The Canting Crew

Before we get on with the new class (which may or may not work, but it’s a fun experiment), I want to announce that all my hard copy books are 10% off right now at Lulu.com. Go check ’em out if you’ve been waiting, and keep your eyes open for Lulu.com sales to make the deals even sweeter.

THE CANTING CREW

In my quest to create yet another odd character class, I have dreamed up the canting crew. Actually, the inspiration for the class was a small band of robbers cutting a swathe through time after stealing a map of creation. You’ve probably heard of them. Watching Time Bandits made me think of a band of halflings causing trouble, and that made me think of the swarm rules in d20 and one thing led to another and … the canting crew. Obviously, this is not a traditional character class, so it’s not only not for every player, but not for every campaign. Truth be told – I have no idea if this will even work.

REQUIREMENTS
Dexterity 9+, Charisma 13+
Non-lawful, non-good; robber gangs are not necessarily evil, but they are certainly not good
Halfling or gnome (or other small races, if allowed in your games)

ARMOR ALLOWED
Padded and leather armor; no shields

WEAPONS ALLOWED
Club, dagger, dart, hammer, light mace and sling

SKILLS
Hide in Shadows, Move Silently

CLASS ABILITIES

A canting crew starts out as a single rogue, the boss. As the crew gains levels, it also gains members, with each member representing one hit dice, or level, of the crew. Each time a new member is added to the crew, that member should be named, and a dice should be rolled on the following table to get an idea of what that new member brings to the crew.

When a member of the crew brings a competence in a task, that particular member is skilled in that task, and his presence and tutelage makes Gives rest of the members a knack in that task. If a canting crew is divided, this distinction might be important.

The canting crew attacks as a swarm. Attacks against the crew deal damage to the band’s collective hit points. The crew can split up to make attacks, or even choose not to throw all their weight against a single opponent. For however many members of the crew are attacking a single foe (usually no more than eight against a medium-sized creature), treat the attacks as coming from a robber crew of that level. Thus, three robbers attacking a creature attack as a 3rd level crew, i.e. with a +2 attack bonus. The crew, no matter how they are split up, uses saving throw values for their crew’s full level. Any feat taken by the robber crew is assumed to be held by all members of the crew. Feats or abilities that come with individual members are possessed only by that member.

On the downside, robber crews are composed of multiple halflings or gnomes, and each member requires his or her own equipment and rations. This makes running a robber crew a bit expensive, so make sure you don’t pass up a chance for treasure or theft!

Damage against a robber crew must also be addressed. When a robber crew’s hit points are reduced to 0, it is assumed that all of the members have been killed, the boss being the last to fall. For every three points of damage a crew suffers, there is a 10% chance that one member, chosen at random, is killed and must be replaced when the crew next reaches civilization. While the crew is short a member, they are also short that member’s skills or abilities and their help in a fight. When the crew does reach civilization, a new random member is added to the crew.

A 3rd level canting crew learns how to cover one another’s retreats. Members of the crew can retreat at a full run without drawing an attack from their foes.

A 5th level canting crew’s chattering and dodging about has a chance of confusing their opponents. Each round a crew decides to caper instead of actually attacking, their foe must pass a Will saving throw or be stunned for that round. To confuse an opponent, at least three members of the crew must be engaged in combat with that opponent.

A 7th level canting crew learns how to look out for each other. They roll their chance of being surprised on 1d8 instead of 1d6. In addition, when they fight, each member of the canting crew engaged with a single creature over the first member increases the Armor Class of the group fighting that creature by one.

A 9th level canting crew can establish a hideout for themselves, per the thief class. The canting crew does not attract a lieutenant, but they do attract a number of lesser rogues and thieves, with the members of the canting crew each taking on a small gang of their own to tutor and control.

Toxicons

Lately, I’ve been thinking about useful replacements for some of the traditional low-level monsters – the kobold-goblin-orc-hobgoblin-gnoll-bugbear “chain of fiends”. After all, lots of us have played in quite a few of these here dungeons and have faced more than our fair share of these 0 to 3 HD creeps. Something new might be fun. Additionally, that chain of beings may not be as useful for campaigns that are not Tolkien-fantasy based. With that in mind, I offer up these fearsome fellows – The Toxicons!

The Toxicons are for slightly higher than 1st/2nd level parties, owing to the fact that all of them bring poison to the table, and most low-level parties will find poison a very difficult challenge to surmount. They were actually inspired by an episode of Adventure Time, maybe the most inspirational show in history for gonzo role playing.

