Showing posts with label bestiary. Show all posts
Showing posts with label bestiary. Show all posts

Tuesday, October 1, 2013

Nur-Kubi and Zaninum the Cambions

This is a post for the benefit of my players, so they have the stats of the two cambion NPCs they now control.  I based these off the Cambion Wrathborn and Chained Cambion, but I bumped up the HP, defenses and damage expressions because my players are 23rd level at this point.  These cambion were meant to be an annoyance in combat with the PCs while their sorcerer master flew around above them and caused problems; of course when it came down to it the party thrashed the sorcerer pretty quickly while Beautiful Bob rolled a natural 30 on his once nightly roll on  the d30 in an attempt to dominate the two surviving cambions (he has an ability to attempt to permanently dominate bloodied opponents, I believe he gained this ability by consuming the soul of an inquisitor devil that he had trapped in a malevolent nut a while ago).  I usually wouldn't have let him dominate the cambions because they were sired by the sorcerer the PCs were fighting, but if you roll a natural 30 on a d30 you succeed in whatever you are trying to do.  That is why Beautiful Bob is half-gibbering mouther as well, he rolled a natural 30 in attempting to psychically befriend a gibbering mouther in his very first session and then he later combined his own form with the mouther in a dark ritual.

So anyway, Beautiful Bob now has two cambion NPCs, Nur-Kubi and Zaninum (both fathered by Mezizi Al-Bado, member of the royal sorcerer's Order of the Phoenix and secret member of the order of the Horned Skull - their mothers are two different succubus devils).

Nur-Kubi is a shifty sort who prefers to assume human guise and dislikes it when he loses control and must assume his natural, fiery winged form.  He wishes he were human. He despises devils and his half-brother Zaninum

HP: 200       Bloodied 100                          Initiative: +15   Perception: +12  Darkvision
AC:33  Fortitude:31  Reflex: 34  Will: 30
Speed: 6, Fly 8 (clumsy)
Resist 10 fire

Traits:  Burning Anger (fire): Aura 1 - while Nur-Kubi is bloodied, any enemy that ends its turn within the aura takes 10 fire damage.

Standard Actions:
Pain Blade (weapon) at will: melee 1; +30 vs. AC  4d8+16 damage and the target grants combat advantage until the end of Nur-Kubi's next turn.

Path of Pain (weapon) at-will: Nur-Kubi shifts 4 squares and uses pain blade at any point during the shift.

Fire Bolt (fire, implement) at will: Ranged 5 +28 vs Reflex 4d6+10 fire damage

Burst Skyward (fire, implement) Encounter: Requirement: Nur-Kubi must be bloodied. Close Burst 2 (enemies in burst); +30 vs Reflex 4d10+10 fire damage and Nur-Kubi flies 8 squares without provoking opportunity attacks.

Minor Actions: Wicked Guise (illusion) at will - Requirement: Nur-Kubi must not be bloodied.  Nur-Kubi can assume the appearance of a specific Medium humanoid.


Zaninum  is an angry sort, full of hatred and wrath.  He loves killing things.  He hates humans.  He thinks his half-brother Nur-Kubi is weak but envies his ability to fly.  He wraps himself in chains that he can control telekinetically.

HP: 220       Bloodied: 110                             Initiative: +15  Perception:+15   Darkvision
AC:34  Fortitude:32  Reflex:30  Will:30
Speed:6

Traits:
Binding Chains: Aura 3  Squares within the aura are difficult terrain for enemies

Child of Chains: While immobilized or restrained, Zaninum gains +2 to attack and +2 to escape a grab or to savings throws against immobilization or restrain.

Standard Actions
Chain Lash (weapon) at-will: melee 3 +32 vs. AC  6d6+16 damage and a dazed target is immobilized (save ends)

Vile Fetters (psychic) at will: melee 5 +30 vs. will  4d6+12 psychic damage and if the target ends its next turn closer to Zaninum it is dazed (save ends)

Unfettered Scream (psychic) recharge 5,6: Close blast 3 (creatures in blast) +30 vs. Fortitude 4d6+12 Psychic Damage and the target is pushed 2 squares and dazed (save ends)

Minor Actions
Mind Shackles (psychic) Recharge when first bloodied:  Two enemies adjacent to each other in a close burst 5 are psychically shackled (save ends; each enemy makes a separate saving throw against this effect).  While psychically shackled, an enemy takes 20 psychic damage at the start and the end of its turn if it isn't adjacent to the other creature that was affected by this power.  Aftereffect: the effect persists, and the damage decreases to 10 (save ends).

