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.

Fiendish Flora: Virginal Creeper [Monster]

VIRGINAL CREEPER
Large plant, Neutral (N), Non-intelligent; Cluster (1d6)

HD 4
AC 13
ATK 1d6 spines per person within 10 feet (1d3 + poison*)
MV 0
SV F10 R17 W14
XP 400 (CL 5)

Virginal creeper is named for the virgin goddess of the hunt, due to its unique form of defense. The creeper is composed of thick green vines that grow from a central, woody core. Each of these vines is covered with thin, greenish-yellow leaves and large, white flowers. Within each flower there are several needle-like spines.

The plant appears to detect people by a sort of tremorsense that extends to 30 feet. Within 10 feet, it begins to rustle and launches its spines, throwing 1d6 spines each round at each target that approaches within 10 feet. These spines are coated in poison that acts as a major adrenaline rush to those who fail a Fortitude saving throw. Each round, the person struck by the poison enjoys a cumulative +1 bonus to strength, up to a +3 bonus, but also suffers 1d4 points of damage as their heart is driven to bursting.

Fiendish Flora: Belial’s Breath

Today I’m kicking off a series of plant monsters, because – well frankly, because when I was walking yesterday some ideas started popping into my head and now I’m going to flesh them out and use them, by golly. So – a plant monster a day until I run out of ideas.

BELIAL’S BREATH
Large plant, neutral (N), non-intelligent; pit (1d6)

HD 4
AC 12 (vines have AC 13)
ATK 6 vines (1d4 + 1d6 fire)
MV 0
SV F10 R17 W14
XP 400 (CL 5)

Belial’s breath, also called salamander vine, is a monstrous plant that grows in volcanic regions, sending tap roots deep into the earth that tap into pockets of heat. The plant appears as a clump of vines that range in length from 4 to 8 feet long. The vines are about 1 inch in diameter and black. They support large leaves that are black on top and crimson on the bottom. The plant produces small yellow flowers that exude a sulfurous smell.

The vines themselves are covered in a tar-like substance that is both sticky and flammable. When the vines detect, by tremors in the ground, the nearness of a creature they snake out and attempt to grab the creature. The stickyness of the vines give them a +2 bonus to grapple attacks. If a grab is successful, the vine bursts into flame. This flame deals 1d6 points of fire damage to its victim as well as to the vines themselves. Each vine has 3d6 hit points; when a vine’s hit points are reduced to 0 by the flame or any other source, it is severed from the plant. The plant’s hit point total is not reduced by damage sustained by the vines. To kill the plant, one must deal damage to the large, crimson bulb that lurks beneath the soil and from which the vines emanate.

Special: Resistance to fire

Masters of the Dungeon

The Masters of the Universe came a bit late for me when I was young. A good friend of mine got the entire original release of MOTU for Hanukkah, though, and I remember going over to his house and checking them out, though I don’t think we ever actually played with them. We were getting too old for action figures (i.e. dolls for boys) at that point, and I was never into swords and sorcery anyways – I was more into a G.I. Joe (the original figures, you know, back when Snakeyes was a commando and not a stupid ninja) and Star Wars guy. At the time, MOTU figures struck me as really lame, and the cartoon was just horrible … well, except for this …

Now that I’m an adult, though, and have embraced my inner stooge and gonzo gaming, I have to admit a fondness for those old figures. Yeah, they’re goofy, but in all the best ways. They also strike me as things that would be amazing to throw at players in a gonzo dungeon – not as individuals, but as monsters on the order of goblins, orcs, bugbears, etc. With that in mind …

DOUBLE-HEADER (Double-headed Evil Strategists)
Medium monstrous humanoid; high intelligence; chaotic (LE); band (1 + 2d4 humanoids)

HD 4
AC 16 (breastplate and shield)
ATK 2 bites (1d4) or slam (1d6 + constrict)
MV 30
SV F14 R11 W10
XP 400 (CL 5)

Double-headers are two-headed humanoids who often lead humanoid war parties due to their high intelligence and mighty muscles. While some two-headed creatures have trouble with competition between heads, the double-header’s heads work in perfect cooperation. While this makes them especially cunning, it also gives them a +2 bonus to save vs. mind-affecting spells and abilities.

KLAWE (Warriors with a Grip of Evil!)
Medium monstrous humanoid; low intelligence; chaotic (CE); snag (1d4)

HD 1
AC 15
ATK 1 claws (1d6 + constrict), mace (1d6) and bite (1d4)
MV 30
SV F13 R15 W16
XP 50 (CL 1)

Klawes are humanoids covered with orange chitin and armed with maces. Their claws are capable of locking their foes in a grip of evil that deals double damage to lawful (good) victims.

KOZMO (Evil Cosmic Enforcers)
Medium outsider; average intelligence; chaotic (NE); glower (1d4)

HD 3
AC 14 (breastplate)
ATK 1 slam (1d4) or 1 ray gun (1d6 fire)
MV 30
SV F12 R12 W12
XP 300 (CL 4)

Kozmos are humanoids that hail from the outer dimensions. They are used as enforcers by minor evil extraplanar entities. They wear helms with goggles that protect them from gaze attacks and permit them to see into the ethereal and astral planes. Once per day, a kozmo can use the dimension door spell.