CREEPERS
Small Humanoid, Chaotic (NE), Low Intelligence; Gang (1d8)

HD 0
AC 13 (leather armor and buckler)
ATK By weapon
MV 20
SV F14 R16 W17
XP 50 (CL 1)

Creepers are gaunt creatures that stand about 3 to 4 feet in height, though their hunched backs make them look shorter. They have dog-like faces, with downward-pointing teeth jutting from their muzzles, brilliant green eyes, greyish skin that looks warty and wrinkled in places, and a single row of bony nodules running from their forehead to the back of their skulls.

Once per day, a creeper can cough up a bluish mist in the face of an opponent. This mist consists of Poison I and forces the adventurer to either hold their breath (treat them as fatigued while holding their breath, which they can do for a number of rounds equal to 3 + their Constitution bonus) or succeed at a Fortitude saving throw to avoid falling asleep.

Creepers generally wear scanty bits of armor, and rarely more than leather. They arm themselves with small weapons and bucklers.

GRAPPLERS
Medium Humanoid, Chaotic (NE), Average Intelligence; Gang (1d6)

HD1
AC 14 (studded leather armor and buckler)
ATK By weapon
MV 30
SV F13 R15 W15
XP 100 (CL 2)

Grapplers are the larger cousins of the creepers. They look like taller creepers, with smaller muzzles, two rows of nodules on their heads, and longer arms that look like a cross between a humanoid arm and a tentacle. Male grapplers have manes of short, brownish fur covering their necks and shoulders.
Grapplers are covered in a thin sheen on contact poison (Poison II). Any creature coming into direct contact with a grappler must pass a Fortitude save to avoid the poison, adding their armor bonus to their saving throw.

CRUSHERS
Medium Humanoid, Chaotic (NE), Low Intelligence; Gang (1d6)*

HD 1+1
AC 16 (chainmail and shield)
ATK By weapon
MV 30
SV F13 R15 W16
XP 100 (CL 2)

Crushers are the largest of the Toxicons, standing a bit taller than a human being. They are rugged and muscular. Their faces have weak chins and down-turned mouths that usually hang open, revealing their sharp teeth. They are hairier than the smaller toxicons, being entirely covered with brownish fur of varying lengths.

Crushers emit a cloud of toxins in a 5-ft radius. Any creature coming into this cloud must hold their breath (see above) or pass a Fortitude save against a weak form of Poison III (1d4 damage). As the shock troops of the Toxicon species, crushers usually wear heavier armor (up to chainmail) and wield heavy bludgeoning weapons and shields.

LORDS

Medium Humanoid, Chaotic (NE), High Intelligence; Gang (1d4)*

HD 2
AC 15 (chainmail and buckler)
ATK By weapon
MV 30
SV F12 R15 W14
XP 200 (CL 3)

The lords of the toxicons are notably smarter than their fellows. They look like grapplers with prominent foreheads and bluish skin and black manes that cover their knobby heads (save for their foreheads) and backs. They are known for the magical powers. Most lords wear chainmail or heavier armor and carry bucklers and piercing weapons (like spears).

Spells: 3/day — poison

Special: Immune to poison

Demigods, the First Adventurers

It would be hard to tell who the first adventurer in literature ever was, but I suppose Gilgamesh might fit the bill. Gilgamesh is the son a human king and the goddess Ninsun, making him a demi-god. In the annals of adventuring, he has good company – Heracles, Achilles, Cuchulainn, Hanuman, Māui, Perseus, Theseus, and many more.

So if demigods can be adventurers in myth and literature, why not in Blood & Treasure?

First things first – we need to define our demigods. If one has some experience in fantasy role playing games, they’ll know that demi-gods are usually depicted as extraordinarily powerful entities. Obviously, characters that powerful would not work well as adventurers, unless one was doing some pretty epic adventuring.

Our demigods are going to be a bit more human (or demi-human), and like other adventurers, are going to become more powerful as they advance in levels. In other words, they’re going to be on par with the other characters – don’t expect them to eclipse the magic-users, thieves and fighters in the party.

