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Something for Halloween coming up.  The Jack-o-Lantern, an evil pumpkin demon.

 

Jack-o-Lantern
 
Val  Char  Cost
 23   STR    13
 17   DEX    14
 15   CON    5
 12   BODY  2
 10   INT      0
 17   EGO   7
 18   PRE    8
5/18 PD      3
5/18 ED      3
  4    SPD  20
  8    REC   4
 30   END   2
 32   STN   6
 
12m RUN 0
4m SWIM 0
1m LEAP -1
Characteristics Cost: 144
 
Cost Power
  7     Mental Defense (10 points total) (Base MD)
  6     Vines: Stretching 6m
  9     Tough: Resistant Protection (3 PD/3 ED)
 20     Magical: Resistant Protection (10 PD/10 ED) (30 Active Points); Limited Power Only vs non-magical attacks (-1/2)
 20     Resist Magic: Damage Negation (-3 DCs Physical, -3 DCs Energy) (30 Active Points); Limited Power Only vs magic (-1/2)
 12     Resist Magic: Damage Negation (-3 DCs Mental) (15 Active Points); Limited Power Only vs magic (-1/4)
 29     Shadowstep: Teleportation 14m, x8 Increased Mass
 40    Demonic: Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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)
 22     Magical: Absorption 10 BODY  (any magical effect, Body), Any one magical effect (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1) (22 Active Points)
 25     Mind Speech: Telepathy 5d6
  8     Vine Lash: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/4)
 20    Cripple: Drain STR 3d6 (30 Active Points); Limited Power Only for strength using weapons (-1/2)
 19    Fear: Entangle 1d6, 2 PD/2 ED, Alternate Combat Value (uses OMCV against DMCV; +1/4), Works Against EGO, Not STR (+1/4), Takes no damage from attacks (1m = 1 km; +1),  (-1/4) (34 Active Points); Mental Defense Adds To EGO (-1/2), Limited Power Half effect if used again on same target (-1/4)
 25    Vines: Entangle 2d6, 3 PD/3 ED
 36    Possess: Mind Control 9d6 (45 Active Points); Single Effect "attack allies", telepathic (-1/4)
 29    Flames: Blast 7d6, Area Of Effect (6m Cone; +1/4) (44 Active Points); No Range (-1/2)
Powers Cost: 327
 
Total Character Cost: 471
 
Pts. Complication
 10   Physical Complication:  Small (Infrequently; Slightly Impairing)
 15   Susceptibility:  Holy Locations 1d6 damage per Phase (Uncommon)
 10   Vulnerability:  2 x Effect Presence Attacks by Holy Men (Uncommon)
 10   Vulnerability:  1 1/2 x STUN Holy Attacks (Common)
 10   Vulnerability:  1 1/2 x BODY Holy Attacks (Common)
 10   Vulnerability:  1 1/2 x Effect Holy Attacks (Common)
Complication Points: 65
 
Ecology: Jack-o-Lanterns are sinister creatures formed by a demonic possession of a large gourd or pumpkin.  They tend to form around All Soul’s Day in which the first appearance of the demons is commemorated by the temples and the barriers between hell and Jolrhos weaken.  Jacks can also form when a series of evil acts are perpetrated near the plants, especially demon summoning and contacts.  They terrorize and torment the nearby area until destroyed.
 
Personality/Motivation: Jack-o-Lanterns are demonic, and as such evil to their hollow candle-lit core.  They delight in causing terror, misery, and pain.
 
Powers/Tactics: These demonic plants have various evil powers that they use to attack foes.  A Jack-o-Lantern can attack with it’s vines or breathe a gout of fire in the area in front of them, and can tear at a limb causing crippling pain that prevents wielding weapons properly.  The creature can also read minds, and attack them with wracking terror so potent it freezes the victim in place.   Jacks are even able to wrap up targets with vines, detaching the part and growing a new one. 
 
Jack-o-Lanterns are able to step between shadows and move very long distances, and are so resistant to magic that they actually are healed by spells cast against them.  Lastly, Jack-o-Lanterns are able to possess a weak-willed target and turn it against its friends, temporarily.  With their ability to read minds, the Jack will find the weakest foe if possible.
 
Campaign Use: Jack-o-Lanterns often act as an early warning of evil activity, letting people know where that wicked demonologist is doing his deeds.  On the other hand, they also can act as a first line of defense, protecting the wicked fellow by showing up and protecting the land around him.  Jack Candles are magical, the wax useful to Alchemists who will pay 3d6 silver for each one.  These candles also will not go out, even underwater, but shed only the light of a candle.
 
