Getting Down With the Sickness

I don’t think I’ve ever been 100% satisfied with diseases in role playing games, not even with the rules in Blood & Treasure. This post is an attempt to create a system a bit more granular than most. In this system, diseases are not named, but rather are collections of random symptoms, with the number of symptoms and their severity based on the general severity of the disease.

THE BASICS

When struck with a disease, say from the bite of a rat, a prolonged stay in sewers (or a flophouse) or a biological trap, an adventurer must pass a Fortitude saving throw to avoid suffering any ill effects at all. This might represent a case where the contagion is simply not introduced to the character’s system, or it is introduced and the character’s immune system neutralizes it very quickly.

If this Fortitude save fails, the character is infected. First, we need to know the severity of the disease. The Treasure Keeper can either roll dice to determine severity, or base it on the hit dice of the monster that spread it or the level of the dungeon on which it was acquired.

D% (HD or LEVEL): SEVERITY (SYMPTOMS)
01-75 (0-4 HD): Minor Disease (1d3 minor symptoms)
76-90 (5-9 HD): Medium Disease (1d4 minor symptoms, 1d2-1 major symptoms)
91-100 (10+ HD): Major Disease (1d4 minor symptoms, 1d3 major symptoms)

Symptoms begin appearing within 1d4 days.

The Treasure Keeper should now roll 1d4 minus the sufferer’s Constitution bonus. This is the number of days before the sufferer’s immune system has a chance of defeating the disease. It is possible that the disease can be fought off before any symptoms begin to appear.

Each day, a victim of disease can roll a Fortitude saving throw to attempt to throw off one symptom, usually the most severe, but in any event a symptom of the player’s choice. If the player is successful, that symptom is removed.

If the diseased character is active (i.e. not getting plenty of rest), they suffer a -2 penalty on this save.

All characters that spend time around the diseased character have a percentage chance each day to be exposed to disease. This percentage chance is based on the number of type of symptoms, with a 10% chance per minor symptom and a 5% chance per major symptom. Naturally, the non-diseased character is permitted a Fortitude save to avoid actually contracting the disease.

Note: If you want to give a more supernatural feel to diseases, you can rule that any adventurer who dies from a disease and is not burned or buried in consecrated ground rises as an undead with Hit Dice roughly equal to the number of levels they had in life.

MINOR SYMPTOMS (ROLL 3d6)

3. Exhaustion4. Fever, severe
5. Rash, major
6. Dementia
7. Rash, minor
8. Aches
9. Cough
10. Diarrhea
11. Fatigue
12. Fever, low-grade
13. Sickened
14. Stuffy head/runny nose/sneeze
15. Swollen joints, minor
16. Shooting pains
17. Spasms
18. Swollen joints, major

Aches
The character is possessed of aches in the muscles and joints and suffers a -1 penalty to attacks, Armor Class and Reflex saving throws (including task checks).

Cough
Roll 1d4 for severity; this is the chance on 1d6 per hour that your coughing attracts a wandering monster. After any major exertion (running, fighting, climbing more than 10 feet) you are fatigued until resting 10 minutes.

Dementia
The character is unsteady on his feet. When moving at more than half speed or fighting, he must pass a Reflex save each round to avoid falling prone for 1d4 points of damage. Whenever he is forced to concentrate on spell casting, he must pass a Will save to successfully cast the spell. The character suffers a -1 penalty on all Reflex and Will saves (including task checks).

Diarrhea
Not for the faint of heart. You suffer intestinal distress every 1d6 x 10 minutes and need to find a private place to deal with the problem. If you are not drinking a double ration of water, you suffer 1 point of Constitution damage per day due to dehydration.

Exhaustion
An exhausted character moves at one-quarter normal speed, suffers a -1 penalty to saving throws and task checks and her foes enjoy two tactical advantages against her in combat.

Fatigue
Per the normal rules for this condition in Blood & Treasure.

