More Monsters I Just Made Up

First – I should get the Bloody Basic Sinew & Steel Edition up for sale in the next couple days, along with the next issue of NOD – number 26. Just finishing things up, last bits of editing, etc. BB Weird Fantasy is next, and then I delve into Grit & Vigor and get that bad boy done and up for sale.

Now, on to the monsters …

ENGINE OF HELL
Large Construct, Neutral (N), Non-Intelligent; Squad (1d4)

Hit Dice: 10
Armor Class: 20 [+1]
Attack: 2 claws (2d6 damage)
Move: 20
Saves: F9 R10 W10
XP: 1000 (CL 11)

Engines of Hell are monstrous, brazen constructs operated by imps. They are armored suits of bronze and brass, often of monstrous shape and form, and glowing red hot. Smoke escapes from the nostrils fashioned on the engine’s brazen head. The imp sits within the chest cavity, operating the construct with levers and chains.

Engines of Hell have no minds of their own. They are under the control of the imp. If the imp is removed, killed, etc. the construct ceases operating. Attacks that require a Will save that are directed against the pilot imp must be made by the pilot imp, not the construct.

All Engines of Hell have the above basic statistics. In addition, they can choose one of the following modifications from each category:

HANDS
Cannon Arms: The construct can make 1d8 damage slam attacks with its cannon arms at a -1 penalty (they are clumsy), but can also use them to fire cannonballs (3d6 damage, 100’ range) up to three times per arm.

Chain Hands: The construct has 10-ft chains instead of hands, allowing it to slash targets up to 10 feet away for 1d8 damage.

Crushing Grip: The construct’s claw attacks constrict on a successful hit.

Jackhammer Hands: The construct’s hands are actually jackhammers, doubling its attacks and dealing 1d8 damage. In addition, hits warded away by armor or shields force those items to pass a saving throw or be made useless.

HELM
Battering Ram: Construct gains a gore attack for 1d8 damage.

Flame Belcher: Construct can, three times per day, belch forth a 10’ cone of fire for 3d6 damage.

Gnashing Jaws: Construct gains a bite attack for 1d8 damage.

FEET
Quake Makers: One per day, the construct can produce the same effect as the stomp spell, non-magically.

Raking Claws: The construct gain an addition claw attack for 2d6 damage with its feet.

Rocket Boots: The construct can, once per day, fire boot rockets and leap a distance and height equal to 100 feet (i.e. 100 feet high, straight up, 100 feet distant without really leaving the ground, 50 feet high and 50 feet distant, etc.).

Special Qualities: Immune to fire, vulnerable to cold, magic resistance 10%

LADY LION
Medium Outsider, Neutral (N), Average Intelligence; Solitary

Hit Dice: 12
Armor Class: 18 [+1]
Attack: 4 +1 scimitars (1d8+1 + bleed)
Move: 30 (Fly 20)
Save: F11 R12 W11
XP: 700 (CL 8)

Lady lions are mortal versions of Sekhmet, the goddess of slaughter and vengeance. Delivered unto the Material Plane by the gods or other similar powers, they are intended to cut a swathe of death as a means of reminding people of their mortality and their inferior position to the gods. On some occasions, they are brought to the Material Plane to complete a quest, and in this capacity might work with or against the player characters.

Lady lions look like tall female humanoids with faces that suggest the ferocity and grandeur of the lioness. Their limbs are long and muscular, their bodies powerful and lean. Lady lions wear armor of steel cords and wield twin +1 scimitars, attacking twice per round with each scimitar.

The lady lion’s magical scimitars cause bleeding wounds. Those struck who fail a Fortitude saving throw begin losing one point of constitution per round from blood loss until magical healing is applied. The TK should keep track of lost constitution points. For every three points of lost constitution, from whatever source, the lady lion can animate the blood into a monster per the spell summon monster I. The monster in question looks as though it were composed of blood, but will otherwise act as a normal monster of its type. These blood monsters, if they do not attack, can merge forms into more powerful monsters, essentially combining their hit dice and taking a new, appropriate form. Two 1 HD giant blood rats, for example, could form into a 2 HD blood wolf. These monsters can be dispelled, but reformed a round later. Once formed, they do not have to be controlled by the lady lion, and can combine on their own, without direction (i.e. without the lady lion having to forgo attacking for a round).

Once per day, a lady lion can transform herself, for one round, into a blade barrier.

Special Qualities: Resistance to fire and electricity, magic resistance 15%

MEGALAR
Huge Magical Beast, Neutral (N), Animal Intelligence; Solitary

Hit Dice: 9
Armor Class: 16
Attacks: Bite (1d10 + swallow whole)
Move: 30
Saves: F6 R9 W14
XP: 900 (CL 10)

Megalars are huge reptiles with big feet. They have a rather flat body profile, and walk low to the ground. Wherever a megalar stomps a foot (they can stomp two feet per round), a jet of hot, flammable gasses explodes from the ground. This is, essentially, a one-way portal to the Elemental Plane of Combustion. These pillars deal 1d6 points of fire damage to all within 10 feet due to their extreme temperature, and burst into flames if they contact an open fire. A flaming pillar burns for one turn, dealing 2d6 damage to the touch, and 1d6 damage to all within 10 feet.

Special Qualities: Immune to fire

NEMESIS
Medium Outsider, Neutral (N), Average Intelligence; Solitary

Hit Dice: 8
Armor Class: Varies
Attacks: Varies
Move: Varies
Saves: F9 R9 W9
XP: 800 (CL 9)

A nemesis is an extraplanar spirit called into the Material Plane to punish a mortal creature. They are usually summoned by powerful clerics or magic-users, or they are sent by extraplanar powers. A nemesis’ form varies with the creature it is fighting.

Against warriors and monsters that primarily rely on, the nemesis seals itself in a shell of living steel. It has AC 22 and attacks with weapons formed from the living steel –any two one-handed weapons, dealing +2 damage with each. The steel-form nemesis has a movement rate of 20 and is immune to all combat maneuvers.

Against clerics and druids, the nemesis takes on a necrotic form, resembling a lich, though not undead. In this form it attacks twice per round, dealing 2d6 points of negative energy damage each round and enjoying magic resistance 35% against divine magic. The necrotic form has AC 18 [Silver], a movement rate of 30 and is immune to negative energy damage.

Against magic-users and sorcerers, the nemesis takes on a pure energy form. Each round, it can produce an effect equal to a level 0 or first level spell. Three times per day, it can produce an effect equal to a 2nd to 4th level spell. Once per day, it can produce an effect equal to a 5th to 6th level spell. In energy form, the nemesis has AC 17 [+1] and a movement rate of 30 (Fly 60). They are immune to fire and electricity damage.

