Monsters of the Virgin Woode

I’ve spent a few hours finalizing the new monster stats that will appear in NOD 19 (coming soon – I swear – just give me time). Thought I’d share a few of the beasts from mythic North America. The cultural origin of the monsters appears in parentheses after the monster’s name. Keep in mind, most of these monsters have been fantasy-ized, as is typical for the grand old game (i.e. I already know it isn’t accurate in terms of folklore).`

ALTAMAHA-HA (Georgians)
Large Animal, Neutral (N), Animal Intelligence; School (1d4)
HD 8
AC 14
ATK 1 bite (1d6) and 1 slam (1d8)
MV Swim 50
SV F8 R8 W14
XP 400 (CL 8)

The Altamaha-ha is a giant river creature that looks vaguely like a giant sturgeon with a bony ridge on its back and a snout like a crocodile. The monster is grey in color, with a belly the color of parchment. Mostly harmless, they are curious creatures who are attracted to humanoid activity, and those ridges on their backs have a nasty habit of damaging or capsizing river craft. Boats under which the animal scrapes must pass an item saving throw or spring a leak.

BOO HAG (Gullah)
Medium Monstrous Humanoid, Chaotic (CE), Average Intelligence; Solitary
HD 6
AC 15
ATK 2 claws (1d4) and bite (1d6)
MV 30 (Swim 50)
SV F12 R10 W10
XP 1500 (CL 8)

Boo hags are monstrous women of the swamp. Similar to vampires, they drain the life of their foes by riding them at night while they sleep and stealing their breath. A hag squatting atop a person drains one hit dice or level from them every 10 minutes.

Those victims they kill, they skin, as they have no skin of their own. They use this skin as a disguise when they wish to hunt at night in settled areas. Boo hags are amphibious, and look like skinless, gaunt women with blazing eyes and gnashing, yellow teeth. They can be distracted for 1d10 minutes by brooms, the straws of which they are compelled to stop and count. If attacked while counting straws, the hags flee with their brooms, that they may count the straws at their leisure in a safe place.

Spells: 3/day—gaseous form

FASTACHEE (Seminole)
Small Humanoid, Lawful (NG), Average Intelligence; Clan (1d20)
HD 1
AC 12
ATK 1 weapon
MV 20
SV F14 R15 W15
XP 50 (CL 1)

The fastachee are the dwarves of the hilly portions of the Virgin Woode, exiles from the Bleeding Mountains who settled here long ago. They have reddish-brown skin and black hair, which they wear long, braiding both the hair on their heads and their chins. The fastachee have long since given up on mining, save for the working of flint and granite. They are now mostly farmers, growing corn and raiding medicinal gardens. They enjoy a +2 bonus to save vs. poison and magic. They usually wear buckskin armor and wield tomahawks.

HEADLESS HORSEMAN (Washington Irving)
Large Undead, Chaotic (CE), Average Intelligence; Patrol (1d6)
HD 7
AC 18
ATK 1 sword (1d8 + special) and 2 hooves (1d6) and bite (1d4)
MV 30 (Mounted 50)
SV F12 R12 W10
XP 1750 (CL 9)

Headless horsemen may be encountered alone or in small patrols. The souls of horsemen who have perished in battle and now seek vengeance on the living. They appear as soldiers of various types, always mounted on black horses and always lacking a head. Most carry lanterns, perhaps even jack-o-lanterns, and slashing swords.

Headless horsemen are dangerous opponents. The whinny of their spectral horses and their own shrieks, screams and maniacal laughter cause fear (as the spell) in those with 3 HD or less. They prefer to get their victims running away, that they might swoop in and attempt to decapitate them. Attacks with their swords that roll a natural ‘20’ have a chance at decapitation; the target must pass a Reflex save to avoid this terrible fate. Mounted warriors who are decapitated will rise as headless horsemen themselves in 24 hours, while all others who are decapitated rise as wraiths, none of them under the control of their creator.

Headless horsemen have but a single weakness. They cannot cross running water, like streams or rivers. Make it across a bridge, and they cannot follow, though they may throw their lanterns in a fit of pique.

Note that the headless horsemen’s stats represent the horseman upon his horse – the two are rarely separated. That being said, it is possible to remove a headless horsemen from his steed, though he always gets a Fortitude saving throw to resist, and can, the next round, “teleport” back onto his mount. The two creatures live and die as a team.

Spells: 3/day—ethereal jaunt

Special Qualities: Immune to fear and all mind effects

KANONTSISTÓNTIE (Mohawk)
Large Aberration, Neutral (N), High Intelligence; Solitary
HD 7
AC 18 [+1]
ATK Slam (1d10) or breath weapon
MV Fly 40
SV F11 R12 W9
XP 1750 (CL 9)

Kanontsistóntie are giant, flying heads that appear to be constructed of bronze. They have unmoving faces and apparently sightless eyes, though they see all. Their mouths are agape and one can discern powerful energies within. The ultimate purpose of these entities is unknown and often seems contradictory from day to day. They primarily seek sustenance in the form of grain, lording it over lesser peoples and threatening them with destruction if they fail to pay tribute.

Kanontsistóntie have a breath weapon they can use once every three rounds, and no more than three times per day. The breath weapon is a 60-ft. cone of pure energy that deals 6d6 points of damage. Objects deposited in their mouths linger for a moment, and then disappear in a cascade of colored motes of light. Living creatures so transported into the “belly of the beast” suffer 6d6 points of damage, and, if they live, find themselves suffering 1d6 points of energy damage per day as they are slowly processed and digested by the head.

