Speed of Mercury [New Class]

Long time readers of this blog know that I like weird or unique classes. Equipped with this blog, you could have a party consisting of a 5th level master blaster, 4th level unicorn, 4th level traveler (think Doctor Who) and 5th level cleric (well, you always need a cleric, right?).

This class actually originated as me thinking “Metatron would be an awesome level title – I wonder what of?”

RUNNER

Runners are men and women (or males and females) who specialize in running. Most serve as long-distance messengers or in military organizations as couriers delivering orders and reports back to headquarters. In dungeons, they are capable scouts and middling warriors, and at high levels they begin to emulate the very messengers of the gods.

Requirements: Runners must have Constitution scores of 13 or higher

Hit Dice: Runners roll d6 for hit points up to 10th level; they gain 2 hit points per level thereafter

Armor Allowed: No armor is allowed, but runners can use bucklers

Weapons Allowed: Runners can use light and medium melee and ranged weapons

Advance As: Fighter

First level runners (messengers) are known for their quickness and their utility as messengers. They gain Armor Class bonuses as monks (same progression) and can make Will saves (modified by intelligence) to understand unknown languages and Will saves (modified by their charisma) to make themselves understood to those who do not speak the same language.

A second level runner (sprinter) can run at up to five times his normal land speed (most can only run four times their normal land speed).

A third level runner (courier) gains the Endurance feat for free (even if you do not usually use feats in your game).

A fourth level runner (herald) receives a +1 bonus to all reaction checks, provided they are not acting in an offensive or aggressive manner.

A sixth level runner (emissary) can calm emotions (as the spell) by speaking, provided he is not acting in an offensive or aggressive manner. If those he is trying to calm do not speak his language, he must use his ability (see above) to make them understand, and even then they receive a +1 bonus to save vs. the calm emotions effect. Creatures with no language cannot be calmed.

An eighth level runner (mercurial) becomes superhumanly fast. They can now run at six times their normal land speed. For one round plus one round per Constitution bonus per day they can use the haste or blur spell on themselves.

In addition, an eighth level runner can speak with dead once per day.

A ninth level runner (metatron) gains the ability to communicate with any intelligent creature in their native tongue. In fact, the metatron simply speaks; others understand her in their native tongue.

A twelfth level runner (psychopomp) can move so quickly that they can, when moving at top speed, plane shift once per day into another dimension, and once per day back to their home dimension.

Phantom Tech [Space Princess]

Thought up a few new bits of super science for Space Princess. Enjoy …

Phantom tech is concerned with insubstantiability. It is designed to separate an object’s molecules just enough to allow it to pass through another object, which is also made insubstantial. In the process, molecules from these two objects do not mix with one another, but rather they maintain integrity (well, mostly – long term use can prove hazardous to one’s health).

Phantom Suit (DC 25) – Phantom tech suits cover the entire body and are skin tight. They are usually a dull gray or black in color and covered with slightly luminous circuitry. One can see and hear through the head covering, though not terribly well. When activated, the suit creates a field of ethereality around and through the suit, allowing a person to become ethereal and walk through solid objects.

Phantom Bullets (DC 20) – Phantom bullets can be fired from needle guns. Each bullet is imprinted with phantom-tech circuitry. They are designed, after being fired, to become ethereal until they have passed through at least one inch of solid material. This allows them to ignore armor (even natural armor) and to inflict +1d4 points of damage when they become solid within a creature’s body

Phantom Ray Goggles (DC 20) – These goggles project a conical ray that separates the molecules of a solid substance, allowing the person wearing the goggles to peer through it

Phantom Ray Trap (DC 25) – These traps look like flat, circular, metal objects about 3 feet in diameter. When laid on the ground, they project a conical phantom tech ray when they are trod upon. This causes the person who trods on them to become ethereal and shift into the Phantom Dimension (fantasy characters know it as the Ethereal Plane), where they are trapped. The process takes one minute, giving scientists time to deactivate the device before the person is trapped.

Etherscope (DC 20) – An etherscope looks like a hemispherical but of metal with a glass screen, with all sorts of dials and antennae projecting from it. It permits one to look into the Phantom Dimension from normal space.

Magical Strings [Magic Items]

Why magical strings? Because the idea popped into my head the other day while I was taking a walk. Enjoy …

Thread of Fate: This special thread is made from entwining gold and silver thread with hair plucked from the head of a hag. When sewn into clothing using a gold needle, the thread permits the wearer of that garment to once attempt to escape death. When faced with any event that would cause their death (hit point damage, a failed saving throw, etc.), the adventurer can ignore the event – i.e. the attack somehow misses, the saving throw is a success, etc. Once death has been escaped, the thread loses its magic unless the garment is subsequently washed in a potion of restoration.