Against thieves and assassins, the nemesis takes on a shadow form. In shadow form, they automatically hide in shadows and move silently. They have AC 16 [Silver] and a movement rate of 60. Shadow nemeses attack with two shadow daggers that deal 1d4 damage and force a fortitude saving throw to avoid being chilled to the heart (1d4 constitution damage, stunned for one round). They can backstab for triple damage.

The nemesis can change its form once per round. They are single-minded in their quests to punish or destroy. When their quest is complete, or they are destroyed, they return to their plane of origin in the Pleiades Star Cluster.

VASCULON
Medium Construct, Neutral (N), Non-Intelligent; Solitary

Hit Dice: 6
Armor Class: 18
Attacks: 2 slams (1d8) or 4 rays (60’/see below)
Move: 30
Saves: F12 R12 W12
XP: 600 (CL 7)

A vasculon is a construct composed of human veins, arteries, ganglia and nervous system encased inside a humanoid shaped glassy-steel shell. In place of eyes, the vasculon as four bloodstones set on its head. Each round that it does not attack physically, it can fire scarlet rays from these eyes at up to four separate targets. These rays ignore armor, and have the following effects:

Boil Blood: 2d6 fire damage; Fortitude save for half

Freeze Blood: 1d6 cold damage; slowed (as spell) for 1d4 rounds

Gout of Blood: Creature bleeds from its orifices, 1d6 damage plus 1 point of Con damage

Manipulate Humors: Creature struck with fear (as cause fear spell), crushing despair (as spell) or rage (as spell)

Each ray can only be used once per round, and each ray must be directed at a different target. Attacks against the bloodstones are made against AC 20, and each bloodstone has 20 hit points.

Special Qualities: Magic resistance 10%

ZORDOK
Tiny Aberration, Neutral (N), Low Intelligence; Solitary

Hit Dice: 3
Armor Class: 18
Attacks: Electric arc (60’/1d6 damage + one level energy damage + shift consciousness)
Move: 0 (Fly 60)
Saves: F17 R13 W13
XP: 750 (CL 5)

Zordoks look like glowing spheres surrounded by orbiting motes of light, not unlike the way atoms are sometimes fancifully depicted. A zordok can launch a lightning bolt attack that, if it hits, transfers its consciousness into a living person. The person then gains the Galvanized template (see below), and also suffers one level of energy damage. This energy damage increases the zordok’s size by one step (+1 HD, +2 damage) and increases its intelligence by one step (low to average, average to high, high to super).

The zordok can move its consciousness from body to body by firing its electrical arcs. Each time it does, the new target suffers one level of energy damage and the zordok’s original body becomes larger and more intelligent.

If the host of the zordok’s consciousness is killed or knocked unconscious, the zordok’s body is turned into a tiny adamantine sphere. The creature will reconstitute itself in 1d4 days at its original 3 HD power level.

Special Qualities: Immune to electricity, resistance to fire and cold

GALVANIZED TEMPLATE

A galvanized creature is immune to electricity and can use the shocking hands and levitate spells at will. If grounded, they must pass a Fortitude saving throw or be knocked unconscious for 1d6 rounds.

Monsters I Just Made Up

I just made these up. Do you find me more cool and mysterious!

MONKEY CAT
Small Magical Beast, Neutral (N), Low to Average Intelligence; Pride (2d8)

Hit Dice: 1
Armor Class: 13
Attack: 2 claws (1d2) or bite (1d3)
Move: 50 (Climb 20)
Saves: F14 R12 W15
XP: 50 (CL 1)

Monkey cats dwell in the steamy equatorial jungles. They look like cats with long tails, and overlong arms and legs that end in grasping hands. Most are black, but other color schemes exist. Like both monkeys and cats, they are terribly curious, and have a penchant for theft. They dwell in prides in the tree tops under a Grand Dame, who decorates herself with stolen jewelry. Her attendants are the bullies and protectors of the tribe, while her daughters hunt and practice the ancient rites that honor the creator of the monkey cats, an Aegyptian wizard with more time and money than he knew what to do with. Crude carvings of his face are made in the high tree tops, and are worshipped with yowling songs and ritual hunts of birds and rodents.

Monkey cat characters gain a bonus of +2 to dexterity and suffer a -2 penalty to intelligence. They can hang from their tails, and gain a climb speed of 20. They can see in the dark up to 60 feet. Monkey cats can multi-class as fighter/thieves, sorcerer/thieves and cleric/thieves.

GLOBULOUS LOOCH
Large Aberration, Chaotic (CE), Low Intelligence; Pod (1d4)

Hit Dice: 7
Armor Class: 14 (18 when skinned)
Attack: 2 slams (2d6 + Poison II) [ooze form]
Move: 30 (Fly 20)
Save: F11 R12 W11
XP: 700 (CL 8)

Globulous looches are buoyant balls of skin and fat with six beady eyes on their underside. They mostly float on air currents, especially in narrow valleys of high mountain ranges, observing the inhabitants and travelers and cursing them silently. When their hatred for other beings gets the better of them, they descend to the ground and split, releasing their ooze form, which then does its best to gobble up as much plant and animal life as possible as it grows a new, thick skin and regains its buoyancy. Globulous looches are especially fond of magic items, which they drain of their magic. The enchantments in the item are retained by the globulous looch for up to 24 hours, and are usable at will. Magic armor simply transfers its magical armor bonus to the looch (as well as any special abilities), and magic weapons transfer their bonus to hit and damage (as well as any special abilities). After 24 hours, a new skin is grown, and the globulous looch, if still alive, floats back into the atmosphere.

TRABALLER
Medium Humanoid, Neutral (N), Average Intelligence; Gathering (3d8)

Hit Dice: 1+1
Armor Class: 13 (leather scale, buckler)
Attacks: By weapon (1d8)
Move: 30 (Burrow 10)
Saves: F13 R15 W15
XP: 150 (CL 2)

Traballers are flinty-skinned folk with manes of black hair and perpetual scowls on their faces. They stand as tall as elves, but have overlong arms and legs and pot bellies. Their touch causes sympathetic vibrations in solid items, causing them to shatter (item saving throw permitted). Stone items save at -4. Traballers most work as miners and quarrymen. They are secretive folk, dwelling away from others in simple huts, and hiding their children and wives under heavy scarlet cloaks bound at the ankles and wrists in brass bands. While so hidden, traballer females gain mystic abilities bestowed on the species by their goddess of mysteries, allowing them to cast spells as adepts (level 1 to 4).