REQUIREMENTS
No ability score lower than 10, one ability score higher than 15

ARMOR ALLOWED
Padded, leather, studded leather; bucklers and shields

WEAPONS ALLOWED
Any weapon

SKILLS
Bend Bars, Break Down Doors, Find Secret Doors, Ignore Pain, Jump, Monster Lore

CLASS ABILITIES
At 1st level, a demigod’s player must choose their character’s divine ancestry. Whether a god or goddess, they must choose one of the following domains for their character’s divine parent based on their character’s highest ability score.

  • STR Destruction, Strength, War, Water
  • INT Knowledge, Magic
  • WIS Death, Healing, Sun
  • DEX Air, Fire, Travel
  • CON Animal, Earth, Plant, Protection
  • CHA Love, Luck, Trickery

The demigod gains one power based on his or her parentage, as follows:

  • AIR: Resistance to electricity damage, feather fall at will
  • ANIMAL: Speak with animals at will, charm animal three times per day
  • DEATH: Command undead three times per day
  • DESTRUCTION: Smite opponent once per day (+2 to hit and double damage if you hit)
  • EARTH: Resistance to acid damage, +1 bonus to saving throws while standing on bare earth
  • FIRE: Immune to fire damage
  • HEALING: Laying on of hands ability, per the paladin
  • KNOWLEDGE: Legend lore ability, per the bard
  • LOVE: Charm person once per day, three times per day at 4th level
  • LUCK: Re-roll one saving throw once per day
  • MAGIC: Save vs. magic at +2
  • PLANT: Speak with plants at will, command plants once per day
  • PROTECTION: Barkskin three times per day
  • STRENGTH: Can wield two-handed weapons with one hand
  • SUN: Use light at will, daylight once per day
  • TRAVEL: Haste once per day for one round per level
  • TRICKERY: Trickery as class skill, spell abilities of a gnome
  • WAR: Deals double damage on a charge (if birthed by a war god like Ares) or command double the normal numbers of henchmen (if birthed by a war goddess like Athena)
  • WATER: Resistance to cold damage; cannot sink in water (though can be held under and drowned)

Demigods are supernaturally tough, and gain the Armor Class bonuses as a monk.

Demigods are born to greatness, and are expected to do great things. A 1st level demigod is given an ordained labor by his divine parent. This works as a geas, and requires the demigod to do one of the following by the time he or she reaches 4th level.

  1. Capture a monster* with twice as many Hit Dice (minimum 2 Hit Dice more) as the demigod
  2. Complete a heroic task that would be considered very difficult for the character (the Treasure Keeper has to use his or her best judgment on this one)
  3. Slay a monster* with twice as many Hit Dice (minimum 3 Hit Dice more) as the demigod
  4. Steal a relic (must be worth as many gp as the demigod as XP or be magical)

* Monster in this connotation refers to magical beasts, monstrous humanoids, dragons, prehistoric animals, giants and outsiders

Until the labor is completed, the demigod cannot advance beyond 4th level. A new labor is ordained when the hero reaches 5th level, and must be completed by the time the demigod reaches 8th level. Additional labors must be completed by 12th and 16th level.

  • The first labor completed earns the demigod a one-time use of the restoration spell on him or herself.
  • The second labor completed earns the demigod a one-time use of the raise dead spell on him or herself.
  • The third labor completed earns the demigod a one-time use of the resurrection spell on him or herself.
  • The fourth labor completed earns the demigod the right to ascend into Heaven (or wherever mom or dad are from) when they die.

Demigods are renowned for one of their physical or mental abilities, and this ability grows as their fame grows. A demigod increases his or her highest ability score by one point at 2nd, 4th, 6th, 8th and 10th level.

A 3rd level demigod can make pleas for assistance to his divine parent. Demigods can appeal for 0 to 2nd level spells by passing a Charisma task check with a penalty equal to the level of the spell. At 7th level, the demigod can begin appealing for 3rd to 4th level spells. At 11th level, the demigod can begin appealing for 5th to 6th level spells. Each time an appeal is answered, the demigod must pledge 10% of their earned treasure to the cult of their divine parent (a minimum of 50 gp per spell level).

A 5th level demigod gains magic resistance equal to 1% per level, to a maximum of 10%.

A 9th level demigod may establish a hero cult for themselves. The demigod must construct a temple in his own honor and in the honor of his divine parent. The demigod then attracts 1d6 men-at-arms per level, 1d6 first level clerics or druids and a 4th level cleric or druid to serve as his high priest.