Special Qualities: Magic resistance 15%, regenerate

SPLINTERCAT (Lumberjack)
Medium Magical Beast, Neutral (N), Animal Intelligence; Solitary
HD 4
AC 14
ATK Bite (1d6) or slam (2d6)
MV 40
SV F11 R10 W17
XP 400 (CL 5)

Splintercats are odd creatures that look like stout mountain lions with broad, flat heads. They so love honey that they charge at trees hosting beehives, smashing into them so hard that the trees are killed; they lose their branches and leaves and are utterly blighted. This rather odd method of feeding leaves them with a terrible headache and in an eternally foul mood.

YEHASURI (Catawba)
Tiny Humanoid, Chaotic (CE), Average Intelligence; Band (2d8)
HD 0
AC 13
ATK By weapon
MV 20
SV F16 R16 W16
XP 25 (CL 0)

Yehasuri are the goblins of the Virgin Woode. They appear as tiny, hairy wildmen armed with spears and darts. They dwell in burrows beneath tree stumps (they enjoy fermented stump water) and issue out at night to hunt for animals and any unfortunate humanoids they might come upon. The smell of tobacco, either tobacco smoke or the juice, drives them away in a panic.

Bring Some Love to Your Dungeon – The Puttis

Dungeons – dank and damp and deadly – killing the spawn that chaos belches into the inner recesses of the earth – retrieving all manner of treasures, sacred and profane – falling deeply in love with a minotaur and betraying your friends on its behalf … wait, what?

PUTTI

Small Outsider, Neutral (CN), High Intelligence; Flutter (1d6)

HD: 3
AC: 16 [+1]
ATK: 1 arrow (1d4 or see below)
MV: 20 (Fly 40)
SV: F12 R11 W10
XP: 300 (CL 4)

Putti are mischevious little bastards, spawn of the gods and goddesses of love, who haunt dungeons looking for opportunities to spread love and trouble. They appear as plump humanoid infants with pink skin and rosy cheeks and small white wings (clearly too small to allow them to fly, yet fly they do).

Putti are armed with short bows and a quiver of 10 arrows. These arrows can be fired as normal shafts, or they can be used to deliver the putti’s spell-like abilities. When used to deliver spells, roll damage (1d4) and apply this as a penalty on the victim’s saving throw.

Spells: 3/day – Calm emotions, charm person, clairaudience/clairvoyance, confusion, light, rage, suggestion; 1/day – Charm monster, command, dimension door, dominate person, dream, ethereal jaunt, irresistible dance.

Special Qualities: Immune to fear, magic resistance (15%)

The Chevalier

Whether knights in shining armor or blackguards, chevaliers are the mailed fist of the feudal order, serving their suzerain in war and peace. At the heart of a chevalier’s pride (or arrogance), is his coat of arms, a symbol of his puissance at arms and place in the great chain of being. From a chevalier’s armorial, he draws powers beyond the simple hack and slash of the average fighter.

The chevalier is a sub-class of fighter who gains special abilities from the invocation of his coat of arms, in particular from his the tincture of the field (or main tincture of the field, since some are divided) and from the charge.

Requirements

Strength of 9 or higher and Charisma of 13 or higher. A character that does not have a Charisma of 13 or higher can still enter the chevalier class, but does so as a 0-level character called a squire (see below)

Armor Allowed

Any armor except padded, leather, studded, ring (i.e. scale or better), and bucklers and shields

Weapons Allowed

All weapons

Skills

Riding

XP Requirements

As fighter

Special Abilities

Before we cover the special abilities of a chevalier, we must address the concept of a 0-level chevalier, the squire. Some men are not born as wealthy or well-connected as others, yet they still have the drive to become knights. These poor souls (i.e. folks with low charisma) can still enter the service of a suzerain, holding the rank of “squire”.

A squire earns experience points just as any other character, but can only spend them to increase his or her charisma. One point of charisma can be purchased by the squire for 200 XP. When the squire achieves a charisma of 13, he or she becomes a 1st level chevalier and their experience points are reset to 0.

The first step to becoming a chevalier is to draw up a coat of arms. A perusal of the internet can assist in this, and your Treasure Keeper can make sure you haven’t copied the arms of an existing NPC or PC in the game world. The tincture and charge of a chevalier’s arms determine their special abilities, so read the entire description of the class before designing your arms.

A 1st level chevalier (armiger) can invoke their tincture once per day. The special ability associated with the tincture lasts for one hour. If a chevalier has more than one tincture on his arms (i.e. he has divisions), they must choose which tincture is their “main tincture” at 1st level. At 5th level, the chevalier can invoke their tincture three times per day.

Argent (Silver/White): The chevalier gains use of feat Fast.
Azure (Blue): The chevalier gains the use of the feat Expertise.
Ermine/Vair (Furs): The chevalier gains the use of the feat Alertness.
Gules (Red): The chevalier gains the use of the feat Power Attack.
Or (Gold/Yellow): The chevalier gains the use of the feat Iron Will.
Purpure (Purple): The chevalier gains the use of the feat Great Fortitude.
Sable (Black): The chevalier gains the Trickery skill.
Vert (Green): The chevalier gains the Tracking skill.

A 3rd level chevalier (cavalier) can invoke the charge on his coat of arms to gain a special attack or defense, most of them the equivalent of a spell. A 3rd level chevalier can invoke his charge once per day. A 10th level chevalier can invoke his charge three times per day.