Male traballers wear armor of leather scales with steel collars and bands around their arms and legs. In battle, they wield steel battle rings that can be used as shields (two are the equivalent of a buckler), bludgeons and can be thrown (25’ range, 1d3+2 damage).

Traballer characters enjoy a +1 bonus to Constitution, but suffer a -1 penalty to Charisma. Female characters who retain their scarlet coverings also gain a +1 bonus to Wisdom, but suffer an additional -1 penalty to Charisma (total -2) for their unnerving appearance. They can make sundering attack with their bare hands. Males understand how to fight with their battle rings. Shrouded females gain the following spells, provided they have a Wisdom score of 10 or higher, each spell usable once per day: Guidance, mending and sanctuary. Traballer characters cannot multi-class, but they can dual class like humans.

Bring Some Muscle Into the Dungeon

1958. Steve Reeves plays Hercules and not only is a legend born, but a new genre of action/adventure – Sword & Sandals: the heroic adventures of oiled bodybuilders strangling things with their bare hands, bending bars and lifting gates.

We have lots of interesting characters running around fantasy roleplaying games, and plenty have 18’s in Strength, but none of them are true musclemen. Until now …

Requirements & Restrictions
Strength 15+, at least 6’ tall

Musclemen wear no armor, only the hides of the animals and monsters that have slain. They can use shields

Musclemen can wield any weapon, but double-handed weapons are preferred

Hit Dice: d12

Skills: Bend Bars/Lift Gates, Climb Sheer Surfaces, Jump, Swimming

Advance As: Fighter

Special Abilities
Musclemen are capable of using their muscles to influence reactions, either through charm and awe, or sheer intimidation. Musclemen can modify reaction checks with their Strength score rather than Charisma score if the TK deems the situation appropriate.

Musclemen add 1.5 their strength bonus to attacks and damage when armed with double-handed weapons.

Musclemen treat creatures as one size category smaller for grapple and bull rush attacks.

Once per day, a muscleman can call on an adrenaline rush and either re roll a failed strength check with a +2 bonus or double their strength bonus on a single melee attack and damage. They can also make sundering attacks with their bare hands.

A muscleman spends a great deal of time in training. Every four levels, beginning with fourth level, they can deduct one point from intelligence, wisdom or charisma and add it to their strength score.

Musclemen gain additional skills as they advance in level if their strength score is high enough.

Burst Chains and Iron Bands (Level 3, Strength 16) – A muscleman can burst chains and iron bands simply by flexing their chest muscles or biceps.

Toss Dwarf (Level 5, Strength 17) – Musclemen can toss gnomes (Str 17), halflings (Str 19) and dwarfs (Str 21) at opponents. Treat this as a ranged attack with a range of 10 feet. If the muscleman misses, the tossed character gets no attack, loses their turn and suffers 1d4 points of damage. If their attack hits, the tossed character makes an attack as though charging, and the mere act of throwing them scores 1d6 points of damage for gnomes, 1d8 for halflings and 1d10 for dwarves, plus the muscleman’s strength bonus.

Hammer Nails (Level 7, Strength 18) – A muscleman’s sinews are iron hard, allowing him to hammer nails with their bare fists. Difficulties include hammering sharp items larger than nails, or hammering into materials harder than wood.

Bite Through Chains (Level 9, Strength 20) – A muscleman’s jaws are such that he can bite through metal. In addition, he can bite characters that he grapples (treat as an additional unarmed attack).

The Eyes Have It [Monsters]

The Floating Eye of Death via HERE

Ah, yes – eye monsters. Monsters composed of a giant eye with a toothy maw and the ability to use magical rays. I think another game called them beholders, but since me calling them beholders might get me in trouble, I call them eye monsters here, the “evil eye” in Blood & Treasure (voted number one RPG in the world by the owner of this blog), and I’ve heard many other euphemisms in other portions of the open content RPG world. Whatever you call them, they’re a modern classic and below you will find a few variations that might be fun for your game.

DESCRYER
Large Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)

Hit Dice: 9
Armor Class: 21
Attacks: 2 lashes (1d6)
Move: 5 (Fly 30)
Saving Throws: F10 R11 W8
Experience Point Value: 800 (CL 9)

Descryers are evil eyes of an especially brilliant hue. Like their kin, they can communicate with any sentient creature within 100 feet, with their thoughts entering a person’s mind like a tongue entering one’s ear – a very creepy, unwelcome feeling to be sure.

The descryers are the sages and oracles of their species, capable of perceiving past, present and future, and seeing beyond the material world. They are less dangerous in combat than their kin, but very useful to their people. Most are treated as oracles, and are housed in temples under the guard of their zealous cultists the akshi.

Descryers sees magical emanations naturally. It is constantly treated as though under the effects of detect magic. They are also treated as though under constant true seeing and detect good effects.

Unlike their kin, the descryer does not possess gaze attacks. Rather, they are capable of casting powerful divination effects. When they do so, they emit brilliant light, with a different color of light connected to each of their abilities. Creatures within 30 feet of this light must pass a Fortitude saving throw or be struck blind for 1d6 minutes. Creatures so affected must also pass a Will saving throw or have their emotional state altered for 1d6 hours (see descriptions below for effects).

Each divination power can be used by a descryer once per day, but no more than once every 1d4 rounds. Their powers are as follows:

CONTACT OTHER PLANE: As the magic-user spell. Accompanied by a moody blue light that causes crushing despair (as the bard spell).

DISCERN LOCATION: As the magic-user spell. Accompanied by an intense red light that causes rage (as the spell) .

FORESIGHT: As the magic-user spell. Accompanied by a pale yellow light that causes fatigue.

LEGEND LORE: As the magic-user spell. Accompanied by a scathing green light that affects people per the cause fear spell.

PROBE THOUGHTS: As the magic-user spell. Accompanied by a piercing white light that causes an effect similar to the calm emotions spell.

VISION: As the magic-user spell. Accompanied by a deep purple light that causes weakness (as the ray of enfeeblement spell).

Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 35%

EXAMINER
Medium Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)

Hit Dice: 7
Armor Class: 19
Attacks: 2 lashes (1d4+1)
Move: 5 (Fly 40)
Saving Throws: F12 R12 W9
Experience Point Value: 700 (CL 8)

Examiners are the crafty spies of their species. Smaller than their more powerful kin, they are capable of getting into somewhat tighter spaces. Examiners see magical emanations naturally, and are always under the effect of a detect invisibility effect. They are also capable of turning invisible three times per day, and using the blink spell once per day. Examiners are albinos, with pale flesh and pink irises. They communicate telepathically in a high-pitched drone that makes the eyes water.