Fever, Low-grade
The character has a low-grade fever and suffers a -1 penalty to Will saving throws (including task checks). He also requires twice the normal daily ration of water. Failure to hydrate properly results in 1 point of Constitution damage each day.

Fever, Severe
The character has a severe fever and suffers a -3 penalty to Will saving throws (including task checks). He requires twice the normal daily ration of water. Failure to hydrate properly results in 1 point of Constitution damage each day. Finally, the fever causes hallucinations. Each hour, the character must pass a Will save or be struck with the equivalent of the confusion spell for 1d6 x 10 minutes.

Rash, Minor
The character suffers from a minor rash over a small portion of her body and suffers a -1 penalty to attacks, Armor Class and Reflex saving throws (including task checks) due to the discomfort. Each day, the character must pass a Fortitude save to avoid scratching and turning the minor rash into a major rash.

Rash, Major
The character suffers from a major rash over a large portion of her body and suffers a -2 penalty to attacks, Armor Class, Reflex saving throws (including task checks) due to the discomfort and a -2 penalty to Charisma-related task checks due to the physical marring. Each day, the character must pass a Fortitude save to avoid scratching and suffering 1 point of Charisma drain for permanent scarring.

Shooting Pains
The character suffers fierce, shooting pains. She suffers a -2 penalty to attacks, Armor Class and Reflex saving throws (including task checks). Whenever she is forced to concentrate on spell casting, she must pass a Will save to successfully cast the spell. The character suffers a -1 penalty on all Reflex and Will saves (including task checks).

Sickened
Per the normal rules for this condition in Blood & Treasure.

Spasms
The character suffers random severe muscle spasms. This translates as a tactical advantage for his foes in combat, a -1 penalty to Reflex saving throws (including task checks) and a requirement to pass a Reflex save each time he is walking on a precarious surface to avoid falling.

Stuffy Head/Runny Nose/Sneeze
You suffer a 1 in 6 chance per hour that your sniffling and nose blowing attracts a wandering monster. Any exposure to copious amounts of dust, pollen, molds and the like force you to pass a Fortitude saving throw or begin a sneezing fit that last 1d4 minutes, delaying the party and attracting a wandering monster on a roll of 1-2 on 1d6.

Swollen Joints, Minor
Minor swelling in the joints reduces movement by 5, grants the sufferer’s foes a tactical advantage in combat and imposes a -1 penalty to Reflex saves (including task checks).

Swollen Joints, Major
Major swelling in the joints reduces movement by 10, grants the sufferer’s foes a tactical advantage in combat and imposes a -3 penalty to Reflex saves (including task checks).

MAJOR SYMPTOMS (Roll 1d6)

1. Blood poisoning
2. Coma
3. Immune system attacked
4. Internal bleeding
5. Muscle damage
6. Nerve damage

Blood Poisoning
The disease is attacking the character’s blood. Each day the character must pass a Fortitude saving throw or suffer 1d6 points of Constitution damage. At 0 Constitution, the character dies.

Coma
The character falls into a deep, comatose slumber. While in a coma, she heals ability score damage at twice the normal rate and enjoys a +1 bonus to save vs. the other symptoms of her disease. After three days, the comatose character can begin making daily Will saving throws to come out of the coma. If three of these Will saves are failed, the coma becomes a permanent condition and can only be removed with a restoration, miracle or wish spell.

Immune System Attacked
The disease attacks the characters immune system, imposing a -2 penalty to all saves vs. disease (including saves against symptoms of disease).

Internal Bleeding
The character is bleeding internally, suffering 1d6 points of hit point damage and 1d6 points of Constitution damage each day that a Fortitude saving throw is failed. At 0 Constitution, the character dies.

Muscle Damage
Each day the character must pass a Fortitude saving throw or suffer 1d6 points of Strength damage. If the character reaches 0 points of Strength, she is paralyzed and dies in 1d6 hours.