Appearance: Jack-o-Lanterns are carved pumpkins or gourds, a candle in their hollow interior.  There is no lid cut out the top, and the candle does not tip over nor can it be blow out.  The interior of the Jack-o-Lantern glows even in bright light.  Attached to the top of the pumpkin are long vines that extend up to 20 feet.  

 

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And now a truly horrifying monster, the Kurse.  These are two foot long locust with evil intent.  They don't cost very many points and don't seem like much of a threat to a PC but normal locusts can utterly obliterate a nation's economy even in modern day.  So many will arrive they blot out the sun and are nearly impossible to keep out of houses, cars, etc.  It takes them a matter of hours to strip trees, crops, almost anything.

 

Now imagine them being bigger than a cat, swarming by the tens of thousands.

 

Kurse
 
Val Char Cost
  8   STR   -2
 14  DEX    8
  7   CON  -3
  5   BOD  -5
  3   INT    -7
  3   EGO -7
 10  PRE   0
  3   PD     1         rPD: 1
  2   ED     0         rED: 1
  3   SPD 10
  3   REC  -1
 20  END   0
 14  STN  -3
 
8m  RUN   -4
2m  SWIM -1
7m  LEAP   2
Characteristics Cost: 2
 
Cost Power
 15    Bite: Killing Attack - Hand-To-Hand 1/2d6 (1d6 w/STR), Penetrating (+1/2) (15 Active Points)
 12    Grip: Clinging (14 STR)
  5     Wings: Flight 8m (8 Active Points); Restrainable (-1/2)
  2     Chitin: (Total: 2 Active Cost, 2 Real Cost) Resistant (+1/2) (1 Active Points) applied to PD (Real Cost: 1) plus Resistant (+1/2) (1 Active Points) applied to ED (Real Cost: 1)
  2     Bug Eyes: Increased Arc Of Perception (240 Degrees) with Normal Sight
  3     Devour Crops: Major Transform 0 1/2d6 (Green and prosperous crops, dead creatures, and trees to dead, stripped, and chewed), Partial Transform (+1/2), Area Of Effect (10m Radius; +3/4) (11 Active Points); Extra Time (5 Minutes, -2), Concentration (1/2 DCV; -1/4), Limited Target (Plants, wood, and dead animals only; -1/4)
  7    Chew: Tunneling 2m through 6 PD material (14 Active Points); Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2)
Powers Cost: 46
 
Total Character Cost: 48
 
Pts. Complication
 10   Physical Complication:  Small (Infrequently; Slightly Impairing)
 20   Physical Complication:  Instictive Intelligence (Frequently; Greatly Impairing)
Complication Points: 30

 

Ecology: There is never an encounter with just one Kurse, they always move in swarms of hundreds.  These creatures descend on a plot of land and strip it totally bare to the ground in a matter of minutes, then move on.  Anything at all caught in the area will be attacked, plant or animal.
 
Personality/Motivation: Kurse think of little beyond simple hunger and desire to destroy.  Individually they are calmer, but in a swarm they work up to a frenzy of wanton rampage.
 
Powers/Tactics: Kurse attack by clinging to something and biting.  Like any Locust, they can chew through things very rapidly, but their size makes the Kurse far worse.  Able to chew their way through any wood and even soft stone, these creatures will level a farm and devour entire trees at a time.  Enough of them can make very short work of even cattle, bones and all.  Individually, the Kurse are not especially tough; a single sword stroke usually will take one out.  But in a swarm, the Kurse can be very deadly.
 
Campaign Use: Kurse are super locust, with all the threat and danger of the Locust multiplied by hundreds due to size and strength.  Because they are encountered only in very large numbers, these can be quite a challenge for even powerful characters and a horrendous blight on a large area of agriculture.  Kurse chitin is too small and weak to be used for armor, but their “tobacco” spit is a minor alchemical base.
 
Appearance: Kurse are giant locust, up to two feet in length and around 20 pounds in weight.  These gray-green horrors have black markings on their wings that somewhat resemble a skull when Unfolded and viewed from above.
 
 

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Today's monster: the Island Fish, or Leviathan.  I decided to go really big for this bad boy.  What was particularly fun for me was simulating the "swallow ships whole" bit so characters can live in his tummy and try to escape.  I did it with an extradimensional movement as an attack in a huge AE: get in ma belly.  The "leviathan belly" is left undefined, but can be pretty easily simulated: a very large area with occasional turbulence, possible other inhabitants that have been swallowed, and its up to the PCs to figure a way out.

