Quantum Rainbow Photon Guns [Space Princess]

Hmmm, a title like “Space Princess Quickie” could bring the wrong kind of traffic.

Anyhow. I just read an article (okay, I read the title) called “Quantum Rainbow Photon Gun Unveiled”. Now, besides the fact that I’m using that for my non-existent band’s name, it also struck me as a great new weapon for Space Princess.

Image found HERE

Quantum Rainbow Photon Gun (DC 25): The quantum rainbow gun fires a blast of multi-colored energy strands in a 15-ft long, 10-ft wide cone. Creatures with 4 or fewer Hit Dice are knocked unconscious for 2d4 rounds, and then are stunned and blinded for 1d4 rounds. Creatures with 5 to 8 HD are blinded and stunned for 1d4 rounds. Creatures with 9 or more hit dice are merely stunned for 1 round. A STR test is allowed to ignore the effects of the blast. The quantum rainbow photon gun has enough power in its battery for 10 blasts.

Great thing about the modern world – I googled “rainbow gun” and found that image in about one second.

Now, making a rainbow gun got me thinking about a rainbow monster of some kind. So, enjoy the Prismal for Space Princess and Blood & Treasure.

PRISMAL: HD 5; DEF 20; FIGHT 11 (fists 1d8); SHOOT 8 (energy blast); MOVE N; STR 6; DEX 3; KNO 2; MEN 7; DL 6; Special: Laser Refraction, Immune to Heat, Cold and Electricity.

Prismals are crystalline beings with a humanoid shape. Their crystal bodies are transparent and translucent and are actual composed of thousands of small crystals bound together with electrical energy. Prismals seem to be born deep underground by an unknown natural process, for they have appeared on many worlds and do not seem intelligent enough to have invented space travel.

Laser Refraction: When struck by a laser or energy attack, the prismal can make a STR test (DC 10). If successful, it absorbs the energy and can fire it the next round from its eyes. If it fails, the blast scores half damage against the prismal and the remainder of the energy is refracted into a rainbow of colors (per the Quantum Rainbow Photon Gun), with each creature within 30 feet (except other prismals) being affected.

PRISMAL
Medium elemental, neutral (N), low intelligence; cluster (1d8)

HD: 5
AC: 20 [-1 for S&W]
ATK: 2 slashes (1d8) or energy blast (see below)
MV: 20
SV: Fort 11, Ref 13, Will 14
XP: 500 (CL 6)

As described above. Whenever a prismal is struck by light (from torches, lanterns, spells, etc.) its body gives off a color spray effect that affects all within 10 feet. If struck by any sort of magical ray, the prismal, if it passes a saving throw, can capture the ray in its helix and then fire it at any target (with the same original range and effects) the next round. Even if it does not save against the ray, it takes only half the normal effect of it.

Special Qualities: Immune to cold, fire and electricity.

Hengeyokai for Blood and Treasure

Here’s my take on the much requested hegeyokai for Blood & Treasure. I tried to keep it simple, since they’re a playable race. Let me know what you think.

Hengeyokai

Magical Beast, Alignment Varies, Average Intelligence; Solitary

HD 1
AC 14
ATK Staff (1d6) or dagger (1d4) or by animal type
MV 30
SV F 11, R 11, W 13
XP 100

The hengeyokai are magical beasts that can take human form, usually to play tricks on human beings. They can also take a hybrid form of animal and human, often to good effect when attempting to shock their human victims. Some hengeyokai are rather malevolent, others merely mischievous.

Hengeyokai are usually tiny or small animals in their animal form. When in their animal form, they have the same armor class, movement rate, attacks and damage as that animal form, as well as any special abilities that animal might have. When in hybrid form, they retain the animal form’s attacks, but inflict +1 damage due to their larger size. Hengeyokai can change their shape (i.e. from animal to hybrid, or hybrid to human, or back) three times per day. In animal and hybrid form, hengeyokai have darkvision to a range of 60 feet.

Hengeyolai in hybrid and human form have the following additional abilities, depending on their type:

BAKENEKO (Cat) are usually malevolent creatures. They are immune to poison and can cast dancing lights once per day. Bakeneko with 6 or more hit dice or levels can also cast animate dead, turning corpses into zombies by leaping over them in cat or hybrid form.