Angel: Cure serious wounds (per the spell)
Arm: Strength (per the spell)
Bear: Chevalier can grapple (as though he has the Improved Grapple feat) for 1d8 points of damage
Bee: Chevalier can summon a giant bee (per summon monster IV)
Boar: Chevalier can continue to fight for 1d6 rounds after reaching 0 hit points, as a boar
Bull: Forceful hand (as the spell, though the attack bonus is only +8)
Castle: Stoneskin (per the spell)
Cross: Holy smite (per the spell)
Deer: Haste (per the spell)
Devil: Inflict serious wounds (per the spell)
Dolphin: Chevalier can swim at a speed of 80, as a dolphin, even when armored
Dragon: The dragon charge on his shield releases a breath weapon in a 15-ft. cone that deals 3d6 points of damage of an energy type associated with the color of the chevalier’s dragon charge
Eagle: Fly (per the spell)
Estoile/Mullet: Psionic blast (per the spell)
Fleur-de-lis: Magic vestment (per the spell)
Fox: Charm monster (per the spell)
Griffin: Magic circle against evil (per the spell)
Harp: Fascinate as a bard of the chevalier’s level
Harpy: Can captivate per the special attack of the harpy
Heart: Immune to fear
Leopard: Invisibility (per the spell)
Lion: Heroism (per the spell)
Mermaid: Water breathing (per the spell), and can swim without penalty in armor
Owl: Dispel magic (per the spell)
Phoenix: Continual flame (per the spell)
Raven: Deeper darkness (per the spell)
Rose: Suggestion (per the spell)
Salamander: Protection from energy (fire) (per the spell)
Serpent: Sticks to snakes (per the spell)
Sphinx: Confusion (per the spell)
Spur: Phantom steed (per the spell)
Sun: Searing light (per the spell)
Sword/Axe: Keen edge on a weapon of the same general type as the charge (per the spell)
Tree: Barkskin (per the spell)
Wolf: Chevalier can summon 1d4 wolves (per summon monster IV)
Wyvern: Poison (per the spell)

A 4th level chevalier (knight errant) can inspire courage in his henchmen and retainers, giving them a +2 bonus to save vs. fear effects as long as they are within the sound of his voice.

An 8th level chevalier (worthy) earns the right to build a castle and either start an order of chivalry (becoming a “knight commander”) or swear fealty to a royal personage (becoming a “baronet”). A chevalier with a castle attracts 1d6 men-at-arms per level, 1d6 first level chevaliers who wish to train under him and one 3rd level chevalier to serve as his castellan. These chevaliers should be generated as characters under control of the player.

Star Fish from Outer Space – The Asterions

I promised stats (well, I promised to have them yesterday, so bad on me) for these ladies and gents, so here they are!

Star Mother
Huge Aberration, Neutral, Average Intelligence; Solitary

HD 12
AC 16
ATK 2 slams (2d6 + poison II)
MV 20, Climb 20
SV F 6, R 9, W 7
XP 1200 (CL 13)

Star mothers are huge, 5-armed starfish-like creatures. They are capable of planeshifting once per week, and use this ability to invade new domains. A star mother is surrounded by a 60-ft. radius aura that has the same effect as the eyebite spell.

Special Qualities: Magic resistance 25%

Starling
Tiny Aberration, Neutral, Average Intelligence; Clutch (2d6)

HD 0
AC 14
ATK 1 bite (1 + poison I)
MV 10, Climb 10, Fly 40
SV F 19, R 16, W 13
XP 50 (CL 1)

Starlings are the tiny offspring of the star mother. They look like 5-armed starfish with transparent flesh (acts as natural improved invisibility). They rarely enter combat, preferring instead to sneak up on victims while they are sleeping. They then attach themselves to a spot just beneath the base of the neck, and easily hidden by clothing, and use their magical powers to dominate their victims (per dominate person as a 6th level spellcaster). The dominate ability requires the monster to be in contact with its target.

Star Warrior
Medium Aberration, Neutral, Average Intelligence; Gang (1d8)

HD 4
AC 15
ATK 2 slams (1d4 + poison II) and bite (1d6)
MV 20, Climb 20
SV F 14, R 14, W 11
XP 400 (CL 5)

The star warriors are the 7-armed rank and file of the asterion armies, bred from humanoids that have been altered by the weird chemistries of the starlings. Each star warrior has a large, central eye that can, once per day, emit a ray 120 feet in length (Reflex save to avoid). The eye’s color corresponds to the type of ray, which you can roll randomly for each gang of star warriors:

1. Color spray (as the spell) – golden-brown eye
2. Energy missile – cold (as the spell) – violet eye
3. Hold person (as the spell) – emerald green eye
4. Magic missile (as the spell, 1 missile) – icy blue eye
5. Sleep (as the spell, 1 target) – deep maroon eye
6. Slow (as the spell) – vibrant crimson eye

Star Lord
Large Aberration, Neutral, High Intelligence; Command (1d4)

HD 8
AC 16
ATK 2 slams (1d6 + poison II) and bite (1d8)
MV 20, Climb 20
SV F 10, R 11, W 8
XP 800 (CL 9)

Star lords are 11-armed asterions who serve as the commanders of the star warriors. Their multifaceted central eyes can fire off all the various rays common to the star warriors, each once per day. They can levitate at will.

Special Qualities: Magic resistance 15%, levitation

Mythic Races IV – The Primordials

The primordials are an ancient collection of dinosauroid species native to the jungles of Hybrasil. All are based on a pairing of an Aztec deity with a dinosaur, with a little magic thrown in.

QUETZALS

The quetzal are high-flying, arrogant pteranodons, the size of humans, who consider themselves the natural ruling class of the primordials. The others do not share this belief, but they are often content to ignore the quetzals rather than argue the point. They look like flying reptiles with rainbow-colored plumage. They have thin, long faces and rather impressive azure eyes.

Quetzals are medium creatures with a movement rate of 30 feet per round on land and a fly speed of 30 feet per round. Because their bones are hollow, they count as small creatures in combat, in regards to tactical advantage and their ability to wield weapons. They have darkvision to a range of 60 feet.