DEMIGOD ADVANCEMENT
LVL
XP
HD
ATK
F
R
W
TITLE
1
0
1d12
+0
13
13
13
Scion
2
2,500
2d12
+1
12
12
12
Exemplar
3
5,000
3d12
+2
12
12
12
Champion
4
10,000
4d12
+3
11
11
11
Hero
5
20,000
5d12
+3
11
11
11
Cynosure
6
40,000
6d12
+4
10
10
10
Archon
7
80,000
7d12
+5
10
10
10
Paragon
8
160,000
8d12
+6
9
9
9
Superhero
9
300,000
9d12
+6
9
9
9
Demigod
10
600,000
10d12
+7
8
8
8
Demigod
11
900,000
+3 hp
+8
8
8
8
Demigod
12
1,100,000
+3 hp
+9
7
7
7
Demigod
13
1,400,000
+3 hp
+9
7
7
7
Demigod
14
1,700,000
+3 hp
+10
6
6
6
Demigod
15
2,000,000
+3 hp
+11
6
6
6
Demigod
16
2,300,000
+3 hp
+12
5
5
5
Demigod
17
2,600,000
+3 hp
+12
5
5
5
Demigod
18
2,900,000
+3 hp
+13
4
4
4
Demigod
19
3,200,000
+3 hp
+14
4
4
4
Demigod
20
3,500,000
+3 hp
+15
3
3
3
Demigod

Establishing a New Dungeon Order with the Masons! [New Class]

Here’s the deal – Freemasonry, whatever you think of it, has some uber-awesome level titles. And level titles, my friend, mean Old School gaming to me. In short – I had no choice but to create this class. I hope it goes without saying that I mean no disrespect to actual Freemasons out there – this is just me having a bit of fun.

Guilds are common among the artisans of NOD, but none have gained such infamy as Fraternity of Stonemasons. Actually many different fraternities organized in lodges, the migratory nature of masonry has led to the formerly autonomous fraternities becoming an international network of lodges, controlled by a Great Lodge, the location and membership of which is a well-kept secret, even from most of the members. Because of the size of this network, and its being spread across many city-states, empires and faiths, there is a vague sense of hostility towards the Fraternity by many rulers and high priests, who question the loyalty of the members.

For their part, the masons are primarily dedicated to their work, traveling from castle to monument to Great Wall to dungeon, cutting and setting stone. The travels of a mason, though, send them through many strange and dangerous lands, making those masons who travel beyond the borders of their home city or town adventurers in their own right. These adventuring masons, or freemasons, make up the elite of the ancient Fraternity, garnering wealth, influence and knowledge for their lodges.

REQUIREMENTS
Intelligence 11+, Strength 9+, Dexterity 13+
Lawful (LG, LN)

ARMOR ALLOWED
Padded armor, leather armor
No shields

WEAPONS ALLOWED
Club, dagger, hammer, handaxe, heavy pick, light crossbow, light mace, light pick, quarterstaff, sap, sling, warhammer

SKILLS
Bend Bars*, Break Down Doors*, Find Secret Doors**, Notice Unusual Stonework***

* Requires mason’s tools; otherwise counts as a knack

** Masons are skilled when looking for secret doors disguised as stone, but only have a knack for finding other secret doors

*** As the dwarf ability, or see New Tasks in this book

CLASS ABILITIES

All masons are capable of cutting stone, earning a wage of 1 silver piece per day for normal masonry and 1 gp a day for ornamental masonry or overseeing up to 10 lower-level masons. Ornamental masonry requires a Reflex task check; naturally, you treat the mason as though he were “skilled” at this task.

In order to earn these wages, the mason must carry a set of mason’s tools. These tools include a pair of wooden compasses, a piece of chalk or charcoal to make marks, chisels of different sizes, a hammer, plumb, a trowel, iron and wooden dowels. These tools are kept in a large canvas or leather bag or backpack, and weigh 20 pounds.

Finally, 1st level masons learn the secret signs, tokens, grips and words of their fraternity. This counts as a secret language, much like the thieves’ cant, that allows masons to identify one another and communicate without others understanding them. Masons can also learn Earth Elemental as one of their starting languages.

A 3rd level mason (master mason) scores double damage against elemental earth creatures and other creatures made entirely or primarily of rock, stone or earth, not including gargoyles, who are just big fakers.