INUGAMI (Dog) are loyal and generally lawful in alignment, the protectors of humanity from other hengeyokai. In human form, they typically take the shape of an armored warrior. They can cast cure light wounds once per day, and can cure disease once per week by licking a wound in dog or hybrid form.

JORŌGUMO (Giant Spider): Like the kitsune, the jorōgumo is a temptress, her human form being that of a willowy, elegant woman. They can cast spider climb and web once per day each.

KITSUNE (Fox): Kitsune, or fox maidens, may be the most famous of the hengeyokai. They appear as beautiful women and use their powers to charm and seduce men, using them as bodyguards and servants. Kitsune can charm person once per day and, when they have an instrument, fascinate as a bard with as many levels as the kitsune has Hit Dice. For each additional level or Hit Dice a kitsune gains, they grow an additional tail in their fox form, up to a maximum of nine tails.

MUJINA (Badger): The mujina are not particularly evil, but they do delight in frightening people. They can use the spell change self once per day to give themselves a frightening appearance, and cause fear once per day to frighten those who are not shocked by their appearance. Like badgerd, they are tenacious and ill-tempered when their tricks go awry.

TANUKI (Racoon Dog): Tanuki are pot-bellied tricksters, often drunk and always in good spirits. They can change self once per day, using this ability to make humans feel foolish.

HENGEYOKAI AS CHARACTERS
Hengeyokai characters are whimsical and capricious, and thus suffer a -1 penalty to their starting wisdom score. Bakeneko and jorōgumo gain a +1 bonus to their starting dexterity score, kitsune and tanuki a +1 bonus to their starting charisma and inugami and mujina a +1 bonus to their starting constitution score. They retain the ability to change shape and to cast the spells of their normal type. Hengeyokai cannot take levels as clerics, but can advance as druids. They can multi-class as fighter/sorcerers or sorcerer/thieves.

Xaoc, the Lords of Misrule for Blood & Treasure

XAOC
The xaocs are creatures born from the primordial chaos that existed before the ordered universe was created from its raw materials. The xaocs look something like rubbery, humanoid toads, with large heads that bear wide, toothy grins, bulging eyes that gleam with raw power and clawed hands and feet. Xaocs obey no master other than that creature capable of cowing them at that precise moment. The true lords of the xaoc are feared by them and generally obeyed, even when they are not around to impose their will.

Rubinous Xaoc
Rubinous xaocs are the smallest of the breed, with glistening scarlet skin that steams and pops. They are also the lankiest of the xaocs, with hunched backs and elongated arms and legs that end in webbed hands and feet tipped with searing hot talons. Their eyes are wide and golden, their mouths broad and filled with long, needle-like fangs. The primordial fires of Muspelheim burn in their veins, and drive them to almost constant violence on one another or anyone else within reach.

Rubinous Xaoc, Medium Outsider, Chaotic (CN), Low Intelligence: HD 6; AC 17; Atk 2 claws (1d4 + 1d4 fire + poison), bite (1d6 + 1d6 fire); Move 40; Save F 10, R 10, W 11; XP 3000 (Expert); Special: Immune to fire, magic resistance 15%, breath fire (1/day, 30-ft. cone, 6d6 points of damage), poison (Fortitude saving throw or lose 1d4 points of constitution per day; at 0 HD victim transforms into a random xaoc), spells (At will – detect evil, detect good, detect magic; 1/day – blur, burning hands), summon 1d3 rubinous xaoc once per day with 30% chance of success, vulnerable to cold.

Cerulean Xaoc
Cerulean xaocs are 8-ft. tall humanoid frogs with sparkling blue skin covered in white, crystalline nodules. They have beards of wriggling white tentacles under their chins, white eyes that glow with otherworldly menace, razor sharp fangs and pot bellies. Cerulean xaocs rarely move unless inspired to violence or some other mischief. They are often found sitting on bits of matter floating in the Astral Plane, watching and thinking and pondering their next move.

Cerulean Xaoc, Medium Outsider, Chaotic (CN), Average Intelligence: HD 7; AC 18 [+1]; Atk 2 claws (1d6 + 1d6 cold), bite (1d6 + 1d6 cold), tongue (10 ft., constrict for 1d4 damage, fortitude saving throw or paralyzed for 1d6 rounds); Move 40 (Swim 30); Save F 10, R 10, W 10; XP 3500 (Expert); Special: Immune to cold, magic resistance 15%, frigid aura (15-ft. radius, 2d6 points of cold damage, save for half damage), icy tongue, spells (At will – detect evil, detect good, detect magic, protection from evil, protection from good; 1/day – confusion, dimension door, hold person), summon 1d3 cerulean xaoc once per day with 30% chance of success.