Quetzals fragile bodies impose a 2 point penalty to their starting constitution scores, but they enjoy a 1 point bonus to starting intelligence and wisdom. It’s not for nothing that they believe themselves the most fit for leadership among the primordials. These ability modifications cannot increase a score above 18 or reduce it below 3.

Quetzals are as magically inclined as the other primordials. A quetzal with an intelligence of 10 or higher can cast the following spells, each once per day: dancing lights, flare and color spray.

Quetzals speak Common and Primordial. They might also speak Couatl, Dragon, Lizardman, Sylvan, Troglodyte or Celestial.

Quetzals may multi-class as cleric/fighters, cleric/sorcerers and cleric/thieves.

COYOLS
The coyol are fearsome and frightening primordials. They have the appearance of velociraptors with milky white scales and pitch black feathers on their arms and tails. They have toothy grins and unwavering eyes that can bore a hole through a person’s skull (not literally).

Coyols are small creatures with a movement rate of 40 feet per round. They have darkvision to a range of 120 feet. They have a bite attack that deals 1d4 points of damage.

The coyols are like forces of nature, with boundless personalities. Their natural propensity to lead and their constant drive to get what they want gives them a +1 bonus to starting charisma, but this focus on ego also gives them a -1 penalty to starting wisdom. These ability modifications cannot increase a score above 18 or reduce it below 3.

Coyols have magic in their blood, though this magic changes with the phases of the moon. When the moon is waxing and when it is full, a coyol with a charisma of 10 or higher can cast the following spells, each once per day: daze, light and hypnotism. When the moon is waning or new, they can cast darkness once per day.

Coyols speak Common and Primordial. They might also speak Dragon, Kobold, Lizardman, Sylvan, Troglodyte or Fiendish.

Coyols may multi-class as druid/sorcerers, fighter/sorcerers and sorcerer/thieves.

TEZCATS
Tezcats are large primordials, with scaly skin that forms a sort of armor plating on their backs, chests, faces and arms. They have squat legs, thick, armored tails and are almost as wide as they are tall. Their scales are turquoise in color and their faces have the appearance of turquoise skulls. Tezcats are warriors born, and relish taking the front line in any fight.

Tezcats are large creatures with a movement rate of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for breaking down doors. A tlaloc can make a tail attack in combat for 1d4 points of damage. Their armor plating gives them a natural AC 12.

Tezcats are brutes, adding one point to their starting strength score. Their tiny heads and brains, however, don’t lend themselves to brilliance, so they lose one point from their starting intelligence score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Once per day, a tezcat can unleash a deep, long bellow that acts as a gust of wind spell.

Tezcats speak Common and Primordial. They might also speak Dragon, Lizardman, Troglodyte, Troll or Air Elemental

Tezcats may multi-class as cleric/fighters, fighter/sorcerers and fighter/thieves.

TLALOCS

Tlalocs look like humanoid toads with glistening, bright green hides and needle-like spikes running up their arms and down their backs. They have large, golden eyes that can show an incredible cunning when their owner wishes them to, but otherwise look blank and inscrutable. Two long fangs jut from their thin, crooked lips. Tlalocs stand about as tall as dwarves, though this is partially because of their hunched postures.

Tlalocs are medium creatures with a movement rate of 30 feet per round on land and a swim speed of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for jumping and leaping. Tlalocs can hold their breath for a full minute before needing to breath. A tlaloc can make a bite attack in combat for 1d4 points of damage.

Tlalocs are quick and cunning, adding one point to their starting dexterity score. Their foul personal habits and monstrous appearance gives them a one point penalty to their starting charisma score. These ability modifications cannot increase a score above 18 or reduce it below 3.

As a primordial species, Tlalocs have a natural affinity for and control over water. A tlaloc with a wisdom score of 10 or higher can cast the following spells, each once per day: acid splash, ray of frost and obscuring mist.

Tlalocs speak Common and Primordial. They might also speak Dragon, Fiendish, Lizardman, Mugwump, Troglodyte, or Water Elemental

Tlalocs may multi-class as cleric/thieves, fighter/thieves and sorcerer/thieves.

The Anarchist Class

In case anyone is unaware, the following class is based on my reading of the first few chapters of The Man Who Was Thursday, a “surreal” little volume by G. K. Chesterton about the fight between the Central Council of Anarchists and the poets who form the New Police Force.

The Anarchist

There are anarchists – the garden variety of folks who talk about toppling governments in the name of ultimate freedom, and back it up with a bomb or two, and there are the true anarchists, who look to a higher form of anarchy that cannot exist within the human (or, in fantasy terms, the humanoid) community. These fellows seek not the toppling of governments, but the toppling of humanity (or humanoidity – weird word, have no idea if it’s correct) itself.

As this would be an unpopular tack to take among the living, the true anarchists face a great deal of opposition, and therefore must organize themselves, ruthlessly and efficiently, to achieve their goals. To this end, there exists a great organization of anarchists governed by a council of seven, each member of this inner council being named for a day of the week. All anarchists seek to rise to this council, but all anarchists must first start on the ground floor, advancing the byzantine aims of the central council in the world. Just as the forces of Law delve underground in search of treasure and magic to fuel their fight against chaos, so chaos must delve to match them.

