Blood and Treasure – All the Monsters from A to Z … B!

Continuing all those handy dandy Blood and Treasure monster stat blocks … enjoy the B monsters (as in “starts with”, not “second rate”).

Baboon, Medium Animal: HD 1; AC 13; ATK 2 bite (1d6); MV 40 (Climb 30); F13 R13 W18; AL Neutral (N); XP 50; Special—None.

Badger, Small Animal: HD 1; AC 15; ATK 2 claws (1d3) and bite (1d4); MV 30 (Burrow 5); F14 R13 W18; AL Neutral (N); XP 100; Special—Rage.

Giant Badger, Medium Animal: HD 3; AC 16; ATK 2 claws (1d4) and bite (1d6); MV 30 (Burrow 10); F12 R12 W17; AL Neutral (N); XP 300; Special—Rage.

Bafana, Medium Monstrous Humanoid: HD 1; AC 16; ATK 1 spear (1d8) or dagger (1d4 + poison II); MV 40 (Climb 20); F15 R13 W12; AL Neutral (N); XP 100; Special—Summon swarm (5% per bafana).

BARGHEST

Barghest, Medium Outsider: HD 6; AC 18 [+1]; ATK 2 claws (1d4) and bite (1d6); MV 30; F10 R10 W9; AL Chaotic (CE); XP 1500; Special—Devour corpse.

Greater Barghest, Large Outsider: HD 9; AC 19 [+1]; ATK 2 claws (1d6) and bite (1d8) or weapon (1d10); MV 40; F9 R9 W8; AL Chaotic (CE); XP 2250; Special—Devour corpse, change shape.

Giant Barracuda, Large Animal: HD 5; AC 16; ATK 1 bite (2d6); MV Swim 60; F10 R10 W16; AL Neutral (N); XP 250; Special—Surprised (1 in 8), surprise (3 in 6), +1 initiative.

Basilisk, Medium Magical Beast: HD 6; AC 16; ATK 1 bite (1d8); MV 20; F10 R10 W15; AL Neutral (N); XP 1500; Special—Surprise (2 in 6, deserts), petrifying gaze.

Giant Bass, Large Animal: HD 2; AC 13; ATK 1 bite (1d6 + swallow whole); MV Swim 40; F11 R12 W18; AL Neutral (N); XP 100; Special—None.

Giant Bat, Small Animal: HD 4; AC 20; ATK 1 bite (1d8); MV 20 (Fly 40); F12 R11 W17; AL Neutral (N); XP 400; Special—Echolocation, vulnerable to sonic damage.

Bat Monster, Large Monstrous Humanoid: HD 8; AC 13; ATK 2 claws (1d6) and bite (2d8); MV 10 (Fly 50); F10 R9 W10; AL Chaotic (CE); XP 800; Special—Echolocation, vulnerable to sonic damage, deafening shriek.

BEAR

Black Bear, Medium Animal: HD 3; AC 13; ATK 2 claws (1d4 + constrict) and bite (1d6); MV 40; F12 R12 W17; AL Neutral (N); XP 300; Special—None.

Brown Bear, Large Animal: HD 6; AC 15; ATK 2 claws (1d8 + constrict) and bite (2d6); MV 40; F9 R10 W15; AL Neutral (N); XP 600; Special—None.

Cave Bear, Large Animal: HD 12; AC 17; ATK 2 claws (2d6 + constrict) and bite (2d8); MV 40; F6 R7 W12; AL Neutral (N); XP 1200; Special—None.

Polar Bear, Large Animal: HD 8; AC 15; ATK 2 claws (1d10 + constrict) and bite (2d6); MV 40; F8 R9 W14; AL Neutral (N); XP 800; Special—None.

Giant Bee, Medium Vermin: HD 3; AC 14; ATK 1 sting (1d4 + poison III); MV 20 (Fly 80); F12 R13 W14; AL Neutral (N); XP 300; Special—None.

BEETLE

Giant Bombardier Beetle, Medium Vermin: HD 2; AC 16; ATK 1 bite (1d4) and acid spray (10’ cone/1d6); MV 30; F12 R15 W15; AL Neutral (N); XP 200; Special—None.

Giant Fire Beetle, Small Vermin: HD 1; AC 16; ATK 1 bite (2d4); MV 30; F14 R15 W15; AL Neutral (N); XP 50; Special—None.

Giant Rhinoceros Beetle, Huge Vermin: HD 12; AC 18; ATK 1 bite (2d8) and gore (2d6) or trample (3d6); MV 20; F4 R9 W9; AL Neutral (N); XP 1200; Special—None.

Giant Stag Beetle, Giant Stag Beetle: HD 7; AC 19; ATK 1 bite (4d6); MV 20 (Fly 10); F9 R12 W12; AL Neutral (N); XP 700; Special—None.