LASHER (Evil Tail Thrashing Warriors)
Medium humanoid; low intelligence; chaotic (CE); welt (1d6)

HD 2
AC 14
ATK 1 spear (1d8) and tail lash (1d4 + stun)
MV 30
SV F12 R15 W16
XP 100 (CL 2)

Lashers are cousins of the lizardmen with lashing tails. They have rather ogrish faces with protruding fangs, and pale, glistening green scales.

LOCK-JAW (Evil Warriors Armed for Combat)
Medium humanoid; average intelligence; chaotic (CE); clamp (1d4)

HD 4
AC 14
ATK 1 bite (1d8) and either 1 musket (xxx), 1 hook (1d6) or 1 claw (1d6)
MV 30
SV F11 R14 W14
XP 200 (CL 4)

These cybernetic outlaws know no fear. They are equipped with adamantine jaws that can bite through nearly anything (+2 to sunder attacks; -2 to item saving rolls against them) and mechanical arms with the following possible attachments: Musket, hook (1d6 damage, +2 to disarm attacks) or claw (1d6 damage, +2 to grapple attacks). Lock-jaws can store unused weapons on their belts, and it takes them a full round to exchange one weapon for another.

MAN-BEAST (Savage Henchmen)
Medium humanoid; average intelligence; chaotic (CE); throng (1d8)

HD 1
AC 13
ATK 2 claws (1d3) or 1 whip (10-ft range, 1d4)
MV 30
SV F13 R15 W15
XP 100 (CL 2)

Man-beasts often serve as henchmen to evil lords. Once per day, they can use monster summoning I to summon animals only. Man-beasts can speak the language of animals.

MER-MOK (Ocean Warlords)
Medium humanoids; average intelligence; chaotic (CE); gang (1d6)

HD 1+1
AC 16 (scale breastplate)
ATK 2 claws (1d4) or sword (1d8)
MV 30 (Swim 40)
SV F13 R15 W15
XP 100 (CL 2)

Mer-moks are scaly, green-skinned amphibians that may be distant, telepathic relatives of the sahuagin. They wear breastplates and carry bronze swords. Mer-moks suffer no penalty when fighting with their swords underwater. They can communicate with aquatic animals via telepathy (300-ft. range) and can use this telepathy, once per day, to cast monster summoning II (summons aquatic animals only).

PROWLER (Evil Masters of Escape)
Small humanoid; average intelligence; chaotic (NE); pounce (1d8)

HD 0
AC 14 (breastplate)
ATK 2 claws (1d3) or musket (2d6)
MV 30 (Climb 40)
SV F16 R14 W16
XP 50 (CL 1)

Prowlers are small, halfling-sized humanoids with monstrous, spidery faces, dark blue skin that helps them blend into the shadows (surprise on roll of 1-4 on 1d6). They are capable of moving across walls and ceilings (per the spider climb spell), and use this ability to help them surprise foes when they are forced to engage in melee. They prefer to attack with their slim, accurate muskets, though, striking from the darkness as snipers and then looting the bodies of their victims.

SKULLFACE (Lords of Destruction)
Medium monstrous humanoid; high intelligence; chaotic (LE); solitary

HD 9
AC 18
ATK 2 claws (1d4+2) or sword (2d4+2)
MV 30
SV F11 R9 W8
XP 900 (CL 10)

These lords of destruction are demonic men with skull faces and blue skin. Having the special qualities of demons, they are capable swordsmen and sorcerers. Skullfaces can cast spells as 8th level sorcerers, channeling their magic through their skull-headed staves without needing to speak or gesture. When encountered, there is a 50% chance a skullface will be mounted on a giant black panther and a 50% chance they will be accompanied by their savage henchmen, 1d8 man-beasts.

SPIKAZ (Evil Masters of Untouchable Combat)
Medium monstrous humanoid; average intelligence; chaotic (CE); prick (1d6)

HD 1+1
AC 16
ATK 1 trident (1d6) and morningstar (1d6)
MV 30
SV F15 R13 W13
XP 100 (CL 2)

Spikaz are strange humanoids covered in bony protrusions that jut from their leathery hides. Natural smiths, most amputate their lower left arms and replace them with weapons, often tridents or warhammers. They often wield morningstars in their right hands in combat. Those locked in melee combat with spikaz using their natural weapons or small weapons must pass a Reflex save each round or be struck by their spikes, suffering 1 point of damage. Attacking a spikaz with unarmed attacks or grapples automatically inflicts 1d3 points of damage on the attacker with a successful hit.

TRICLOPS (Evil Warriors That See Everything)
Medium humanoid; average intelligence; chaotic (LE); peep (1d4)

HD 3
AC 14
ATK 1 sword (1d8) or eye ray (30-ft range, 1d6 force)
MV 30
SV F12 R14 W14
XP 300 (CL 4)

Triclops possess three eyes spaced evenly around their heads. These eyes make it impossible to surprise a triclops, and give them the power of true seeing (as the spell), x-ray vision and the ability to rays of force that force victims to pass a Fortitude save or be knocked back 2d4 feet and fall prone if they fail a Reflex saving throw. They are also capable swordsmen.