Sunday, April 7, 2013

Carl's Creatures pt.3 - Temple Toad Temon

This is your garden variety six legged toad demon bred by were-toad cultists in the mutating energy of the Huwawa complex.  It is large enough to swallow a man whole or carry two riders if specially constructed saddles are used.

pen and ink by moi


I am going to try statting up one of my 4e creatures in a more old school D&D style here:

Temple Toad Demon

MV: 12 (15' vertical 40' broad jump)
HD:11d8+15
AC: 3 (blessed weapons do normal damage; holy water deals 1d8; 1/2 damage magical weapons, fire and acid; immune to normal weapons, cold, charm, sleep, paralysis, lightning)
MR: 50%
THAC0: 9 (or as a 14 HD creature)
Attacks:  Kick 2d12 (can kick two targets simultaneously if both are behind the toad); Bite 2d12+10 (swallows man sized or smaller targets whole on 25+ dmg - swallowed victims take 4d6+10 acid damage each round, can only use small weapons and do 1/2 normal damage to the toad); Tongue (range 35') +4 to hit; target is pulled to the toad which makes a free bite attack at +5 damage)

Special:
Temple Toad Demons are partially obscured by thick noxious fumes which constantly spill from popping blisters and warts on the toad demon's skin.  Unless holding their breath, attackers in melee range suffer -2 to hit and damage.  At the end of any round that these fumes are breathed a save vs poison must be made or the victim is dazed for 1d4 rounds and cannot take any actions beyond falling to her knees (and retching if a Constitution check is failed).

Tuesday, November 27, 2012

Pterosaurs

I have always been fascinated by pterosaurs.  I loved all manner of dino-critters when I was a wee lad, memorizing the names of several bookfulls before I was in kindergarten.  It's probably no surprise that I like to stick dinosaurs into the RPGs that I preside over even if genre and convention would dictate otherwise.  As soon as the PCs in my 4e game crossed the great mountain range and descended into the seemingly endless jungle beyond, they ran into a group of allosaurus.  When they first encountered the volcanic island  at the confluence of the of the major tributary rivers of the Zamonas, they saw winged dinosaurs soaring on the thermals overhead (yes, I know that pterosaurs are not actually dinosaurs, but come on).

I get to geek out on dinosaurs this week in my prep work for my 4e game, because the players time jumped into the past at the end of last session.  As far as I am concerned, if your PCs time travel into the past, there better be some dinosaurs on the other side.  Conveniently I just bought myself a cool book on dinosaurs which I am going to spend the evening looking through, but first I did some internet searches on pterosaurs.

Often Google image searches of real life monsters like pterosaurs or deep sea critters yield some incredible results.  Feast your eyes on this awesomeness (image lifted from this website about pterosaur flight).  It is a dimorphodon.

I ended up sketching the dimorphodon picture in my game notes, along with a Quetzalcoatlus (the largest pterosaur ever discovered, with a wingspan that may have stretched greater than 30').  Then my wife got home from work and colored my pen and ink sketches, so I figured I should upload the end result.

Quetzalcoatlus 

Fire Breathing Pterosaur


I added a bit of a Pelican like pouch to the beak, because this is the ancestor of the dragons of my world.  A colony of chemosynthetic, heat-resistant bacteria live in and coat the inside of the beak, digesting minerals that the Quetzalcoatlus scoops into the beak-pouch and emitting a flammable gas as a by-product which is stored in special sacks along the neck.  The heat-resistant bacteria also coat the gizzard, and the fire-breathing pterosaur swallows live embers and keeps them in the gizzard until blowing them out mixed with the gas to form a fiery blast. 

Dimorphodon

Killer Toothed Pterosaur


My wife thinks her version is colored "much more realistically" than the original artist's.  She does have a lot of experience handling raptors so maybe I will believe her. 