 

This creature is so big that it can be landed on and thought of as an island, as it will sleep on the surface for months at a time, and some cruise slowly on the surface for years, growing vegegation and accumulating birds on their back.  Although they are not common, the oceans are very large and unknown to sailors.  How many are out there?  Who knows?  They are immune to pressure and need only surface occasionally, so some might live in the deepest crushing depths for weeks at a time.

 

Leviathan (Island Fish)
 
Val Char Cost
 80  STR   70
 13  DEX    6
 40  CON  30
 45  BOD  35
  6   INT    -4
  5   EGO  -5
 45  PRE  35
15/30 PD  13
15/30 ED  13
  3   SPD  10
 15  REC  11
 80  END  12
100 STN  40
 
0m   RUN   -12
24m SWIM 10
0m   LEAP  -2
Characteristics Cost: 279
 
Cost Power
  9     Strong Will: Mental Defense (10 points total) (Base MD)
 30    Vast: Knockback Resistance -30m
  5     Aquatic: Swimming 0m (24m total) (x4 Noncombat)
 45    Hide: Resistant Protection (15 PD/15 ED)
 15    Blubber: Physical Damage Reduction, Resistant, 25%
 15    Blubber: Energy Damage Reduction, Resistant, 25%
 40    Vast: Damage Negation (-4 DCs Physical, -4 DCs Energy)
 50    Bite: Killing Attack - Hand-To-Hand 2d6-1 (4d6+1 w/STR), Area Of Effect (30m Radius; +1) (50 Active Points) 
 12     Aquatic: Life Support  (Extended Breathing: 1 END per Week; Eat once a year; Longevity: 1600 Years; Safe in High Pressure)
  4     Keen Ears: +2 PER with Normal Hearing and Active Sonar
 15    Active Sonar (Hearing Group)
 15    Vast: Does Not Bleed
 10    Vast: No Hit Locations
 60    Vast: Area Of Effect (16m Radius; +3/4) (60 Active Points) applied to STR
 58    Swallow: Extra-Dimensional Movement (Single Dimension: Leviathan's belly), x32 Increased Weight, Usable As Attack (+1 1/4) (101 Active Points); Victims can escape (-1/2), Only targets smaller than 20m radius (-1/4)
Powers Cost: 380
 
Total Character Cost: 659
 
Pts. Complication
 10   Physical Complication:  Animal Intelligence (Infrequently; Slightly Impairing)
 10   Physical Complication:  No Fine Manipulation (Infrequently; Slightly Impairing)
 25   Physical Complication:  Vast (Very Frequently; Greatly Impairing)
Complication Points: 45
 
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Today's monster: the Mage Weaver.  A spider that is smarter than most and can cast "spells" rather than weave webs.  The "second sight" talent listed is like mental awareness; its an ability that allows people to see magic that is passive, like glyphs waiting to be triggered etc.

 

Mage Weaver
 
Val Char Cost
 30  STR   20
 17  DEX   14
 18  CON   8
 14  BOD   4
  8   INT    -2
 15  EGO  5
 50  PRE  10
6/9  PD     4
8/13 ED     6
  4   SPD  20
  8   REC  4
 20  END  0
 32  STN  6
 
18m RUN    6
1m   SWIM -1
0m   LEAP -2
Characteristics Cost: 115
 
Cost Power
  6     Eight Legs: Knockback Resistance -6m
  5     Eight Legs: Extra Limbs  (4)
 12    Chitin: Resistant Protection (3 PD/5 ED)
  5     Deep Sight: Infrared Perception (Sight Group)
  5     Many Eyes: Increased Arc Of Perception (240 Degrees) with Sight Group
 10    Climbing: Clinging (normal STR)
 
 20    Magic: Multipower, 30-point reserve,  (30 Active Points); all slots Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     2) Shift Step: Teleportation 12m, Position Shift, Safe Blind Teleport (+1/4), Invisible Power Effects (Invisible to Hearing; +1/2) (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     3) Psychic Stab: Mental Blast 3d6 (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     4) Bands of Mana: Entangle 3d6, 3 PD/3 ED (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     5) Sleep: Drain STUN 3d6 (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     6) Blind: Sight Group Flash 6d6 (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     7) Lightning Blast: Blast 6d6 (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     8) Ice Shard: Killing Attack - Ranged 2d6 (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f     9) Mists of Dreaming: Blast 3d6+1, Area Of Effect (4m Radius; +1/4), Attack Versus Alternate Defense (Mental Defense; All Or Nothing; +1/2) (30 Active Points); Short Range 16m (-1/4), Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 2f    10) Envenom: Drain BODY 1d6, Delayed Return Rate (points return at the rate of 5 per 6 Hours; +2) (30 Active Points); Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 1f    11) Disarm: Telekinesis (20 STR) (30 Active Points); Only to disarm targets (-1), Instant (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
 1f    12) Terror: +30 PRE (30 Active Points); Offense Only (-1/2), Instant (-1/2), Gestures (-1/4), Extra Time (Delayed Phase, -1/4)
Powers Cost: 83
 