Nerve Damage
Each day the character must pass a Fortitude saving throw or suffer 1d6 points of Dexterity damage. If the character is reduced to 0 Dexterity, he is paralyzed and dies in 1d6 hours.

NEW SPELLS

This disease system suggests a few new spells:

SUPPRESS SYMPTOM
Level: Cleric 1, Druid 1, Ranger 1
Range: Touch
Duration: 24 hours

This spell suppresses a single symptom of a disease for 24 hours.

CURE SYMPTOM
Level: Cleric 2, Druid 2, Ranger 2
Range: Touch
Duration: Instantaneous

This spell completely removes one symptom from a diseased character.

VIRULENCE
Level: Cleric 2, Druid 2
Range: Close
Duration: 24 hours

This spell makes all diseases within close range more virulent for 24 hours. All who suffer from these diseases suffer a -1 penalty on all saving throws against the disease, and the chance of exposure to the disease for others is doubled.

Two New Kickstarters For Your Perusal

I’ve mentioned this before, but I’ll mention it again – I get a few requests from people to share their projects and products on Land of Nod. Since I like to throw support to people who like games, I like to acquiesce. Today, we have a couple new Kickstarters you might find interesting.

RIVER-CON 2014

From Erica Lee Warren, I hear of a game convention in South Bend, Indiana (way better than North Bend in my opinion) folks are trying to get off the ground. The convention has a Kickstarter you might want to check out. From Erica:

“River-Con is going to be a one day convention in the heart of Downtown South Bend. We have a great space at the Century Center and they are also giving us a great price. We plan on growing larger every year eventually taking up the whole of the convention center. Any help you can give in this endeavor would be most welcome. Here is our Kickstarter link again.”

Click HERE or above to check it out.

CRITICAL IF GAMEBOOKS

Remember the Choose Your Own Adventures and Endless Quest Books. Well, Dave Morris informs me of Critical IF, a new gamebook imprint from Fabled Lands Publishing.

I remember loving these sorts of books as a kid and a teen, so you might want to give the Kickstarter for them a look-see HERE.

 

All the Monsters from A to Z … C!

Continuing the Blood & Treasure monster stats (D is going to be a bear, all those dang demons, devils, dinosaurs and dragons …)

Giant Caecilia, Huge Vermin: HD 6; AC 14; ATK 1 bite (1d8 + swallow whole); MV 20 (Burrow 20); F7 R12 W12; AL Neutral (N); XP 600; Special—Blindsight.

Camel, Large Animal: HD 3; AC 13; ATK 1 bite (1d4); MV 50; F11 R11 W17; AL Neutral (N); XP 150; Special—None.

Carcass Scavenger, Large Magical Beast: HD 3; AC 13; ATK 8 stingers (poison II) and bite (1d6); MV 40 (Climb 40); F11 R12 W17; AL Neutral (N); XP 300; Special—Swallow paralyzed creature.

Cat, Tiny Animal: HD 0; AC 14; ATK 1 claws and bite (1); MV 30 (Climb 20); F16 R13 W19; AL Neutral (N); XP 25; Special—None.

Giant Catfish, Large Animal: HD 8; AC 16; ATK 1 bite (2d8) and 2 fins (1d4 + poison*); MV Swim 30; F11 R12 W18; AL Neutral (N); XP 800; Special—Poison.

Catoblepas, Large Magical Beast: HD 6; AC 12; ATK 1 bite (1d6); MV 30; F9 R10 W15; AL Neutral (N); XP 1500; Special—Paralyzing gaze.

Giant Cave Locust, Small Vermin: HD 2; AC 16; ATK 1 bite (1d2) or slam (1d4) or spit (sickened 3d6 rd); MV 20 (Fly 60); F13 R15 W15; AL Neutral (N); XP 100; Special—Shriek, leap (60’ horizontal, 30’ vertical).