Giant Tiger Beetle, Medium Vermin: HD 3; AC 17; ATK 1 bite (2d6); MV 60; F12 R13 W14; AL Neutral (N); XP 150; Special—None.

Beetlor, Large Monstrous Humanoid: HD 8; AC 18; ATK 2 claws (2d6) and bite (1d10); MV 20 (Burrow 10); F10 R9 W9; AL Chaotic (CE); XP 800; Special—Sickening gaze.

Behir, Huge Magical Beast: HD 9; AC 19; ATK 1 bite (2d4 + swallow whole) or coils (constrict); MV 40 (Climb 15); F6 R9 W12; AL Neutral (N); XP 900; Special—Spit lightning (20’/7d6, once every 10 rd), immune to electricity and trip attacks.

Belker, Large Air Elemental: HD 7; AC 20; ATK 2 wings (1d6), 2 claws (1d3) and bite (1d4); MV 30 (Fly 50); F11 R9 W13; AL Chaotic (CE); XP 700; Special—Smoke form, engulf.

BLACK PUDDING

Black Pudding, Huge Ooze: HD 10; AC 3; ATK 1 slam (2d6 + 2d6 acid + engulf); MV 20 (Climb 20); F7 R10 W10; AL Neutral (N); XP 1000; Special—Acid, split, immune to mind effects, weapon resistance.

Brown Pudding, Huge Ooze: HD 11; AC 3; ATK 1 slam (2d6 + 2d6 acid + engulf); MV 20 (Climb 20); F7 R10 W10; AL Neutral (N); XP 1100; Special—Acid, split, immune to mind effects, weapon resistance.

Dun Pudding, Huge Ooze: HD 8; AC 3; ATK 1 slam (2d6 + 2d6 acid + engulf); MV 20 (Climb 20); F8 R11 W11; AL Neutral (N); XP 1000; Special—Acid, split, immune to mind effects, weapon resistance.

White Pudding, Huge Ooze: HD 9; AC 3; ATK 1 slam (2d6 + 2d6 acid + engulf); MV 20 (Climb 20); F8 R11 W11; AL Neutral (N); XP 1000; Special—Acid, split, immune to mind effects, weapon resistance.

Blink Dog, Small Magical Beast: HD 4; AC 16; ATK 1 bite (1d6); MV 40; F12 R11 W14; AL Lawful (LG); XP 400; Special—Blink.

Boar, Medium Animal: HD 3; AC 16; ATK 1 gore (1d8); MV 40; F12 R12 W17; AL Neutral (N); XP 300; Special—Ferocity.

Giant Boar, Large Animal: HD 7; AC 15; ATK 1 gore (1d10); MV 40; F9 R10 W15; AL Neutral (N); XP 700; Special—Ferocity.

Bodak, Medium Undead: HD 9; AC 19 [+1]; ATK 1 slam (1d8); MV 20; F11 R11 W10; AL Chaotic (CE); XP 2250; Special—Flee from sunlight, death gaze, spawn, immune to electricity.

Bounder, Large Monstrous Humanoid: HD 6; AC 16; ATK 4 claws (1d4), mandibles (1d6 + poison II); MV 40; F11 R10 W10; AL Neutral (N); XP 600; Special—Leap, deflect missiles (4/rd).

Brain Mole, Tiny Magical Beast: HD 1; AC 14; ATK 1 bite (1d3); MV 15 (Burrow 15); F16 R14 W18; AL Neutral (N); XP 250; Special—Mind leech; Spells—3/day-mind thrust, repulsion.

Brownie, Tiny Fey: HD 0; AC 17; ATK 1 dagger (1d3); MV 20; F19 R13 W12; AL Lawful (LG); XP 50; Special—Surprise (3 in 6), magic resistance 25%; Spells—1/day—confusion, continual flame, dancing lights, dimension door, magic circle against evil, mirror image, ventriloquism.

Bugbear, Medium Humanoid: HD 3; AC 14 (leather and buckler); ATK 1 weapon (1d10); MV 30; F12 R14 W14; AL Chaotic (CE); XP 150; Special—Surprise (3 in 6).

Bulette, Huge Magical Beast: HD 9; AC 20; ATK 2 claws (2d6) and bite (2d10); MV 40 (Burrow 10); F6 R9 W14; AL Neutral (N); XP 900; Special—Sense movement, surprise (4 in 6).

Precision Swiss Dungeoneering

Image by Joshua Sherurcij

I honestly don’t know. I go on a walk. A funny idea pops into my head, which I quickly dismiss. Then a couple more thoughts pop in to flesh out the original idea, and the next thing you know I’m writing up a Blood & Treasure class called the Switzer. On the other hand, one of the founders of the hobby was of Swiss origin, so maybe this class is way overdue!