Tuesday, February 21, 2012

Alien Insects - Tube Sucker

Tube Sucker

Number Encountered: 1d6: 1-5: solo tube sucker, 6: encounter 2d6 tube suckers

Move: Jump 6       Initiative: +15   Perception: +25  

HP:150
AC: 25  (35 in full retracted mode)
REF: 26  (20 in full retracted mode)
FORT: 24  (40 in full retracted mode)
WILL:22

Minor: Full Retracted Mode:  The tube sucker pulls all extremities inside the central body and turtles up.

Minor: Tractor Beam: ranged 15   +20 vs.FORT, pull target 1d4+1 squares

Basic Melee:  Claw: +22 vs. REF, 2d10+5 dmg and knocked prone

StandardStomach Tube: melee reach 1, +22 vs AC, 3d12+12 acid dmg, ongoing 12 acid save ends, pull target 1d4+1 squares.

Recharge 4,5,6: Claw Pounce: Jump 6 and make 3 x Claw attacks vs target, this move does not provoke attacks of opportunity, if all 3 Claw attacks land make a Stomach Tube attack at +26 vs. AC.


The ubiquitous tube sucker is the aquarium cleaner of the alien planet's surface.  Three metal plated tentacles ending in wicked claws emerge from the 5' spherical body, itself a metal plated ball of muscle.  A charged gas cloud inside the body serves as a simple brain, and three organs floating in the gas detect electro-magnetic radiation and minute vibrations.  A 10' long flexible tube containing an acid-filled stomach exerts a telekinetic pull on living organisms.  

The tube sucker reproduces asexually, a new organism forming like a corm on the outside of the parent's body.  Even the youngest, newly separated tube sucker has the claw and stomach attacks described above, and they typically grow to full size in very short order feeding on the detritus left by the winter storms.  Their ability to quickly assume a fully retracted spherical form allows them to survive even the harshest of winter storms.  Their gas cloud brain is not affected by the constant jarring as the metal plated sphere of muscle surrounding it bounces across the landscape.

Tube suckers usually drift around alone, but occasionally groups are encountered.  Often the group has its origin at a large food source nearby, such as a downed red layer giant gas body.  Hundreds of tube suckers might be found at a fresh collision site, sucking up the thick layer of organic debris.

Tube suckers seem to be constantly hungry no matter how much material they dissolve in their tube stomachs.  The particular kind of acid found in the tube stomach has a connection to shadow in its molecular structure.  It has a constant supply of hungry ions that stream into existence from beyond.  A shadow organ at the base of the tube sends the byproducts of the digestive process through shadow to re-incorporate as energy elsewhere in trans-dimensional space time.  It is possible that every living tube sucker is part of a single larger entity elsewhere, the functional mouths of a multi-dimensional being.

Tuesday, February 14, 2012

Alien Spore Thrasher



The Alien Spore Thrasher is a parasitic organism that propagates with special spores that drift around looking for a suitable, moist, living environment to start growing in.  A tiny intermediary form is assumed by the thrasher, barely anything more than several sacks that produce a mixture of venomous secretions and a set of mouthlike tubes that connect to the host organism.  The spore thrasher kills its host in short order and consumes its body to grow the thrashing fruiting body depicted above.  The stats below are for the fruiting bodies of large spore thrashers that grow in the metal arm forest ecosystem from the body of fallen metal arm trees.

HP: 1d4 x 100 HP 
AC:20  FORT:22 REF:25 WILL:18
Basic Attack:  melee reach 1 Thrash +12 vs. REF, 5d12 dmg
Minor Recharge 4,5,6:  Release Poison Spore Cloud Close Burst 1d6(6's explode on the radius of the burst roll- roll an extra 1d6, all subsequent 6's also explode) (choose 1 spore type)
Spores:
Redirecting Cloud : Until the end of the Alien Spore Thrasher's next turn, if any enemy rolls a natural 1-4 on a melee attack roll, the thrasher chooses a new target for the attack and the enemy must reroll against the new target.
Stupifying Cloud: Persists for 1d6 rounds.  Any creature beginning its turn in the cloud or entering the cloud must immediately make a save or become dazed, save ends.
Blinding Cloud: Persists for 1d8 rounds.  Any creature beginning its turn in the cloud or entering the cloud must immediately make a save or become blinded, save ends at -2.
Infecting Spores:  +20 vs. FORT vs. all in burst.  Those hit are infected.  The tiny growing organism rolls Stealth +30 to hide its presence (and avoid future heal checks).  1d4 days incubation period.  -3d12 HP from Max HP total.  Save at -2 each extended rest or the infection progresses, -1d12 additional HP from Max HP total.  Three consecutive saves ends the infection, as does magical healing specifically targeted at the infecting organism.