CELESTIAL

Avoral, Large Outsider: HD 16; AC 24 [+2]; ATK 2 claws (2d6) or 2 wings (2d8); MV 40; F4 R5 W4; AL Lawful (NG); XP 4000; Special—Aura of fear 20’, lay on hands 20 hp, immune to electricity and petrification, magic resistance 15%; Spell—Continuous-tongues; At will—aid, blur (self), command, detect invisibility, detect magic, dimension door, dispel magic, gust of wind, hold person, light, magic circle against evil (self), magic missile; 3/day—lightning bolt.

Bralani, Medium Outsider: HD 6; AC 19 [+1]; ATK 1 +1 scimitar (1d8+4) or +1 longbow (1d6+1) or slam (1d6); MV 40 (Fly 100); F10 R9 W9; AL Lawful (CG); XP 1500; Special—Whirlwind form, wind blast (20’/3d6), immune to electricity and petrification, magic resistance 15%; Spell— Continuous—tongues; At will—blur, charm person, gust of wind, mirror image, wind wall; 2/day—lightning bolt, cure serious wounds.

Ghaele, Medium Outsider: HD 10; AC 22 [+2]; ATK 1 +2 greatsword (1d10+5) or 2 light rays (300’/4d6); MV 50 (Fly 150); F8 R7 W7; AL Lawful (CG); XP 2500; Special—Light form, slaying gaze, protective aura 20’, immune to electricity and petrification, magic resistance 25%; Spell—Continuous—tongues; At will—aid, change self, charm monster, color spray, comprehend languages, continual flame, cure light wounds, dancing lights, detect evil, detect invisibility, detect thoughts, dispel magic, hold monster, improved invisibility (self), spectral force, teleport without error (self plus 50 pounds); 1/day—chain lightning, prismatic spray, wall of force. Ghaeles in humanoid form can also cast spells as 14th-level clerics.

Leonal, Medium Outsider: HD 12; AC 23 [+1]; ATK 2 claws (1d8) and bite (1d8); MV 60; F7 R6 W6; AL Lawful (NG); XP 1200; Special—Magical aura, roar (60’cone/holy word), immune to electricity and petrification, magic resistance 30%; Spell—Continuous—speak with animals; At will—detect thoughts, fireball, hold monster, wall of force; 3/day—cure critical wounds, cure disease, neutralize poison; 1/day—heal.

 

Centaur, Large Monstrous Humanoid: HD 4; AC 14; ATK 2 hooves (1d6) and weapon (1d8); MV 50; F13 R10 W12; AL Neutral (N); XP 200; Special—None.

Giant Centipede, Small Vermin: HD 0; AC 14; ATK 1 bite (1d3 + poison II); MV 30 (Climb 30); F14 R16 W16; AL Neutral (N); XP 50; Special—None.

Chaos Beast, Medium Aberration: HD 8; AC 16; ATK 2 claws (1d4 + corporeal instability); MV 20; F11 R11 W9; AL Chaotic (CN); XP 2000; Special—Instability, immune to transformations, magic resistance 20%.

Cheetah, Medium Animal: HD 3; AC 15; ATK 2 claws (1d2) and bite (1d6); MV 50; F12 R11 W17; AL Neutral (N); XP 300; Special—Trip.

Chimera, Large Magical Beast: HD 9; AC 19; ATK 2 bites (2d10), horns (1d6) and 2 claws (1d6); MV 30 (Fly 50); F8 R9 W12; AL Chaotic (CE); XP 900; Special—Breathe cone of fire (30’/3d6) 3/day.

Choker, Small Aberration: HD 3; AC 17; ATK 2 tentacles (1d4 + constrict); MV 40 (Climb 20); F15 R13 W13; AL Chaotic (CE); XP 300; Special—None.

Chuul, Large Aberration: HD 11; AC 20; ATK 2 pincers (2d6 + constrict); MV 30 (Swim 20); F9 R10 W8; AL Chaotic (CE); XP 1100; Special—Immune to poison.