The Switzer

Switzers are folks from mountainous regions who live up to several flimsy stereotypes (and outright fabrications!) and delve in dungeons. Hey, the inspiration behind this idea is pretty sparse, just do me a favor and roll with it.

Switzers advance in level as rangers.

A life in the mountains has given the 1st level Switzer (regular) a knack at noting unusual stonework and slopes as a dwarf (or count these abilities as skills if the Switzer is a dwarf). Switzers also have an innate money sense. They can calculate a number of coins and the value of gemstones with 80% accuracy. When buying goods, they can make an Intelligence check to either find a bargain (10% discount) or to find superior merchandise (pay a 50% premium, gain a +1 bonus to checks or attacks when using the item).

Switzers must remain true neutral for their entire careers, but they have mercenary hearts and can commit Lawful, Chaotic, Good or Evil acts at the cost of 10 gp per Switzer level. A Switzer who strays from neutrality becomes a normal fighter with the fighting ability of a cleric until he or she receives an atonement spell.

The mountain homes of Switzers are lousy with mad wizards and scientists, so 3rd level Switzers (mountaineer) thus gain particular skill at combating one of their most common and hideous creations, the flesh golem. Against a flesh golem, a Switzer gains a +1 bonus to hit and scores double damage on a successful hit. At 7th level (hellebardier), the Switzer’s innate familiarity with clockworks gives him a similar advantage against iron golems, antikytheres, automatons (i.e. mechanical men) and other clockwork creatures.

A 4th level Switzer (gardist) becomes a master of the pole arm and pike, gaining a +1 bonus to hit and damage with them. When fighting in formation, the Switzer also gains a +1 bonus per 5 fellow warriors (similarly armed) in the formation to Armor Class, up to a +4 bonus.

A 5th level Switzer (Alpinist) can undertake a quest, guided by a divine vision, to find and gain the service of an unusually intelligent, strong, and loyal St. Bernard to serve him. If the Switzer’s dog dies, he must wait until gaining another level of Switzer to undertake the quest again.

The St. Bernard has the following stats:

St. Bernard, Medium Magical Beast: HD 2+2; AC 16; ATK 1 bite (1d6); MV 40; F12 R12 W16; AL N (LN); XP 200; Special—Resistance to cold, cask of wine (produces enough restorative brandy to restore a total of 2 hp per Switzer level per day), low intelligence.

A 6th level Switzer (yodeler) can cast a small collection of spells by yodeling. The spells are drawn from the following list. The Switzer can cast as many spells as the paladin (see B&T Player’s Guide).

Level One: Cause fear, charm person, daze, hideous laughter, message, open/close, sleep

Level Two: Animal trance, daze monster, enthrall, hold person, rage, shatter, sound burst

Level Three: Charm monster, confusion, crushing despair, good hope, speak with animals

Level Four: Dominate person, hold monster, repel vermin, shout

An 8th level Switzer (Reisläufer) gains the ability to manufacture magical cheeses. The cheeses must be created from the milk of a magical beast (one with the proper equipment, of course), and can be infused with a spell effect that duplicates one of the monster’s special abilities or one spell up to 4th level that the monster can cast. Making the cheese takes as long as brewing an equivalent potion, and requires a proper kitchen.

A 10th level Switzer (Burgrave) can choose to establish a stronghold in the wilderness and gain followers (see High Level Play below). The lands controlled by the burgrave are called a canton. A Switzer who commands a canton attracts 1d6 men-at-arms per level, 1d6 first level Switzers who wish to train under them and one 3rd level Switzer to serve as a leutnant. These Switzers should be generated as characters under control of the player.

Edited 9/19 – Made a correction in the text and added an ability

Blood and Treasure – All the Monsters from A to Z

I’m now working on the final stages of the Damnable Sea hex crawl that will show up in NOD 21 (along with some other fun stuff as well, of course). The final stage for me is always adding in stat blocks for the monsters and NPCs. While I’m writing, I find stopping to mess with stats annoying, so I usually write these things in a few stages:

1. I use an excel document with tons of virtual look-ups to populate the hex crawl with very simple indicators. This tells me where the strongholds, cities, monster encounters, etc. are going to be.

2. I transfer these ideas into a word document, adjusting the locations a bit to make sure I have a pretty good spread over the hex crawl – I don’t want things too clustered.

3. I go through all of these locations and thumbnail them in, sometimes using random generators (some of my own design) to help the process along.