Requirements

True anarchists are artists and intellectuals; they must have a Int of 11+ and a Cha of 11+

Armor Allowed

Padded (under their expansive black cloaks), no shields

Weapons Allowed

Bomb, dagger, hand crossbow, pistol, sword-cane (treat as rapier)

Skills

Hide in Shadows, Move Silently, Trickery

Advance As

Thief

Special Abilities

Anarchists bring many special abilities to the table in their fight against Law (especially the likes of vigilantes and paladins – yuck!), but among the most important is their ability to concoct explosives. A 1st level anarchist can concoct normal explosives that become more powerful as they advance in level. In addition, they gradually learn to concoct different forms of explosives, per the following table:

LVL / BOMB / COST TO CREATE
1 Grenade (1d6 damage) 10 gp
3 Smoke grenade (per fog cloud spell) 200 gp
5 Grenade (2d6 damage) 50 gp
7 Gas grenade (per stinking cloud spell) 300 gp
9 Grenade (3d6 damage) 100 gp
11 Death Grenade (spews a black fog, per the cloudkill spell) 500 gp
13 Grenade (4d6 damage) 200 gp
15 Incendiary Grenade (per incendiary cloud spell) 800 gp

All of these bombs have a blast radius of 5 feet. An anarchist of higher than 1st level can choose to sacrifice one dice of damage to increase the radius by 10 feet.

Anarchists have their own secret language, in the manner of the thieves’ cant. Called the “black tongue”, it is, more than anything else, a gobbledygook of quotations and dialectics.

With their bombs and their secret tongue, anarchists are sent into the world to work the will of their shadowy masters. To this end, they are given instructions that must be carried out – instructions they will rarely understand, so dark and brilliant are the workings of their president. Before each adventure begins, an anarchist receives a random instruction. If it is carried out, the anarchist earns an additional +10% earned XP. If the anarchist fails at his mission, he loses 10% of his earned XP.

ROLL / MISSION
1 Must befriend and protect the first to third (1d3) NPC he meets
2 Must kill the first to third (1d3) NPC he meets
3 Must pilfer the first to third (1d3) magic item he encounters
4 Must dispose of the first to third (1d3) magic item he encounters (i.e. get rid of it)
5 Must betray (at all costs) a random comrade
6 Must support (at all costs) a random comrade

A 3rd level anarchist is capable of unleashing a raging oratory that works in some ways as a bard’s ability to fascinate sentient creatures with his music. Those within the sound of the anarchist’s voice must pass a Will saving throw or suffer under the effects of the rage spell and vent their spleen upon the nearby symbols and agents of authority. Lawful individuals enjoy a +6 bonus to save vs. this effect, while chaotic creatures suffer a -3 penalty to save against it.

A 5th level anarchist possesses a madman’s sense of purpose and certainty. By taking a swig from their ever-present flask of brandy, they become immune to fear and magical persuasion for 1 round per level.

A 9th level anarchist may build a hideout beneath the streets of a major city, hiding within it a vast armory of weapons and bombs, and attracting to him or her 1d6 rogues per level, 1d6 first level anarchists who wish to learn from the master and a 3rd level anarchist to serve as his or her lieutenant.

Once an anarchist has a hideout, he or she is eligible to be elected to the central council, gaining a random name from Monday to Saturday. Each game month, there is a 1 in 20 chance that a sitting member will die and must be replaced, and the anarchist has a percentage chance equal to his level of being named to the position (with bonuses for any clever campaigning the anarchist does).

A similar chance exists for anarchists already on the council to assuming the presidency of the council and taking the name Sunday.

Mythic Races III – The Vedans

From the jungles and deserts of the south come four new mythic races, collectively the vedans.

While the vedans share many traits, the most important is the unique way they multi-class. All vedans are capable of advancing in three classes simultaneously. Unlike most races, though, they only operate under the rules of a single class at a time. A fighter/magic-user/thief, for example, can choose to be a fighter one day, a magic-user the next, and a thief on another day. The choice must be made that night before the vedan sleeps, and it is the vedans heroic dreams that night that align their thinking that they may be born the next morning in their chosen class. Because they act in only one class at a time, they advance using the XP chart of their most expensive class.

YAMARA | THEY WHO WALK WITH DEATH
Yamarans are green-skinned humanoids associated by other vedans with death. While they have their morbid sides, most cultivate an image of decadent lethargy, lounging about, taking it all in and only acting when it is most advantageous to do so. Yamarans have grim senses of humor, and some hide rather potent tempers beneath their disinterested facades. Yamarans are never Lawful (Good), but they need not be Chaotic (Evil).

Yamarans stand about as tall as human beings. Other than their green skin (and sometimes oversized canine teeth), they generally look like human beings save that their arms fork at the elbow into two separate forearms – they have four hands, but only two arms emerging from their shoulders. Because of this anatomical oddity, armor costs are 10% greater for yamarans than for other humanoids. Because of their multiple hands, they can wield two bucklers in addition to wielding one or two weapons. Generally, their multiple hands are two closely spaced to allow them to wield more than two weapons at a time effectively.

Yamarans may multi-class as assassin/barbarian/cleric, using the rules mentioned above, or as assassin/clerics, assassin/magic-users or assassin/fighters using the normal multi-classing rules. A yamaran that awakens as an assassin finds that his skin has turned a deep blue color, giving him a +2 bonus to hide in shadows. A yamaran that awakens as a barbarian, he finds his skin as become blood red, and his lower canines have grown into tusks, giving him a bite attack that deals 1d3 points of damage. A yamaran who awakens as a cleric retains his green skin, and gains the ability to cast deathwatch once per day as a bonus spell.

Yamarans speak Common and Vedan. They might also speak Goblin, Ogre, Ogre Mage, Sylvan or Fiendish.

RUDRANA | THE STORM CHASERS
Rudrana are vedans of the mountains, storm chasers who thrill to the crack of thunder and flash of lightning. They are outdoorsmen with fiery tempers and an enormous hunger for life and experience. The rudrana become bored easily, and they delight in all the new fads and fashions.