The examiner possesses gaze attacks, but can only use one per round. It cannot maintain any specific gaze attack for more than one round, and must wait 1d4 rounds before activating that particular gaze attack again. The examiner’s gaze attacks have a range of 90 feet (assuming line of sight).
BURN: Subjects must succeed on a Fortitude save or be affected as though by burning hands.

CHARM: Subjects must succeed on a Will save or be affected as though by charm monster.

CONFUSE: Subjects must succeed on a Will save or be affected as though by confusion.

HYPNOTIZE: Subjects must succeed on a Will save or be affected as though by hypnotism.
PARALYZE: Subjects must succeed on a Will save or be affected as though by hold monster.
PROBE: Subjects must succeed on a Will save or be affected as though by detect thoughts (ESP).
SLEEP: Subjects must succeed on a Will save or be affected as though by sleep.

WEAKEN: Subjects must succeed on a Will save or see visions as per a ray of enfeeblement.

Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 15%

NECROPSIS
Large Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)

Hit Dice: 11
Armor Class: 23 [Silver]
Attacks: 2 lashes (1d6)
Move: 5 (Fly 30)
Saving Throws: F 9, R 10, W 7
Experience Point Value: 1,100 (CL 12)

The necropsis is an eye monster that has dabbled in the necromantic arts. Steeped in negative energy, they have taken on necromantic powers. The necropsis is incorporeal. It has black flesh and a grey eyeball with a maroon iris. They communicate telepathically within 100 feet, with a ghostly moan.

The necropsis sees magical emanations naturally. It is constantly treated as though under the effects of detect magic. Additionally, the necropsis is also treated as though under a constant detect invisibility affect, and enjoys a constant invisibility to undead effect.
The necropsis possesses a vast repertoire of gaze attacks, but can only use one per round. It cannot maintain any specific gaze attack for more than one round, and must wait 1d4 rounds before activating that particular gaze attack again. The necropsis’ gaze attacks have a range of 150 feet (assuming line of sight).

BITE: Subjects must succeed on a Will save or be affected as though by eyebite.

CHILL: Subjects must succeed on a Fortitude save or be affected as though by chill touch.

CURSE: Subjects must succeed on a Will save or be affected as though by bestow curse.
DEATH: Subjects must succeed on a Will save or be affected as though by inflict critical wounds (4d6+4 damage; save for half damage).
ENERVATE: Subjects must succeed on a Fortitude save or be affected as though by enervation.

PAIN: Subjects must succeed on a Will save or be affected as though by symbol of pain.
RE-ANIMATE: Dead bodies within the monster’s gaze are affected per the animate dead spell.
SLAY: Subjects must succeed on a Fortitude save or be affected as though by slay living.

Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 25%

AKSHI
Medium Aberration, Chaotic (CE), High Intelligence; Cluster (1d6)

Hit Dice: 9
Armor Class: 18
Attacks: 4 lashes (1d6 + grapple) and weapon
Move: 30
Saving Throws: F11 R11 W8
Experience Point Value: 900 (CL 10)

The akshi are the insane crossbreeds of the eye monsters and the mind eaters. Bitter exiles from both communities, they sometimes form cults dedicated to the descryers or become underworld warlords, dominating lesser creatures and waging war on both the mind eaters and eye monsters.

Akshi look like humanoids with greenish skin, long arms with three fingers and a thumb, and a head composed almost entirely of a massive eye. Four long lashes are set around the eye. The akshi has no mouth – it drains life energy from creatures with its drain gaze attack, using its lashes to hold creatures in front of it, and its humanoid arms to force their eyes open. Akshi communicate telepathically with a domineering, imperious voice that has an unmistakably bitter edge to it.

Akshi see magical emanations naturally, per the detect magic spell.
The akshi possesses a repertoire of psionic and gaze attacks, but can only use one per round. It cannot maintain any specific attack for more than one round, and must wait 1d4 rounds before activating that particular attack again. The akshi’s attacks have a range of 60 feet (assuming line of sight for gaze attacks).

BLAST (PSIONIC): As the mind eater mental blast ability.

CHARM (GAZE): Subjects must succeed on a Will save or be affected as though by charm monster.

DAZE (GAZE): Subjects must succeed on a Will save or be affected as though by daze.

DRAIN (GAZE): Subjects must succeed on a Fortitude save or be affected as though by vampiric touch.

HARM (GAZE): Subjects must succeed on a Will save or be affected as though by inflict light wounds.

BURN (GAZE): Subjects must succeed on a Fortitude save or be affected as though by burning hands.
PARALYZE (GAZE): Subjects must succeed on a Will save or be affected as though by hold person.

SLEEP (GAZE): Subjects must succeed on a Will save or be affected as though by sleep.
WEAKEN (GAZE): Subjects must succeed on a Fortitude save or be affected as though by a ray of enfeeblement.

Special Qualities: Resistance to acid, cold, electricity, fire and sonic, magic resistance 55%

Spells: 1/day–astral projection, detect thoughts (ESP), levitate, suggestion

The Landsknecht

Click to make larger … you know, so you can actually read it

The landsknechts – roughly translated as lowland vassals – were the preeminent mercenaries of Europe in the 16th century, surpassing the famous Swiss pikemen when they defeated them at the Battles of Bicocca and Marignano. The landsknechts were first formed in 1487 by Maximilian I, the Holy Roman Emperor, as an imitation of the Swiss pikemen. Like the Swiss, they relied primarily on the pike with support from crossbowmen, arquebusiers, halberdiers and swordsmen. The landknechts probably reached their height during the Thirty Years War (which is why I’m featuring the class in this issue).

What roll could a landsknecht play in dungeon exploration? It is a common practice to bring retainers into a dungeon to help overpower enemies and soak up their attacks for the player characters. The landsknecht is a master of soldiers, a captain in the field. The landsknecht may not be as powerful a front-line warrior as the fighter, but he brings friends and knows how to use them.

Experience Points: As Fighter

A landsknecht is not trained to fight solo, like a fighter, but rather in a company of warriors. When he starts his career, he is a slightly less powerful fighter, though he receives a +1 bonus to hit with spears, pikes and other polearms due to long training with these weapons.