4. I flesh out all of the entries, making them appear as they will in the finished product.

5. I make a second pass to edit the writing and add all of the monster and NPC stats.

6. Another round of editing, and add images and formatting.

So, since I’m working on my third or fourth B&T hex crawl (and expect to do many more in the future), I’ve finally decided that I need to stop re-inventing the wheel and just make a catalog of monster stat blocks. I’ve already created an excel document to help generate NPC stat blocks, since they’re more variable – now it’s the monster’s turn.

Since I’m creating this catalog anyways, and since it might be useful to all you folks out there in television land, I’m going to start posting the stat blocks on this blog, beginning with the “A” monsters. Enjoy!

A

Aasimar, Medium Humanoid: HD 1; AC 16 (chain and buckler); ATK 1 weapon (1d8); MV 30; F13 R15 W15; AL Lawful (LG); XP 100; Special—Resistance to electricity; Spells—1/day-Daylight.

Aboleth, Huge Abberation: HD 8; AC 16; ATK 4 tentacles (1d8 + slime); MV 10 (Swim 60); F8 R10 W8; AL Chaotic (CE); XP 2000; Special—Dominate person (3/day), slime, muscus cloud; Spells–At will—hypnotic pattern, illusory wall, mirage arcana, persistent illusion, programmed illusion, project image, veil.

Achaierai, Large Outsider: HD 6; AC 19; ATK 2 claws (2d6) and bite (4d6); MV 50; F9 R9 W10; AL Chaotic (CE); XP 600; Special—Toxic cloud, magic resistance 15%.

Aerial Servant, Medium Air Elemental: HD 16; AC 19 [+1]; ATK 2 slams (2d8 + constrict); MV 60 (Fly 60); F7 R4 W8; AL Neutral (N); XP 4000; Special—Natural invisibility, wind blast (2/day).

Allip, Medium Undead: HD 4; AC 15 [silver]; ATK 1 strike (1d4 wisdom drain); MV Fly 30; F14 R14 W11; AL Chaotic (CE); XP 1000; Special—Hypnotic muttering, tortured mind, incorporeal.

Almesith, Medium Magical Beast: HD 7; AC 12; ATK 3 claws (1d8); MV 30; F10 R10 W11; AL Chaotic (CE); XP 700; Special—Anti-magic field.

AMAZON

Blue Amazon, Medium Humanoid: HD 1+1; AC 19 (plate and shield); ATK 1 spear (1d8); MV 30; F15 R13 W15; AL Lawful (LG); XP 100; Special—Magic resistance 10%, immune to surprise.

Green Amazon, Medium Humanoid: HD 1+1; AC 17 (chain and shield); ATK 2 longbow (1d8) or 1 spear (1d8); MV 30; F15 R13 W15; AL Neutral (N); XP 100; Special—Track and survive.

Red Amazon, Medium Humanoid: HD 1+1; AC 17 (chain and shield); ATK 2 longsword (1d8); MV 30; F15 R13 W15; AL Chaotic (CE); XP 100; Special—Immune to fear.

Amphisbaena, Medium Dragon: HD 8; AC 17; ATK 2 bites (1d6 + poison II) and 2 claws (1d6); MV 30; F9 R9 W9; AL Neutral (N); XP 2000; Special—Surprised (1 in 8), spit lightning (3/day, 4d6 + personality switch), immune to electricity and sleep.

Anaxim, Large Construct: HD 16; AC 23 [+2]; ATK 2 blades (2d6 + rend), 2 slams (2d6) or lightning bolt (60’/8d6) or sonic blast (60’/8d6 + deafness); MV 30 (Fly 120); F6 R6 W7; AL Neutral (LN); XP 4000; Special—Telepathy (1000’), immune to mind-affecting effects (charms, illusions, fear), ability damage and drain, poison, sleep, disease, paralysis, polymorph, petrification, all form-altering effects and all death effects, regenerate, magic resistance 50%, resistance to cold and fire; Spells—Continuous—nondetection, true seeing; At will—dispel magic, displacement, ethereal jaunt, improved invisibility. Four times per day, an anaxim can summon an iron golem.

ANGEL

Astral Deva, Medium Outsider: HD 12; AC 24 [+1]; ATK 1 +2 heavy mace (1d8+7 + stun 1d6 rd) or slam (1d10); MV 50 (Fly 100); F7 R6 W4; AL Lawful; XP 3000; Special— Immune to acid, cold and paralysis, aura of protection, resistance to electricity and fire, magic resistance 30%; Spells–Continuous—tongues; At will—aid, continual flame, cure disease, detect evil, detect lie, dispel evil, dispel magic, holy aura, holy smite, holy word, invisibility (self), plane shift, polymorph self, remove curse, remove fear; 7/day—cure light wounds, detect invisibility; 1/day—blade barrier, heal.