Wednesday, December 29, 2010

Carl's Creatures pt. 2 - Shadow Octopus

(See pt. 1 for the general intro)

In part the second I want to introduce a really scary monster that I have not actually had a chance to inflict on my party yet.  Having just blogged about attribute attacks on my other blog, this seemed especially apropos.  Had my Mutant Future party continued to head out into the dry sea instead of investigating a magical portal tree, they might have run into this bad boy if the dice rolled just wrong...


Shadow Octopus




HP: 75 - 100
AC: 4
Size: 3' long head, 9' from tentacle tip to tentacle tip when not extending shadow tentacles
Movement: Swim: 150', Land: 30', Sudden Jet Escape: 300' movement for 1d4+1 rounds (must rest motionless for 1d4 rounds after using this ability)

Attacks: 8 x DEX15 range 50' (shadow tentacles) (see my blog post about attribute attacks on my other blog to make sense of this)

Damage: 1 temporary Dexterity attribute drain (lost attributes regain at the rate of 1 per hour outside of the dry sea, but never return in the dry sea or in any other area of strong shadow concentration) + the shadow octopus gains a corresponding point of Dexterity (making subsequent Dexterity attribute attacks more likely to succeed...)

The shadow octopus lurks invisible and nearly insubstantial in the shadowy currents of the immaterial sea.  It can extend its tentacles out to 50', stretching impossibly far, and twinkling ghostly lights from the rims of each suction cup.  It lures prey with the curious glimmering, separating comrades until it begins draining the very quickness from their muscles.  With each point of Dexterity that it drains through its tentacle attack, it becomes more colorful and corporeal.


Special Abilities:  Roll its 8 attacks in two sets of four labeled A-D as shown on the drawing above.  If both tentacles in a matched set hit, the shadow octopus can choose to instantly teleport the two targets into the space occupied by the other (no save to avoid).

When the shadow octopus reduces any target to 2 or fewer Dexterity,it can immediately attempt to engulf the target with a CON15 ATT.  If successful, the target is destroyed and the shadow octopus regains 50 HP.  If this attack fails, the shadow octopus can forgo its tentacle attacks in subsequent rounds to repeat the attack.

Special Defenses: The shadow octopus can only be damaged by mutations, magical attacks or magical weapons.  Normal physical damage has no visible effect on it.

If the shadow octopus is reduce to 20 or fewer HP, it will emit a 50' radius shadow ink cloud, obscuring all normal and magical vision for 1d4 rounds while the shadow octopus uses its sudden jet escape movement ability to disappear into the darkness.

Monday, December 27, 2010

Carl's Creatures pt. 1 - Thraxian Hive Soldier

I collect monster manuals.  I never use them, but I collect them.  Every now and then I might page through one looking for inspiration, but that really doesn't happen often when I am actually running a game, which I have been doing pretty solid now for the last three years.  So why do I buy monster books if I never use them?  I dunno.  I guess I like monsters.

My campaign worlds always end up becoming more and more bizarre through a process of accretion.  I make up some weird ass shit, my players do things I didn't expect, I riff of their actions and come up with more weird ass shit, and pretty soon there are so many original creations in play that the standard D&D monsters just don't get into the game anymore.

I make up at least 95% of the creatures that my players encounter in game, be it Mutant Future or D&D 4e (the two games I am currently running).

I end up scribbling out crude illustrations for most of my creations, and I thought it might be fun to share some of them with y'all.

- Disclaimer -  I am making no effort to present these according to the standard stat block for either Mutant Future or 4e.  I use THAC0 for my Mutant Future critters, at least in part because I don't use HD (instead writing down a HP range when creating creatures).  I may not use the correct syntax for the 4e creations.


Carl's Creatures


part one


Thraxian Hive Soldier 


(for Mutant Future or any pre-3e version of D&D)




(I love this picture, because it started out as a quick sketch so the players could get a better idea of what the alien bugs looked like, and then one of the players at the table doodled on it and shaded it.  Apparently, Thraxian Hive Soldiers are polka-dotted!)