YELLOW AMAZONS (Evil Warrior Goddesses)
Medium humanoid; average intelligence; chaotic (NE); coven (1d4)

HD 3
AC 15 (leather armor)
ATK 1 staff (1d8)
MV 40
SV F12 R14 W14
XP 300 (CL 4)

These saffron-skinned warrior goddesses go into battle armed with iron staves and leather armor. They can channel magic through their staves as though they were 3rd level sorcerers, though without their staves they have no magical abilities.

Enter the Geo-Metrons

Inspired by Adventure Time

In the vast cosmos there are many weird entities to encounter and fight. These are three of them.

Hell-Sphere
Small Aberration, Chaotic (LE), Average Intelligence, Gang (1d3)

Hit Dice: 4
Armor Class: 17 [Silver]
Attack: 2 fire whips (10-ft. range; 1d4 + 1d6 fire)
Speed: Fly 30
Save: F15 R14 W11
XP: 400 (CL 5)

Hell-spheres look like ruby colored spheres about the size of a human head. While they look solid, they are in fact only semi-solid, bridging the material and ethereal planes. Hell-spheres move by flying, and can also levitate in place. They attack by extending semi-solid whips of fire from their surfaces, and are also capable of taking control of living creatures.

To control a creature, a hell-sphere must envelop that creature’s head. This is considered a grapple attack, which the hell-sphere makes at a +2 bonus to hit. Once it has enveloped a creature’s head, the target is allowed a Will saving throw to resist the sphere. If this save fails, the creature is stunned for the remainder of the round. On the next round, it is under the control of the sphere.

A creature under a sphere’s control can use all of its natural abilities, and also gains the special defenses of a devil. The sphere must remain on the creature’s head to control it, and can be removed by a grapple attack (assuming somebody has silver or magical gloves or a net or such to catch it). Attacks against a sphere enveloping a creature score full damage on the sphere and half damage on the creature it is enveloping. While enveloping a creature, a hell-sphere can continue to use its normal attacks in addition to its new minion’s attacks.

Death-Cube
Small Aberration, Chaotic (CE), Average Intelligence, Gang (1d3)

Hit Dice: 3
Armor Class: 16 [Silver]
Attack: 2 rays (50-ft. range, 1d6 negative energy)
Speed: Fly 30
Save: F15 R14 W12
XP: 300 (CL 4)

Death-cubes look like black cubes about the size of a human head. While they look solid, they are in fact only semi-solid, bridging the material and ethereal planes. Death-cubes move by flying, and can also levitate in place. They attack by firing rays of gray energy from their surfaces, and are also capable of taking control of living creatures (per the hell-sphere above).

A creature under a cube’s control can use all of its natural abilities, and also gains the special defenses of a demon.

* Note – this one keeps making want to say Death-Cube for Cutie

Battle-Prism
Small Aberration, Neutral (N), Average Intelligence, Gang (1d3)

Hit Dice: 5
Armor Class: 18 [Silver]
Attack: 2 rays (50-ft. range, 1d6 force)
Speed: Fly 40
Save: F14 R13 W11
XP: 500 (CL 6)

Battle-Prisms look like three-sided pyramids about the size of a human head. Each surface is a kaleidoscope of colors. While they look solid, they are in fact only semi-solid, bridging the material and ethereal planes. Battle-prisms move by flying, and can also levitate in place. They attack by firing rays of prismatic force from their surfaces, and are also capable of taking control of living creatures (per the hell-sphere above).

A creature under a prism’s control can use all of its natural abilities, and also gains the effects of the heroism spell.

Nymphomania II – Seven More Nymphs

And so we come to part 2 of my article on variant nymphs. Enjoy (can’t wait to commission art for this one!)

MELISSAE (HONEY NYMPHS)
Melissae are the nymphs of honey bees. They appear as 4 to 5 ft. tall women of exceptional beauty, with golden skin and honey-colored hair. On their backs are wings like those of a giant bee, and they have a fly speed of 30 feet.

Once per day, a melissae can summon a swarm of bees (per summon swarm). They do not have the gaze attack of normal nymphs, but their kisses act as a charm person spell. Melissae are immune to poison, and most carry a magical mead that acts as a neutralize poison potion. Melissae cast spells as bards rather than druids. They are usually encountered with 1d6 giant bees.

NAIADS (WATER NYMPHS)
Naiads are the nymphs of fresh water, dwelling in rivers, lakes, streams and pools. They are among the more pleasant of their kind, enjoying dalliances with mortal men and rarely doing lasting harm to mortals. Naiads are about 5 feet tall and generally resemble elves. They have pale skin and silvery hair.

Naiads are amphibious. They have a swim speed of 50 feet and are resistant to cold damage.

NEREIDES (SEA NYMPHS)
Sea nymphs dwell in salt water, often constructing small palaces for themselves below the waves. Their leader is the famous Thetis, mother of Achilles. They usually have pale skin and golden hair, with deep blue eyes.

