Jump to content

Recommended Posts

I'm going to start posting a few monsters from my upcoming Bestiary book here, it says "monster of the day" but that's just a play on the soup of the day, not a promise of daily updates.

 

The first is the Arachne, a nasty creature that lurks in urban areas.

 

Arache
 
Val   Char Cost
 18    STR    8
 17    DEX   14
 18    CON    8
 10    BODY  0
 14    INT      4
 18    EGO    8
 15    PRE    5
 16    PD      9       vs Non-Magical Attacks: 51PD; 18rPD
 21    ED     13      vs Non-Magical Attacks: 31ED; 16rED
 4      SPD  20
 8      REC   4
 35    END   3
 20    STN   0
 
20m RUN    0
4m   SWIM  0
24m LEAP  5
Characteristics Cost: 149
 
Cost Power
  8     Magical: +12 PD (12 Active Points); Limited Power Only vs non-magical attacks (-1/2)
  7     Magical: +10 ED (10 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 24    Magical: Resistant Protection (14 PD/10 ED) (36 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 15    Tough: Resistant Protection (4 PD/6 ED)
 10    Telepathy: Telepathy 4d6 (Insects class of minds) (20 Active Points); Limited Power Only with spiders (-1)
 22    Human Form: Shape Shift  (Sight, Smell/Taste and Touch Groups), Reduced Endurance (0 END; +1/2) (22 Active Points)
  4     Spring: Leaping +11m (24m forward, 12m upward) (6 Active Points); Conditional Power Only when not shapeshifted (-1/2)
  7     Spider Legs: Clinging (normal STR) (10 Active Points); Conditional Power Only when not shapeshifted (-1/2)
  5     Running +8m (20m total) (8 Active Points); Conditional Power Only when not shapeshifted (-1/2)
  5     Bite: Killing Attack - Hand-To-Hand 1 point (1d6+1 w/STR)
 
 28    Venom: Multipower, 50-point reserve,  (50 Active Points); all slots 8 Charges (-1/2), Limited Power Only if bite or weapon does body damage (-1/4)
 2f     1)  Lethal Venom: Drain BODY 1d6, Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every six Segments, can be negated by any healing; +2 1/2) (35 Active Points); Limited Power Blocked by life support vs poison (-1/2), No Range (-1/2)
 2f    2)  Paralytic Venom: Entangle 2d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DCV; +0), Takes No Damage From Attacks All Attacks, STR only to break out (+1) (40 Active Points); No Range (-1/2), Limited Power vs Constitution, not Ego (-1/2)
Powers Cost: 139
 
Cost Skill
 11    Power 16-
  5     Language:  Morianic (idiomatic; literate)
  2     Language:  Arcanum (fluent conversation)
  3     Charm 12-
  3     Conversation 12-
  3     High Society 12-
  3     Interrogation 12-
  3     Lockpicking 12-
  3     PS 12-
  3     Persuasion 12-
  6     OCV +2 with presence-based skills and rolls
  2     WF:  Blades, Crossbows
Skills Cost: 47
 
Cost Perk
 34    Journeyman Illusion, Apprentice Mysticism, Apprentice Castle, Journeyman one other magic
  5     Contact Local power or authority (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources) 11-
  2     Favor (local authority or ruler)
Perks Cost: 41
 
Cost Talent
 10    Animal Friendship (20 Active Points); Limited Power Only with spiders (-1)
Talents Cost: 10
 
Total Character Cost: 386
 
Pts.  Complication
 15   Psychological Complication:  Manipulative, seductive, and cruel (Common; Strong)
 10   Distinctive Features:  Spider Legs (Easily Concealed; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
Complication Points: 25

 

Ecology: Arachne are horrible creatures that dwell among humans and hunt them.  They are rarely found anywhere but in civilization, preferably in larger towns and cities so they can blend in easier.  The origin of Arachne is unknown, but most speculate dark, horrible magics long ago, or demonic influence.  The home of an Arachne will always have at least one room or hidden chamber where their true nature is undisguised.
 
Personality/Motivation: Arachne are hateful, spiteful, and cruel.  They love to cause pain and betrayal, and especially savor killing a handsome strong man.  The long process of toying with, seducing, and destroying men seems to be their fondest ambition; the more complex and complete the testruction, the better.
 
Powers/Tactics: Arachne are accomplished court butterflies, skilled in intrigue, deception, seduction, and lies.  They have some magical ability, always focussed on making their attempts more effective, but will sometimes learn some elemental magic for defense or combat or necromancy for greater power.
 
In addition to these skills, the Arachne can shape shift into a human form, concealing her spidery legs in shapely woman’s legs and hips.  While in this form, she loses some of her powers, such as the ability to climb walls and run as swiftly, but she retains her poisonous bite and great resistance to non magical attacks.  
 
An Arachne will tend to retain her human form unless she must escape or is comfortable and certain she is alone.  Arachne prefer to avoid combat, and will use their wiles and magic to disarm a situation, playing men off each other and using political contacts and allies to protect herself.
 
Campaign Use: Arachne are primarily useful as a foe for some powerful ruler, a man blinded by the seductive wiles of the Arachne and her beauty, while others might see something isn’t quite right.  An Arachne might target a PC in a more politically themed campaign.
 
Appearance: Arachne look like beautiful, exotic human women from the waist up, and until forced into or hunting in their real form, from the waist down as well.  However, the true form of an Arachne has four spider legs from the waist down, hideous furry, clawed spider legs.  Arachne also have somewhat larger canine teeth, but not extraordinarily so.