As the landsknecht advances in level, he adds men-at-arms to his company. At each level beyond 1st, the landsknecht adds a single man-at-arms to his company. The man-at-arms equipment is rolled on the table below:

D10 ROLL
1-5. Pike (or spear), leather armor, dagger
6-8. Arquebus (or heavy crossbow), leather armor, scimitar
9. Halberd, leather armor, dagger
10. Greatsword, leather armor, dagger

These men-at-arms are the landsknecht’s personal guard, and do not count as his retainers. Retainers can still be hired separately by the landsknecht, and are commanded by him, but they do not benefit from his special abilities as his personal guard does.

A 3rd level landsknecht adds a trabant to his personal guard. The trabant is a 2 HD warrior armed with a greatsword, dagger and ringmail.

A 5th level landsknecht adds a kaplan (chaplain) to his personal guard. The kaplan has the same alignment and patron deity as the landsknecht. He fights as a 2 HD warrior and casts spells as a level two adept. The kaplan is armed with a light mace, buckler and chainmail shirt.
Once per day, a 6th level landsknecht can inspire his personal guard to amazing levels of courage. As long as he is within 10 feet of them, they enjoy a +1 bonus to save vs charm and fear effects, and a +1 bonus to hit and damage for one battle.

A 7th level landsknecht adds a führer (guide) to his personal guard. The guide fights as a 2 HD warrior and has the track and survival skills as a 2nd level ranger.

Once per day, an 8th level landsknecht can inspire his personal guard to greatness. All troops within 30 feet of the landsknecht gain 1 Hit Dice, an additional +1 bonus to hit and damage, and a +1 bonus on all Fortitude saving throws for the duration of one battle.

A 9th level landsknecht adds a standard bearer (and personal standard) to his personal guard at 9th level. The standard increases the fighting ability of his special troops (trabant, kaplan, führer) by one hit dice, and grants his entire personal guard a +1 bonus to save vs. fear and magic spells. The standard bearer fights as a 3 HD warrior, using his standard as a quarterstaff. He also carries a dagger and wears a breastplate.

It is not uncommon for a landsknecht to lose troops, of course. Any troops lost from his personal guard can be purchased in a settlement (town-sized or larger) at a cost of 10 gp per soldier plus equipment costs. Special troops can be purchased for 100 gp plus equipment costs.

Holy Moses, It’s a New Class!

Yes, a new class … probably the last new class of 2014 … based on Moses, that fellow who parted the Red Sea and held the Ten Commandments.

At least, it’s based a little on Moses, and a little on other old time prophets. In essence, it’s a non-warrior cleric with more flexibility in terms of spells, but fewer spells to choose from.

In a moment, the class. First, a couple words from our sponsor (which happens to be me)

Two new e-books up on Lulu over the past couple days. The long awaited (well, by me anyways – took me forever to finish it) NOD 24, and the even longer-awaited (again, by me) Bloody Basic – Contemporary Edition. From my descriptions on Lulu.com …

BLOODY BASIC – CONTEMPORARY EDITION

Bloody Basic takes the advanced Blood & Treasure Fantasy Role Playing rules and boils them down to the essentials to make gaming easy, fast and fun. The Contemporary Edition rules include rules for the contemporary races, classes, spells and monsters of fantasy role playing, including automatons, drakkens, gnomes, fighters, sorcerers, clerics and thieves. $4.99 for 44 pages

NOD 24

2014 comes to a close with the 24th issue of NOD! In this issue, we continue the Ende hex crawl started in NOD 23, detail some Indian divinities, get into some court intrigue, make monsters with a dictionary, explore the ancient Red Sea as a campaign setting, tangle with space genies, and meet some 1920’s superheroes called the Roustabouts. 80 pages. $4.39 for 80 pages

Wow! What amazing bargains (if you’re into this kind of thing).

Now, back to our program!

The prophet is a cleric who goes way back … all the way to Moses in fact. The prophet is destined to be a religious leader of a people, if he or she can live long enough. Starting out in life, they are touched by a deity and tasked with leading their chosen people, or converting their chosen people, to their worship. They must eventually lead these people into the wilderness to found a new kingdom for them. The deity in question should be one that is, as yet, minor in stature, or a major deity that has largely been forgotten by his or her chosen people.

Obviously, this class is based on Moses. I won’t go over the story of Moses – it’s easy enough to find – but suffice to say he was a prince who discovered his true heritage and was chosen by God to lead his people through the Wilderness to the Promised Land. As an emissary for God on Earth, he could perform miracles, and as a man that was raised in a royal house, he had a good deal of non-spiritual leadership ability.

The prophet class has an innate ability to commune with the divine, a spell list based on the miracles attributed to Moses, other Biblical prophets and Christian saints. You’ll notice quite a bit of overlap with the normal cleric’s spell list. The prophet begins life as an aristocrat, and that means he has some capacity for fighting and leading people. His leadership abilities will continue to improve as he gains levels, though his fighting ability will improve more slowly. Prophets are not meant to be front-line warriors. A prophet’s spellcasting ability is in some ways more limited than a cleric’s, and in others superior.

Restrictions: Wisdom 13+, Charisma 9+, alignment must be LG, LN or LE

Hit Dice: d8 at first level, d6 at each level afterwards

Skills: Decipher Codes, Find Secret Doors

Weapons: Any*

Armor: Any*

Prophets are trained in the use of all arms and armor, but using arms and armor not allowed to a magic-user represents a lack of faith in their deity, and imposes a spell failure chance on them (cumulative):

Non-permissible light weapon +5%
Non-permissible medium weapon +10%
Non-permissible heavy weapon +15%
Non-permissible light armor +10%
Non-permissible medium armor +20%
Non-permissible heavy armor +30%

Spell failure chance should be rolled when the prophet beseeches her deity for a miracle. If the spell fails, the deity chooses to ignore her.

A prophet does not technically cast spells. Rather, he asks for miracles. A prophet is allowed a limited number of miracles of each miracle level per day. He does not need to memorize or prepare miracles, as long as he has access to a level of miracles, he can ask for any of them. The prophets’ miracles are listed at the end of this article.

Besides adventuring to earn money and power, a prophet’s most important job is to amass followers. To this end, a prophet must preach before multitudes, attempting to either convert them to his new faith, or reawaken them to an old faith. Treat conversion as a Charisma task in which the prophet is skilled.

The prophet can attempt to groups of 0 to 1 HD creatures, or individuals with more than 1 hit dice. With groups, the prophet makes a Charisma task check and, if successful, converts a number of followers equal to his 1d4 plus his level. Difficulties include differences in ethical alignment (law – neutral – chaos) and moral alignment (good – neutral – evil), or the people being strongly dedicated to another faith. The same basic process is used for individuals, with an additional penalty equal to the each level the target is higher than the prophet.