Thread of Guiding: This magical thread, when its spool is dropped to the ground, traces the path of the person who dropped it, rolling along until it reaches its maximum distance of 300 feet. It can be re-rolled onto its spool while one follows it, but will not magically re-roll itself.

Cat’s Cradle: This is a magical string with an amethyst gleam that can be turned into a cat’s cradle by one deft with his hands (Reflex save). While held before a person, it can catch any spell thrown at the person (force effects included, but not energy or physical effects like fire or stones). The magical energies in the thread can then be flung back at the caster (and only the caster) the next round. If these energies are not so thrown within 3 rounds, they ignite the string, which deals 1d4 points of the damage to the holder of the cat’s cradle per spell level.
Obviously, while holding a cat’s cradle, one cannot wield a weapon or shield. Monks can still attack, but since they may only use their legs they suffer a -2 penalty to attack.

Memory Thread: Memory thread is a saffron colored bit of string. When tied to one’s finger, it permits them to remember one thing perfectly without fail. Magic-users can use memory string to remember a single spell of up to 2nd level, essentially gaining an extra spell slot. If the string is removed or destroyed, the memory is lost (though one could still conceivably remember it in the normal, non-magical way).

Spool of Recording: This is a spool of mahogany, well worn, without any thread. When held before a person and the command word (“Victrola”) is uttered, it causes anything said before it by a single person to take the form of a silver thread which is pulled from their mouth and reeled onto the spool. The sound of what the person said is converted into the silver string, so no sound is heard. Spells uttered in this way are disrupted.

If this string is pulled through the eye of a crystal needle, the sound can be replayed. This can only be done once. If the sound is a spell, there is a chance it will go off, based on the level of the spell, with a target chosen by the holder of the spool.

Level 0 to 1 90%
Level 2 80%
Level 3 70%
Level 4 60%
Level 5 50%
Level 6 40%
Level 7 30%
Level 8 20%
Level 9 10%

A string can also be destroyed with fire if the spool’s owner does not wish to hear it.

String Snapper: A string snapper is a magical amulet of bronze embossed with the image of scissors. By rubbing the amulet and then snapping her fingers, the owner can cause all strings within 30 feet to potentially snap. This includes the strings of instruments (though not magical instruments), bowstrings (though not of magical bows) and other taught strings. The strings in question receive a saving throw to resist the effect. Each time the amulet is used, there is a 1 in 6 chance that it dissipates into yellow smoke that smells of sulfur.

Kazoo of Power: This silver kazoo, when blown, produces no noise but causes all strings on bows or musical instruments to begin vibrating. This vibration renders an item useless for its owner, and also sets up a throbbing harmonic that causes 1 point of sonic damage per round to anyone within 10 feet of the item (cumulative). Magical items receive a saving throw to resist the effect of the kazoo of power.

Quantum Lens: A quantum lens looks like a monocle with a silvery sheen. When placed over the eye, it allows one to glimpse quantum strings that crisscross through reality. The lens also allows one to pluck these strings (or at least attempt to) to cause changes in the environment around them. The attempt requires on to make a special task check that is a Will save modified by intelligence (if one is a magic-user, sorcerer or bard) or otherwise made as if one had a knack at screwing with reality (also modified by intelligence). Different quantum effects carry with them different penalties to the task check. In any event, only one such event can be produced per day without attracting the attention of an astral deva, who will attempt to seize the quantum lens from the character with extreme prejudice.

 – Call lightning (-2)
 – Control weather (-8)
 – Control winds (-6)
 – Earthquake (-10)
 – Firestorm (-10)
 – Fog cloud
 – Gust of wind
 – Ice storm (-4)
 – Planeshift (-6)

 – Reverse gravity (-10)
 – Sleet storm (-2)
 – Whirlwind (-10)

Silver Scissors: This is a pair of scissors made from alchemical silver and engraved with various glyphs and words of power. Silver scissors can be used to cut astral threads, those threads that connect a person on one plane with his material self on another after he has traveled through the astral plane. Astral creatures can also be affected by the scissors, the cutting of the thread forcing them back into he astral plane for 24 hours.
Finding a thread is the hard part, of course. Threads usually connect to a creature’s back, and random attacks at a person’s back can be made with the scissors as though attacking Armor Class 22. If one can discern astral threads in some manner, they may attack them as though attacking Armor Class 12. Damage need not be rolled – a successful attack with the scissors cuts the thread.

Woodland Classes I – The Unicorn

A maiden’s best friend, unicorns (and pegasi and other little ponies) are all the craze these days with girls and a few (slightly disturbing) men. We’ve endured many years now of sneering, leather-clad, spiky-shouldered, ridiculously-large-weapon wielding wannabe badasses in dungeons, perhaps it’s time for something sparkly.