 

2vv52sz.jpg

 

Link to comment
Share on other sites

  • Replies 68
  • Created
  • Last Reply

Top Posters In This Topic

Not happy with how that formatting turned out, I'm going to have to find a better Hero Designer template for this board. Here's the monster for today:

 

Black Spore
 
Val  Char Cost
  1   STR    -9
 19  DEX   18
 13  CON    3
  7   BODY -3
  5   INT     -5
 13  EGO   3
 20  PRE  10
5/7  PD      3
5/7  ED      3
  5  SPD   30
  8  REC    4
 60 END    8
 18 STN   -1
 
12m RUN    0
4m   SWIM  0
0m   LEAP -2
Characteristics Cost: 121
 
Cost Power
 37    Motion Sense: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)
  1     Tentacles: Stretching 1m
  6     Tough: Resistant Protection (2 PD/2 ED)
 13    Magical: Damage Negation (-2 DCs Physical, -2 DCs Energy) (20 Active Points); Limited Power Only vs non-magical weapons (-1/2) 
 37    Hover: Flight 16m, Position Shift, No Turn Mode (+1/4), Reduced Endurance (0 END; +1/2) (37 Active Points) 
 
 37    Soul Drain: Drain Seven Stats 1d6, Reduced Endurance (1/2 END; +1/4), Delayed Return Rate (points return at the rate of 5 per Day; +2 1/4), Expanded Effect (STR, DEX, CON, EGO, PRE, BOD, REC) (+3) (65 Active Points); No Range (-1/2), Unified Power (-1/4)
 18    Soul Drain: Drain BODY, STN 1d6, Reduced Endurance (1/2 END; +1/4), Expanded Effect (Body, Stun) (+1/2), Delayed Return Rate (points return at the rate of 5 per Day; +2 1/4) (40 Active Points); No Range (-1/2), Linked (Soul Drain; -1/2), Unified Power (-1/4)
  6     Soul Drain: Healing Body and Stun as normal damage 1d6, Reduced Endurance (1/2 END; +1/4) (12 Active Points); Linked (Soul Drain; -1/2), Limited Power Self Only (-1/4), Unified Power (-1/4)
  4     Soul Drain: Aid  Body 1d6, Reduced Endurance (1/2 END; +1/4), Increased Effect x4 (24 body maximum) (+1/2) (10 Active Points); Only to Aid Self (-1), Linked (Soul Drain; -1/2), Unified Power (-1/4)
 16    Soul Drain: Blast 2d6, Reduced Endurance (1/2 END; +1/4), Does BODY (+1), Attack Versus Alternate Defense (hardened Power Defense; +1 1/2) (37 Active Points); No Range (-1/2), Linked (Soul Drain; -1/2), Unified Power (-1/4)
Powers Cost: 175
 
Total Character Cost: 296
 
Pts. Complications
 10   Physical Complication: Near-Human Intelligence (Infrequently; Slightly Impairing)
 20   Physical Complication: self destructs upon aiding maximum body to self (Infrequently, Severely)
  5    Vulnerability:  1 1/2 x Effect Light Based Attacks (Uncommon)
  5    Vulnerability:  Holy attacks (Uncommon)
  5    Vulnerability:  1 1/2 x STUN Light-Based Attacks (Uncommon)
 
Complication Points: 45
 
Ecology: No one knows where the Black Spore originates.  Although called a spore, this creature is not a plant, and in fact seems unlike any other sort of creature. The Black Spore seems to exist merely be a hazard to all life, prompting some to speculate demonic origins. Black Spore are strange creatures that dwell only underground or in ancient ruins.  They shun light, although unless it is very intense, light does not harm a Black Spore. 
 
Black Spores are most often encountered as a glossy black egg shaped like a cube four inches on a side, floating in the air.  The cube’s surface slides with dark colors like oil on a black surface, and the slightest touch by a living creature causes it to shatter, revealing an immature Black Spore.   This spore drains life force from living creatures, growing larger as it does so.  When the Spore reaches its full size (having absorbed 24 body), it erupts in black flames, leaving a cube behind.  This cube is dormant for a full day, then will react as described above.
 
Personality/Motivation: Black Spores seem to be motivated entirely by malice, a desire to frighten, and lust to drain life energy from victims.
 
Powers/Tactics: A Black Spore attacks by touching victims with one it’s three tentacles and draining their life force.  This not only is painful, but drains life and weakens the victim greatly, affecting Strength, Dexterity, Constitution, Ego, Presence, Body, and Recovery.  
 
This attack is one of the most feared attacks known to any folc, and those who are familiar with the Black Spore hate and fear them almost irrationally.  The drained life force can take days to recover, and not only heals the Black Spore but increases its life force.  Even if the victim is protected against soul-affecting spells, the tentacle’s touch is painfully damaging.
 
Black Spore are uniquely vulnerable to very bright lights, especially light-based magic.
 
Campaign Use: Black Spore are used sometimes to guard an area, and to the uninitiated can even look like treasure in their egg form.  A dormant egg can sell for 5x3d6 silver to the right collector, if one can be found.  The shards of the egg sell for 4d6 silver to alchemists as well.
 
Appearance: Black Spores look like they are made of glossy black stone with oil over the surface, swirling constantly.   They are about 1-2 feet in length, all tentacles and squidlike in shape. 
 