When 0 or 1 hit dice individuals join the prophet’s cult, you might need to determine what they are:

There is a 1 in 6 chance per person that they are wholly dedicated to their new faith, and need never check their morale. Others, however, may lose faith in the face of hardships (as determined by the TK). When this happens, the prophet must make a new conversion task check for each individual. If he fails, they decide to return to their homes and their old way of life.

A prophet must take care of his followers. He must provide food and water for them, protect them, provide some manner of shelter (tents at a minimum), and heal them when they are wounded or sick.

For one battle per day, the prophet can grant a benefice to his warriors in battle. As the prophet’s level increases, he gains additional benefices he can grant. Each benefice can be granted to one battle per day, and only one benefice can be granted per battle.

At 6th level, one of the prophet’s existing followers can become his acolyte. The prophet’s acolyte becomes a lesser divine servant of the prophet’s deity, gaining abilities as the prophet gains abilities.

A prophet with fewer than 10 followers by 6th level must perform a quest for his deity or lose his ability to request miracles. Likewise a prophet with fewer than 25 followers at 7th level, fewer than 50 followers at 8th level, and fewer than 100 followers at 9th level and each level beyond 9th.

A prophet that is killed might enjoy an apotheosis upon death. There is a 5% chance per level of the prophet. When an apotheosis occurs, the prophet transforms into an outsider of similar alignment with roughly as many Hit Dice as the prophet +1. In this form, the prophet remains in the material plane for one minute per level. Thereafter, he is called to his home plane and disappears forever unless resurrected. If resurrected, the prophet returns in his original body, not as an outsider.

FIRST LEVEL MIRACLES
1. Aid
2. Bless
3. Comprehend Languages
4. Control Light
5. Cure Light Wounds
6. Multiply Food and Water
7. Protection from Evil
8. Summon Nature’s Ally I
9. Sustenance
10. Turn Undead

SECOND LEVEL MIRACLES
1. Augury
2. Buoyancy
3. Calm Emotions
4. Consecrate
5. Cure Moderate Wounds
6. Detect Thoughts (ESP)
7. Gentle Repose
8. Levitate
9. Remove Paralysis
10. Speak with Animals
11. Summon Nature’s Ally II
12. Summon Swarm

THIRD LEVEL MIRACLES
1. Cause Disease
2. Create Food and Water
3. Cure Blindness/Deafness
4. Cure Disease
5. Cure Serious Wounds
6. Fly
7. Hold Person
8. Remove Curse
9. Summon Nature’s Ally III
10. Tongues
11. Water Walk

FOURTH LEVEL MIRACLES
1. Blight
2. Charm Monster
3. Control Water
4. Cure Critical Wounds
5. Divination
6. Flame Strike
7. Holy Smite
8. Restoration
9. Sticks to Snakes

FIFTH LEVEL MIRACLES
1. Awaken
2. Bilocation
3. Commune
4. Contact Other Plane
5. Healing Circle
6. Hold Monster
7. Insect Plague
8. Raise Dead

SIXTH LEVEL MIRACLES
1. Banishment
2. Geas
3. Move Earth
4. Wind Walk

SEVENTH LEVEL MIRACLES
1. Control Weather
2. Create Clay Golem
3. Transmute Matter

EIGHTH LEVEL MIRACLES
1. Earthquake
2. Holy Aura

NINTH LEVEL MIRACLES
1. Astral Projection

NEW SPELLS

BILOCATION
Level: 5
Range: Personal
Duration: 1 minute

For one minute, the prophet can be in two places at once. Each version of the prophet can carry out movement and actions as normal. The second version can appear within 1 mile per prophet level of the first. When the second version disappears, any damage or other effects he sustained, or any items he took possession of, return to the first version.

BUOYANCY
Level: 2
Range: Close (30 ft.)
Duration: 1 minute

One object within 30 feet designated by the caster becomes buoyant in water, and floats to the surface.

CREATE CLAY GOLEM
Level: 7
Range: Touch
Duration: 10 minutes per level

By fashioning a roughly human-sized and shaped object out of clay and inscribing a magic sigil on its head, the prophet can cause it to become a clay golem for 10 minutes per prophet level.

MULTIPLY FOOD & WATER
Level: 1
Range: Touch
Duration: Instantaneous

This miracle takes existing food and water and multiplies, creating one extra portion per prophet level.

SUSTENANCE
Level: 1
Range: Personal
Duration: Instantaneous

The prophet can go without food, drink and sleep for one day, but must sacrifice one point of constitution to do so. This constitution point cannot be healed while any casting of this spell is in effect. A prophet could, therefore, use sustenance for seven days straight, but would be without seven points of constitution on the seventh day, and would suffer the normal effects of a lower constitution. Constitution points sacrificed for this spell return at the rate of one per day of rest.

TRANSMUTE MATTER
Level: 7
Range: Touch
Duration: 24 hours

The prophet can transmute matter from one form to another, thus lead to gold or steel to adamantine. The effect lasts for 24 hours. At the end of this time, the object must pass an item saving throw (as its original matter) or disintegrate.

 

The Phoenix

This class originally came about because I was working on some class ideas inspired by the classic elementals – not in terms of “guy who uses fire”, but rather “class inspired by fire’s representation in folklore and mythology”.

Speaking of fire, this is what I came up with:

THE PHOENIX

Some humanoids are born with an especially powerful spark of life. These are warrior souls, caught up in the great circle of life. Phoenixes have souls that never stop. When a phoenix dies, he or she immediately reincarnates as a new creature with the same memories and its personality mostly intact. The phoenix can do this many times, though each time stresses their constitution to the max, and each time a phoenix dies may be their last. Of course, it isn’t really the end of the phoenix’s soul – it merely transmigrates elsewhere in the cosmos (i.e. time for the player to roll up a new character) and fights on!

ARMOR – Any armor, including shields

WEAPONS – Any weapon

SKILLS – None

The key ability of a phoenix is his ability to reincarnate upon death, per the druid spell of the same name. When a phoenix is reduced to 0 hit points, its body immediately bursts into a 10-ft. radius of fire which deals 1d6 points of damage per four levels of the phoenix. The phoenix has a chance to direct this flame at a single target; if they can pass a Will saving throw they can direct the fire up to a range of 10 feet per four levels at a single target, who suffers all the damage (Reflex save to halve damage).