Nereides are amphibious. They have a swim speed of 60 feet. Nereides are resistant to cold damage, have 10% magic resistance and can only be harmed by silver weapons. In place of a normal nymph’s gaze attack , nereides can sing a siren song that affects all within 100 feet. At minimum power, this acts as a bard’s fascinate ability, but nereides can also use it to deliver the following spells: Charm person, charm monster, suggestion, command, confusion or fear.

NYMPHAI HYPERBOREIOI (HYPERBOREAN NYMPHS)
The nymphai hyperboreioi are the nymphs of the taiga. They are hardier and more barbaric than their southerly sisters, and excel at archery. Nymphai hyperboreioi stand about 7 feet tall, have pale skin (often freckled) and flowing red or blond hair. They are always found wearing leather armor (or furs – count them as leather armor either way) and carrying short swords and longbows.

Hyperborean nymphs have 8 Hit Dice and enjoy resistance to cold damage. In their hands, bows and arrows always carry a +1 magical bonus. When making trick shots with their bows, they enjoy a +2 bonus to hit. Hyperborean nymphs do not have the normal nymph’s gaze attack, but they can imbue their arrows with a charm person effect; when an arrow is so imbued, it deals no damage. Rather, it disappears into a cloud of smoke when it strikes a target, and that target must pass a Will saving throw or be charmed.

OCEANIDS (OCEAN NYMPHS)
Oceanids might also be called greater nereides. They are the daughters of Oceanus and Tethys, and thus have titan blood flowing through their veins. Oceanids are exceptionally lovely, with blue-green skin and hair like sea foam. They can appear in the form of mermaids, or as humanoids.

Oceanids have 9 Hit Dice, AC 18 and a swim speed of 90. They can only be harmed by +1 or better weapons, have magic resistance 25% and are immune to cold. They can breathe air or water. Once per day, an oceanid can enlarge herself (as the spell), an artifact of her titan heritage. Oceanids cast spells as 9th level druids. In place of a normal nymph’s gaze attack , oceanids can sing a siren song that affects all within 1 mile. At minimum power, this acts as a bard’s fascinate ability, but oceanids can also use it to deliver the following spells: Charm person, charm monster, suggestion, command, confusion or fear.

Oceanids can control water at will, and they can rebuke water elementals as an evil 9th level cleric can rebuke undead.

OREADS (MOUNTAIN NYMPHS)
Oreads are earth nymphs who dwell in the mountain and rugged hills. They avoid contact with non-fey, and are less apt to seduce a mortal than most of their kin. Oreads have nut-brown skin and auburn hair. Their eyes shine like rubies, sapphires or emeralds.

Oreads are resistant to acid and can use stoneskin (as the spell) at will. They can meld into stone as a dryad can meld into trees, but are not tied to particular stones as dryads are tied to particular trees. Oreads can communicate with burrowing animals as a gnome. They do not have a normal nymph’s gaze attack.

THEMEIDES (GUARDIAN NYMPHS)
The themeides are the daughters of Zeus and Themis (i.e. they’re true demigods), who serve both as prophets and as keepers of divine artifacts (a certain famous saint’s mace, perhaps). While these warrior nymphs appear at first merely as red-headed nymphs with bronzed skin, when attacked one learns of their true nature.

Themeides are only struck by +1 or better weapons, are immune to lightning and fear and enjoy magic resistance 30%. They have 12 Hit Dice. In combat, they can summon chainmail and spears that appear on their person. Both chainmail and spear crackle with energy; while on the nymph they act as +1 magic items and the spears deal +1d6 electricity damage with each hit. When a themeides dies, her armor and weapon disappear.

Themeides cast spells as clerics rather than druids.

Nymphomania (Part 1)

No, not that kind of nymphomania. Get your mind out of the gutter.

I’m talking about the myriad varieties of nymphs in Greek mythology. A few have made their way into the annals of fantasy gaming, but there are so many more, and I need a blog post, so you do the math.

For the nymphs that follow, I’m going to assume that they have modifications of the basic nymph stats and abilities from Blood & Treasure. In other words, I’m not going to put in a full block of monster stats for each one, just list where they differ from what is below.

NYMPH
Medium Fey, Lawful (NG), High Intelligence; Solitary

HD 6
AC 17
ATK Dagger (1d4)
MV 30 (Swim 20)
SV F 12, R 10, W 9
XP 600 (CL 7)

Nymphs are female fey of astounding beauty. The daughters and grand-daughters of the gods, they represent the beauty and mystery of nature. Nymphs speak Sylvan and Common.
All humanoids within 30 feet of a nymph that look directly at a nymph must succeed on a Fortitude save or be blinded permanently. A nymph can suppress this ability if she wishes.

As a gaze attack, a wrathful nymph can stun a creature within 30 feet with nothing more than a sidelong glance. The target creature must succeed on a Fortitude save or be stunned for 2d4 rounds.

Besides their spell-like abilities, nymphs cast spells as 7th level druids.