2egha50.jpg
Link to comment
Share on other sites

Today's offering is a bit less awful; not every monster is an enemy and in this case if treated well could be an asset to the adventurers

 

 

Cloud Beetle
 
Val Char Cost
10  STR     0
13  DEX     6
 8   CON    -2
10  BODY  0
 3   INT      -7
 5   EGO   -5
10  PRE    0
 
5/7 PD      3
3/5 ED      1
 3   SPD   10
 4   REC   0
20  END   0
14  STN  -3
 
14m RUN 2
4m SWIM 0
0m LEAP -2
Characteristics Cost: 5
 
Cost Power
 17    Cloud: Life Support  (Breathe safely in foul or poisonous air), Area Of Effect (4m Radius; +1/4), Usable As Attack (+2 1/4), all targets standing within AE of Grantor (17 Active Points)
 10    Cloud: Life Support  (Self-Contained Breathing)
  6     Shell: Resistant Protection (2 PD/2 ED)
  8     Bite: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/4)
 10    Climbing: Clinging (normal STR)
  6     Keen Senses: +2 PER with all Sense Groups
  5   Antennae: Discriminatory with Smell/Taste
Powers Cost: 62
 
 
Total Character Cost: 68
 
Pts. Complications
 15   Physical Complication:  Animal Intelligence (Infrequently; Greatly Impairing)
 15   Physical Complication:  No Fine Manipulatory Ability (Infrequently; Greatly Impairing)
 15   Physical Complication:  Diminutive (Frequently; Slightly Impairing)
Complication Points: 45
Base Points: 72
 
Ecology: Cloud Beetles are very large insects that can be found only underground.  They eat fungus and certain minerals, living alone and meeting occasionally to breed and lay a few dozen eggs.  Cloud Beetles only live a few years, and are usually easy prey for  creatures but are treasured by miners and dwellers in the Underdeeps. 
 
Generally Cloud Beetles are encountered as singles, or occasionally in pairs or with a few young but do not swarm like other beetles.  Although Cloud Beetles are fragile, they are so treasured by some underground creatures (especially in the Underdeeps) they are more common than they would be if left to their own abilities to survive.  
 
A Cloud Beetle is more likely to be encountered in areas of toxic air than others, because they retreat and thrive in places that other creatures cannot.  A Cloud Beetle can avoid predators by living in places their enemies avoid.
 
Personality/Motivation: Cloud Beetles are simple animals after food and shelter like any animal.  They are not aggressive at all, and only bite in self defense or if frightened.  A Cloud Beetle can become fond of someone if fed and cared for well enough, and will tend to stay with someone who provides it with protection and regular food.
 
Powers/Tactics: The primary power that a Cloud Beetle is famous for is the aura of pure air that they generate around them: clean, breathable, clear oxygen and neutral gasses that purifies any smell or toxin, impurity or dangerous gas.  This aura is centered on the Cloud Beetle and moves with them, lingering a very short period before surrendering to the nearby air.  The Beetle its self generates oxygen internally and can breathe in any conditions, but the aura only purifies air.
 
In combat, the beetle will bite with its powerful mandibles and rely on its shell to protect its self, but it will flee if seriously harmed (half body damage taken or more) and try to find somewhere too small for its attacker to enter, too high for them to reach, or too dangerous for them to follow.
 
Campaign Use: Cloud Beetles are used as pets by several underground races, adhering a leash to their sealed shell and feeding them fungus.  The Beetles are content to stay close to the food and if not ill treated will not resent the leash.  Their shells are also considered beautiful and used in jewel crafting; a single Cloud Beetle can bring as much as 1d6 silver for their shell.  Finally Cloud Beetles have a fluid in their abdomen that will cure a single disease, but obtaining this naturally kills the beetle.  The fluid does not store well, spoiling in a matter of d6 hours.
 
Appearance: Cloud Beetles are a light blue and silver color, about a foot or a foot and a half in length at most.  Their shell emits a constant cloud of bluish mist that dissipates in the air quickly, making them hazy and misty at all times when alive.

 

vnilxt.jpg

Link to comment
Share on other sites

I'm enjoying this thread.  It makes me want to dig out my much neglected Monster Corner thread.  I don't usually have much creative energy to spare for that while working on the totally awesome Alchemy section of the totally awesome Magic in Kamarathin Sourcebook.

 

Presumably people, particularly the underground races you mentioned,  breed Cloud Beetles for use as pets or ingredients.  What would be the market price for a live one, do you think?

Link to comment
Share on other sites

If the cloud beetles can be bred in captivity, they will be, in every place they can possibly survive and by every person who can afford to acquire a breeding pair and tend them,  as soon as word gets out that they bear a panacea.

 

Lucius Alexander

 

The palindromedary envisions a world in which cloud beetles are as common as dogs or chickens and serious, life-threatening illness a distant memory from a bygone generation

Link to comment
Share on other sites

Yeah I envision them as not breeding well in captivity (Panda complex) and dying rapidly in sunlight, which would limit their production.  They would be very expensive and the rich could have them, maybe some mines, but not many else.  Plus, they are found in scary places, so tough to collect.

Link to comment
Share on other sites

A nasty little demon, the "Blender."  It has a different name among demons, but this is what the players dubbed it.  I came up with these guys after reading a Wormy comic long ago where the horrible little demon thing came out of the snooker balls when they were cracked.  They are usually encountered only when summoned, and demonologists use a spell (from The Fantasy Codex, of course) to summon them at range.  They don't need controlling; the things love to be anywhere and attack everything in sight, but if you don't control one, it will eventually try to kill you as well.  Not terribly tough, but they have a pretty painful attack, and tend to be summoned in 2s and 4s right over a target.