Once the fireworks are over, the phoenix emerges from the fire and smoke in a new body rolled randomly on the table below.

D%: REINCARNATED AS …
01. Aasimar
02. Azer
03. Blink Dog
04-07. Bugbear
08. Centaur
09. Crabman
10. Doppelganger
11-13. Dromite
14-19. Dwarf (10% chance of duergar)
20-25. Elf (10% chance of drow)
26-29. Gnoll
30-35. Gnome (10% chance of svirfneblin)
36-39. Goblin (10% chance of blue)
40. Grimlock
41-46. Half-elf
47-52. Half-orc
53. Harpy
54. Hengeyokai
55-58. Hobgoblin
59-64. Human
65. Janni
66-67. Juggernaut
68-71. Kobold
72-76. Lizard man
77. Minotaur
78-82. Neanderthal
83-85. Notac-Ichat (see NOD Companion)
86. Ogre
87-90. Orc
91. Satyr
92-93. Tiefling
94. Troglodyte
95. Unbodied
96-97. Utu (see NOD Companion)
98-00. Xeph

Roll randomly for the gender of the new body.

The phoenix gains all the abilities inherent to his new body (though not equipment, like a satyr’s pipes), but retains his normal hit points (adjusted for losing a level – see below), saving throws, attack bonus, ability scores and ability to speak. The phoenix personality remains largely the same, but is nudged a bit in the direction of its new form. If the phoenix has half or less of the hit dice of his new form, his new form is reduced in size by one size category.

The transformation is not without cost. The phoenix loses one level, and his experience points are reduced to the minimum level for his new level. A first level phoenix can reincarnate. His level remains at first, and his XP are reduced to 0. The phoenix must also pass a Fortitude saving throw or lose 1d3 points of constitution, permanently.

Once the transformation is complete, the phoenix must adjust to their new body. Each round, the phoenix must attempt a Will save. Once they succeed, they gain control over their faculties and can act normally. Until then, they are stunned.

A third level phoenix gains a limited form of regeneration. His natural healing is doubled (i.e. 2 hit points per level per night of rest), and he enjoys a +2 bonus to save vs. poison and disease.

A sixth level phoenix gains access to his soul’s memories. By meditating for one hour, the phoenix gains the use of one feat per three levels (i.e. two feats at sixth level, three a ninth, etc.). The phoenix can only access memories in this way once per day.

A ninth level phoenix can build a fortress-temple dedicated to the Phoenix. The phoenix attracts a body of 1d12+9 men-at-arms, heavy infantry, to serve as his personal bodyguard. In addition, a young 1st level phoenix seeks him out as a master (likely a sidekick from a former life).

Saving Some Gold Pieces (and a Spell)

Boys and girls, if you’ve been waiting to buy some of my print products, you may be in luck. Lulu is running a sale through November 27th ..

And on November 27th, I’m going to throw in some markdowns of my own for the holiday season. You’ll find the link to my storefront on the side over there.

Don’t forget, if you buy a hard cover book, I’ll send you a free PDF of that book.
And now, to keep this post from being nothing but a commercial, I will make up a magic spell …

Wind Tunnel
Level: Cleric 5, Druid 4, Magic-User 5
Range: Centered on caster
Duration: 1 minute

This spell creates a tunnel of powerful winds extending 10 feet per level ahead and behind the spellcaster. The tunnel is large enough for the spellcaster to walk through normally, though it obviously cannot be larger than the chamber or passage which the spellcaster currently occupies. Missile weapons, gases and breath weapons are deflected by the wind tunnel. Creatures outside the tunnel trying to force their way through the tunnel suffer the effects of entering a huge air elemental’s whirlwind. The caster can decide if creatures grabbed by the wind tunnel are carried forward or backward and then deposited on the ground, prone, where the tunnel ends.If the tunnel is not created on solid ground, the spellcaster’s comrades (though not the spellcaster, on whom the spell is centered) might fall into the winds themselves (in other words, it cannot be used to create a bridge across a chasm unless the spellcaster’s comrades want to ride the winds across).

(Essentially, this is a variation on, and enhancement of the wind wall spell).

Grit & Treasure (Blood & Vigor?)

German warbird, or …

Work proceeds on Grit & Vigor. The last couple weeks have been spent gathering vehicle data, turning it into something useful, and brainstorming the rules for dogfights, car chases and inventions.

On the vehicle front, I now have data for about 1,400 tanks, cars and airplanes, and believe I have found a way to turn the raw data into game data. Just for fun, I thought I might throw out some comparisons between military vehicles from the olden days and Blood & Treasure monsters. Obviously, I need to look at some heavyweights.

THE MONSTERS

The Neothelid – 25 HD wrapped up in acid-dripping, tentacled horror. Imagine it going toe-to-toe with a Russian T-18 tank. The tank is easier to hit, but can absorb some damage and deal it pretty well.

T-18: Huge Construct (Tank), HD 25 (88 hp), AC 19 (DR 6), SPD 10 mph (140), ATK 1 tank gun (8d8) and light machine gun (1d8), MVR +0, CP 2/0, WT 13,000 lb.

… fantasy robot – who would win in a fight?

The Balor Demon – 20 HD of demonic fury, roughly equivalent to a Curtiss P-40 Warhawk. The Warhawk can deal more damage with its six heavy machine guns, but the Balor isn’t affected by such mundane weaponry. Better load that Warhawk up with magic bullets.

Curtiss P-40 Warhawk: Huge Construct (Fighter), HD 20 (70 hp), AC 16, SPD 360 mph (5280), ATK 6 heavy machine guns (2d6) and bombs (1000 lb), MVR +2, CP 1/0, CEILING 29,000 ft., WT 8,400 lb.

The Iron Golem – 18 HD of heavy metal death, the equal of Messerschmitt Bf.109 – though let’s be honest, one good strafe or bomb drop, and the iron golem’s iron hide and its vaunted magic immunity is going to go up in smoke.

Messerschmitt Bf.109: Large-X Construct (Fighter), HD 18 (63 hp), AC 16, SPD 398 mph (5830), ATK 2 heavy machine guns (2d6) and 1 medium machine gun (1d8) and bombs (550 lb), MVR +3, CP 1/0, CEILING 39,000 ft., WT 6,940 lb.

A few notes on the vehicles:

Size is based on weight (and how interesting would that be to do with all the monsters?). I used the full d20 scale (I only used Small to Huge in B&T), and added half-steps in. Size determines Hit Dice.

