Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Monday, 31 October 2016

Tentacloids



Remember Lianta (free Patreon download)? She is a powerful opponent and her attacks might make you grow tentacles. When you're covered with them, you will become her mindless servant - a tentacloid!

This tentacloid article includes stats, information and rules for these beasts and how to become one just in one page!

Download: HERE

You can get tentacloids and other cool OSR stuff from my Patreon page. If you dig it, you can support me starting $0.10!

Friday, 27 March 2015

[Monster] Huxol by Daniel Luce

I found the following GIF at google plus feed and wanted to share it and stat it. Unfortunately I was occupied at the moment so I decided to stat the beast later. +Daniel Luce (my new friend because he is nice and I like his stuff) stepped in and made THIS so I didn't have to do anything with the idea anymore! With Daniel's permission, I share HIS monster writing here. Statted for BLUEHOLME(tm).

Thank you Daniel!



HUXOL
HD-1 AC-7 Mov-40 XP-20 Alignment-CE
Treasure: (roll on Hereticwerkz random jink table)
Attack: 2 Claws + 1 Nite / Screech
Damage: 1d4, 1d4, 1d6 / Special

Born when the apes of the jungle consume the flesh of those slain in clan wars, the Huxol (Lost Child) takes on the rage and anguish of the unrestful dead. Their intelligence heightened, and their minds twisted, the Huxol in gruesome fetish collection takes the face of one of the dead, donning it like a hat. From a distance, the Huxol may be mistaken for a lost child, hence their name. In combat, the Huxol will fight until dead, packs of Huxols have become a bane to travellers in the verdant expanses of late.

The shriek of a Huxol is laden with that same force of emotion that birthed it. Those hearing the shriek must save vs spell. Failure induces a berserker fury in the listeners, increasing their attack vs Humanoids by +2.
There is a 50% change the victims will attack friend in lieue of foe.

Being immune to the screech of the Huxol, the Lizardmen of the jungle have taken to hauling the things around in cages, further adding to the chaos of teheir raids.

Tuesday, 10 March 2015

Three headed guardian bird of giants

Three Headed Guardian Bird of Giants

From www.liveauctioneers.com
Big horse sized stupid birds breed by giants. Domesticated thus rarely seen in the wild without giants in present. Giants breed these stupid birds as guardians for sites of importance (ancient giant ruins; giant settlements; places not to be disturbed; in example where dragons sleep and should remain so).

Those birds giants don't train to be guardians, they eat. The meat tastes smoky, it tingles the tongue and makes you very sleepy after the dinner. Many times after feasting with three headed bird meat giants get itis and nap for 3-6 hours after. The bird eggs are delicious, and nutritious, but the itis is even stronger, 6-10 hours nap needed. For humanoids the durations of nap are 3 times longer, except for Halflings and Dwarves who recover as giants. One meal of three headed guardian bird every two days is enough to keep you going.

Training of three headed bird is hard and strength of a giant is needed. Also healthy dose of stubborn and lack of self-protection. Stupid birds don't control their attacks if not trained, so giants who have specialized in training these birds usually wear special equipment to protect themselves from electrocution, fire and sleep poison.


Three Headed Guardian Bird Of Giants (Labyrinth Lord)
No. Enc.: 2d4 (depending on a thread)
Alignment: Neutral
Movement: 30' (10', Fly: 180' (60')
Armor Class: 6
Hit Dice: 8 (40 HP, first head is lost at 30 HP, second at 15)
Attacks: 3 heads
Damage: Electrocution, Fire, Poison
Save: F11
Morale: 10
Hoard Class: As giant(s) who hurled it + 1d2 eggs

Damage:
  • Electrocution: 2d6 damage, ignores AC by two points. Save or be stunned for next round.
  • Fire: 2d4 damage, 30 ft. cone. 1 in 6 change that victim catches fire (higher change if wearing more flammable equipment). When set on fire suffer 1d4 damage dext round.
  • Poison: 10 ft. cone. Save or as sleep spell cast by 3th level Magic-User.
Giants throw the bird in the location of their decision and the bird precisely lands there using its wings. It takes 1d3 rounds for the bird to land after throwing. When the bird lands randomly determine in which direction each of its three heads looks at (1d8 for each head, each result is one direction - 1 is north, 2 north-east, 3 east and so on). The bird observes these directions for 1d3 rounds after it will seek around. Roll again new directions. The bird is stupid and will not change the direction of a head which it currently observes.
It will attack everything on sight of the direction, except giants.
____________________________

Inspired by a dream where I was equipped with a chainmail, lance and a tower shield exploring ancient giant ruins when I spotted a giant in a distance. The giant hurled a three headed bird at me and then the combat begun...