Planetar, Large Outsider: HD 14; AC 25 [+2]; ATK 1 +2 greatsword (2d6+8) or slam (2d8); MV 30 (Fly 90); F6 R6 W3; AL Lawful; XP 3500; Special— Immune to acid, cold and paralysis, aura of protection, resistance to electricity and fire, magic resistance 35%, regenerate (unholy); Spells–Continuous—detect evil, detect lie, detect snares and pits, detect invisibility, tongues, true seeing; At will—continual flame, cure disease, dispel magic, holy smite, invisibility (self), remove curse, remove fear, restoration, speak with dead; 3/day—blade barrier, flame strike, polymorph (self), power word stun, raise dead, waves of fatigue; 1/day—earthquake.

Solar, Large Outsider: HD 22; AC 26 [+3]; ATK 1 +3 dancing greatsword (2d6+10) or +1 longbow (100’/1d8+1) or slam (2d10); MV 50 (Fly 150); F3 R3 W3; AL Lawful; XP 5500; Special— Immune to acid, cold and petrification, resistance to electricity and fire, aura of protection, magic resistance 75%, regenerate; Spells– Continuous—detect evil, detect lie, detect snares and pits, detect invisibility, tongues, true seeing; At will—aid, animate objects, commune, continual flame, cure disease, dimensional anchor, dispel magic, holy smite, imprisonment, invisibility (self), polymorph (self), power word stun, remove curse, remove fear, resist energy, restoration, summon monster VII, speak with dead, waves of fatigue; 3/day—blade barrier, earthquake, heal, permanency, resurrection; 1/day—power word blind, power word kill, power word stun, prismatic spray, wish (others).

ANIMATED OBJECT

Animated Object-Small, Small Construct: HD 1; AC 14; ATK 1 slam (1d4); MV 30; F16 R15 W15; AL Neutral (N); XP 50; Special—None.

Animated Object-Medium, Medium Construct: HD 2; AC 14; ATK 1 slam (1d6); MV 30; F14 R14 W14; AL Neutral (N); XP 100; Special—None.

Animated Object-Large, Large Construct: HD 4; AC 14; ATK 1 slam (1d8); MV 20; F11 R12 W12; AL Neutral (N); XP 200; Special—None.

Animated Object-Huge, Huge Construct: HD 12; AC 12; ATK 1 slam (2d6); MV 10; F3 R5 W9; AL Neutral (N); XP 600; Special—None.

Ankheg, Large Magical Beast: HD 3; AC 18; ATK 1 bite (2d8 + 1d4 acid); MV 30 (Burrow 20); F11 R12 W17; AL Neutral (N); XP 300; Special—Tremorsense, spit acid (Once per 6 hours, 30’/4d4).

ANT

Giant Worker Ant, Medium Vermin: HD 2; AC 17; ATK 1 bite (1d6); MV 50 (Climb 20); F11 R13 W14; AL Neutral (N); XP 100; Special—None.

Giant Soldier Ant, Medium Vermin: HD 2; AC 17; ATK 1 bite (1d6); MV 50 (Climb 20); F11 R13 W14; AL Neutral (N); XP 100; Special—None.

Giant Worker Ant, Medium Vermin: HD 2; AC 17; ATK 1 bite (1d6); MV 50 (Climb 20); F11 R13 W14; AL Neutral (N); XP 100; Special—None.

ANTIKYTHERE

Bronze Antikythere, Small Construct: HD 2; AC 17; ATK 1 bite (1d6) or chakram (1d4); MV 30 (Burrow 15); F16 R15 W15; AL Neutral (N); XP 200; Special—Earthquake, immune to electricity, magic resistance 10%, paralyzed by dispel magic, vulnerable to sonic energy.

Silver Antikythere, Small Construct: HD 4; AC 16; ATK 1 bite (1d6) or chakram (1d4) or acid arrow; MV 30 (Burrow 15); F15 R14 W17; AL Neutral (N); XP 400; Special—Earthquake, immune to acid and electricity, magic resistance 20%, paralyzed by dispel magic, vulnerable to sonic energy.

Gold Antikythere, Small Construct: HD 6; AC 15; ATK 1 bite (1d6) or chakram (1d4); MV 30 (Burrow 15); F13 R12 W13; AL Neutral (N); XP 600; Special—Earthquake, immune to fire and electricity, magic resistance 30%, paralyzed by dispel magic, vulnerable to sonic energy.

APE

Carnivorous Ape, Large Animal: HD 4; AC 14; ATK 2 claws (1d6) and bite (1d6); MV 30 (Climb 30); F10 R11 W17; AL Neutral (N); XP 400; Special—None.

Giant Ape, Huge Animal: HD 8; AC 15; ATK 2 claws (1d8 + rend) and bite (1d8); MV 30 (Climb 15); F6 R9 W14; AL Neutral (N); XP 800; Special—None.