A 6th level mason (master elect) learns the secret rites of the Fraternity, the Rites of Elemental Earth, handed down from the ancient dwarven founders of the Fraternity. These rites permit the mason to cast a small number of spells using the same rules as a magic-user. The mason must carry a special manual filled with his spells, which are recorded in the secret signs of the Fraternity. Other masons can interpret these signs, but must pass a special Decipher Codes check as though they were skilled in the task.

Masons prepare and cast the same number of spells per day as a ranger.

1st level: Elemental weapon (acid only), magic stone, mason mark*, mending**, pass through element**, shatter, soften earth and stone

2nd level: Explosive runes, meld into stone, shockwave***, spike stones, stone shape, summon small earth elemental

3rd level: Move earth, passwall, stoneskin, summon medium earth elemental, transmute mud to rock, transmute rock to mud, wall of stone

4th level: Earthquake, earthwalk, repel stone****, stone of flesh, summon large earth elemental

* As wizard mark

** Affects earth/stone only

*** Mason must strike the ground with a hammer or pick to cast this spell

**** As repel metal or stone, save it only repels stone

In addition, a 6th level mason (master elect) learns to turn elemental earth creatures as a cleric turns undead. The mason turns earth elementals as a cleric five levels lower than his mason level.

A 9th level mason (knight of the sword) earns the right to establish a lodge of the Fraternity in a town or city-state in which no lodge already exists. A mason who becomes a worshipful master attracts 1d6 normal masons (i.e. 0-level artisans) per level, 1d6 first level masons who wish to train under him and one 5th level mason protégé.

A 9th level mason (knight of the sword) also begins to learn to carve powerful runes, as follows:

Knight of the Sword (9th) | Rune of sleep

Knight of the East and West (10th) | Rune of pain

Knight of the Rosy Cross (11th) | Rune of persuasion

Grand Pontiff (12th) | Rune of fear

Master Ad Vitem (13th) | Rune of stunning

Knight of the Royal Axe (14th) | Rune of weakness

Prince of the Tabernacle (15th) | Rune of insanity

Knight of the Brazen Serpent (16th) | Rune of death

Runes work as the symbol spells, but must be carved in stone and are triggered when first looked upon by an intelligent creature. The mason can carve no more than one such rune per day, and can have no more than five runes (of any type) active at any one time.

Upon achieving 12th level (Grand Pontiff), a mason gains command over a Grand Lodge, which simply encompasses all the lodges within a given region (the definition of region here being determined by the Treasure Keeper in regards to his or her own campaign). If there is already a Grand Pontiff in the region, assume that they achieve 13th level and hand down the duties to the new Grand Pontiff. Grand Pontiffs also gain the ability to planeshift into the Elemental Earth Plane (and return to the Material Plane at a time of their choosing) once per day.

Beyond 17th level (knight of the sun), there can be only one mason at each level. A mason cannot rise beyond 17th level without supplanting a higher level mason. This can be done by waiting for them to die (arranging or causing death is not permitted, though of course one can attempt to get away with it if they are bold and stupid enough to forget all those sweet divination spells that can be used to convict them) or challenging them to a contest of masonry. These contests are usually epic in scope, requiring extraordinarily difficult works of masonry that are either decided by a series of task checks, each more difficult than the last, or by judgment from a council of masons that have achieved a minimum of 12th level.

The Grand Inspector Inquisitor (18th) of masonry may issue commands to fellow masons that are the equivalent of a quest spell. The Grand Inspector Inquisitor is the highest level mason whose identity is known to other masons. He knows the identity of the Sublime Prince of the Royal Secret.

The Sublime Prince of the Royal Secret (19th) is capable, once per day, of communing the powers of elemental earth (per the commune with nature or contact higher power spells). He alone knows the identity of the Sovereign Grand Inspector General.

The Sovereign Grand Inspector General (20th) controls the Great Lodge, which consists of all lodges and grand lodges within a single reality. As the leader of all masons, he or she is capable, once per day, of summoning an earth elemental swarm to do his or her bidding.

Edit: Crap – forgot the class advancement table with all the kickass level titles …

All the Monsters from A to Z … C!

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

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

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

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

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

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

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

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

CELESTIAL

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

BARGHEST

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

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

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

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

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

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

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

BEAR

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

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

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

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

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

BEETLE

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

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

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

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

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

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

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

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

BLACK PUDDING

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

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

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

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

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

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

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

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

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

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

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

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

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

Precision Swiss Dungeoneering

Image by Joshua Sherurcij

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

The Switzer

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

Switzers advance in level as rangers.