Rudrana stand slightly taller than human beings. They have ruddy skin, three heads and four arms, all based on the human pattern. Because of their strange anatomies, armor costs are 50% greater for rudrana than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

Rudrana enjoy a +2 bonus to save vs. electricity damage, so in tune are they with lightning. Once per day, they can use the spell shout. Because of their multiple heads, rudrana are only surprised on a roll of 1 on 1d8. Unfortunately, three minds are often distracting, and rudrana suffer a -1 penalty to initiative rolls.

Rudrana may multi-class as druid/ranger/magic-users, using the rules mentioned above, or as ranger/druids or ranger/magic-users using the normal multi-classing rules.

Rudrana speak Common and Vedan. They might also speak Dwarf, Hobgoblin, Storm Giant or Sylvan.

VISHNARU | THE PRESERVERS
Vishnaru are the holy vedans, wise and philosophical preservers of cosmic order. They are intellectual and tend to be very beautiful. Vishnaru are often Lawful (Good), but are never Chaotic (Evil).

Vishnaru stand slightly taller than human beings. They have light blue skin and four arms. Because of their strange anatomies, armor costs are 50% greater for vishnaru than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

All Vishnaru are surrounded by a halo of light as bright as a torch. They can willingly suppress this halo.

Vishnaru may multi-class as cleric/magic-user/fighters, using the rules mentioned above, or as cleric/magic-users or cleric/fighters using the normal multi-classing rules. Vishnaru that multi-class using the special rules gain the following benefits: In the cleric form, a vishnaru’s halo acts as a paladin’s protection from evil aura. In the fighter form, the vishnaru’s halo grants him extra-sensory powers, denying his opponent’s any bonuses from outnumbering him or attacking from behind. In the magic-user form, the vishnaru’s halo grants him a +2 bonus to Will saving throws vs. spells and spell-like effects.

Vishnaru speak Common and Vedan. They might also speak Elf, Gnome, Celestial, Dragon or Sylvan.

AGNIRI | THE FIRE-BORN
Agniri are born of flame, and enjoy deep passions and a preternatural ability to communicate with others. They are bright and engaging folk, rarely materialistic, who enjoy visiting and experiencing strange cultures. Despite their propensity for travel, agniri always seem to be at home, and they have a knack for making others feel at home.

Agniri stand as tall as human beings. They have bright red skin, two heads and four arms. Because of their strange anatomies, armor costs are 50% greater for agniri than for other humanoids. Due to their four arms, they can wield up to four weapons (with the normal rules applied for wielding multiple weapons), or replace additional weapons with bucklers.

Agniri enjoy resistance to fire and a +2 bonus to save vs. non-damaging fire effects. They have a knack for communicating (treat this as a task roll modified by charisma, allowing them to communicate in very simple terms in languages they do not already know).

Agniri may multi-class as bard/magic-user/fighters, using the rules mentioned above, or as bard/clerics, bard/magic-users or bard/fighters using the normal multi-classing rules.

Agniri speak Common and Vedan. They might also speak any other language they wish, though most learn Dragon, Fire Giant and/or Fire Elemental.

Mythic Races II – The Olympians

Continuing with the mythic races, today we have the Olympians. In this case, I imagined them as looking like metallic statues of the gods they are named for – enjoy.

HERCULOIDS

Herculoids are large, robust mechanical men with bronze skin. They were built for strength and battle, primarily in arenas, and relish taking on large and huge monsters in front of a crowd. Herculoids like to stay well-oiled and polished. They tend to be arrogant and brash, but more often than not they can back up their bravado with their deeds.

Herculoids stand about 8 feet tall and count as medium-sized creatures. However, when their ire is raised (or when they want to show off for a crowd), they can “flex” their “muscles”, increasing their size to large and gaining the bonuses and penalties associated with that size. They have a movement rate of 30 feet per round and can see up to 60 feet in the dark. Their metallic skin gives them a natural AC of 13. Their construction makes it impossible for them to wear platemail and plate armor.

Herculoids are quite strong, adding two points to their starting strength score. They are not built for brain power, though, and thus lose two points from their starting intelligence score. A herculoid’s starting ability scores cannot be altered above 19 or below 3.

A herculoid’s braggadocio makes them stubborn foes; they enjoy a +2 bonus to save vs. fear and fatigue, and have a knack for bending bars and breaking down doors. They are, however, easily goaded into fights, suffering a -2 penalty to save vs. such mind-affecting effects.

Herculoids are +1 to hit huge monsters, and increase their AC by +4 against dragons and hydras.

Herculoids speak Common and Olympian. They might also speak Earth and Fire Elemental, Cyclopes, Harpy, Sylvan and Dwarf.

Herculoids cannot multi-class, as they have one track minds.

APOLLOIDS
Apolloids look like peerless sculptures of male humans. Their skin is made of gilded steel and dazzles the eyes when struck with sunlight (or magical light). Beautiful and conscious of their beauty, apolloids have a penchant for waxing poetic and commanding the stage. They are generally narcissists with the beauty and charm to get away with it – at least for a while.

Apolloids are medium-sized creatures with a base speed of 30 feet. Their metallic skin gives them a natural AC of 12. Their construction makes it impossible for them to wear platemail and plate armor.

Apolloids are graceful and charming, increasing their starting dexterity and charisma scores by one point. Their egotism and delicate construction mean they suffer the loss of one point to their starting wisdom and constitution scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Apolloids are creatures of light, and can see up to 120 feet in complete darkness. Their honeyed words give them a knack for trickery and a +1 bonus to reaction rolls with all creatures but those who hate the Sun. Apolloids receive a +1 bonus to hit with all bows.

