R16 W17
XP 50 (CL 1)

Creepers are gaunt creatures that stand about 3 to 4 feet in height, though their hunched backs make them look shorter. They have dog-like faces, with downward-pointing teeth jutting from their muzzles, brilliant green eyes, greyish skin that looks warty and wrinkled in places, and a single row of bony nodules running from their forehead to the back of their skulls.

Once per day, a creeper can cough up a bluish mist in the face of an opponent. This mist consists of Poison I and forces the adventurer to either hold their breath (treat them as fatigued while holding their breath, which they can do for a number of rounds equal to 3 + their Constitution bonus) or succeed at a Fortitude saving throw to avoid falling asleep.

Creepers generally wear scanty bits of armor, and rarely more than leather. They arm themselves with small weapons and bucklers.

GRAPPLERS
Medium Humanoid, Chaotic (NE), Average Intelligence; Gang (1d6)

HD1
AC 14 (studded leather armor and buckler)
ATK By weapon
MV 30
SV F13 R15 W15
XP 100 (CL 2)

Grapplers are the larger cousins of the creepers. They look like taller creepers, with smaller muzzles, two rows of nodules on their heads, and longer arms that look like a cross between a humanoid arm and a tentacle. Male grapplers have manes of short, brownish fur covering their necks and shoulders.
Grapplers are covered in a thin sheen on contact poison (Poison II). Any creature coming into direct contact with a grappler must pass a Fortitude save to avoid the poison, adding their armor bonus to their saving throw.

CRUSHERS
Medium Humanoid, Chaotic (NE), Low Intelligence; Gang (1d6)*

HD 1+1
AC 16 (chainmail and shield)
ATK By weapon
MV 30
SV F13 R15 W16
XP 100 (CL 2)

Crushers are the largest of the Toxicons, standing a bit taller than a human being. They are rugged and muscular. Their faces have weak chins and down-turned mouths that usually hang open, revealing their sharp teeth. They are hairier than the smaller toxicons, being entirely covered with brownish fur of varying lengths.

Crushers emit a cloud of toxins in a 5-ft radius. Any creature coming into this cloud must hold their breath (see above) or pass a Fortitude save against a weak form of Poison III (1d4 damage). As the shock troops of the Toxicon species, crushers usually wear heavier armor (up to chainmail) and wield heavy bludgeoning weapons and shields.

LORDSMedium Humanoid, Chaotic (NE), High Intelligence; Gang (1d4)*

HD 2
AC 15 (chainmail and buckler)
ATK By weapon
MV 30
SV F12 R15 W14
XP 200 (CL 3)

The lords of the toxicons are notably smarter than their fellows. They look like grapplers with prominent foreheads and bluish skin and black manes that cover their knobby heads (save for their foreheads) and backs. They are known for the magical powers. Most lords wear chainmail or heavier armor and carry bucklers and piercing weapons (like spears).

Spells: 3/day — poison

Special: Immune to poison