Viridian Xaoc
Viridian xaocs have deep jade flesh that is rubbery and seems to reflect light in strange patterns. Their eyes are narrow and a sulfurous yellow. From their very pores a bilious, acidic vapor seeps, surrounding them in a 10-ft. diameter miasma that causes 1d6 points of acid damage per round and forces people to pass a Fortitude save or suffer blindness for as long as they are in the cloud plus 1d4 rounds. Their slavering jaws drip acid, and their hands and feet leave small holes in whatever they touch. More intelligent than rubinous and cerulean xaocs, they are leaders among their kind, bullying lesser xaocs and in turn toadying to more powerful representatives of their kind.

Viridian Xaoc, Large Outsider, Chaotic (CN), High Intelligence: HD 8; AC 19 [+1]; Atk 2 claws (1d6 + 1d6 acid), bite (1d8 + 1d6 acid); Move 40 (Climb 30); Save F 9, R 9, W 8; XP 4000 (Expert); Special: Immune to acid, magic resistance 20%, acidic cloud, vomit acid (10-ft. cone; 1d6 points of damage, Reflex saving throw for half, if failed the acid sticks, inflicting 1d6 points of damage per round until neutralized with holy water), spells (At will – detect evil, detect good, detect magic, protection from evil, protection from good; 3/day – confusion, dimension door; 1/day – death fog, dispel magic, hold person, hypnotic pattern, ray of exhaustion), summon 1d4 rubinous xaoc or 1d3 cerulean xaoc or 1 viridian xaoc once per day with 30% chance of success.

Aurelian Xaoc
Aurelian xaocs are loners who venture into other planes of reality to spread change and disrupt the status quo. In their normal form, they are golden-skinned xaocs with russet eyes and claws. They are surrounded by an aura like unto the aurora borealis, and their presence causes weakness and sickness. Aurelian xaocs can assume almost any humanoid form.

Aurelian Xaoc, Medium Outsider, Chaotic (CN), High Intelligence: HD 9; AC 19 [+2]; Atk 2 claws (1d8), bite (2d6); Move 60 (Fly 60); Save F 9, R 8, W 8; XP 4500 (Expert); Special: Immune to electricity, negative energy, mind control and hold spells, magic resistance 20%, prismatic aura (20-ft. diameter, Fortitude save or 1d4 points of strength damage), spells (At will – detect evil, detect good, detect magic, dimension door, protection from evil, protection from good; 3/day – alter self, confusion, dispel magic, hold person, minor creation; 1/day – enlarge person, hold monster, plane shift, rage, suggestion, teleport, transmute mud to rock, transmute rock to mud), summon 1d6 rubinous xaoc or 1d4 cerulean xaoc once per day with 40% chance of success.

Achromic Xaoc
Achromic xaocs are quick and powerful, cunning planners who seek to undermine Law and Order anywhere they find it, primarily by manipulating mortals and bribing them with all manner of outlandish promises. They are more toad-like than their kin, but retain the rubbery, ever-moving skin, bulbous eyes, arms with clawed hands and powerful legs. Achromic xaocs have stark white skin that quivers and crawls, sending chills down the spines of those who see it. Their eyes are black orbs that seem to peer into a person’s soul. They can transform their arms into 10-ft. long tentacles that whip or grapple. Their mouths are filled with crackling blue energy, and electricity also dances along their claws.

Achromic Xaoc, Large Outsider, Chaotic (CN), High Intelligence: HD 10; AC 20 [+2]; Atk 2 claws (1d8 + 1d6 electricity), bite (2d6 + 1d6 electricity) or 2 tentacles (1d8 + constrict); Move 50 (Fly 50); Save F 8, R 7, W 7; XP 5000 (Master); Special: Immune to mind control, hold spells and polymorph, resistance to acid, cold, fire and electricity, magic resistance 25%, spit lightning (100-ft. line; 6d6 electricity damage, Reflex saving throw for half), spells (At will – detect evil, detect good, detect magic, dimension door, protection from evil, protection from good; 3/day – confusion, dispel magic, mental barrier; 1/day – charm monster, dream, hold person, phantasmal force, plane shift, psionic blast, suggestion, teleport), summon 1d6 rubinous xaoc or 1d4 cerulean xaoc or 1 achromic xaoc once per day with 50% chance of success.