Aranea, Medium Magical Beast: HD 3; AC 13; ATK 1 bite (1d6 + poison) or web; MV 50 (Climb 20); F12 R11 W13; AL Neutral (N); XP 300; Special—Change shape.

Archer Tree, Large Plant: HD 7; AC 13; ATK 1d4 needles (100’/1d6 + poison II); MV 5; F9 R15 W15; AL Neutral (N); XP 700; Special—None.

Arrowhawk, Medium Magical Beast: HD 7; AC 20; ATK 1 lightning bolt (50’/2d8) or bite (1d8); MV 10 (Fly 60); F10 R9 W12; AL Neutral (N); XP 700; Special—Immune to electricity and poison.

ARCHON

Hound Archon, Medium Outsider: HD 6; AC 19 [+1]; ATK 1 bite (1d8) or +1 greatsword (1d10+4) and bite; MV 40; F10 R10 W10, +4 vs. poison; AL Lawful (LG); XP 1500; Special—Tongues, righteous aura, smite evil 1/day, immune to electricity and petrification, magic resistance 15%; Spells–Continuous—magic circle against evil, tongues; At will—aid, continual flame, detect evil, message, teleport.

Lantern Archon, Small Outsider: HD 1; AC 15 [+1]; ATK 2 light rays (30’/1d6); MV Fly 60; F14 R12 W14, +4 vs. poison; AL Lawful (LG); XP 250; Special—Tongues, righteous aura, immune to electricity and petrification; Spells–Continuous—magic circle against evil, tongues; At will— aid, detect evil, continual flame.

Trumpet Archon, Medium Outsider: HD 12; AC 23 [+1]; ATK 1 +2 greatsword (1d10+6); MV 40 (Fly 90); F7 R7 W6, +4 vs. poison; AL Lawful (LG); XP 3000; Special—Tongues, righteous aura, immune to electricity and petrification, magic resistance 30%; Spells–Continuous—magic circle against evil, tongues; At will—detect evil, continual flame, message.

Assassin Vine, Large Plant: HD 4; AC 15; ATK 1 slam (1d8 + constrict); MV 5; F10 R17 W14; AL Neutral (N); XP 400; Special—Surprise (4 in 6).

Athach, Huge Giant: HD 14; AC 19; ATK 3 clubs (3d8) and bite (2d8 + poison) or 3 rocks (60’/2d6); MV 50; F3 R7 W9; AL Chaotic (CE); XP 3500; Special—Poison (paralyzes for 1d6 rd).

Automaton, Medium Construct: HD 1+1; AC 16; ATK 1 heavy mace (1d6+3) or fists (1d2+2); MV 30; F15 R15 W15; AL Neutral (N); XP 100; Special—Immune to disease and poison, resistance to electricity.

Axebeak, Large Animal: HD 3; AC 14; ATK 2 talons (1d6) and bite (2d6); MV 50; F11 R11 W17; AL Neutral (N); XP 150; Special—None.

Azer, Medium Outsider (Fire): HD 2; AC 21 (scale and shield); ATK 1 heavy mace (1d6 + 1 fire) or spear (1d8 + 1 fire) or fists (1d4 + 1 fire); MV 30; F12 R12 W12; AL Neutral (LN); XP 200; Special—Immune to fire, magic resistance 5%, vulnerable to cold.

Numerology + Hydra = Mystic Hydra

Imagine taking a normal hydra (i.e. normal hydra stats), but then adding a magical powers based on the number of heads possessed by the hydra.

For this iteration of the classic monster, I developed powers for nine heads. Additional heads beyond nine look like the first set of heads, in order, and usually bolster the powers of that head.

The mystic hydra heads appear roughly humanoid, but they have broad, toothy mouths that are very inhuman and quite unsettling (I’m picturing the famous old illustration of the manticore – just Google it). The first nine heads are as follows:

Head 1: The head of a red-faced man with a giant mustache. Grants the monster +1 to initiative; heads 10, 19, etc. look the same and add one more point to initiative.