Cost Skill
  6     +2 OCV with Multipower
Skills Cost: 6
 
Cost Talent
  3     Second Sight
Talents Cost: 3
 
Total Character Cost: 207
 
Pts. Complication
 10   Physical Complication:  Large (Infrequently; Slightly Impairing)
 10   Physical Complication:  Near Human Intelligence (Infrequently; Slightly Impairing)
Complication Points: 20
Base Points: 207
 
Ecology: Mage Weavers are rare outside of Lengoth-Ytame, but some have been encountered in Morien after the brief war fifty years ago.  These spiders tend to dwell in ruins and caves, lurking just outside the light to catch food.
 
Personality/Motivation: For a Spider, Mage Weavers are rather bright, almost as smart as a human.  However, they are still animals and have typical animal motivations such as food and shelter.  Mage Weavers also seem fascinated by magical items, and will collect them if they find any.
 
Powers/Tactics: Mage Weavers can bite like any other Giant Spider, but tend to reserve that for desperation or to feed.  Mage Weavers have no venom or web.  Instead, the Mage Weaver will rely on it’s spell-like abilities to defeat foes or defend its self.  
 
Mage Weavers are able to create a variety of magical effects, each one by waving its front legs over its head, creating a different glowing glyph in the air above it then a spell-like effect on the target.  This can take several effects, chosen based on the type of target faced.  
 
For a warrior, the Mage Weaver will usually select Blind or Disarm.  For a caster the Mage Weaver prefers Blind or Webtrap, and it will use Terror and a presence attack to frighten off great numbers.  Sleep is used to capture prey combined with Webtrap for later feeding.  Venom is used on helpless foes in the webbing to eliminate them in a fight.  
 
Mage Weavers have Second Sight, which allows them to see spells that are in effect but have no visible effect or most spells bought with invisibility on them (most are bought invisible to sight and hearing only).
 
If desired, the GM may roll 2d6 for what spell is cast at any given time from the Multipower rather than choose randomly.
 
Campaign Use: Mage Weavers are a more exotic encounter, a foreign creature with unusual abilities that can make a spider encounter more interesting.  Mage Weavers have no webbing, the entangle they can conjure is magical and vanishes when destroyed or the spider dies. These creatures have no venom, but their brain is useful to alchemists who will pay 3d6 silver each spider’s brain.
 
Appearance: Mage Weavers are gigantic spiders, up to nine feet in body length.  They are a very bright and distinctive purple and red color with black and red banded legs, almost totally hairless overall and very similar to tarantulas in body shape.  Their eyes are also distinctive, three sets of deep purple pairs for a total of six.

 

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N is for the Noose.  In this case a strange creature that floats around and drains blood from creatures, encircling a limb.  They mostly hunt animals that can't really fight back on a collar but it will pick off smaller pets and guards as well.

 

Noose
 
Val Char Cost
  7   STR   -3       Weight: 70kg; Damage 1 1/2d6
 15  DEX   10
 13  CON   3
  8   BOD   -2
  6   INT     -4       Perception Roll 14-
 10  EGO   0
 10  PRE    0       Presence Attack 2d6
  3   PD      0
  3   ED      1
  4   SPD   20
  6   REC    2
 25  END    1
 18  STN   -1
 
OCV: 6
DCV: 4
OMCV: 3
DMCV: 4
 
2m RUN   -10
1m SWIM -1
1m LEAP -1
Characteristics Cost: 34
 
Cost Power
 30    Hover: Flight 15m, Reduced Endurance (0 END; +1/2), Invisible Power Effects (Invisible to Hearing; +1/2) (30 Active Points)
  3     Tough: Resistant Protection (1 PD/1 ED)
  9     Keen Senses: +3 PER with all Sense Groups
  5     Heat Vision: Infrared Perception (Sight Group)
 37    Sense Movement: Spatial Awareness (Unusual Group), Increased Arc Of Perception (360 Degrees)
  9     Grip: Clinging (16 STR) (13 Active Points); Only while draining blood (-1/2)
 12    Bite: Killing Attack - Hand-To-Hand 1d6-1 (1d6 w/STR), Armor Piercing (+1/4) (12 Active Points)
 39    Blood Drain: Killing Attack - Ranged 1d6, Reduced Endurance (1/2 END; +1/4), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1) (49 Active Points); Can only deal 10 body total (-1/4)
Powers Cost: 144
 