Lustrous Xaoc
Lustrous xaocs are the most powerful of their kind, with silvery-grey skin that glistens and rolls and eyes that swirl in deep prismatic pools. They have wide mouths and thin lips that are always moving, as though they are constantly whispering to unseen spirits. Their arms and legs end in talons, but also bear bony barbs that help them hold their prey. Lustrous xaocs are agents of madness, who drive powerful lords into the depths of insanity, toppling order from the top down. They can belch forth four tentacles from their mouths that extend up to 20 feet and can grab victims and pull them into their gullet, their mouths and bellies expanding to huge side to accommodate creatures up to medium size.

Lustrous Xaoc, Large Outsider, Chaotic (CN), Super Intelligence: HD 11; AC 22 [+3]; Atk 2 claws (2d6), bite (3d6) or tentacles (2d6 + swallow whole); Move 60 (Fly 60); Save F 8, R 7, W 5; XP 5500 (Master); Special: Immune to mind effects, hold spells and polymorph, resistance to acid, cold, electricity, fire and sonic, magic resistance 30%, croak (30-ft. cone of sound, 6d6 points of sonic damage, Fortitude save for half and Will save or confusion), spells (At will – confusion, detect evil, detect good, detect magic, dimension door, dispel magic, message, protection from evil, protection from good; 3/day – color spray, invisibility, mental barrier, nondetection ; 1/day – bolt of bedevilment, bestow curse, feeblemind, hypnotic pattern, plane shift, prismatic wall, symbol of insanity, suggestion, teleport), summon 1d6 rubinous xaoc or 1d4 cerulean xaoc or 1 aurelian, viridiano or achromic xaoc once per day with 60% chance of success.

Monster Quickie – Beautiful and Deadly

Inspired by a picture of a rather beautiful, if not deadly, sea slug that I saw today.

Giant Sea Slug (Sea Swallow)
Medium Vermin, Neutral, Non-Intelligent; Solitary

Hit Dice: 6
Armor Class: 13 [6]
Attacks: 4 appendages (1d4 + poison), bite (2d4)
Move: 20 [9] (Swim 5 [3])
Saves: Fort 10, Ref 12, Will 12
XP: 600 [Expert]

Giant sea slugs of the sea swallow variety are quite beautiful, but very deadly. They can float upon the surface of the water, upside down, due to gas sacs in their bodies, or crawl on land (though always in damp places … like dungeons, for example). They prey on larger creatures (monstrous jellyfish, giant slugs, pirates) and will prey on one another as well. They store the poison of creatures they eat in their bodies, mixing up powerful toxins that they use to kill their prey.

Giant sea slugs attack with their four appendages. The cerata on their appendages are tipped with toxins that inflict 1d6 points of constitution damage per round until neutralized or until the victim dies. Their mouths are filled with serrated blade-like teeth.

Special Qualities: Blindsight, immune to poison

The Polyhedroids

Two of the creatures that proved popular in my best.monster.ever poll were the modrons and the slaad. Since neither is open content, I’ve had to create my own versions for inclusion in Blood & Treasure. The polyhedroids fit the role of “agents of absolute law”.

POLYHEDROID
The mechanisms that regulate the clockwork movement of the cosmos are unseen, but they do exist. And while sages and theologians may argue and fight over who designed and put them into motion, they rarely worry over who maintains them. More importantly, when the cosmos needs an upgrade such as a new moon, who builds it, puts it in place and sets it off on its merry way? The who in question are the polyhedroids. The polyhedroids are like organic constructs. They are creatures of absolute law and order; every polyhedroid has a place in the scheme of things and every polyhedroid wants nothing more than to perform the task they have been assigned. They oppose chaos because it is an opposing force, not out of any love or comprehension of virtue, and since they see all living and non-living things as mere gears of the cosmos, they have no compunction about using these gears as they see fit to maintain cosmic order.

Spheroid
Spheroids are the least of the polyhedroids. They have a single eye, which can seemingly travel around the surface of their body as they like, and a small mouth that always sits at the bottom of the sphere. Once given a task, a spheroid works at that task until it is complete and then become idle, waiting for a new order from a more complex polyhedroid.