Apolloids can shed light (per the spell) for up to 10 minutes per day. These minutes need not be consecutive. Once per day they can cast daylight.

Apolloids speak Common and Olympian. They might also speak Elf, Sylvan, Air Elemental, Fire Elemental and Dragon.

Apolloids may multi-class as bard/magic-users, bard/clerics and bard/fighters.

ATHENOIDS
Athenoids are warriors born, statuesque fem-bots with steel skin and the minds of tacticians. Athenoids do not look for battle, but never shy from it. They enjoy taking the lead in any situation, but have a tendency to think things through before jumping into battle, unlike the herculoids. They are never Chaotic (Evil) in alignment.

Athenoids are medium-sized creatures with a base movement of 30 feet per round. They can see up to 60 feet in the dark. Their metallic skin gives them a natural AC of 14. Their construction makes it impossible for them to wear platemail and plate armor.

Athenoids are wise and steadfast, enjoying a +1 bonus to their starting wisdom and constitution scores. Their deep thinking, however, makes them slow to act and hard to communicate with, meaning they lose one point from their starting dexterity and charisma scores. These ability modifications cannot increase a score above 18 or reduce it below 3.

Athenoids have a natural affinity for divine spells. An athenoid with a wisdom score of 10 or higher can cast the following spells, each once per day: Virtue, resistance and bless. Athenoids receive a +2 bonus on Will saving throws against chaotic (evil) cleric spells.

Athenoids speak Common and Olympian. They might also speak Celestial, Dwarf, Sylvan, Earth and Air Elemental and Dragon.

Athenoids can multi-class as fighter/war priests (a specialty cleric), fighter/warlocks (a variant of sorcerer) or fighter/scouts (a variant of thief).

PLUTOIDS
The plutoids are grim mechanical men with skin of black bronze. Cthonic folk, they take to darkness and dim deeds like a fish takes to water. Plutoids favor gravity, brevity and dignity; they are not popular at parties. Plutoids are never Lawful (Good), but they need not be Chaotic (Evil).

Plutoids are imposing creatures, always 6 to 7 feet tall, with unsympathetic eyes that can see up to 120 feet in complete darkness. They are medium-sized creatures with a base movement of 30 feet per round. Their metallic skin gives them a natural AC of 13. Their construction makes it impossible for them to wear platemail and plate armor.

Plutoids increase their starting intelligence and wisdom scores by one point, but must deduct two points from their starting charisma scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

As creatures of the underworld, they can detect treasures of precious metals and gemstones worth at least 20 gp as though detecting evil or magic (per the spells). In addition, a plutoid with a wisdom score of 10 or higher can cast the following spells, each once per day: Deathwatch, detect undead and detect poison.

Plutoids speak Common and Olympian. They might also speak Goblin, Sylvan, Earth Elemental, Fiendish and Dragon.

Plutoids may multi-class as assassin/cleric, assassin/magic-user or assassin/fighters.

In My Day … The Curmudgeon Class

Not every adventuring warrior is a young pup, fresh out of learning the ropes as a caravan guard. A few of those men-at-arms stay on the job until they become sergeants-at-arms and then stay on a bit longer until, old and grey, they finally decide to go out with a bang. Thus, we have the curmudgeon.

Curmudgeons are a bit different than most starting PC’s. For one thing, they begin the game mired in old age, and suffering whatever penalties you decide to a lot to the elderly in your game. For another, while they’re not any more experienced as adventurers than the young folks, they are a bit more experienced than the young ones in other ways.

ROLL D6 FOR HIT POINTS

REQUIREMENTS

A curmudgeon must be old (and suffer all penalties that go with being old), and must have a Strength score of 9 or higher and a Wisdom score of 13 or higher. It also helps if they’re grumpy.

ARMOR ALLOWED

Any armor, all shields.

WEAPONS

Any weapon.

SKILLS

Bend bars, break down doors, find secret doors, riding, trickery.

CLASS ABILITIES

Curmudgeons are men and women who have done years and years of service as men-at-arms, sergeants-at-arms, caravan guards, town guards, etc. In essence, they’ve been NPC’s all their life, and only when their hair turned silver did they finally decide to become adventurers. As such, they aren’t as green as the average 1st level character, and therefore begin the game with 2 Hit Dice.

Curmudgeons tend to be a bit on the grumpy side, and thus suffer a -1 penalty on reaction checks. They don’t scare easily, and enjoy a +1 bonus on saves vs. fear, but they also suffer a -1 penalty on saves vs. fatigue.

Curmudgeons have been around the block a few times, and have probably forgotten more stories and legends than they remember. As such, they can use the legend lore ability of a bard of equal level.

Curmudgeons are famous for their stubbornness and their so-called “old man strength”. Curmudgeons can continue fighting until they have reached -5 hit points, provided they have something worth fighting for. Once per day, they can boost their strength score by 1d6 points for 1 round per level (max. 6 rounds).

Curmudgeons have long experience in mentoring young whippersnappers. When adventuring with characters of 1st to 3rd level, they can, once per day, lend them a bonus equal to the curmudgeon’s own Wisdom bonus on a single attack roll or saving throw.

At 9th level, a curmudgeon can retire to a favorite tavern, attracting a retinue of 1d4 men-at-arms per level as flunkies and admirers. The curmudgeon gets free room and board at the tavern, and also receives 1d3 free rumors each month concerning possible adventures or opportunities.

Demi-Humans Inspired by the Norse Mythos

This idea came to me a few days ago. There is a tradition in RPG’s of turning unique monsters from mythology and turning them into “species of monsters”, Medusa and Pegasus being but two examples. The other day, I was thinking about using the gods of various pantheons as inspiration for designing demi-human races for RPG’s.