Total Character Cost: 178
 
Pts. Complication
 15   Physical Complication: Tiny (Frequently; Slightly Impairing)
 15   Physical Complication: Animal Intelligence (Frequently; Slightly Impairing)
 20   Physical Complication: No Manipulation (Frequently; Greatly Impairing)
Complication Points: 50
 
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Today's monster is an Olive Polyp.  This creature is one of several polyps in the Bestiary, fungoid creatures with various unusual abilities.  Immobile and nearly mindless, they react to nearby creatures and being disturbed in a variety of ways.  The Olive Polyp fires a cloud of hallucinogenic spores when disturbed, spores which have a random effect on the targets (usually fear, confusion, dizziness, sleepiness, or excessive joy and dancing for example).

 

Olive Polyp

 

Val Char Cost

  0  STR   -10

 13 DEX     6

 12 CON    2

  7  BOD   -3

  2  INT     -8

  5  EGO  -5

 10 PRE    0

  6  PD      1

  9  ED      2

  3  SPD   10

  5  REC    1

 40 END    4

 16 STN   -2

 

OCV:    4

DCV:    2

OMCV: 2

DMCV: 4

 

0m RUN   -12

0m SWIM -2

0m LEAP -2

Characteristics Cost: -18

 

Cost Power

  5     Plant Mind: Mental Defense (6 points total) (Base MD)

  2     Mana (30) (2 Active Points)

 12    Tough: Resistant Protection (3 PD/5 ED)

 15    Tough: Physical Damage Reduction, Resistant, 25%

 15    Tough: Energy Damage Reduction, Resistant, 25%

 15    Plant: Life Support  (Immunity: All terrestrial poisons; Self-Contained Breathing)

 34    Sense Movement: Spatial Awareness (Unusual Group), +2 to PER Roll

  4     Keen Senses: +2 PER with Smell/Taste Group

  5     Keen Senses: Discriminatory with Normal Smell

 27    Hallucenogenic Spores: Mind Control 10d6, Area Of Effect (20m Radius Explosion; +1/2) (75 Active Points); No Conscious Control (Only Effects cannot be controlled; -1), No Range (-1/2), 12 Charges (-1/4)

Powers Cost: 134

 

Total Character Cost: 116

 

Pts. Complication

 25   Physical Complication:  Immobile (Very Frequently; Greatly Impairing)

 20   Physical Complication:  Blind and Deaf (Frequently; Greatly Impairing)

 20   Physical Complication:  Instinctive Intelligence (Frequently; Greatly Impairing)

 20   Physical Complication:  No Manipulation (Frequently; Greatly Impairing)

Complication Points: 85

 

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Today's offering, a Pooka.  Now, whenever I bring this up, at least one person yells "that's not a Púca!" and throws rocks at me, but this is what they're like in my fantasy setting, not Gaelic Hero.  Write your own sourcebook if you want it to be more like the original source material! :)  This Pooka is based on an interesting build in Dragon Magazine called a Calygraunt (or feystag).  I think it showed up in the Forgotten Realms eventually as well.

 

Edit: oops, forgot the text info!

 

Pooka

 

Val Char Cost

  9  STR     -1

 17 DEX    14

 13 CON    3

  9  BOD    -1

 18 INT      8

 14 EGO   4

 15 PRE    5

  6  PD      2

  4  ED      3

  5  SPD   30

  6  REC    2

 30 END    2

 26 STN    3

 35 MAN   3

 

OCV     6

DCV     8

OMCV  4

DMCV  5

 

16m RUN   4

  4m SWIM 0

10m LEAP 3

Characteristics Cost: 133

 

Cost Power

  7     Magical: Mental Defense (10 points total) (Base MD)

  9     Tough Fur: Resistant Protection (2 PD/4 ED)

 17    Magic Resistant: Damage Negation (-1 DCs Physical, -1 DCs Energy, -1 DCs Mental), -1 DCs Adjustment, -1 DCs Flash (25 Active Points); Only vs magic (-1/2)