Spheroid, Small Outsider, Lawful, Low Intelligence: HD 1; AC 13; Atk 1 tentacle (1d4); Move 20; Save F 13, R 13, W 14; XP 100 (Basic); Special: Immune to enchantment and illusion, surprised on 1 in 4, resistance to electricity, spells (at will-levitate), telepathy 100 ft.

Tetrahedroid
Tetrahedroids are the engineers of the polyhedroids. They look like triangular pyramids turned on their points. From each of their four vertices, they sprout a tentacle. On three of their four faces, they bear a single large eye. On the fourth face, that which points up, they have a mouth. They are capable of balancing and moving on a single tentacle and attacking with the other three. Tetrahedroids often work alone or in small groups on major tasks or command a work crew of four spheroids.

Tetrahedroid, Medium Outsider, Lawful, Average Intelligence: HD 4; AC 15; Atk 3 tentacles (1d6); Move 30; Save F 11, R 11, W 11; XP 400 (Basic); Special: Immune to enchantment and illusion, resistance to acid and electricity, magic resistance 10%, spells (at will-levitate, mage hand), telepathy 100 ft.

Hexahedroid
Hexahedroids are employed to command work details of spheroids and tetrahedroids or to fight in polyhedroid armies when chaos threatens the cosmic order. They appear as cubes turned on their points, with eight tentacles sprouting from their vertices. Three of their faces bear great eyes, while the other three bear mouths. Hexahedroids attack with four tentacles and can cast spells as 6th level clerics. They can cast one spell per round, even while attacking. Hexahedroids command crews of six tetrahedroids.

Hexahedroid, Medium Outsider, Lawful, Average Intelligence: HD 6; AC 17; Atk 4 tentacles (1d8 + constrict); Move 40; Save F 10, R 10, W 10; XP 600 (Expert); Special: Immune to enchantment and illusion, resistance to acid, fire and electricity, magic resistance 15%, spells (at will-levitate, mage hand; 1/day-magic missile, shield), telepathy 100 ft.

Octahedroids
Octahedroids are governors among the polyhedroids. They appear as octahedrons (or 8-sided dice if you please) lying on their horizontal axis. They have six tentacles sprouting from their vertices. Those that ring their center are used for movement, while the two on the ends are used for attack and manipulation, though technically they could use two of their central tentacles for attack if need be. They have four eyes and four mouths and cast spells as 8th level clerics. They are capable of cast two spells per round, even while attacking. Each octahedroid has a bodyguard of 8 hexahedroids.

Octahedroid, Large Outsider, Lawful, High Intelligence: HD 8; AC 19 [+1]; Atk 2 or 4 tentacles (2d6 + constrict); Move 60 (Fly 180); Save F 9, R 8, W 8; XP 4000 (Master); Special: Immune to enchantment and illusion, resistance to acid, cold, fire and electricity, magic resistance 20%, spells (continuous- detect lies, protection from evil; at will-levitate, mage hand, telekinesis; 3/day-command, detect invisibility, detect magic, magic missile, shield;1/day-interposing hand, wall of force), telepathy 100 ft.

Dodecahedroids
Dodecahedroids are lords among the polyhedroids. They appear as dodecahedrons (or 12-sided dice if you please) sprouting 20 tentacles. They have 6 eyes and 6 mouths spaced around their bodies, and cannot be surprised. They cast spells as 12th level clerics and are capable of casting three spells per round even while attacking. Each dodecahedroid commands a council of 12 octahedroids.

Dodecahedroid, Large Outsider, Lawful, High Intelligence: HD 12; AC 21 [+2]; Atk 10 tentacles (2d6 + constrict); Move 90 (Fly 270); Save F 7, R 4, W 6; XP 6000 (Master); Special: Immune to enchantment and illusion, resistance to acid, cold, electricity, fire and sonics, magic resistance 30%, spells (continuous-detect invisibility, detect lies, protection from evil; at will-command, detect magic, detect thoughts, levitate, mage hand, telekinesis; 3/day- dimension door, magic missile, shield, wall of force;1/day-dispel magic, force cage, forceful hand, interposing hand, teleport), telepathy 1,000 ft.

Icosahedroids
Icosahedroids are kings among the polyhedroids. They appear as icosahedrons (or 20-sided dice if you please) sprouting 12 tentacles. They have twenty complete faces consisting of an oblong eye and mouth. They cast spells as 20th level clerics and are capable of casting four spells per round even while attacking. Each icosahedroid commands a kingdom of 20 dodecahedroids, 240 octahedroids, thousands of hexahedroids, millions of tetrahedroids and untold numbers of spheroids.