Spells: 1/day—dimension door

Typical Druids Spells: 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animals, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp

ANTHOUSAI (FLOWER NYMPHS)
These are the nymphs of flowers. They are smaller than the basic nymph, and have hair that resembles a cascade of hyacinth flowers. Anthousai have 4 HD (and XP 400, CL 5) and AC 15. In place of the nymph’s gaze attack, the anthousai can emit a perfume in a 20-ft. radius that acts as a dose of charm monster and suggestion. Anthousai usually suggest that people leave, or perhaps perform mundane tasks for them.

ASTERIAE (ASTRAL NYMPHS)
The asteriae are the nymphs of the Astral Plane. They have porcelain skin, sapphire eyes and silver hair that floats wild and free in astral space. Astral nymphs are wild and carefree. They are capable of moving as they like in astral space. In place of the normal nymph’s gaze attack, an asteriae can bring blessing or bane with their gaze (per the bane spell or bless spell). In addition, they can gather the energies of the Astral Plane and project them as a sapphire ray from their eyes (per searing light) three times per day. Asteriae cast magic-user spells rather than druid spells.

AURAE (WIND NYMPHS)
Aurae are nymphs of the winds, nestled and caressed by the air spirits, which are fiercely protective of them. They have pale skin and windswept hair of white, and eyes they always seem to reflecting a clear blue sky. Aurae can fly (speed 60) and are unaffected by wind conditions. They can cast gust of wind at will and wind walk once per day. Aurae are chaotic neutral in alignment.

HECATERIDES (ELDER NYMPHS)
The hecaterides are the mothers of oreads and satyrs. They appear as stately, almost matronly nymphs, full of breast and wide of hip and bedecked in silk gowns and wreaths of flowers and spun gold. They are immune to mind control and possess magic resistance 15%. Hecaterides can cast irresistible dance once per day with their gaze attack. Once per day, a hecateride can attempt to summon 1d4 oreads or satyrs with a 60% chance of success. Hecaterides are chaotic neutral in alignment.

HYLEOROI (WATCHERS OF THE WOODS)
Hyleoroi are warrior nymphs charged with the protection of the woodlands. While most nymphs are content to play all day, the hyleoroi are patrollers, often joining other woodland folk like satyrs, brownies and rangers.

Hyleoroi have 8 Hit Dice instead of 6, and therefore have the following saving throws: F11 R9 W10. They wear leather armor and carry a longbow and bronze short sword. Their gaze attack is replaced by an at-will true seeing ability, and they have the special abilities of 4th level rangers.

KABEIRIDES (FORGE NYMPHS)
Forge nymphs are the nymphs of metal, glorying in the riches of the earth. They have skin that runs from bronze to gold and hair in the same colors. Their eyes are like white hot embers. A forge nymph’s gaze acts as a heat metal spell. They enjoy a +3 bonus to sunder metal weapons and armor, and when such items are saving against a sundering attack from a forge nymph, they do so at a -3 penalty. Finally, they are capable of summoning flaming hammers (1d4 + 1d6 fire damage) into their hands.

LAMPADES (TORCH NYMPHS)
[I think I covered these nymphs when I did my Hellcrawl, but I frankly don’t remember and frankly I’m too lazy to look …]

Lampades are the nymphs of the underworld, devotees and companions of Hecate and her priests and magic-users. They have pallid skin that they can cause to become pitch black at will, allowing them a 4 in 6 chance of surprise in darkness. Lampades carry magic torches which they can extinguish at will. The light of these torches forces those in sight of them to pass a Will save or be struck with insanity that lasts 24 hours. At the end of 24 hours, those who have succumbed to madness must pass a Will save or they acquire a random phobia permanently. Lampades do not have the gaze attack of a nymph, but their touch causes 1 point of wisdom damage. They can rebuke undead as 6th level clerics, and cast spells as magic-users rather than druids.

D10 RANDOM PHOBIA
1 Fear of rats
2 Fear of slime and ooze
3 Fear of flying
4 Fear of vile odors
5 Fear of spiders
6 Fear of heights
7 Fear of disease
8 Fear of pain
9 Fear of confined spaces (like dungeons, maybe?)
10 Fear of the dark

When a person is faced with the source of their phobia, they must pass a Will save to overcome it for the encounter. If they do not, they become frightened.

MAENADS (WILD NYMPHS)
Maenads are the nymphs of Dionysus – berserk man-killers drunk on the wine of their god. They look like normal nymphs, save their hair is wild and unkempt and their eyes are bloodshot and savage. They wear leopard furs and have vines tangled in their hair and wrapped around their bodies.

Maenads fight like berserkers, having 2 attacks per round. They can control wolves within 30 feet of themselves (wolf companions of characters may make a Will save to resist this), and can summon 1d4 wolves once per day. A maenad loses a nymphs gaze attack and their blinding beauty, but gains a touch that causes one of the following effects depending on the target’s Hit Dice and if a Will save is failed:

HIT DICE EFFECT
0-2 Confusion (1d6 rounds) + Hideous Laughter (1d6 rounds) + Drunkenness (1 turn)
3-6 Hideous Laughter (1d6 rounds) + Drunkenness (1 turn)
7+ Drunkenness (1d6 rounds)

A drunk character suffers the same effects as a fatigued character.