  6     Magic Resistant: Resistant Protection (3 PD/3 ED) (9 Active Points); Only vs magic (-1/2)

  3     Hearing Group Flash Defense (5 points) (5 Active Points); Only vs magic (-1/2)

  3     Magic Resistance: Power Defense (5 points) (5 Active Points); Only vs magic (-1/2)

 10    Warp: Teleportation 10m

  6     Keen Senses: +2 PER with all Sense Groups

 10    True Sight: Partially Penetrative blocked by solid objects with Sight Group

 12    Kick: Hand-To-Hand Attack +3d6 (15 Active Points); Hand-To-Hand Attack (-1/4)

 36    Sense Enchantment: Detect Magic 15-/13- (Unusual Group), Discriminatory, Penetrative blocked by magical images and barriers, Range, Sense, Targeting

  7     Eat Magic: Absorption 10 BODY  (energy) (10 Active Points); Only vs magic (-1/2)

  7     Eat Magic: Absorption 10 BODY  (physical) (10 Active Points); Only vs magic (-1/2)

 10    Manipulate Magic: Stretching 10m, Does Not Cross Intervening Space (+1/4), Invisible Power Effects (Invisible to sight and sound; +1) (22 Active Points); Only to control magic items (-1), no Noncombat Stretching (-1/4)

Powers Cost: 143

 

Cost Skill

  3     Concealment 13-

  3     Power 13-

  3     KS: Magic Items 13-

  3     Stealth 12-

  3     Shadowing 13-

  3     Sleight Of Hand 12-

Skills Cost: 18

 

Total Character Cost: 294

 

Pts. Complication

 20 Psychological Complication:  Fascinated by magical items, desires them (Very Common; Strong)

 15 Psychological Complication:  Shy, hates crowds and noise (Common; Strong)

 10 Physical Complication:  Small (Infrequently; Slightly Impairing)

Complication Points: 45

 


Ecology: The Pooka is a fae creature that lives in forests, but for a faerie it will dwell close to mankind and civilization.  Pooka eat mistletoe and flowers, and seek out magical items of any power and use, cursed or valueless, powerful or cheap.  

 

The Pooka is a shy, secretive creature but it’s overwhelming desire for magic items and curiosity regarding them can make a Pooka reveal its self.  Unlike most fae, the Pooka is not immortal, and it breeds occasionally, but forms no long relationships and the father does not look after the children.

 

Personality/Motivation:  Pooka are usually benevolent and for a fae fairly stable and non-frivolous.  They are, however, compulsively fascinated with magical items and will go out of their way, even into danger, to look at, use, and take one.  Some are quite mischievous, however.

 

Pooka are curious in general and inquisitive, but quite shy.  Even the lure of magical items will not call one into a city, although at night it might creep into a village.

 

Powers/Tactics: Pooka are magical little creatures, and they show this in various ways.  They are highly resistant to magic, and even absorb magical energy.  Pooka can vanish and appear somewhere else, adding a great deal to their ability to escape.  

 

But their most amazing ability is that they can control magic items that other people own and have from a distance.  Pookas even use this ability to their benefit by placing attack items around at strategic places and triggering them when they need.

 

Campaign Use: Pooka make for an odd encounter, as usually they really don’t mean ill and will give back things they have stolen if they are caught.  But players may not realize or understand this, and the Pooka might have to fight for it’s life.  Pooka don’t speak any language but Elin, but they tend to be experts on magic items, what they do, and how to use them.

 

Appearance: A Pooka looks like a cross between a little man and a rabbit, with deer antlers thrown in for good measure.  They have a tiny deer tail and long rabbit ears, and are covered with brown or white fur, depending on the local climate.  Pooka stand at most three feet tall.


 

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Given that no-one has ever seen a real pooka, and that the word has been tacked onto a bunch of different fantasy constructs (and the oldest folkloric material is incomplete, inconsistent and vague), I think you are safe in treating any claims that it's not a real pooka, with the contempt they deserve. 

 

Roleplayers like to put things into clear classes and boxes and then differentiate those boxes based on hair-splittingly tiny differences into game categories as though they were real things. I've had discussions in the past on "real trolls" and "real elves", which is pretty sad just by itself, but this also spills over into arguments about real life items. Polearms are a good example. Is there really a difference between a glaive and a glaive-guisarme? What about a glaive-guisarme-voulge-glaive? :) In reality, there's a wide variation of "heavy blade on a stick" all of which shade into each other and the hair-splitting comes from victorian cataloguers aided and abetted by Gary Gygax. Is a Flamberge a 2-handed sword with a wiggly blade or a light one-handed fencing sword? In reality, of course, it was both. It does not pay to be too dogmatic about these things!