HP: 100-150
AC: 2
THAC0: 9
Movement: 150'
Attacks: 4 or 1
Damage: 2d6 x4 (tentacle arms) or 4d12 (bite) or by weapon (see below)
Saves: Level 12

Thraxian Hive Soldiers can survive in a vacuum without sustenance for years, if that gives you a better picture of these tough son-of-a-bugs.  Although fond of and brutally effective in hand to tentacle combat, Hive Soldiers also carry disruptor pulse weapons.  These resemble a large circular shield grasped with all four tentacles (these contain an extremely dense and heavy power core, and each weapon weighs nearly 200 pounds!), concave side facing the target, which emits pulses that molecularly destabilize the target.

Disruptor Pulse Weapons: Range 1000', half damage to 4000', damage: 5d6, special: Save vs. Energy Attacks or the target suffers an additional 5d6 damage at the beginning of its next turn.  This continues until the save is made.  When not in use these weapons are slung over the back of the first body-segment of the Hive Soldier.

Little is known of Thraxian Hive Society; it is unclear if the bugs are telepathic, or use scent and chemical markers to communicate, or if they are simply so single-minded of purpose and unified in goal that they can act with incredible synchronized precision without any need of communication at all.

Sunday, December 27, 2009

Bestiary - Sally's Siege Engines

These are truly horrifying monstrosities, brought up from the depths by the great orc warlord Sally Forth (Sally was named after the war cry of the humans his father fought on the frontier).  Shortly after Sally was possessed by the river god Xylitin and became obsessed with destroying the dam and unchaining the river, he disappeared into the tunnels under the orc warrens and was gone for months.  He finally emerged leading three baby beasts out, having slain their mother in a truly epic combat.  He raised them by hand and trained them to become the pride of the orc army, instrumental in uniting the warring factions and raising the great army of hill and grey orcs that did finally overrun the defenses of the dam and set the river free.

Here is the original sheet detailing Sally's Siege Engines:


They are eyeless and shaped much like a sperm whale in the body.  They have thick legs and two boneless, muscular tails that can expand and contract up to 50% from their base length of 70' (giving them a maximum range of 105').  A 30' club with 12-15' spikes caps each tail.  Their only attack form is to anchor their massive head on the ground, raise their tail end and thrash wildly with their tails - each tail can target a 40' diameter area and one attack roll serves against all targets in that area.  While it is not particularly hard to hit them, their hide is thick and rubbery and they are protected by a thick layer of blubber.  They sense their prey with sensitive "ears" (pits along the side of their body) which can pick up vibrations, odors and electro-magnetic fields.  Much like a shark, they go into a frenzy at the smell of blood and will seek it out.  They pound their prey to a pulp and then snuffle up the bloody remains with their toothless mouth.

Quick Stats (using D&D 3e conventions):
HP: 350-440
AC: 18
Attacks: +30 / +30 (40' diameter burst)
Damage:4d20 / 4d20
Damage Reduction: 8/everything, 1/4 damage from blunt weapons, 1/2 damage from slashing weapons

Play Notes:
The siege engines in play made quite an impact. Two members of the party had been previously shrunk to the size of grains of rice and cast into the pit that served as the siege engine's home in the orc encampment, so they already had a healthy fear of the creatures.  When the orcs finally descended down the mountain pass, the defenders of the dam met them at the narrow gorge that they must funnel through, at the point that so many orc invasions had been stymied before.  This time, the orcs stayed out of range and sent a score of naked berserkers running down.  These frothing maniacs were whipping themselves with thorns as they ran, leaving a trail of blood behind.  As they neared the gorge, a hail of arrows rained down but the orc beserkers were in a frenzied state that propelled them forward with the blessings of their god even as their bodies suffered mortal wounds from the arrows.  As they neared the massive logjam that choked the gorge, evidence of an ancient flood, each berserker grabbed a bladder that had been tied to its back and hurled it at the logjam.  The bladders burst and covered the ancient petrified trees with blood.

The defenders were quite confused about what was happening until the siege engines were brought forth from the rear of the orc position.  The lumbering behemoths followed the bloody trail left by the berserkers, ignoring the arrows and lightening bolts that rained down from above, and began to smash the logjam with their tails.

The defenders that were holed up among the ancient tree trunks fled as the siege engines smashed a broad trail through the logjam, pausing only to snuffle up the remains of the unfortunate ones who could not scramble out of the range of their deadly tails.
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