 

Blender
 
Val Char Cost
 5   STR    -5
17  DEX    14
10  CON    0
 5   BODY -5
 1   INT     -9
 1   EGO  -9
15  PRE    5
 
4/8  PD     2
2/4  ED     0
 4   SPD  20
 8   REC   4
40  END   4
14  STUN -3
 
12m RUN 0
4m SWIM 0
1m LEAP -1
Characteristics Cost: 45
 
Cost Power
 40   Demonic: Life Support  (Eating: Character does not eat; Immunity All terrestrial diseases; Immunity: All terrestrial poisons; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)
 15   Demonic: Does Not Bleed
 10   Demonic: No Hit Locations
  5    Demonic Eyes: Infrared Perception (Sight Group)
  5    Many Eyes: Sight Group Flash Defense (5 points)
 10   Many Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group
  6    Demonic Senses: +2 PER with all Sense Groups
  9    Chitin: Resistant Protection (4 PD/2 ED)
 24   Hover: Flight 16m, Reduced Endurance (0 END; +1/2) (24 Active Points)
 34   Claws: Killing Attack - Hand-To-Hand 1d6, Armor Piercing (+1/4), Reduced Endurance (1/2 END; +1/2), Autofire (5 shots; +1/2) (34 Active Points)
Powers Cost: 158
 
 
Cost Skill
  6     +3 with any single attack
Skills Cost: 6
 
Total Character Cost: 209
 
Pts. Complications
 35   Enraged:  While Conscious (Very Common), go 14-, recover 8-
 10   Physical Complication:  Diminutive (Infrequently; Slightly Impairing)
 20   Physical Complication:  Instinctive Intelligence (Frequently; Greatly Impairing)
 15   Susceptibility:  Holy locations 1d6 damage per Phase (Uncommon)
 10   Vulnerability:  1 1/2 x BODY Holy attacks (Common)
 10   Vulnerability:  1 1/2 x STUN Holy Attacks (Common)
 10   Vulnerability:  1 1/2 x STUN Holy Attacks (Common)
 10   Vulnerability:  2 x Effect Presence attacks by holy men (Uncommon)
Complication Points: 120
 
Ecology: Blenders come from hell; they are the piranhas of the netherworld, constantly on the hunt – not for food, simply to kill everything and anything they see.  If nothing is left to kill, they simply destroy.
 
These creatures seem to have no purpose other than to kill everything they see and meet, other than each other.  For whatever reason they do not attack one another, but will slaughter anything else they see without fear or remorse.
 
Personality/Motivation: Blenders are insane, mad with killing fury at all times like the worst Piranha.  Barely intelligent at any level, the Blender is a killing machine.
 
Powers/Tactics: Blenders attack with both claws as fast as possible until the target is recognizably dead, then they move to the next thing to destroy it as well.  While weaker than many demons, the Blenders are still very hardy and ignore their environment, whatever the hazards.
 
In combat, a Blender will move to the nearest target and use its autofire claw attack until the target is recognizably dead.  Then, it moves to the next target and repeats the process.  The only thing that will stop a Blender is death or the inability to reach a target.  It will claw through barriers to get to where it knows something living lurks.
 
Campaign Use: These will rarely be encountered in the normal game unless summoned.  So destructive and berserk, the Blenders will kill absolutely everything nearby them and hunt for more to slaughter until they are killed in turn.  While not particularly dangerous to an experienced hero, these can be dangerous in numbers and certainly are terrible for a normal to face.
 
Appearance: Blenders look like a jagged ball of chitin roughly 3 feet across.  From this jut two spindly arms with wicked talons, and scattered randomly over the orb are baleful eyes.  Blenders constantly make odd, random noises like giggles, belches, shrieks, growls, and more rude noises with no discernable source or mouth.
 
sziv13.jpg
Link to comment
Share on other sites

Another critter, this time an adaptation from the old Heroes of Might and Magic series of games (and Might & Magic, for that matter):

 

Evil Eye
 
Val Char Cost
 10  STR    0
 16  DEX   12
 13  CON   3
  9  BODY -1
  6  INT     -4
 12  EGO  2
 15  PRE   5
 3/7  PD    1
 5/9  ED    3
  4   SPD  20
  7   REC   3
 30  END   2
 26  STN   3
 
12m RUN 0
4m SWIM 0
2m LEAP -1
Characteristics Cost: 79
 
Cost Power
  2    Tentacles: Stretching 2m
  5    Tentacles: Extra Limbs (10 or more) (1)
  6    Keen Eyesight: +3 PER with Sight Group
 10   Many Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group
  5    Night Vision: Ultraviolet Perception (Sight Group)
  5    Heat Vision: Infrared Perception (Sight Group)
  5    Many Eyes: Sight Group Flash Defense (5 points)
 12   Chitin: Resistant Protection (4 PD/4 ED)
 30   Eye Blast: Killing Attack - Ranged 2d6
 30   Charged Tentacle: Killing Attack - Hand-To-Hand 1d6+1 (1 1/2d6 w/STR), Penetrating (+1/2) (30 Active Points)
 21   Levitate: Flight 14m, Reduced Endurance (0 END; +1/2) (21 Active Points)
Powers Cost: 131
 
Cost Skill
   4     +2 vs Range Modifiers
Skills Cost: 4
 
Total Character Cost: 214
 
Pts. Complications
 10   Physical Complication:  Small (Infrequently; Slightly Impairing)
 15   Physical Complication:  Animal Intelligence (Frequently; Slightly Impairing)
Disadvantage Points: 25
 
Ecology: Evil Eyes are cave dwellers almost exclusively, although some may be found in very remote, dark ruins.  They tend to be loners, although at times a small number will gather together.  Evil Eyes have the intellect of an animal despite their apparently brainy appearance, and will often be found in service of a more powerful master.
 