 

cheers, Mark

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This next monster I created mostly as a way of simulating that roving eye that the mages on the human side in Warcraft can summon to spy on areas.  I wanted to come up with a specific, tangible creature with stats rather than a clairvoyance physical manifestation, because that way the creature can act on its own and move freely.  Questing Eyes only exist when conjured by a mage; they are created by the magic from spirits and matter, and dissipate when the spell ends.

 

Questing Eye
 
Val Char Cost
  1   STR   -9
 18  DEX   16
  5   CON   -5
  3   BOD   -7
 14  INT      4
 14  EGO   4
 10  PRE    0
  1   PD     -1
  1   ED     -1
  6   SPD  40
  2   REC  -2
 40  END   4
 10  STN  -5
 
OCV: 3
DCV: 8
OMCV: 3
DMCV: 5
 
0m RUN   -12
4m SWIM   0
0m LEAP  -2
Characteristics Cost: 55
 
Cost Power
  2     Strong Will: Mental Defense (5 points total) (Base MD)
  1     Mana (25) (1 Active Points)
 17    Wings: Flight 16m, x4 Noncombat, Usable as Swimming (+1/4) (26 Active Points); Restrainable (-1/2)
  5     Heat Sight: Infrared Perception (Sight Group)
  5     Cool Sight: Ultraviolet Perception (Sight Group)
 15    Mystic Sense: Penetrative blocked by magical barriers and constructs with Hearing Group
  4     Keen Sight: +2 PER with Sight Group
  5     Keen Sight: Rapid ( x10) with Sight Group
  3     Rapport: Mind Link , Any summoner (10 Active Points); Feedback STUN and BODY (-2)
 20    Hide: Invisibility to Sight Group , No Fringe (30 Active Points); Costs END To Maintain (Full END Cost; -1/2)
Powers Cost: 77
 
Cost Skill
  5     Concealment 13-
Skills Cost: 5
 
Total Character Cost: 137
 
Pts. Complication
 20   Physical Complication:  No Manipulation (Frequently; Greatly Impairing)
 10   Physical Complication:  Diminutive (Infrequently; Slightly Impairing)
  5    Vulnerability:  1 1/2 x Effect Knockback (Uncommon)
Complication Points: 35

 

Personality/Motivation:  The Questing Eye has little motivation other than obeying its summoner and is only seen when summoned by a spell.  No Questing Eyes exist unless created by a spell, and as such they have no life cycle, no diet, and no mating habits or habitat.

 
Powers/Tactics: Questing Eyes are non-combatants; if they ever are engaged in combat, it will be simply a matter of running away and hoping their DCV saves them to serve further.  Questing Eyes have no offensive ability, they are simply spies.  To this end, the eye is a very potent tool.
 
Able to see in any darkness and move with incredible swiftness, the Questing Eye can slip into an enemy camp and send the images and sounds it hears back to it’s master as long as it is alive and continues to serve him.  The Questing Eye can even turn invisible briefly to enter an area to scout around.
 
Campaign Use: These are exclusively magical constructs to spy out remote areas.  They have a range only limited by the length of service they have been compelled into, and fly so swiftly that this can extend miles.  Seeing one of these is a sure sign that some caster is keeping an eye on you.  Literally.
 
Appearance: Questing Eyes look like a large disembodied eyeball, complete with remnants of the optic nerve.  Four insect wings sprout from the base of the eyeball, allowing it to fly.  The eye is about a foot across and weighs a few pounds.
 
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And now, a classic.  I wanted to have these critters in my game, but not as clones of the old D&D monster.  It always cracked me up that these things terrified players more than even a horrendous lethal monster like a dracolich.  You can always get a res, but if your +3 sword of whupass got destroyed, its just gone!  My version is based on a crab, and it is comfortable in water as well as land.

 

I like creatures of this sort, they give the GM a way of handling too much gear and giving players something to watch out for (and find ways to defeat differently).

 

Rust Beast

 

Val Char Cost

 20  STR  10

 13  DEX   6

 17  CON  7

 12  BOD  2

  6   INT   -4

 10  EGO  0

 18  PRE   8

 17  PD     8

 11  ED     4

  3   SPD 10

  7   REC  3

 35  END  3

 32  STN  6

 

OCV: 5

DCV: 4

OMCV: 3

DMCV: 3

 

10m RUN   -2

 6m  SWIM  1

 0m  LEAP -2

Characteristics Cost: 75

 