This first go at the concept draws inspiration from Norse mythology.

THUNORS
The thunors are tall humanoids with ruddy skin, copious manes of hair in various shades of red (and, very rarely, blond) and eyes that range from blue to grey. They are usually quite strong, with large, meaty hands and faces that suggest an angry Neanderthal. Thunors are good-hearted and hate bullies, but they are also boisterous, assertive, aggressive, stubborn, and prone to solving problems with brute force. Most thunors are aligned with Law.

Despite averaging about 7 feet tall and built like brick houses, thunors are only medium-sized creatures. Their powerful shanks propel them forward at a speed of 30 feet per round. They can see in the dark up to 60 feet. This “darkvision” is in black and white only, but it is otherwise like normal sight.

Thunors are built like oxen and add one point to their starting strength and constitution scores. They are not, however, known for their brain power or self-control, and so must deduct one point from their starting intelligence and wisdom scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Thunors enjoy a +3 bonus on saving throws against electricity and sonic attacks, as well as a +3 bonus on Will saves against magic unless they themselves are spellcasters. Thunor spellcasters lose this bonus to save vs. magic.

Thunors have a mystic connection to both the earth and sky. They are capable of treating half of the damage from their melee attacks with metal weapons as electricity or sonic damage. This is useful for overcoming some creatures’ resistance to weapon damage. When a thunor scores electricity damage, his weapon is surrounded in crackling electricity, and when he scores sonic damage, his hits are accompanied by a thunderous boom.

Thunors are +1 to hit giants, ettins and ogres in combat.

While they do not care much for magic or magic items other than magic weapons and armor, they will deign to use gauntlets of ogre strength and belts of giant strength. Thunor are also capable of using dwarven throwers.

Thunors speak Common and Thunor. They might also speak Dwarf, Elf, Ettin, Kobold and the various languages of the giants.

Thunors can multi-class as barbarian/clerics, barbarian/druids and barbarian/thieves. See Multi-Classing below for how this works.

FREYLINGS

The freylings are lithe, comely folk with large, violet eyes, alabaster skin and hair of copper, silver or gold. Freylings stand about 4 to 5 feet tall, and their narrow frames make them look very fragile. They delight in the sensuous, and have a bad habit of charming people of the opposite sex just for the fun of doing; the feelings of others rarely enter into their calculations.

Because of their height and slender frames, freylings count as small creatures with a base speed of 30 feet.

Freylings tend to be beautiful and vivacious, allowing them to add one to their starting charisma score. Their slight frames tend to be on the weak side, though, so they must deduct one point from their starting strength scores. These ability modifications cannot increase a score above 18 or reduce it a score below 3.

Freylings have darkvision to a range of 120 feet. They can make their bodies glow (per the light spell) for up to a total of 10 minutes. In addition, once per day they can assume the shape of a falcon, cat or boar for 1 round + 1 round per character level. When in this form, they retain their attack bonus and mental ability scores and abilities, but use the attack forms and damage of their new form. They also have any physical abilities of their new form.

Freylings speak Common and Freyr. They might also speak Elf, Gnome, Goblin, Kobold and Sylvan.

Freylings may multi-class as bard/druids, bard/duelists and bard/thieves.

WOTANI
The wotani are a strange, reclusive race of humanoids. They have a slightly simian appearance, their bodies covered with taupe colored hair (it turns white as they age), with only the burgundy colored skin of their faces, palms and the bottom of their feet showing. Wotani walk with a hunch. They have one golden eye, and one eye of pure black.

Wotani are small creatures with a movement rate of 20 feet per round. They have darkvision to a range of 60 feet and have a knack for finding secret doors.

The wotani are wise souls, and add one point to their starting wisdom score. Their propensity to speak in riddles and manipulate people makes them unpopular with folks, and so they deduct one from their starting charisma score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Wotani have a natural affinity for divination spells. A wotani with a wisdom score of 10 or higher can cast the following spells, each once per day: Augury, detect evil and detect magic. Wotani receive a +2 bonus on Will saving throws against divination spells.

Wotani speak Common and Wotan. They might also speak Celestial, the Elemental tongues, Fiendish and Sylvan.

Wotani may multi-class as cleric/diviners, diviner/fighters and diviner thieves. The diviner is a specialist type of magic-user.

LOKAI
Lokais are nimble little bastards, thoroughly untrusthworthy and always scheming. They have swarthy skin, eyes that burn like hot coals (usually red, but intensifying to white and blue when the lokai is scheming) and their hair is actually a flickering flame (bright as a lantern, but they can dim it to a very dim radiance).

The lokai are graceful and slim, and stand about 5 to 6 feet tall. They count as medium-sized creatures and have a base movement rate of 40 feet per round. They have darkvision to a range of 120 feet and have a knack for picking pockets and trickery.

A lokai’s lithe form gives it a bonus of one point to its starting dexterity score. Their silver tongues also give them a one point bonus to their starting charisma score. Unfortunately, they lack in muscle mass and must deduct one point from their starting strength score. These ability modifications cannot increase a score above 18 or reduce it below 3.

Lokai enjoy a +3 save vs. fire and fire spells. They have a +2 bonus to save vs. magic, and can see magical auras (per the detect magic spell). They enjoy a +1 bonus to hit with daggers and darts.

Lokai speak Loki and Common. They might also speak Dwarf, Elf, Gnome, Goblin, Kobold, the various Giant tongues and the secret language of reptiles.

Lokais can multi-class as assassin/enchanters, enchanter/thieves or enchanter/fighters. The enchanter is a specialist type of magic-user.