Maenads can rebuke lycanthropes as a 4th level evil cleric rebukes the undead.

The Creeps (Part 2)

Today I have the second installment of the Creeps. Enjoy!

GEMINETTES
Medium Fey, Chaotic (LE), Average Intelligence; Pair
HD: 4
AC: 13
ATK: 1 strike (see below)
MV: 30
SV: F 14 R 11 W 11
XP: 500 (CL 5)

Geminettes always appear in pairs, with cold, calculating eyes and graceful forms. In combat, they attempt to maintain contact with either their white or black hands; while in contact, they suffer a -2 penalty to hit and a -2 penalty to AC, but gain 25% resistance to magic and can only be harmed by silver and magical weapons.
When a geminette strikes with its black hand, the effect is per a chilling touch spell. When it strikes with its white hand, the effect is per a shocking grasp spell.

All creatures within 20 feet of a pair of geminettes find themselves becoming conflicted. In any round in which they attempt an action, they must pass a Will save. If they fail the save by 1 to 5 points, they hesitate and do nothing during that round. If they fail the save by 6 or more points, they decide to do the opposite of their desired action (or, if “the opposite” simply does not make sense, then nothing at all). Whenever such a save is failed, the adventurer suffers 1 point of charisma damage and the geminettes gain a +5% bonus to their magic resistance.

AWFUL EYEFUL
Medium Fey, Chaotic (LE), High Intelligence; Solitary or Pair
HD: 8
AC: 17
ATK: 1 slam (1d4) or eye ray
MV: 30
SV: F 11 R 9 W 8
XP: 800 (CL 9)

Awful eyefuls consider themselves the nobility of the creeps. They always dress well (whatever era they are found in), and they have the ability to mask their true appearance with that of a vaguely handsome man.

Awful eyefuls walk among mortals, causing them to feel envy and feeding off their petty (and not so petty) jealousies. All creatures within sight an awful eyeful must pass a Will save anytime they see another person doing something they cannot, or doing at a higher level than they can. If they fail this save, they become intensely jealous, suffering a point of intelligence damage and immediately spending a round attempting to outdo that person.

As awful eyefuls feed, they gain the following special abilities:

INT DAMAGE INFLICTED: ABILITIES GAINED
0-2: None
3-5: Detect thoughts (ESP) at will and +1 bonus to hit, damage and AC
6-8: Steal the fighting ability or skills of one creature per round within 20 feet; this translates into applying a 3 point penalty to an opponent’s attack bonus or skill bonus and gaining a like bonus themselves
9+: Steal the spellcasting ability of one creature per round within 20 feet; the awful eyeful steals one spell from an opponent and gains the ability to cast it one time.

SWAMM
Small Fey, Chaotic (CE), Average Intelligence; Band (1d8)
HD: 3
AC: 14
ATK: 1 touch (poison III)
MV: 20
SV: F 15 R 12 W 12
XP: 300 (CL 4)

Swamms appear as dancing mushrooms, surrounded by a sparkling cloud of spores in a 10-ft. radius. Folk who breathe in these spores must pass a Fortitude save each round or find themselves becoming sluggish and lazy. This translates into a -1 penalty to hit and to AC, and a -3 penalty to base movement, as well as 1 point of charisma damage. The loss of charisma represents a loss of ambition. Creatures that have lost half their charisma score to a swamm’s spore cloud are affected per a sleep spell. Each time a victim of a swamm suffers a point of charisma damage, the swamm heals 1d3 points of hit point damage.

MAD MUM
Medium Fey, Chaotic (CE), Average Intelligence; Solitary
HD: 5
AC: 15
ATK: 1 strike (1d4 + confusion)
MV: 30
SV: F 13 R 11 W 11
XP: 500 (CL 6)

Mad mums feed on love and the desire to protect loved ones. Mad mums never speak, and in fact appear to hate loud noises of any kind. They appear as plastic faced women holding dolls. These dolls are their murderous moppets, dirty-faced, greasy-fingered tots that, when thrown by the mad mum, animate and attack, fighting as well as gnolls.

The touch of a mad mum returns people to an infantile state (per the confusion spell) if the target fails a Will save. Gestures of love or protection made in front of a mad mum force the protector to pass a Will save or become obsessed with the creature they are trying to defend. They suffer 1 point of intelligence damage, and find themselves unable to move more than 3 feet away from the object of their obsession, and they do nothing but fight defensively, lending their bonus to AC to the person they are trying to defend.

Spells: At will—silence

Special: Vulnerable to sonic damage

TUCK
Medium Fey, Chaotic (CE), Average Intelligence; Buffet (1d6)
HD: 1
AC: 16
ATK: 1 kick (1d6)
MV: 30
SV: F 15 R 13 W 13
XP: 100 (CL 2)

Tucks appear as dancing bits of meat. They appear before hungry people, dancing about, taunting them. All tucks operate under a displacement effect (per the spell), making them difficult to catch or hit.