Evil Eyes float about constantly, almost never touching the ground unless forced to or dead.  Even asleep they hover in place.  They feast on meat almost exclusively, and prefer meat that is slightly rotted.  Evil Eyes birth live young that look like an eyeball with a single tentacle.  The children are kept hidden away in small niche nests as they are very vulnerable and cannot fly (they balance on their single tentacle) for a month or more after birth.
 
Personality/Motivation: Semi-intelligent, Evil Eyes like to collect bright and valuable-looking things.  They are very irritable and angry, but if clearly outmatched or being defeated greatly, they will at times offer this treasure for their lives.  Typically, however, it will flee (upward) and heal somewhere difficult to access.
 
Powers/Tactics: In combat, the Evil Eye uses it’s potent eye blast, but should a target get too close, each has two specialized tentacles that it can charge with this energy to strike harder (doing energy damage).
 
If possible, the Evil Eye will gain airspace where it cannot be reached with melee weapons.  If this is not possible, it will use its charged tentacle to rip at opponents until they retreat, and then shoot them with its eye blast.  Evil Eyes are not very tough, but they are very observant and have incredible eyesight.  Due to their many eyes, it is very difficult to actually blind one with a flash attack.
 
Campaign Use: Evil Eyes make good guardians, given their keen eyesight that can see in all directions at once.  Alone, they are simply a hazard lurking in the darkness.  These are often encountered solo, but can be met in groups, sometimes very large groups of several dozen deep in the darkest caves.
 
Appearance: An Evil Eye looks like one very large eye with many smaller eyes clustered at the top and dozens of tentacles hanging nearly to the ground at the base.  Two of the tentacles are longer and have flattened tips similar to a squid.  Evil Eyes tend toward darker, less visible colors in the gloom of a cave, but their eyes are garish, bright mixes of colors, like green and red in fractal-like patterns offset by the whites.

 

 

2yocnd2.jpg

Link to comment
Share on other sites

And now, for Halloween, something spooky.  This creature is a bit complex to run in a fight, because its defenses and attacks vary by presence attacks and rolls, but it can either be very terrifying and quite powerful.... or harmless and easily slaughtered.

 

Feral Haunt
 
Val Char Cost
  1  STR    -9
 14 DEX     8
 10 CON    0
  5  BOD   -5
  6  INT     -4
 10 EGO   0
 20 PRE   10
  3  PD      6
  3  ED      6
  4  SPD   20
  4  REC   0
 20 END   0
 
12m RUN 
4m SWIM 
4m LEAP 
14m FLY
Characteristics Cost: 55
 
Cost Power
 40    Undead: Life Support  (full)
 60    Undead: Takes No STUN
 15    Ghostly: Does Not Bleed
 10    Ghostly: No Hit Locations
 21    Float: Flight 14m, Reduced Endurance (0 END; +1/2) (21 Active Points)
  5     Sense Life: Infrared Perception (Sight Group)
 20    Chilling Touch: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Hand-To-Hand Attack (-1/4), Limited Power -1d6 for each point opponent makes Presence Roll by (-1/4)
 13    Terror: Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Power Only 1d6 for each level of highest presence attack vs opponents (-1), Hand-To-Hand Attack (-1/4)
 20    Know Fears: Telepathy 4d6, Reduced Endurance (0 END; +1/2) (30 Active Points); Limited Power Only to learn name of targets and their fears (-1/2)

 12    Frightening: +5 PD (30 Active Points); Limited Power -3 for each point opponent makes presence roll by (-1/4)
 12    Frightening: +5 ED (30 Active Points); Limited Power -3 for each point opponent makes presence roll by (-1/4)
 48   Frightening: Resistant Protection (8 PD/8 ED) (72 Active Points); Limited Power -2 for each point opponent makes presence roll by (-1/4)
Powers Cost: 276
 
Cost Skill
  3     KS homes of children 12-
  2     KS common fears 11-
Skills Cost: 5
 
Total Character Cost: 336
 
Pts.  Complications
 10   Susceptibility:  from presence attacks that exceed their presence 1d6 damage/level of presence attack Instant (Uncommon) 
 30   Susceptibility:  Direct Sunlight 2d6 damage per Phase (Very Common)
 10   Vulnerability:  1 1/2 x BODY Holy Attacks (Common)
 10   Vulnerability:  1 1/2 x Effect Holy Attacks (Common)
 10   Vulnerability:  2 x Effect Presence Attacks by Holy Men (Uncommon)
Complication Points: 70

 

Ecology: Feral Haunts are simple spirits that form from the fears and nightmares of people, particularly children.  The more fearful and filled with bad dreams an area is, the more likely these horrors are to form and torment the people there.  These haunts do not form anywhere except in populated areas to terrorize the locals.
 
Personality/Motivation:  Haunts are delighted by causing fear and chaos, they savor the terror in their victims and the death they spread.
 