Head 2: The head of a chubby, freckle-faced female druid. Grants the monster protection from good and protection from evil; heads 11, 20, etc. look the same and increase the range of the protection by 10-ft. each
Head 3: The head of a dashing, mustachioed man. Grants the monster charm person three times per day; heads 12, 21, etc. look the same and increase the potency of the spell to charm monster, then suggestion, then command.
Head 4: The head of a turbaned sage with a pronounced overbite. Blood spilled from the monster with four heads turns into a single cobra. Blood is spilled when the monster is struck by a cutting weapon that does at least half its potential max. damage against the monster (i.e. 3-4 points for a dagger, 4-6 points for a short sword, etc.). Heads 13, 22, etc. look the same, and increase the number of cobras created from spilled blood.
Head 5: The head of a hawk-nosed woman with leering eyes. Grants the monster the power of haste; heads 14, 23, etc. look the same and increase the monster’s base land speed by 5 feet.
Head 6: The head of a matronly woman with long braids. Grants the monster the ability to cast crushing despair one time per day; heads 15, 24, etc. increase the uses of crushing despair by one per day  (or to put it another way, each such head can cast the spell once).
Head 7: The head of an anti-bishop wearing a black mitre. Grants the monster the blink ability, per the blink dog. Heads 16, 25, etc. gain the ability to cast one 1st level cleric spell each.
Head 8: The head of a man with a blue, barbed beard. Grants the monster the ability to spit a 2 dice lightning bolt from this head. Heads 17, 26, etc. look the same and can also spit lightning bolts.
Head 9: The head of a beautiful and terrible elven queen. Victims of this head’s bite might be polymorphed (Fortitude save; use the reincarnation table to see what they turn into; lasts for 1d4 days). Heads 18, 27, etc. look the same and have the same power.

All or Nothing (or Head-to-Head) Combat Rolls

On my walk today, I started thinking about variations on Blood & Treasure (and all the games it is based on, of course) combat. The traditional form is for one entity to make an attack roll against a static defense score, followed by its opponent (or opponents) doing the same, each success causing damage until somebody is out of hit points.

It occurred to me that a different effect could be achieved by each entity in a combat rolling a d20 at the same time in an attempt to out-roll their opponent. Whoever rolls the highest in this little duel wins the round and deals damage. Again, repeat until somebody is out of hit points.

The first step to running this combat is to calculate the entity’s total combat bonus (TCB, if you’re an Elvis fan).

Character TCB = Attack bonus + Strength modifier + Dexterity modifier + Armor bonus + miscellaneous modifiers

Monster TCB = Hit Dice bonus + Size bonus (Large +2; Huge +4) + Speed bonus (Fast +2; Very Fast +4) + Armor bonus + miscellaneous modifiers

The miscellaneous modifiers would be from magic weapons, special abilities, fighting with two weapons, or in B&T any tactical advantages a character manages to have.

When it comes time to fight, each combatant rolls 1d20 and adds their TCB. Whoever rolls the highest wins the round and the loser suffers normal damage (or other effects) from the attack form being employed by the attacker.

When multiple entities are attacking a single entity, they can either pool their TCB’s for a single roll, or each can take a tactical advantage and roll separately. If rolling separately, the defender must then roll against each of them, splitting his TCB as he sees fit.

Monsters with multiple attacks (including fighters or two-weapon wielding characters) can either direct each attack (with full TCB added to each) against multiple opponents, or concentrate attacks (combining damage) against single opponents.

This could be an interesting way to alter the generally accepted tactics of B&T-style combat. Things in this system could go badly very quickly, which might make things more “grim and gritty”. Then again, since its totally untested, this system might just completely screw up your game!

If you try this out, let me know how it worked in the comments or via email.

Invasion of the Pod Jellies

While writing the new hexcrawl, I scribbled these lovely fellows out and thought folks might find a use for them …

Several (3d4) large seed pods float in the ocean here, and might be seen (1 in 6 chance) by a vessel passing through this hex. The pods are about 6 feet long and consist of a very thick, green hide (Armor Class 18). The pods should be treated as having 20 hit points. They are vulnerable to fire, but immune to cold.

Within the pod, there is a strange, gelatinous life form that, through its mental powers, can understand and duplicate any sentient humanoid. Each pod jelly picks a single humanoid to make its own, using its ESP to choose a likely candidate, and each day absorbs a portion of their being (i.e. 1d6 points of constitution damage) while turning itself into a clone or replica of that person. The pod must be within 30 feet of its victim to do this, and victim receives a Will saving throw each day to resist the effect. When the original’s constitution is reduced to zero, the clone bursts forth from the pod and the original’s body disintegrates.

The pod jellies duplicate the original’s body (i.e. hit dice and physical ability scores) and mind (intelligence and charisma scores, though wisdom is never higher than 6) perfectly, knowing all they knew and having the same general special abilities. They cannot, however, exhibit emotion or faith, and emotion based powers (such as a berserk rage or a cleric’s divine powers), are duplicated and therefore they are not possessed.

POD JELLY
Medium Ooze, Chaotic (NE), Average Intelligence; Invasion (3d6)

HD 2
AC 16
ATK Touch (1d4 acid)
MV 20
SV F15 R15 W15
XP 200 (CL 3)

These are the abilities of a pod jelly in its native form, outside the protection of its pod-like shell and before it has taken on the form of a humanoid. In humanoid form, it loses its resistance to acid, though it retains its ESP ability and can still utter a psychic scream (i.e. psionic blast) once per day, though this takes the form of an actual shrill scream as well as a mental effect.

