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

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).

Blood and Treasure – All the Monsters from A to Z

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

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

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

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

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

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

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

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

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

A

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

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

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

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

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

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

AMAZON

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

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

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

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

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

ANGEL

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

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

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

ANIMATED OBJECT

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

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

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

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

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

ANT

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

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

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

ANTIKYTHERE

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

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

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

APE

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

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

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

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

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

ARCHON

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

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

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

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

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

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

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

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

Storm Demon

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

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

STORM DEMON

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

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

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

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

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

Numerology + Hydra = Mystic Hydra

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

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

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

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

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

Thinking About Aquatic Dragons

No, not one of these. Although …

Over the years, there have been many versions of aquatic dragons published on-line and, if memory serves, in the venerable Dragon. As I’ve been writing a very aquatic hexcrawl lately, I’ve been looking at all the tools available, including aquatic versions of surface monsters, such as the aquatic ogres, aquatic trolls and aquatic hobgoblins. Naturally, it seemed a good time to work on a few more, so in the Damnable Sea you’ll also meet aquatic kobolds (telchines) and some aquatic orcs. I’ve also been thinking about how aquatic versions of the chromatic dragons might work. Here are a few notions:

First and foremost, we’re going to replace their legs with sea turtle-like flippers. The fins are clawed, so they can keep their claw attacks, but they also gain a swim speed. Question – swim speed equal to land speed, or faster. With their flippers, their land speed should now be about half what it used to be. Do they keep their wings? Not sure.

Obviously, the beasts can breath in water, but it might be worth making them amphibious. Depends, I suppose, on whether you want them following adventures out of the sea. Personally, I’d remove their ability to breath air entirely – leave the surface to the traditional dragons and the water to the aquatic dragons. Besides, trying to outrun an enraged aquatic dragon to the surface could make for a neat challenge in a game.

Since they spend their time underwater, you might want to replace a dragon’s chance of speech with a chance for telepathy.

As for the different breeds:

Black – Black dragons are already semi-aquatic, so it might make sense to leave them alone. If I were going to do a purely aquatic version, I might make them bottom dwellers who mostly lurk in the very deep, dark oceans, where their scale color gives them good camouflage. Since many deep sea fish are rather weird-looking, that might be fun to carry over to the aquatic black dragons – a glowing form of bait, maybe one that detects as magical to draw in greedy adventurers. As for their acid breath, I’d maybe make it an acidic slime that coats their body or a cloud of acid they belch from their mouths.

Blue – The lightning-breathing blue dragons seem to mesh nicely with the idea of electric eels. I’d replace the lightning breath with a shocking ability, and make it extend to some radius – maybe 10 feet, maybe more, maybe tied to the dragon’s size. I think giving them an eel-like face and body would also be cool. Maybe they make their lairs among the coral reefs.

Green – Imagine aquatic green dragons lurking among the kelp beds. Since they’re known for being poisonous, what if they have poisonous spines like a puffer fish or maybe they’re based on sting rays, with similar body shapes and stream-lined heads.

Red – Red dragons are all about fire, which makes their presence in the water tough to deal with. They could make the water super-heated and boiling, though, so that might work. I might give them a more mottled appearance – maybe more purple than red. Perhaps they dwell around submarine volcanoes, and thus are immune to poison and fire, and perhaps they have a weird appearance like those deep sea aquatic black dragons. Better yet, let’s give them hammer heads because, well, because it would look cool. In fact, basing red dragons on sharks would be a pretty good idea, given their similar outlooks on life. If they don’t dwell around volcanoes, I’d put their lairs in sunken treasure ships.

White – The first thing that pops into my head when thinking about aquatic white dragons is them dwelling in nomadic pods in the cold, arctic seas. In fact, an orca theme might work well with aquatic dragons, with maybe some white seal fur and walrus tusks. White dragons aren’t known for being terribly smart, so we can make these fellows more dumb predator than mastermind. Rather than a frost breath, they could breath a cloud of chemicals that flash freezes the water and everything in it.

I’d love to hear your ideas about “aquatizing” the chromatic dragons in the comments.

Invasion of the Pod Jellies

While writing the new hexcrawl, I scribbled these lovely fellows out and thought folks might find a use for them …

Several (3d4) large seed pods float in the ocean here, and might be seen (1 in 6 chance) by a vessel passing through this hex. The pods are about 6 feet long and consist of a very thick, green hide (Armor Class 18). The pods should be treated as having 20 hit points. They are vulnerable to fire, but immune to cold.

Within the pod, there is a strange, gelatinous life form that, through its mental powers, can understand and duplicate any sentient humanoid. Each pod jelly picks a single humanoid to make its own, using its ESP to choose a likely candidate, and each day absorbs a portion of their being (i.e. 1d6 points of constitution damage) while turning itself into a clone or replica of that person. The pod must be within 30 feet of its victim to do this, and victim receives a Will saving throw each day to resist the effect. When the original’s constitution is reduced to zero, the clone bursts forth from the pod and the original’s body disintegrates.

The pod jellies duplicate the original’s body (i.e. hit dice and physical ability scores) and mind (intelligence and charisma scores, though wisdom is never higher than 6) perfectly, knowing all they knew and having the same general special abilities. They cannot, however, exhibit emotion or faith, and emotion based powers (such as a berserk rage or a cleric’s divine powers), are duplicated and therefore they are not possessed.

POD JELLY
Medium Ooze, Chaotic (NE), Average Intelligence; Invasion (3d6)

HD 2
AC 16
ATK Touch (1d4 acid)
MV 20
SV F15 R15 W15
XP 200 (CL 3)

These are the abilities of a pod jelly in its native form, outside the protection of its pod-like shell and before it has taken on the form of a humanoid. In humanoid form, it loses its resistance to acid, though it retains its ESP ability and can still utter a psychic scream (i.e. psionic blast) once per day, though this takes the form of an actual shrill scream as well as a mental effect.

Special Abilities: Resistance to acid

Spell-Like Abilities: At will—Detect thoughts (ESP); 3/day—Psionic blast

I suppose I need to include them in ACTION X.

What’s more frightening, the psionic blast or that damn perm?

 

Fiendish Flora: Portal Plant

PORTAL PLANT
Huge plant, Neutral (N), Non-intelligent; Solitary (1)

HD 4 (20)
AC 15
ATK 1 bite (1d6 + swallow whole)
MV 0
SV F10 R17 W14 (F3 R8 W5)
XP 400 (CL 5) (2000)

Portal plants are carnivorous plants that slightly resemble pitcher plants. To most folks, they appear as thick (6 inches in diameter) vines topped by large, bulbous structures that can open and close like a great maw. Portal plants are usually found in tropical woodlands.

What most folks do not see and do not know is that the plant you see is actually part of a much larger network of plants, connected by a monstrously huge root system. The plant one sees has 4 hit dice in combat, while the entire colony of plants has 20. It is possible to destroy one of the plant’s “heads” while not destroying the plant as a whole. This colony can cover 1 square mile.

When a person is bitten by the plant and swallowed whole, they are teleported into another of the plant’s pitchers, up to 1 mile away. From this plant, the person is disgorged onto the ground and ignored, the colony having stolen 1d4 points of intelligence from the victim (this is damage, not drain). The magical plants draw nourishment from this psychic vampirism.

Nymphomania II – Seven More Nymphs

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Themeides cast spells as clerics rather than druids.