Powers/Tactics: Feral Haunts are minor fear-based ghosts.  They are not able to actually pass through solid objects, but can fit through very small openings and are very resistant to things a normal person is harmed by, such as poison or great heat.
 
Feral Haunts are greatly dependent on fear.  The more afraid a victim is of them, the more they are able to harm them, and the more powerful they become.  This involves some somewhat complex mechanics.
 
In combat, the Feral Haunt will use telepathy to determine the victim’s fears and name, then will do a presence attack based on what it learns (if successful this will add 1-4d6 to its attack with a ghastly whisper of something like “Joe the Barbarian, you will surely die in a pit of snakes”).  For each level of effect the attack succceeds by, the fear of the victim feeds the Feral Haunt’s power, increasing its base attack.
 
Each time a character attacks a Feral Haunt, they must make a Presence Roll, which if successful weakens it’s defenses.  In the same way, each time a Feral Haunt attacks, it does less damage based on how well the target’s Presence Roll is made.  Basically, the more fearless and courageous the target is, the weaker the Feral Haunt becomes.  It even takes damage from enemy presence attacks.
 
Due to these effects, the Feral Haunt is not as dangerous as its point values might indicate.  A truly courageous opponent can make short work of the creature but a coward will be very much in danger.
 
Campaign Use:  Feral Haunts make a decent campaign device to indicate areas of great distress, and a minor threat for city adventures.  However because of their fear-based abilities, they will tend to destroy non-adventurers and the less bold.
 
Appearance: The Feral Haunt looks like a wispy ghostly shape, suggesting bones and tattered clothing, fog, and bad dreams.  Its size and shape varies as it moves and is blown by the wind, but is roughly human in volume.
 
2132jhx.jpg
Link to comment
Share on other sites

My point was mechanically the creature does not have any powers or abilities that would allow them to fit through smaller than normal openings. No Shrinking or being built at reduced size, no Stretching or Limited Desolidification, not even a Contortionist/Double Jointed Perk (I forget the proper name off hand).  You specifically describe the Haunt being able to do something it is not built to be able to do.

Link to comment
Share on other sites

G is for Gloomwing!  This monster is inspired by an old Wizardry game, with an encounter that was so eerie and unsual I had to put it in my bestairy

 

Gloomwing
 
Val   Char Cost
  5    STR    -5
 13   DEX     6
 14   CON    4
 11   BODY  1
  3    INT     -7
 14   EGO    4
 20   PRE   10
3/10 PD      1
4/6   ED      2
  3    SPD  10
  7    REC   3
 28   END   2
 26   STN   3
 
6m RUN -6
0m SWIM -2
2m LEAP -1
Characteristics Cost: 44
 
Cost Power
  7     Wings: Flight 10m (10 Active Points); Restrainable (-1/2)
 10   Warp: Teleportation 10m
  6     Partly Intangible: Resistant Protection (2 PD/2 ED)
  6     Partly Intangible: Resistant Protection (5 PD) (9 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 20    Partly Intangible: Physical Damage Reduction, Resistant, 50% (30 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 10    Partly Intangible: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only vs non-magical attacks (-1/2)
  7     Eerie Will: Mental Defense (10 points total)
  7     +2 with DCV (10 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 13    Wall-Crawling: Clinging (13 STR)
  6     Keen Senses: +2 PER with all Sense Groups
  5     Night Vision: Ultraviolet Perception (Sight Group)
 10    Compound Eyes: Increased Arc Of Perception (360 Degrees) with Sight Group
 37    Sleep Cry: Blast 5d6, Area Of Effect (6m Cone; +1/4), Attack Versus Alternate Defense (NND; All Or Nothing; Life support vs sleep; +1) (56 Active Points); No Range (-1/2)
 13    Sleep Dance: Drain STUN 2d6, Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1 1/4) (45 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Gestures (-1/4)
  8     Night Terrors: Drain PRE 1d6, Delayed Return Rate (points return at the rate of 5 per 6 Hours; +2) (30 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Linked (Sleep Dance; -1/2)
Powers Cost: 165
 
Total Character Cost: 209
 
Pts. Complication
 15   Physical Complication:  No Fine Manipulatory Ability (Frequently; Slightly Impairing)
 15   Physical Complication:  Animal Intelligence (Frequently; Slightly Impairing)
 10   Physical Complication:  Large (Infrequently; Slightly Impairing)
Complication Points: 40
 
Ecology: Gloomwings are found in dark forests, swamps, and underground.  They are not harmed by light, but seem to avoid it, preferring the dark and the cool.  Gloomwing Moths are very strange creatures that devour fear and psychic energy from their victims rather than any normal food.  Somehow they gain sustenance from the terror of their victims dreams.  
 
Twice a year, a Gloomwing will seek out a large corpse to lie eggs in, preferring ones in caves or hidden, dark areas.  This body is guarded by the Gloomwing until the maggots hatch, growing rapidly into Gloomworms.
 
Personality/Motivation:  Gloomwings are animals, and as such have typical animal motivations.  They do not delight in the fear they cause, it is simply food for them.  Despite this, they are spooky creatures that many fear.
 
Powers/Tactics: Gloomwings are not as fragile as they might appear, simply because they are not entirely tangible and solid.  Attacks don’t cause as much damage as they might, especially ones that are not magical, because of this state.  Gloomwings fly, and will almost always remain in flight, hovering over their victims to avoid attack.  
 