Icosahedroid, Huge Outsider, Lawful, Super Intelligence: HD 20; AC 23 [+3]; Atk 6 tentacles (3d6 + 1d6 electricity + constrict); Move 120 (Fly 360); Save F 3, R 3, W 3; XP 10000 (Epic); Special: Immune to enchantment and illusion, resistance to acid, cold, electricity, fire, negative energy and sonics, magic resistance 50%, spells (continuous-detect invisibility, detect lies, detect thoughts, protection from evil; at will-command, detect magic, dimension door, levitate, mage hand, telekinesis; 3/day- dispel magic, magic missile, planeshift, shield, teleport without error, wall of force;1/day-clenched fist, crushing hand, force cage, forceful hand, grasping hand, interposing hand), telepathy 10,000 ft.

Antikytheres

During the best.monster.ever discussion there was a request for clockwork horrors. Here’s my version of the, sort of the fantasy version of self-replicating machines that just don’t know when to stop.

ANTIKYTHERES

Antikytheres are clockwork creations of magic-users designed to retrieve rare earths, metals or gemstones for their alchemical work. They look like scarabs fashioned from precious metals and their dim programming sometimes blossoms into true intelligence, allowing them to reproduce and form hordes. These hordes can descend on a region and strip it bare of mineral resources, all for the purpose of making additional antikytheres. It is not for nothing that dwarves and gnomes attack them on site and then pursue their creator with a rare determination.

Antikytheres are small creatures that look like scarabs with six jointed legs ending in spikes, mandibles capable of chewing through stone and wing flaps that can open to release razor-sharp chakrams. An antikythere holds six of these missiles.

The bronze antikytheres are the basic models. Silver antikytheres are more intelligent than bronze antikytheres and are also immune to acids. Through a nozzle in their mouths they can spit acid once every three rounds. The acid emerges in a 10-ft line and otherwise conforms to the acid arrow spell. Gold antikytheres are the most intelligent form of the construct. They are also immune to fire and, in instead of spitting acid every three rounds can spray a 15-ft. cone of alchemist’s fire once per day.

Although terrifying enough alone, when five antikytheres work together they can set up vibrations that can cause a small earthquake (per the spell). Each round, there is a 5% chance per antikythere involved (remember, there must be at least five) of causing the earthquake effect. Other antikythere in the area of effect have a +3 bonus to save vs. the earthquake due to their knowledge of it coming and their ability to clamp their spiked legs into the ground for stability.

Bronze Antikythere, Small Construct, Neutral, Non-Intelligent: HD 2; AC 17; Atk 1 bite (1d6) or chakram (1d4); MV 30 (Burrow 15); Save F 16, R 15, W 15; XP 200; Special: Immune to electricity, paralyzed by dispel magic, vulnerable to sonic attacks.

Silver Antikythere, Small Construct, Neutral, Animal Intelligence: HD 4; AC 16; Atk 1 bite (1d6) or 2 chakram (1d4); MV 30 (Burrow 15); Save F 15, R 14, W 15; XP 300; Special: Spit acid, immune to acid and electricity, paralyzed by dispel magic, vulnerable to sonic attacks.

Gold Antikythere, Small Construct, Neutral, Low Intelligence: HD 6; AC 15; Atk 1 bite (1d6) or 2 chakram (1d4); MV 30 (Burrow 15); Save F 13, R 12, W 13; XP 300; Special: Spray alchemist’s fire, immune to acid, electricity and fire, paralyzed by dispel magic, vulnerable to sonic attacks.

 

Smilodars

The first response I got when I asked about awesome monsters from the old D&D line (B/X or BECMI or RC) referenced the aranea, which made it into the SRD, and the rakasta. I wanted to slap myself in the forehead. The rakasta were one my old favorites from that line. How could I forget the rakasta?

Thus are born the smilodars of Blood & Treasure. They should be compatible with most old school clones.

Smilodon by Charles Knight

SMILODAR
Neutral Medium Humanoid, Average Intelligence; Hunting Band (1d8) or Tribe (80 + 50% + 1d4 x 5 smilodons)

HD 2; AC 12; ATK 1 clawed gauntlet (1d4) and/or spear (1d6) or throwing axe (1d6) or bite (1d4); MV 30 (Leap 15); Save F 12, R 15, W 15; XP 100; Special: Leap into combat.