Their taunting of the hungry causes desperation and frustration, which they feed upon. Each time a person attempts to hit or grapple them and fails, they must pass a Will save or suffer 1 point of wisdom damage. Each time this happened, the tuck gains 5 points of movement and increases its AC by 1 (to a maximum of 60 feet per round and AC 20).

LOB-LOLLY
Medium Fey, Chaotic (NE), Average Intelligence; Web (1d6)
HD: 3
AC: 14
ATK: 1 parasol (1d4 + stun for 1 round) or strike (1d3 + poison I)
MV: 40
SV: F 14 R 12 W 12
XP: 300 (CL 3)

Lob-lollies appear as spidery women in webbed outfits. They carry similarly webbed parasols, which they use to deadly effect in combat. With each step they take, they send out a web of psychic energy through the ground, forcing all within 10 feet to pass a Will save or be held (per hold person) for 1d4 rounds.

Lob-lollies can walk on walls and ceilings (per spider climb). They can spin their parasols in combat, causing a hypnotic pattern (per the spell). While holding their parasols and able to move, they enjoy the benefits of the protection from normal missiles spell.

Lob-lollies always laugh gaily as they fight, and their moves are sensuous. Males and some females watching them them must pass a Will save each round or become loathe to attack them (-2 penalty to hit, 1 point of wisdom damage). If a person loses half their wisdom to this effect, they attempt to defend the lob-lolly, trying to win their affection (and impossible task). Each time a person loses a point of wisdom, the lob-lolly regains one lost hit point.

But before we go … one more sort of creep to annoy your players …

JINKS
Small Fey, Chaotic (CE), Average Intelligence; Band (1d8)
HD: 0
AC: 13
ATK: 1 strike (1d3) or small weapon (1d4)
MV: 50
SV: F 17 R 12 W 13
XP: 50 (CL 1)

Jinks are goblin-like creeps that look like children wearing grotesque masks. They gather in gangs in dark places – they even enter settlements at night – and prey on the fears and superstitions of people. They generally lurk in the shadows (hiding as well as a 6th level thief) and use their spells to unnerve people. Anyone failing a saving throw against one of their spells also suffers a point of wisdom damage (or 1d4 points of wisdom damage if they succumb to the jinks’ cause fear spell) as they become more jittery and prone to fright. A person who has lost half their wisdom to the jinks spells must pass a Will saving throw each round or become frightened for 1 turn. For each point of wisdom damage caused by a jink, it gains a +1 bonus to hit and damage for the remainder of a fight.

Spells: At will—audible glamer; 3/day—mage hand, phantasmal force; 1/day—cause fear

The Creeps (Part 1) [Monsters]

Creeps are a breed of being akin to the fey. While there are many sub-species (so to speak), as one can see from the picture, they all have one thing in common – a love of fear. All creeps feed on emotions in one way or another, so they have a tendency to pray on the weak (i.e. folks who tend to fail saving throws).

The creeps, seen to the right, are as follows (top to bottom, left to right): Sparoo, snozzle, wall hag, hood, pompion, gumble, gimenettes, awful eyeful, swamm, mad mum, tuck, lob-lolly.

SPAROO
Medium Fey, Chaotic (CE), Average Intelligence; Peck (1d4)
HD: 4
AC: 16
ATK: 1 rapier (1d6)
MV: 50
SV: F 14 R 10 W 11
XP: 400 (CL 5)

Sparoos appear as bird-headed men, always dressed in silks and satins and always armed with spears. They are lightning fast in combat, and fight in a flashy, bounding style while their bird eyes dart back and forth, their heads cocked to the side in a manner quite offputting, as though the head and the body are not entirely in league with one another.

Sparoos feed off courage and grit, and they have the ability to inspire combatants to get in over their head. When combat begins, a sparoo points its spear at a foe and cocks its head in a sort of challenge; the target must pass a Will save or duel them, shouting at others to stay out of the fight and even turning on allies who attempt to assist them.

As the foe of a sparoo loses hit points, their will to fight on feeds the sparoo. When a sparoo’s foe has lost one third of its hit points and decides to fight on it loses 1 point of intelligence and the sparoo gains a +1 bonus to hit and damage against them. When a sparoo’s foe has lost one half its hit points and continues to fight one it loses 1d4 points of intelligence and the sparoo gains a +2 bonus to AC against their foe. Finally, when a sparoo’s foe has lost three-quarters of its hit points it loses 1d8 points of intelligence and the sparoo gains an additional attack each round against them.

SNOZZLE
Medium Fey, Chaotic (NE), Low Intelligence; Snuffle (1d8)
HD: 6
AC: 16
ATK: 1 trunk slap (1d6) and 2 slams (1d4)
MV: 30
SV: F 12 R 10 W 11
XP: 600 (CL 7)

Snozzles are rather thick (in terms of a lack of intelligence and in terms of powerful muscles and sturdy bones) humanoids, with elephantine trunks. Their large eyes allow them to see through illusions (+3 to save) and invisibility (invisibility works as the blur spell against snozzles).

Each round, they can either use their trunks to slap their foes (up to 3-ft range) or exhale one of the following spells: Glitterdust (at will), obscuring cloud (3/day) or cloudkill (1/day).
Snozzles feed on pity. They always pick on the weakest member of a group (they can sense this innately); those witnessing this must pass a Will save each round or attempt to defend the target of the snozzle’s attacks, placing themselves between the snozzle and their victim and always fighting defensively.