They attack by an eerie, echoing wail like a song that is distant.  This song causes drowsiness and stupor in a large area in front of the Gloomwing, and can put a normal person to sleep in very short order.  Sleeping victims are then sung to as the Gloomwing flits over them in a complex pattern like a dance to put the victim into a very deep sleep  Then the Gloomwing hovers over them and causes deep, horrific nightmares that can have a very long demoralizing effect.  
 
After a few minutes of this (draining at most 20 presence), it slowly flies away to digest the fear it drank off the victim.  The victim will re,main asleep a very long time even after the Gloomwing has left, and some predators take advantage of this fact.
 
Campaign Use:  Gloomwings make for an odd, unusual sort of encounter, something off beat to make an otherwise ordinary trip interesting or at least memorable.  Gloomwings are spooky by design, and are useful for haunted forests and the like, especially if properly set up by the stories of locals.
 
Gloomwings have d3 ounces of wing dust worth 1d6 silver each ounce to alchemists.
 
Appearance: A Gloomwing is an enormous moth, body four feet in length and wings 10 feet across.  They are black and gray with no mouth whatsoever and glossy black compound eyes.  Their wings have a skull-like pattern on the top and bottom.

 

2ypkgmc.jpg

Link to comment
Share on other sites

Today's offering is the Huntmate.  This is an adaptation of an old monster in Dragon magazine from the early 80s by Lewis Pulsipher.

 

Huntmates
 
Val  Char  Cost
 17   STR     7
 17   DEX    14
 15   CON    5
 10   BODY  0
 10   INT      0
 13   EGO   3
 10   PRE    0
  6    PD      4
  4    ED      2
  4    SPD   22
  6    REC    2
 30   END    2
 26   STN    3
 
16m RUN   4
6m   SWIM 1
6m   LEAP 1
Characteristics Cost: 93
 
Cost Power
  8     Tireless: Reduced Endurance (0 END; +1/2) (8 Active Points) applied to Running
  7     Batchmate Bond: Mind Link , Specific Group of Minds (10 Active Points); Limited Class Of Minds Only with Batchmates (-1/2)
  5     Heat Vision: Infrared Perception (Sight Group)
  6     Self Contained: Life Support  (Eating: Character does not eat; Sleeping: Character does not sleep)
 15    Firm Grip: Clinging (32 STR)
  6     Keen Senses: +2 PER with all Sense Groups
 12    Batch Empathy: Aid  STR, DEX, CON, BOD, PD, ED, SPD, STN 1d6, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Full Phase to reset; When a batchmate dies; +1/4), x4 maximum effect (+1/2), Delayed Return Rate (points return at the rate of 5 per Month; +2 3/4), Expanded Effect (x8 Characteristics or Powers simultaneously) (+3 1/2) (48 Active Points); No Conscious Control (-2), Only to Aid Self (-1)
  2    Strong Will: Mental Defense (5 points total)
Powers Cost: 61
 
Cost Skill
  3     Concealment 11-
 10    Defense Maneuver I-IV 
  3     Riding 12-
  3     Stealth 12-
 11    Tracking 15-
  6     WF:  Common Melee Weapons, Common Missile Weapons, Elven Weapons
Skills Cost: 36
 
Total Character Cost: 191
 
Pts.  Complications
 25    Psychological Complication:  Hunt down target without remorse or rest (Very Common; Total)
 20    Physical Complication:  Very Short Lifespan (Infrequently; Fully Impairing)
 20    Physical Complication:  No Free Will (Frequently, Greatly)
Disadvantage Points: 65

 

 

Ecology: Huntmates are odd plant constructs that Perelen create for their vengeance.  They are brewed with special herbs and materials, slowly grown in a pot over days with magical effort until up to four of the Huntmates are formed.  
 
A Huntsman will live for only ten days at most before dissolving into green goo.  The process for making Huntmates is a very closely guarded secret that few Perelen are even aware of today.
 
Personality/Motivation:  Huntmates are self aware and intelligent, but are created to and for a specific purpose.  This purpose is all they live for, and as such they have little personality and only a single motivation: track down and kill the target.
 
Powers/Tactics: Huntmates use what weapons, armor, and other gear they are given by the ones who brewed them up.  They are fairly capable in combat, but have other special abilities to help them hunt down their prey.
 
All Huntmates can run endlessly, without the need for sleep or food.  They run very swiftly and can track with incredible skill, and can see in any darkness.  They can cling to their weapons with inhuman strength, preventing disarming, as well as allowing them the ability to climb into areas that might otherwse seem inaccessible.  Huntmates also share a mental link with the ones that were created the same time, their “batchmates.” 
 
When one of these batchmates is killed, the remaining Huntmates gain a portion of their power, becoming stronger and faster and more deadly.  Each time one of the batch dies, the rest of the batch gains in many combat stats, increasing by as much as 18 total points (a maximum of 35 STR, 26 DEX. 33 CON, 28 Body, 24 PD, 22 ED, 62 Stun, and 6 Speed; although the average is about nine character points less each stat).  The final Huntsmate from a batch can be very dangerous to face.
 
Typically Huntmates are armed with bows, spears, daggers, and light armor such as fenen, leather, or cloth.  Many will have small shields as well.  They sometimes will be mounted on creatures provided by the elves, such as elk, horses, or other local creatures.
 
Campaign Use:  These are very rare creatures, and will only be seen as agents of revenge or assassination by Perelen forces.  Although it is rumored that some might have learned the recipe and ritual to create these from ancient lost elven libraries, that would be an extreme exception.  They make for a decent adventure for a lower end group, although more than one batch can be cooked up to hunt characters for a greater challenge.
 
