Faux Fiends

Illustration by
Arthur H Young

A while back I started a project of converting old monsters for B&T, but changing the names and descriptions so I could just make them open content. I’m not done yet, mostly because I’m planning to illustrate the monsters with nothing but public domain stuff to keep the project “cost effective”, or, as I would put it, cheap.

Since I’m always looking for ways to keep this blog alive, I figured posting a few of these monsters would be a good idea. To keep things interesting, I’ll also post a few old classics from the blog and NOD magazine updated to the new B&T.

Ampe
Type: Monster
Size: Medium
Hit Dice: 6
Armor Class: 16
Attack: Fists (1d4)
Move: 30′
Save: 14
Intelligence: Low
Alignment: Neutral (N)
No. Appearing: 1
XP/CL: 600/7

SD—Immune (electricity)

Ampes are annoying dungeon monsters that hook up with parties (whether they like it or not) and follow them around, getting in the way and making an inordinate amount of noise. They fight to defend themselves, but not the party they are following. They are shaggy humanoids with pointed faces. Ampes are always hungry and thirsty, and they have a terrible lust for treasure, being able to detect precious metals and gems up to 100′ away. If fed or given drink, it becomes wonderfully loyal to its benefactor, but this loyalty ends if the ampe is not given at least 30% of any coins and/or gems its benefactor finds.

Ampes store up great amounts of static electricity in their bodies, and can generate 50 points of electricity damage each day through their touch. It need not inflict all 50 points of damage with a single touch. If it drains all of this power, it immediately falls asleep for one hour, during which time is regenerates up to 25 points of static charge; recharging completely requires another 7 hours of sleep.

Ampes can weave their own hair into nets, which they carry around their waists like belts.

Cyborg
Type: Monster
Size: Medium
Hit Dice: 4
Armor Class: 16
Attack: Bite (1d8) and hook (1d6 + trip) or claw (1d6 + constrict) or ray gun (see below)
Move: 30′
Save: 15
Intelligence: Average
Alignment: Chaotic (CE)
No. Appearing: 1d4
XP/CL: 400/5

These cybernetic outlaws know no fear. They are equipped with metal jaws that can bite through nearly anything (+2 to sunder attacks) and mechanical arms with exchangeable attachments: Ray gun, hook or claw. Cyborgs can store unused weapons on their belts; it takes a full round to exchange one attachment for another.

Dune Devil
Type: Elemental (Earth)
Size: Large
Hit Dice: 6
Armor Class: 17 [+1]
Attack: Shriek (60′/2d6 sonic)
Move: 30′
Save: 14; MR 30%
Intelligence: High
Alignment: Chaotic (NE)
No. Appearing: 1
XP/CL: 1,800/8

Dune devils are gangling monsters who stalk blazing deserts at high sun, feasting on the good and letting the wicked alone. Although they are called “devils”, they are no relation to the actual devils of Hell. Dune devils are brought to the material plane by magical summons. They are peerless trackers (90%). The monster attacks with a shriek. By pressing its lips against a creature, it can kill them instantly (save to negate).