Each round they succumb to this urge, they suffer one point of wisdom damage and the snozzle gains 1d6 hit points. Hit points over the snozzle’s normal maximum are retained only during the snozzle’s current battle. When a snozzle has gained 5 hit points more than its normal maximum, the snozzle grows, becoming a large monster (Fort save 11, +1 to hit and damage). When a snozzle has gained 10 hit points more than its normal maximum, it becomes huge (Fort save 9, +3 to hit and damage).

WALL HAG
Medium Fey, Chaotic (CE), High Intelligence; Covey (1d3)
HD: 5
AC: 15
ATK: 2 claws (1d6)
MV: 30
SV: F 13 R 11 W 10
XP: 500 (CL 6)

Wall hags are born from despair, germinating within the walls of places that have known not only sadness, but hopelessness. They dwell in the walls, moving in and out of them as though using a meld with stone spell (works on wood but not metal).

Wall hags despise metal, suffering +1 points of damage when struck with bronze weapons, +2 from iron and steel weapons and +3 from adamantine and mithral weapons. They exude a terrible chill in a 10-ft radius that affects metal per the chill metal spell and sentient creatures per a chilling touch spell; creatures and items must save against this effect each time they enter the aura, though not each round they spend in the aura.

Wall hags feed on despair and hopelessness. Each time they are missed in combat, and each time they pass a saving throw, they gain the ability to weave a magic-user spell; the first time, this is a 0-level spell, the second time a 1st level spell, and so on, the ability capping at 3rd level spells. Those who miss the hags or fail to hit them with their spells must pass a Will save or suffer one point of charisma damage.

HOODS
Medium Fey, Chaotic (LE), Average Intelligence; Mantle (1d4)
HD: 3
AC: 14
ATK: 2 claws (1d3) and gore (1d4) – gore is for males only
MV: 30
SV: F 14 R 12 W 12
XP: 300 (CL 4)

Hoods are rotten bullies, appearing as humanoids wearing black hoods. Males have horns on their hoods, while females do not. Hoods have no faces or heads beneath their hoods, and delight in raising their hoods and freaking people the heck out.

When a hood raises its hood, all within sight must pass a Will saving throw or go into fight or flight mode. The adventurer can choose the effect – either they become frightened and flee or they go into a fury (+2 damage, -2 AC). Hoods are expert at avoiding the clumsy attacks of a person in a fury, and each time a person misses them with an attack, they lose 1d4 hit points. Once a person has lost 10 hit points from their flailing about, they must pass a Fortitude save each round or become fatigued (see conditions). Once a person is fatigued while fighting a hood, they suffer 1 point of constitution damage each round they continue to fight.

Once a hood has worn a person down, they make quick work of them and soon are feasting on their heart.

POMPION
Medium Fey, Chaotic (CE), Average Intelligence; Patch (1d4)
HD: 1
AC: 14
ATK: 2 claws (1d4)
MV: 30
SV: F 15 R 13 W 13
XP: 100 (CL 2)

Pompions look like humanoids with great pumpkin heads. They are kin to the jinks (see Part 2, tomorrow), and if encountered alone probably (65% chance) have 1d6 jinks with them.

Pompions are surrounded by a 30-ft. aura of shadows, the only illumination within this aura coming from the flames within their devilish heads. When they make these flames crimson, they can breathe a 10-ft. cone of flames each round that deals 1d6 points of damage. When their flames are emerald, they allow the pompion to exhaule a stinking cloud that follows them about in a 10-ft. radius around the pompion. When the flames burn yellow, the shadows around them rear up into frightening shapes, forcing those within the shadows to pass a Will save each round or become frightened. A pompion can only maintain a color of flame for a maximum of three rounds during a single fight.

When creatures are frightened by a pompion, they suffer 1 point of wisdom damage per round. Each frightened creature within a pompion’s aura of shadows grants the pompion a +5% to magic resistance and 1 point of damage reduction from each physical blow they suffer.

GUMBLE
Medium Fey, Chaotic (CE), Low Intelligence; Solitary
HD: 8
AC: 18
ATK: 2 slams (1d8)
MV: 30
SV: F 11 R 9 W 10
XP: 800 (CL 9)

Gumbles look like … oh heck, they look like the Michelin Man. Their hides are thick and rubbery (as in literally made of rubber), and absorb the blows of bludgeoning weapons. When struck with a bludgeoning weapon, the gumble suffers no damage. The striker rolls damage anyhow; the damage value becomes a penalty to a Fortitude save which, if failed, results in the striker being knocked prone and suffering half the damage they would have caused to the gumble.

Gumbles can jump (per the spell) at will, bouncing off walls and ceilings as they do. People watching this must pass a Will save each round or begin giggling and laughing; the gumbles feed off of this amusement, their foes suffering 1 point of intelligence damage each round, and the gumble gaining 1 point of damage reduction from physical attacks for each point of intelligence damage their antics cause.