Special Abilities: Resistance to acid

Spell-Like Abilities: At will—Detect thoughts (ESP); 3/day—Psionic blast

I suppose I need to include them in ACTION X.

What’s more frightening, the psionic blast or that damn perm?

 

Fiendish Flora: Portal Plant

PORTAL PLANT
Huge plant, Neutral (N), Non-intelligent; Solitary (1)

HD 4 (20)
AC 15
ATK 1 bite (1d6 + swallow whole)
MV 0
SV F10 R17 W14 (F3 R8 W5)
XP 400 (CL 5) (2000)

Portal plants are carnivorous plants that slightly resemble pitcher plants. To most folks, they appear as thick (6 inches in diameter) vines topped by large, bulbous structures that can open and close like a great maw. Portal plants are usually found in tropical woodlands.

What most folks do not see and do not know is that the plant you see is actually part of a much larger network of plants, connected by a monstrously huge root system. The plant one sees has 4 hit dice in combat, while the entire colony of plants has 20. It is possible to destroy one of the plant’s “heads” while not destroying the plant as a whole. This colony can cover 1 square mile.

When a person is bitten by the plant and swallowed whole, they are teleported into another of the plant’s pitchers, up to 1 mile away. From this plant, the person is disgorged onto the ground and ignored, the colony having stolen 1d4 points of intelligence from the victim (this is damage, not drain). The magical plants draw nourishment from this psychic vampirism.

Monster of the Day: Snag-Beast [Blood and Treasure]

SNAG-BEAST
Huge Aberration, Neutral (N), Low Intelligence, Solitary

Hit Dice: 10
Armor Class: 20
Attacks: 6 tentacles (1d8 + constrict) and bite (1d6 + swallow whole)
Move: 5 (Burrow 20)
Save: F7 R11 W9
XP: 1,000 (CL 11)

A snag usually refers to a dead tree that still stands. Snag-beasts are aberrations that merely resemble snags. The creature is actually octupus- or squid-like, its tentacles resembling roots, and its long, beak-like maw resembling a scraggly, dead tree. The creature burrows into the forest floor, its beak sticking out of the ground and its tentacles spreading out around it like thick, dead surface roots.

When a sentient creature approaches, the monster’s tentacles swing into action, grabbing prey and raising them to its beak to be bitten, chewed and swallowed into the monster’s underground body.

Because snag-beasts resemble dead trees, they surprise on a roll of 1-4 on 1d6. The monster can only bite a victim it has dropped into its mouth with a tentacle. Once a victim is being constricted, the snag-beast can use its tentacle attack to raise the victim and bite it.

Fiendish Flora: Devil’s Rope [Monster/Danger]

DEVIL’S ROPE

This is really more a danger than a monster, something like green slime.

Devil’s rope is a vine that grows from the top of cliffs and hangs about 10 to 20 feet. The vine is a greenish-brown and looks corded like a rope. At the bottom there hangs a deep purple gourd filled with bitter flesh and seeds that can be crushed to form a primitive flash powder.

After the first five feet, the vine becomes increasingly sticky, requiring those who are in contact with the lower portion to pass a Strength test (Fortitude save modified by Strength or save vs. paralysis) to unstick themselves. Naturally, if they keep climbing down, they must make this save every couple feet. Once somebody is stuck (i.e. fails a save), they are stuck for good unless somebody else removes them using a dagger (1d4 damage to the hands), boiling water (1d6 fire damage) or magic of some kind. A grease spell might work, though one would slip off the vine and fall. Most victims are simply stuck fast and die on the vine, their rotting flesh and clothing eventually allowing their corpses to fall from the vines and litter the ground below.

Fiendish Flora: Prism Plant [Monster]

PRISM PLANT
Medium plant, Neutral (N), Non-intelligent; Patch (1d6)

HD 2
AC 14
ATK 6 vines (1d4)
MV 0
SV F12 R18 W15
XP 200 (CL 3)

Prism plants are desert vines. The vines grow to about 7 feet in length and are about 1 inch in diameter. They are dark green in color, but are covered in dark tan needles that give the vines a shaggy appearance. The vines produce a sticky sap that forms crystalline “icicles” in the sand.

The vines usually hug the ground, but when it detects the presence of creatures within 30 feet via vibrations the vines rear up, exposing the crystalline sap-cicles to the light (well, at least in the daytime) and creating an prismatic effect that forces all within 30 feet of the plant to pass a Will save vs. the color spray spell. The plant can also attack with its spiny vines.