The smilodar are cat-headed men and women with tawny fur and sabre-teeth. They dwell in steppes and sometimes on the edges of deserts, hunting prey and raiding nearby human and demi-human settlements. While they bear no particular ill will towards most, smilodars have an innate hatred of gnolls and attack them on sight. Smilodars stand about 7 feet tall. They speak their own language and that of large, predatory cats, and might also learn Common, Gnoll and Goblin.

A typical smilodar warrior wears a leather loincloth and carries a clawed metal gauntlet (1d4 damage), spear and a throwing axe or four javelins.

Elite smilodar warriors are mounted on the backs of semi-domesticated smilodons. They fashion leather saddles that allow them to lock their hind-claws into leather flaps and thus ride using only one hand to steady themselves. Smilodars control their mounts with sounds and scents rather than reins.

In combat, smilodars can leap from their mounts, covering up to 15 feet and attacking as though making a charge. Their mounts then fight in concert with their masters, who can attack with spear and clawed gauntlet each round with a -2 penalty to hit with each. If disarmed, they can still bite for 1d4 points of damage.

SMILODARS AS CHARACTERS
Smilodars tend to come from primitive backwaters and lost lands. They adjust their starting ability scores as follows: Strength +1, Constitution +1, Intelligence -1. Smilodars retain the leaping ability of their monstrous cousins, essentially using it as a charge attack that does not require them to move at least 30 feet. As with all charges, they suffer the normal penalty to AC when charging. Smilodars can multi-class as barbarian/clerics and barbarian/thieves. They speak Smilodar and the language of large, predatory cats, and might also choose to learn Common, Elf, Gnoll and Goblin.

Results of Best. Monster. Ever!

No love for the RC?

The results are in (I’m always amazed at how few people who view these posts actually chime in – I’ve never known a gamer who didn’t have an opinion or couldn’t form one at the drop of a hat) and the monsters the readers want to see are the Slaad, the Modrons and the hengeyokai.

Naturally, the slaad and modrons have to be re-cast. The slaad are going to become the xaoc and retain their rubbery toadness, but with a dash of Lovecraft’s moon monsters and CAS’s Tsathoggau thrown in for good measure.

The modrons are going to become the polyhedroids – something I’ve already put together and should translate pretty easily. I picture them as skittering around in the space between dimensions, maintaining the mechanics of the universe and sometimes intervening when powerful adventurers insist on screwing with the intricate balance.

I had thought about rebranding them as the Abraham Merritt’s metal monsters, but I might just include them as well – they’re pretty awesome.

The hengeyokai are legendary and pretty easy to work with, and yeah, I’ll make sure there’s a blurb on playing them as characters.

By far, the most response was for Fiend Folio monsters, and I’m wondering if that book doesn’t form a dividing line in the hobby. Plenty of people hate it, but I’m one of the folks who love it and, frankly, wouldn’t play a game without it. I just run those kinds of games, I guess.

There was no response for the old Rules Cyclopedia, i.e. the “basic” Dungeons & Dragons line. Were the only unique, cool monsters in that book the nightshades, who already made it into the SRD? Or maybe I just didn’t attract enough fans of the old line to comment on the thread. I don’t know, but I’d love to hear some thoughts on the old D&D monsters that made it distinct from the AD&D line.

Cover of the Day

So tell me, dear readers. Is this fantasy or science-fantasy? Or science-fiction? I don’t know, but I do know that I love everything about this cover. Let’s break it down, along with some quick stats for Space Princess and Blood & Treasure.

We have to start with our heroine. Who sez the ladies were always helpless victims on old pulp and comic book covers? Okay, maybe 99% of the time, but still. From the cover blurb, we can assume this is one of Flint Baker’s amazon sky-troops. AMAZON SKY-TROOPS. Please tell me that phrase makes you smile. Tastefully dressed amazons equipped with morningstars flying about on the surprisingly strong necks of mutant vultures. If you look at the background closely, you’ll see that some of the amazons are riding on flat platforms being pulled by the birds – maybe the sci-fi equivalent of floating discs.

Amazon Sky-Trooper (B&T): Medium Humanoid, Neutral, Average Intelligence; HD 3; AC 14 [5]; Atk 1 morningstar (1d6+1); Move 30; Save F 14/R 12/W 14; XP 150; Special: No penalty to attack while mounted.