Requirements: Wisdom and Charisma 13+, Lawful (Good) in alignment

Hit Dice: d6, +2 per level after 10th

Weapons allowed: None

Armor allowed: Up to chainmail barding

Skills: Find Secret Door, Jump, Listen at Doors, Move Silently, Survival

Advance: As paladin

Attack: As cleric

Saving Throws: As paladin

First level unicorns are medium-sized creatures, with the bodies of goats, heads of horses, snowy-white hair and pearlescent horns growing from their foreheads. They are capable of speaking both Common and Sylvan. They can make one attack each round, either with their alicorn (their horn – yeah, there’s a fancy word for it!) for 1d8 damage, or with their two hooves (as though attacking with two weapons) for 1d4 damage. Unicorns are naturally immune to poison.

A note on climbing: Unicorns, having the legs of goats, are actually quite capable climbers, so long as they have even the smallest ledge (or its equivalent) on which to rest their hooves. For sheer surfaces, unicorns are going to need some help involving ropes and people to pull them.

A 2nd level unicorn’s alicorn strikes as a +1 weapon. This innate magical bonus improves to +2 at 4th level, and +3 at 8th level.

A 3rd level unicorn becomes immune to charm and compulsion-type spells, unless they are cast by a lawful (good) female spellcaster.

A 4th level unicorn gains the innate ability to cast spells with its alicorn. The unicorn prepares and casts spells as a paladin, with each spell being cast from its horn. Spells that require a touch require the unicorn to touch the subject with its horn. The unicorn need not speak to cast these spells, nor otherwise move.

A 5th level unicorn can undertake a quest, guided by a divine vision, to find and gain the service of a chaste, lawful (good) female elven companion. This companion is either a cleric, fighter, magic-user or paladin (roll 1d4) who begins as a 1st level character, but advances one level each time the unicorn advances one level. If the unicorn’s companion dies, it must atone (per the atonement spell) and then wait until gaining another level of unicorn to undertake the quest again.

A 10th level unicorn can establish a serene woodland clearing as its lair. A 12 mile radius circle around the clearing must be cleared of all evil influences before the unicorn can consecrate the clearing. Once consecrated, the unicorn attracts 1d10 creatures to act as guardians of the clearing and associates in its fight for law and good. Roll on the following table to determine these companions.

ROLL D10
1 – Aasimar warrior (2 HD, chainmail, longsword, longbow, 20 arrows)
2 – Brownie
3 – Celestial brown bear
4 – Celestial eagle
5 – Celestial wolf
6 – Druid (1st level; either human, elf or gnome)
7 – Druid (2nd level; either human, elf or gnome)
8 – Dryad
9 – 1d6 pixies
10 – Unicorn

UNICORN SPELLS

First Level: Bless, calm animals, charm person, cure light wounds, detect evil, detect poison, freedom of movement, light, obscuring mist, remove fear, sanctuary, shield of faith, slow poison, virtue

Second Level: Aid, animal messenger, cure moderate wounds, dimension door, lesser restoration, magic circle against evil, neutralize poison, remove paralysis, shield other

Third Level: Charm monster, cure serious wounds, prayer, protection from energy, remove curse, searing light, teleport

Fourth Level: Air walk, cure critical wounds, divine power, holy smite, restoration, teleport without error

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.

Weird Beard [Mystery Men!]

Professor Bartholomew Vandyke was working on the regeneration of human tissue when he accidentally created a strange, living filament. While working with a large number of these filaments, he discovered to his chagrin that they had a mind of their own. The parasitic filaments attached themselves to his face, something in the manner of a beard. This intrigued Vandyke, as he found he could communicate with the filaments and control them. They could grow, stretch and manipulate objects.

While pleased with his new-found powers, and convinced he had made an important discovery, Professor Vandyke was annoyed at the new nickname his students at Shore City University gave him: Weird Beard. More distressing was the news that he had been denied tenure and that his funding had been cut off, as the university felt he had made no serious progress in his research. Vowing then and there to continue his research, Vandyke took up the mantle of Weird Beard, criminal scientist, and began staging robberies to fund his research. Ultimately, his schemes were foiled by Captain Triumph.

Weird Beard would go on to plague the heroes of Shore City (and beyond) many more time, his research leading him to cloning experiments, the creation of franken-zombies and his infamous hair-animation ray.

LVL 7 | STR 2 | DEX 2 | CON 2 | INT 6 | WIL 4 | CHA 2 | HP 7d8 | DC 10 | ATK +6 | SPD 2 | XP 8,750 (50,000 XP)

POWERS*: Super Intelligence [6]-Add +6 to all Int feats + logic, make whole, understand language, speak language, discern lie

GEAR: Beard Filaments (Freestyle [5]-elasticity; Invulnerability [3]- Add 3 to DC + endure elements, shield other; Beard is DC 15, HP 15)

* Weird Beard uses the new power pack system published in NOD