CP refers to crew and passengers. The crew is going to be making the attacks for the vehicle, so it’s their attack bonus that counts when firing their weapons.

The weapons here are generic, and the final stats will include their ROF and range. ROF works into the gun rules, with each addition round you fire at a target either increasing your chance to hit by +1, or contributing to an additional 1d6 damage at a rate of 5 rounds to 1d6 damage – player’s choice and they can mix and match (e.g. an extra 20 rounds of ammo can translate into a +20 bonus to hit, or +4d6 damage or something in between, like +10 to hit and +2d6 damage). The bombs I still haven’t decided on, but probably going to be treated as something like a fireball spell – damage dice and radius based on the poundage, with people and items passing saving throws to halve the damage. The game is really designed more for man vs. man, rather than man vs. B-17 Flying Fortress.

Speed is the vehicles top speed, in miles per hour and, in parentheses, feet per round. For car chases, I’m working out a system that uses top speed as a determinant for the difficulty of stunts, to make it easy for referees and players to create stats for vehicles without having to know much about them other than their weight, their style and their top speed.

Armor Class is based on the material of the vehicle’s skin, as well as its thickness. Size plays a part as well. Damage reduction (DR) is based on the thickness of the armor, since I needed a way to screen the tanks from weapons that, by right, shouldn’t be able to penetrate their armor.

MVR is maneuverability, which is based on the vehicle’s type and its power to weight ratio.

Not a perfect system, I know, but I think it will work well enough for game purposes. My focus is on three systems – aerial combat (aircraft vs. aircraft), car chases and a nod towards aircraft attacking land vehicles. G&V isn’t designed as a wargame, but the combat rules should be able to handle something as basic as two tanks plugging away at one another.

Oh, and just for fun …

Burrough’s Barsoom Scout Flyer: Large Construct (Fighter), HD 11 (39 hp), AC 20, SPD 300 mph (1460), ATK none, MVR +3, CP 5/0, CEILING 11,000 ft., WT 1,500 lb.

Nemo’s Nautilus: Colossal x5 Construct (Submarine), HD 250 (875 hp), AC 22, SPD 40 mph (580), ATK 1 ram, MVR -1, CP ???, DEPTH 52,000 ft., WT 1,500 tons

Well’s Martian Tripod: Huge-X Construct (Tank), HD 31 (109 hp), AC 22, SPD 10 mph (140), ATK 1 heat ray (10d6 fire) and black smoke projector (as cloudkill?), MVR +1, CP 1/0, WT 20,000 lb.

Martian Tripod vs. Balor – now that’s a fight I would pay to see!

Elemental Racial Variations

I’ve always enjoyed coming with variations on a theme, or variations on existing things in games. Of late, I’ve thought about doing themed variations on some of the existing races in Blood & Treasure – themes like the elements, or insects or animals.

For my first theme, I choose elemental earth. These races could work well in a specialty campaign, especially one set underground or on the elemental plane of earth, or can be used in an exotic section of an existing campaign world.

I’m not sure how well balanced these races would be, but you know – sometimes it just doesn’t matter. If they look like fun, use them!

COAL GNOMES
Coal gnomes look generally like normal gnomes, save their flesh is composed of a substance not unlike coal. They have pitch black skin and beady eyes that glow like embers. These eyes give them darkvision to a range of 120 feet. Coal gnomes are not immune to fire, but they do have a strange resistance to it.

When a coal gnome is struck by fire, it ignites and smolders. The coal gnome suffers one point of fire damage per round, and no more. While they smolder, they can score +1 point of fire damage with each successful melee attack.

Coal gnomes have the same alterations to their ability scores as normal gnomes, the same knacks and the same ability to multi-class. They do not have any Spellcasting ability.

GRANITE DWARVES
Granite dwarves are stoic and seemingly emotionless; at least, they do not often show emotion. Logical and resolute, they look like dwarves carved from granite.

Granite dwarves have the same ability score modifications as normal dwarves, and the same knacks. Their skin gives them a natural AC of 12, and they have the ability to freeze as do gargoyles, for a maximum of 10 minutes. Granite dwarves have darkvision to a range of 60 feet.

Granite dwarves cannot multi-class, for their minds are too focused.

CRYSTAL ELVES
Crystal elves are as graceful and lithe as normal elves. Their bodies are seemingly composed of living crystal, in various colors and hues. They rarely wear clothing, but do adorn themselves with jewelry and sometimes capes or cloaks.

A crystal elf’s skin reflects and refracts light, depending on the angle at which it is struck. When fighting in moderate illumination, all opponents engaged in melee combat with the crystal elf must pass a Reflex saving throw when they miss the elf in combat by more than 3 points, or be blinded for one round. In strong illumination, creatures locked in melee combat must pass this save each round, and creatures within 20 feet must do so when they miss the elf in ranged combat as above.

The crystal elf’s body gives them a +2 bonus to save vs. rays. They suffer double damage from sonic attacks.

Crystal elves have the normal ability score modifications and knacks, darkvision to a range of 30 feet, and they cannot multi-class.

SANDLINGS
Sandlings look like normal halflings composed of sand. They are quick and curious and have more abrasive personalities than normal halflings.

Sandlings ignore one point of damage per hit from physical damage, but water and wind deals +1 point of damage per dice (or 1 point of damage if the attack doesn’t normally deal damage) to them. They have the same ability score modifications as normal halflings, the same knacks, and they gain a knack at escape attempts.

When a sandling is struck for full damage by a physical blow (minimum 5 points of damage), they split into two tiny versions of themselves, splitting the damage as well. They must also split their equipment when they split, and their hit point total, but each of these twins retains its normal level, ability scores and special abilities. The personalities of each twin can vary, based on the original’s alignment:

THREE TIER ALIGNMENT
Lawful = Lawful and Neutral
Chaotic = Chaotic and Neutral
Neutral = Chaotic and Lawful

NINE TIER ALIGNMENT
Lawful Good = Lawful Neutral and Neutral Good
Lawful Neutral = Lawful Neutral and Neutral
Lawful Evil = Lawful Neutral and Neutral Evil

Neutral Good = Neutral Good and Neutral
Neutral = Lawful Neutral and Chaotic Neutral
Neutral Evil = Neutral Evil and Neutral

Chaotic Good = Chaotic Neutral and Neutral Good
Chaotic Neutral = Chaotic Neutral and Neutral
Chaotic Evil = Chaotic Neutral and Neutral Evil

The twins cannot re-merge until they get a full night’s sleep. If that sleep is interrupted, they split apart and must remain apart until they get another chance at 8 hours of rest.