Amazon Sky-Trooper (SP): HD 3; DEF 16; FIGHT 8 (1d6+1); SHOOT 9; MOVE N; STR 5; DEX 6; MEN 4; KNO 4; DL 3; Special: No penalty to attack while mounted.

Vulturoid (B&T): Medium Animal, Neutral, Animal Intelligence; HD 6; AC 13 [6]; Atk 2 claws (1d6) and bite (1d6); Move 20 (Fly 90); Save F 10/R 9/W 15; XP 300; Special: None.

Vulturoid (SP): HD 6; DEF 17; FIGHT 14 (1d6); SHOOT 10; MOVE F; STR 8; DEX 4; MEN 3; KNO 0; DL 6; Special: None.

 

Moving downward, we come across a furry gent who is apparently a raider from the Red Moon. Perhaps we could also call him a Red Moonman. He’s not only furry, he also has cute little ears and demonic talons for feet. And check out the fork he’s holding that guy down with.

Raider of the Red Moon (B&T): Medium Humanoid, Chaotic, Low Intelligence; HD 2; AC 15 [4]; Atk 1 war-fork (1d4), dagger (1d4) or 2 talons (1d4); Move 20; Save F 12/R 15/W 16; XP 200; Special: Resistance to cold, can make two attacks per round with weapons, or, if has initiative, pounce and make four attacks with weapons and talons.

Raider of the Red Moon (SP): HD 2; DEF 16; FIGHT 6 (1d4); SHOOT 6; MOVE S; STR 4; DEX 4; MEN 4; KNO 2; DL 2; Special: Resistance to cold, can make two attacks per round with weapons, or, if has initiative, pounce and make four attacks with weapons and talons.

If we continue down, we meet, I assume, Flint Baker, and frankly, he’s the least interesting thing on this cover. No pixels will be wasted on Flint.

Other stories include Auro, Lord of Jupiter, Mars, God of War and Hunt Bowman in the Lost World. If you don’t name your next ranger Hunt Bowman, you might be taking your gaming just a tad too serious.

Big, Green and Plenty Mean [Monster]

In honor of the new John Carter movie (no, I haven’t seen it), and the fact that this kick ass illustration is in the public domain, I present everyone’s favorite green, four armed aliens for a variety of systems with the serial numbers just barely filed off.

Consider this baby Open Game Content.

ZHARKS (GREEN MARTIANS)

Illustration by J. Allen St. John

Zharks are tall (18-ft for males, 12-ft for females) humanoids who inhabit ruined cities in great wastelands. Exceptionally warlike and cruel, they form great hordes that compete, violently, for resources and slaves. Zharks have long torsos that support four arms, one pair located about 2 feet above the other. They have large eyes, ear stalks on the top of their bald heads, and great tusks jutting from their mouths. Zharks have olive green to dark green skin that is thick and waxy, helping to keep their bodies from losing too much moisture in the warm deserts they call home.

Zharks arm themselves with swords, spears and radium guns. These guns are exceptionally long rifles that fire bullets with a core of radium. When the outer casing of the bullets cracks and the radium is exposed to sunlight, it explodes for an additional 1d6 points of damage. Some zharks carry smaller radium pistols. The zharks acquire their more high-tech weaponry from others, for they are only capable of crafting primitive weapons.

Zharks are usually mounted on eight-legged monsters called zhotes. Their arch enemies are the girallons.

BLOOD & TREASURE
Zhark, Large Monstrous Humanoid, Chaotic, Average Intelligence
HD 5; AC 14; Atk 4 weapon attacks; Move 40; Saves F 12, R 11, W 11; XP 250; Special: None.

SWORDS & WIZARDRY

Zhark: HD 5; AC 5 [14]; Atk 4 weapon attacks; Move 15; Save 12; CL/XP 5/240; Special: None.

MYSTERY MEN

Zhark: LVL 5; PH 7 (+2); MN 3; DC 15; SPD 2; XP 500; Atk 4 weapon attacks.

SPACE PRINCESS

Zhark: HD 5; DEF 16; FIGHT 12 (1d10); SHOOT 9 (2d6); MOVE N; STR 7; DEX 4; MEN 5; KNO 3; DL 6; Special: Can make a total of four attacks each round.