Cockatrice, Small Magical Beast: HD 5; AC 14; ATK 1 bite (1d4 + petrification); MV 20 (Fly 60); F12 R11 W16; AL Neutral (N); XP 1250; Special—None.

Colossus, Huge Construct: HD 20; AC 20 [+1]; ATK 2 slams (3d6) or thrown object (3d6); MV 40; F3 R5 W8; AL Neutral (N); XP 5000; Special—Cause panic, sickening smell, stomp, immune to magic, negative energy affinity.

Couatl, Large Outsider: HD 9; AC 20; ATK 1 bite (1d4 + poison II) or coils (2d8 + constrict); MV 20 (Fly 60); F8 R8 W8; AL Lawful (LG); XP 2250; Special—Ethereal jaunt, telepathy (90’); Spells- At will—detect evil, detect thoughts, invisibility, plane shift. Couatls can also cast spells as a 9th level sorcerer.

Giant Crab, Medium Animal: HD 3; AC 16; ATK 2 pincers (1d6 + constrict); MV 20 (Swim 10); F12 R12 W17; AL Neutral (N); XP 150; Special—None.

Crabman, Medium Monstrous Humanoid: HD 2; AC 15; ATK 2 pincers (1d4); MV 20 (Swim 20); F15 R12 W12; AL Neutral (N); XP 100; Special—None.

Crabnipede, Medium Magical Beast: HD 4; AC 15; ATK 4 pincers (1d4 + constrict) and bite (1d6 + poison II); MV 20 (Swim 60); F11 R11 W14; AL Neutral (N); XP 400; Special—Immune to mind effects, resistance to cold.

Crawling Claw, Tiny Construct: HD 1; AC 15; ATK 1 claw (1d3 + constrict); MV 20; F18 R15 W15; AL Neutral (N); XP 100; Special—Double damage vs. prone opponents.

Crocodile, Medium Animal: HD 3; AC 19; ATK 1 bite (1d8 + constrict) or tail (2d6); MV 20 (Swim 30); F12 R12 W17; AL Neutral (N); XP 300; Special—None.

Giant Crocodile, Large Animal: HD 7; AC 16; ATK 1 bite (2d8 + constrict) or tail (3d6); MV 20 (Swim 30); F9 R10 W15; AL Neutral (N); XP 700; Special—None.

Crysmal, Small Earth Elemental: HD 6; AC 20; ATK 1 sting (1d3); MV 30 (Burrow 20); F11 R12 W13; AL Neutral (N); XP 600; Special—Immune to fire and cold, resistance to electricity and piercing and slashing weapons.

Crystaline, Medium Earth Elemental: HD 3; AC 16; ATK 1 longsword (1d8); MV 30; F12 R14 W14; AL Neutral (N); XP 300; Special—Blind foes, exploding body, immune to electricity.

Cyclopean, Medium Monstrous Humanoid: HD 2; AC 15 (chain); ATK 1 weapon (1d10); MV 30; F15 R12 W12; AL Neutral (N); XP 100; Special—Peer into future 1/day.

Cyclops, Huge Giant: HD 13; AC 15; ATK 1 slam (3d10) or boulder (3d6); MV 30; F4 R9 W9; AL Chaotic (CE); XP 1300; Special—Poor depth perception.

Times, Not Planes

This morning, I spent a few moments reading THIS POST. Go on. Click it. Don’t be afraid.

This is the multiverse. It’s a straight line and the Prime Material is Now. Have fun!

It’s a nice little exploration into time, and it got me thinking.

In the traditional D&D cosmos, we have a Material Plane (both Prime and Alternate, of course), Elemental Planes, Astral Planes, etc. While reading the above linked post, the bit about the hell hole Earth used to be – asteroids, volcanoes, magma and such – got me thinking about the Elemental Plane of Fire. I guess really it sounds more like the Para-Elemental (or is it Quasi-Elemental? Dang you Gygax!) Plane of Magma. Either way, it made me think about a system whereby there are no alternate planes, just alternate times.