Friday, 13 February 2015

Cross Road Blues



The song has become part of the Robert Johnson mythology as referring to the place where he supposedly sold his soul to the Devil in exchange for his musical talents, although the lyrics do not contain any specific references.

After digging a hole in the dead center of a set of crossroads and burying a box containing a picture of the mortal wishing to make the deal, some graveyard dirt, and a bone from a black cat a demon can be summoned [source].

This demon takes a form most acceptable by the summoner.

Then the deal is made. For the summoner's soul the demon will fulfill one wish. The soul will be harvested in the end of 10 years.

Or that is what the demon says. Demons are liars. They want souls. They don't value pacts and agreements they do with lesser beings. They say they'll get your soul after 10 years, but hours, days, years, who cares. They will collect your soul in 10

1. Hours
2. Days
3-4. Weeks
5. Months
6. Years

When it is time to pay the dept demon sends a creature called The Collector to kill and devour the soul. The soul is now demon's snack to feed. No resurrection of any kind possible. Ever.

The Collector
Hit Dice: Character's level +5
Armor Class: 4 [15]
Attacks: 1 (Gore 2d8 or special)
Saving Throw: F18
Special: If Gore attack deals 10+ damage it's saliva affects the AC of its victim reducing it with 2 points.
Move: 240'
Alignment: Lawful Evil

The collector is invisible. Only it's hellish drooling might reveal it's position. One easier to hit than normally invisible monsters. It's vision is reversed. It sees in pitch dark and gloomy as in broad daylight, but broad daylight it cannot see at all.
If it's Health Points are reduced to 1/4 of original it will flee. Next time, in 1d4 weeks, it is recovered and returns with another Collector. This happens as long as the soul is collected.

The Collector prefers to hunt those who are currently alone. If you want to save your butt, or more likely prolong the inevitable never stay alone. Always be in a company. But eventually, it will catch you.
Dirt Cross Roads Alex j coyne
__________________________________

Inspired by: Robert Johnson, Supernatural

Thursday, 22 January 2015

The Wandering Moon Fixer (for S&W and other OSR)



THE WANDERING MOON FIXER (for Swords & Wizardry and other old-school roleplaying games)
HD: 17
AC: 7 [12]
Attacks: none
Saving Throw: 3
Special: See below
Move: 12
Alignment: Neutral
Challenge Level/XP: 1/3500

Standing 100 feet tall this faceless man wanders the shores knee deep in the water. He wails deeply and eerily trying to collect moon reflection from the water, reaching high. But he never can put moon reflections back above.

He is forever sad disappearing in deep sea following the settling moon.

Tuesday, 4 March 2014

[LL]Yellow jelly

Yellow Jelly

No. Enc.: 1
Alignment: Chaotic
Movement: 30' (10')
Armor Class: 9
Hit Dice: 3-18
Attacks: 1 (Spit)
Damage: Special
Save: F12
Morale: 12
Hoard Class: I
XP: See the XP table according to encounter HD. Yellow Jelly has 3 special abilities.

Resembling a big yellow jelly cube, 1 foot per HD in dimension, with darker yellow gas swirling inside these monsters are slow and usually lurk in dark places where escaping hastily is hard. Their only purpose of life is to grow bigger and bigger, as they don't possess intelligence, feelings or thoughts.

When Yellow Jelly attacks it spits its target with slime. Save versus Poison or Death or the character is immediately turned into a gasous form leaving its equipment and possession on a pile. In next 1d6 turns the Yellow Jelly has absorbed the gasous remainings of the character.

To grow larger (in HD) the Yellow Jelly needs to absorb as many living beings as his current Hit Dice are. When that requirement is met the Yellow Jelly grows both in dimension and HD.

Yellow Jelly takes only half damage of normal weapons, normal damage from magic and double damage from fire. If destroyed by fire (the finishing blow was fire) the Yellow Jelly rips apart and the gas inside it explodes dealing 1d8 x HD damage in a radius of 3' x HD.
________________________________________________________

Note: I had a dream about this monster last night and decided to write it down.