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

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

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

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

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

The St. Bernard has the following stats:

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

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

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

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

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

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

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

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

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

Blood and Treasure – All the Monsters from A to Z

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

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

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

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

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

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

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

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

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

A

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

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

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

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

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

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

AMAZON

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

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

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

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

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

ANGEL

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

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

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

ANIMATED OBJECT

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

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

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

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

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

ANT

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

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

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

ANTIKYTHERE

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

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

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

APE

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

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

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

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

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

ARCHON

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

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

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

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

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

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

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

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

Numerology + Hydra = Mystic Hydra

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

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

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

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

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

Anti-Classes

F Schoonover … Nothing to do with the post, just awesome

Those who have delved into the OBBs will recall that the early game had not only clerics, but also anti-clerics. The anti-clerics were, of course, just chaotic clerics who cast the reverse of some of the traditional cleric spells.

Today I started wondering … what about other anti-classes. The cleric’s opposite is based on an opposing alignment. The anti-classes buzzing around in my head, though, are focused on opposing the overall class functions of the other classes to act as an in-game counter to the PC’s.

Anti-Fighters (Harrier): A fighter fights, so an anti-fighter … doesn’t fight? Not much room for a class there. One possibility would be a character that calms tensions and ends fights, but that has more of a magical feel to it, and, frankly, removing combat from the game doesn’t improve the game experience.  To keep our anti-fighter non-magical and to make it fun and interesting, we could instead make the anti-fighter a specialist at countering the tactics and abilities of traditional fighters. When they engage a fighter in combat they slowly improve against that fighter in particular, increasing their AC against them and perhaps forcing the fighter to pass some sort of test or saving through to disengage with them without suffering a free back attack, as many rules allow against combatants that turn and run from a fight. The point of the anti-fighter is to tie up fighters and keep them from doing damage, making them especially potent when accompanied by a large body of 0-level or 1 HD monsters.

Anti-Magic-User (Witch Hunter): This one seems simple. Anti-magic-users cancel out the magical abilities of magic-users. I’m thinking you would use something like the turn undead chart for counter-spelling. In fact, maybe you could extend the concept. Where a cleric destroys or takes control of lesser undead, the anti-magic-user could turn the spell back on the spell caster or block the spell caster from preparing/memorizing the same spell again for a number of days equal to the anti-magic-user’s level. The anti-magic-user should probably have improved saves vs. magic and maybe be able to sniff magic out. Another cool ability would be the ability to drain scrolls, perhaps using that energy to heighten their own magical defenses. Since these dudes wouldn’t have much in the way of fun, active (rather than re-active) abilities, we could ramp up their combat abilities a bit, allowing them to attack as thieves and use the same armor and weapons as thieves.

Anti-Thief (Thief-Taker): The first thing that springs to mind is the classic thief-taker. Where the thing has a set of skills that makes them good at stealing, the anti-thief would have a different set of skills meant to counter them – hide/set traps (find/remove traps), penetrate shadows (hide in shadows), hear footfalls (move silently), silent signals (hear noises), note pilfering (pick pockets) and, well, I can’t think of anything to counter climb walls (nor do I think I need to). I suppose they would also be able to save vs. backstabs, or perhaps their heightened ability to hear the thief creeping up behind them would render back-stabs unlikely. Since their abilities are also focused on defense, one might heighten their combat abilities, perhaps allowing them to attack as a fighter rather than thief, though restricting them to the same equipment as thieves.

So, what do you think? Probably not great as player characters, but they could be interesting as NPCs designed to frustrate the players and force them to switch up their tactics.

I’m picturing a scene where a party busts into an ogre mage’s throne room and finds the ogre mage accompanied by a smattering of goblins (let me at ’em, thinks the party fighters) and four human beings, an anti-cleric, harrier, witch hunter and thief-taker. The party thief attempts to slink into the shadows, but the thief-taker’s eyes follow him unerringly, shouting out his position for the benefit of his comrades in the room. One of the party fighters engages the gibbering goblins, but the other finds himself countered by the harrier, who matches him stroke for stroke. The party magic-user raises his hands to cast magic missile, but finds the spell not only fizzle, but the very knowledge that such a spell exists stricken from his mind! The anti-cleric does his best to match the cleric spell for spell as well.

Kinda like this, only more D&D … image found HERE