Plane shifting is actually time shifting, and everyone who is anyone throughout the history of the cosmos wants to get in on the here and now (i.e. the current campaign you’re running) because it’s super bitchin’ and has stuff like assassins, manticores, coffee, magic swords and polymorph self.

So those fire (and magma, and lava and whatever) elementals do not come from the Plane of Fire, they come from many millions of years ago, representing the dominant life forms on Planet X (or whatever you choose to call the place where fighters slay dragons and thieves remove traps in your campaign) when it was just a ball of hot rock beset by asteroids and volcanoes. Water elementals and their ilk come from a more recent past, when the planet was covered by oceans and the only annoying material lifeforms they had to contend with were microbes (ah, the good old days).  When a magic-user conjures them, he is plucking them from their own time and dropping them against their will into the here and now.

Metron or Planetar?

With this system, you replace the idea of demons/devils/angels/demodands/daemons (need I go on) with weird alien creatures from the distant past and distant future. Entities of Pure Chaos (i.e. the slaad) hail from that rainbow period before the Big Bang. The entities of Pure Law dwell at the end of the universe, when heat is gone and there is no change or movement. What dwells in the periods between is up to you. Maybe demons come from the period just after the Big Bang. Maybe solars/planetars/devas are the enlightened future of humanity, their powers derived from genetic manipulation and nanobots rather than magic as magic-users understand it. Just dress them up like the super-advanced aliens from Star Trek and go to town (“Ah, you primitive humans are so violent. To show our enlightened superiority to you, we will pit you against each other in a fight to the death rather than sit down and explain things to you because we’re so amazingly advanced.” Never made sense to me. The whole “humans are ultra-violent and deadly” thing seems a little off as well, when you consider our species has gone from a population of 2 to 7,000,000,000 …). Heck, just gating in a mecha to fight an air elemental (that hails from the time of the gas cloud that precedes the creation of the Solar System, of course) could make the whole concept worth while.

It could make for an interesting variation for your campaign. If you keep the secret of the universe from your players (and they don’t read this post) it might be enjoyable for them to slowly piece it all together and, if they become high enough level, to try to bend the system to their advantage. It also gives entities from the recent future/past a reason to be messing with their recent past/future, as they seek to bend the system to their own advantage, with the hapless PC’s caught in the middle.

Something to consider.

Dungeons That Aren’t Dungeons

Today, while buzzing through the internet, grabbing a quick bite, I happened across this image.

Ever since I discovered Cyrano, I’ve had a soft spot in my heart for the flashing blade period in all its permutations. The first thought that popped into my head when I saw this was, “You don’t see too many guys like that in dungeons.” If this wasn’t a site about RPGs, that statement would be pretty weird, but everyone here knows what I mean. For just a moment, I started my brain on the path to rectifying that situation by making such swordsmen more amenable to dungeoneering. Then I took a u-turn.

Why not alter the set to suit the actors? Why not break down “dungeon delving” into what lies beneath it – wandering through a “landscape”, meeting challenges and overcoming them (one hopes) and walking away with some manner of reward. In the traditional dungeon, the landscape is the dungeon, the challenges are monsters and traps and the reward is gold and experience. How could we change the particulars for our swordsmen without completely altering the set-up? And how could we do it for other genres?

Side Note: I recently decided it would be fun to build simple, rules lite RPG’s based entirely on the output of an artist whose work is primarily in the public domain. I think that idea and the one below dovetail nicely.

For our swordsmen, the landscape is a great palace. The one in The Adventures of Don Juan starring Errol Flynn comes to mind, since it appeared to have a bit of foot traffic. The challenges might be other swordsmen and guards, of course, but they might also be courtly challenges to one’s reputation. The reward would be power and position (from which flows gold, of course) and maybe romance.