Appearance: Huntmates look like very smooth and almost unfinished elves, like a statue rather than the real thing.  Their skin and hair are green, and they will be dressed in whatever the ones who created them gave them to wear.

 

nb6joh.jpg

Link to comment
Share on other sites

They beat the tar out of a group I put them up against.  The point total is deceiving, because of how nasty those last couple become.  The first is not so bad, but after that, it starts becoming a horror movie as the PCs are hunted down by ever stronger enemies.  They were originally called "Huntsmen" and were in Dragon Magazine 40 back in 1980.  One of my all time favorite covers, too:

 

10291078_870715469612841_333636434647970

Link to comment
Share on other sites

Today's monster is the Ihl Beast, a conversion of a D&D monster given a twist.

 

Ihl Beast
 
Val  Char Cost
 15  STR     5
 14  DEX     8
 23  CON   13
 12  BODY  2
 13  INT      3
 23  EGO  13
 20  PRE   10
 10  PD      8
 10  ED      8
  5   SPD  30
 12  REC   8
 60  END   8
 34  STN   7
 
12m RUN   0
4m   SWIM 0
4m   LEAP 0
Characteristics Cost: 173
 
Cost Power
  5     Resist Damage: Damage Negation (-1 DCs Physical)
 13    Resist Damage: Damage Negation (-2 DCs Physical, -2 DCs Energy) (20 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 10    Resist Damage: Physical Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 10    Resist Damage: Energy Damage Reduction, Resistant, 25% (15 Active Points); Limited Power Only vs non-magical attacks (-1/2)
  6     Tough: Resistant Protection (2 PD/2 ED)
 20   Iron Will: Mental Defense (20 points total) (Base MD), Hardened (+1/4) (20 Active Points)
 25    Leg Claws: Killing Attack - Hand-To-Hand 1d6+1 (2d6 w/STR), Armor Piercing (+1/4) (25 Active Points)
 90    Brain Blast: Mental Blast 4d6, Reduced Endurance (1/2 END; +1/4), Does BODY (+1) (90 Active Points)
 10    Insanity: Minor Transform 2d6 (Target into Target with Physical Lim: insane, Dispel or time), Improved Results Group (Same target with changed mind set; +1/4) (12 Active Points); Linked (Resist Damage; -1/4)
 15    Vertigo: Drain DEX 1d6, Damage Over Time, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every three Segments, +1 3/4) (27 Active Points); Attack Versus Alternate Defense (MD; -1/2), Limited Power No effect on targets with bump of direction or superior balance abilities (-1/4)
 32    Sense Surroundings: Spatial Awareness (Unusual Group)
Powers Cost: 236
 
Cost Skill
6 +3 OCV with multiple attack involving legs
Skills Cost: 6
 
Total Character Cost: 415
 
Pts.  Complication
 20   Physical Complication:  Blind (Frequently; Greatly Impairing)
 10   Physical Complication:  Small (Infrequently; Slightly Impairing)
Complication Points: 30
Base Points: 200
 
Ecology: Ihl Beasts are found only in the underdeeps far beneath the surface of the ground.  These creatures eat mental energy and blood, using their powers to hunt living victims - the smarter the better.  They breed asexually, the brain opening in the middle to reveal a smaller brain that runs free to kill on it’s own.  This can happen only after the Ihl Beast has eaten enough psychic energy from intelligent creatures.
 
Personality/Motivation:  Ihl Beasts are cruel, vicious creatures that hunt for the sheer delight for killing.  Otherwise they are typical animals in motivation.
 
Powers/Tactics: Ihl Beasts are powerful psychic creatures, with a mental attack so powerful they can cause permanent insanity.   This insanity manifests its self as paranoia and suspicion to the point of violence and attacking friends.  This should be treated as a physical complication (infrequently, greatly) and thus requires an additional 4 body worth of transformation to take effect.
 
The Brain Blast from an Ihl Beast is so lethal it does permanent physical damage, causing bleeding from the head, and if it chooses it can even use it’s mental powers to cause lasting vertigo.  Ihl Beasts can attack with their spider legs, but will only do so if their mental attacks are failing to take effect.  Each leg is tipped with a razor sharp chitin spike that can pierce armor easily.
 
The Ihl Beast is so magically protected and alien that it is very difficult to get a solid attack on them.  Normal weapons do very little damage to the creature, but even magical attacks are reduced in effect.
 
In combat, an Ihl Beast will usually stand its ground and ignore most attacks, as they will do minimal damage (or none at all in the case of many non-magical assaults). 
 
Campaign Use:  Ihl Beasts are a very dangerous high level encounter for the dark secret caveways and caverns of the underdeeps.  They can be domesticated by the Dvergar and used as pets, but rarely as they are incredibly dangerous and somewhat unstable.
 
Appearance: The Ihl Beast looks very much like a huge brain on eight spider’s legs.  The coloration is grayish pink, with gray or black hairless spider legs.  The Beast is around three feet in length but weigh around 170 pounds.
 
rm2mmu.jpg
Link to comment
Share on other sites

"Ihl Beasts are found only in the underdeeps far beneath the surface of the ground...." " Ihl Beasts are powerful psychic creatures, with a mental attack so powerful they can cause permanent insanity.   This insanity manifests its self as paranoia and suspicion to the point of violence and attacking friends."

So... they were designed to explain Drow society?

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...