Imagine something like this:

“You enter the double doors and find a large, well-appointed chamber. There are expensive hangings on the walls – tapestries and paintings – and Oriental rugs on the floor. One wall is taken up with a large map of world, indicating the possessions of various empires and kingdoms. There are couches, chairs and other furniture. The room currently contains two courtiers, fops by the look of them, sitting on the couch sipping brandy. They give you a look of disdain as you enter, one of them focusing on the cuff of your shirt, which you tore while wrestling with the lady in waiting in the other chamber.”

Not terribly different from a dungeon-style room containing two orcs and a bag of gold, except in this case the “monsters” are two fops and the reward is their esteem rather than a bag of gold. Of course, we would need to “monetize” that esteem, replacing gold with influence and tying that influence to different spheres. The four-fold church-state-peasants-merchants concept could work well (i.e. hearts-spades-clubs-diamonds). The fops, therefore, might be carrying 10 sp (spade points – influence with the nobility, their kith and kin) and 16 dp (diamond points – influence with merchants, their creditors) that can be obtained by trying to break down their resolve and earn their esteem through compliments and one’s knowledge of proper grooming.

How would all this work? Well, I don’t know for sure. Combat in RPGs tends to be pretty abstract, so I suppose a game like this would need a similar system for personal interactions. Still, the concept could be fleshed out and made to work, and would make for a very different sort of game, but still familiar enough for old hands at D&D to understand.

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

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

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

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

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

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

BARGHEST

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

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

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

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

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

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

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

BEAR

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

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

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

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

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

BEETLE

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

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

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

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

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

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

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

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

BLACK PUDDING

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

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

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

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

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

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

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

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

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

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

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

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

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

Precision Swiss Dungeoneering

Image by Joshua Sherurcij

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

The Switzer

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

Switzers advance in level as rangers.

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

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

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

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

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

The St. Bernard has the following stats:

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

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

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

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

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

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

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

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

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

Blood and Treasure – All the Monsters from A to Z

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

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

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

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

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

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

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

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

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

A

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

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

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

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

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

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

AMAZON

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

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

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

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

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

ANGEL

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

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

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

ANIMATED OBJECT

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

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

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

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

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

ANT

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

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

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

ANTIKYTHERE

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

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

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

APE

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

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

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

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

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

ARCHON

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

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

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

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

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

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

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

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

Storm Demon

Here’s a monster I cooked up for the new Hex Crawl Chronicle (coming soon!)

Since it’s for a HCC, it’s in the good old fashioned Swords & Wizardry format.

STORM DEMON

Storm demons resemble large, blue-black crickets with glossy carapaces. They have six limbs, the bottom two serving as legs and providing them with an impressive jump. A storm demon’s jump carries them up to 50 feet, and they can jump and attack, gaining a +1 bonus to hit and damage when they do so. The demon’s other four limbs are used for combat, the upper limbs for attacking with hook-like appendages, the middle two generating lightning bolts (see below) or attacking with weapons, for the middle limbs end in something like humanoid hands.

Storm demons can generate lightning bolts by rubbing their middle hands together. They must rub their hands for at least one round, and then can release the lightning in the next round. The lightning bolt has a 100-ft range and does a number of dice of damage equal to the number of rounds the demon spends generating it.

When flying, a storm demon’s wings disrupt the atmosphere, summoning fierce lightning storms in a mile radius.

A storm demon has a 10% chance to gate another storm demon to its assistance.

Storm Demon: HD 8; AC 0 [19]; Atk 2 hooks (1d8), 2 weapons (1d6) and mandibles (1d6); Move 12 (Fly 24); Save 8; AL C; CL/XP 11/1700; Special: Magic resistance (45%), agitate atmosphere, lightning bolts, immune to electricity.

Numerology + Hydra = Mystic Hydra

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

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

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

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

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