Cost Power

  6     Low, Dense Body: Knockback Resistance -6m

 18    Dense Body: Resistant Protection (7 PD/5 ED)

  4     Rust Effect: Resistant Protection (4 PD) (6 Active Points); Only vs weapons that can rust (-1/2)

 16    Sense Metal: Detect Metal 11-/10- (Unusual Group), Discriminatory, Range, Sense

  5     Heat Sight: Infrared Perception (Sight Group)

  3     Keen Senses: +1 PER with all Sense Groups

  6     Aquatic: Life Support  (Breathe Water; Safe in High Pressure)

  8     Digger: Tunneling 4m through 4 PD material (12 Active Points); Extra Time (Full Phase, -1/2)

 10    Bite: Killing Attack - Ranged 1/2d6

 18    Rust Touch: Drain BODY 3d6, Reduced Endurance (1/2 END; +1/4) (37 Active Points); Only vs ferrous metal (-1/2), No Range (-1/2)

 20    Rust Form: Drain BODY 2d6, Damage Shield (+1/4), Persistent (+1/4), Constant (+1/2), Reduced Endurance (0 END; +1/2) (50 Active Points); Only vs ferrous metal (-1/2), No Range (-1/2), Always On (-1/2)

Powers Cost: 114

 

Pts Skills

4 Combat Skill Levels: +2 OCV to hit foci with Rust Touch

Skills Cost: 4

 

Total Character Cost: 193

 

Pts. Complication

15 Physical Complication:  Animal Intelligence (Frequently; Slightly Impairing)

10 Physical Complication:  No Fine Manipulation (Infrequently; Slightly Impairing)

10 Negative Reputation:  Hated, Frequently (Extreme;  Known Only To A Small Group)

Complication Points: 35

 


Ecology: Rust Beasts are crablike creatures that dwell primarily underground and in caves. They can be found rarely in ruins and other dark, lost places, but only near water of some sort.  Rust Beasts lay clutches of dozens of eggs that are encased in a metallic shell, then forget them.  The young that hatch eat their way through the metal and consume it as their first meal, then face life alone.

 

Personality/Motivation: Rust Beasts are animals and have typical animal motivations.  They do seem unusually attracted to metals and lust after them even to a self destructive degree.

 

Powers/Tactics: Rust Beasts attack by tapping a piece of metal with a long antennae-like appendage.  This causes instantaneous rusting in the immediate area, sufficient to utterly destroy some items.  Each time an item is touched, it rusts more until it is corroded so completely it falls to pieces and is devoured happily by the Rust Beast.  Rust Beasts are able to bite for a modest amount of damage as well, and will do that if cornered or frightened.

 

Rust Beasts tend to corrode any metal that comes into contact with them in any vigor, such as hitting them.  This can be damaging to weapons, especially over time.  Note, inanimate objects never recover drained Body, so they must be healed magically or repaired.  So the rusting damage that the Beasts do stays, weakening items permanently.  Rust Beasts are fairly durable, especially against the metals they can rust.

 

Campaign Use: Rust Beasts are a method of limiting equipment escalation and damaging gear requiring cost and time to repair.  However, they also are an excellent guardian for areas or items.  Players often seem unwilling to attack and are more frightened of this creature than something significantly more dangerous.

 

Rust Beast Chitin has a high level of metal in it and is 25%  heavier than normal but grants +1 rPD 

 

Appearance: A Rust Beast looks much like a very large horseshoe crab, over four feet across.  From the head extend two large antennae, and the whole thing is a brownish red rusty color.


 

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For today, we have the Spider Fern.  Just a nice bit of foliage you camp next to...

 

Spider Fern
 
Val Char Cost
  5   STR   -5
 14  DEX    8
 12  CON   2
  8   BOD  -2
  3   INT    -7
  5   EGO -5
 10  PRE   0
  6   PD     2     
  6   ED     2
  4   SPD  20
  5   REC   1
 30  END   2
 20  STN   0
 
OCV:    6
DCV:    6
OMCV: 2
DMCV: 2
 
15m RUN    3
  1m SWIM -1
  2m LEAP -1
Characteristics Cost: 43
 
Cost Power
  1     Mana (25) (1 Active Points)
  6     Tough: Resistant Protection (2 PD/2 ED)
 13    Climber: Clinging (14 STR)
  3     Keen Senses: +1 PER with all Sense Groups
 24    Heat Sense: Detect Heat 11-/10- (Unusual Group), Discriminatory, Range, Sense, Targeting
  5     Spidery: Extra Limbs  (10)
 22    Bite: Killing Attack - Hand-To-Hand 1d6, Penetrating (+1/2) (22 Active Points)
 22    Venom: Drain STUN 1d6, Delayed Return Rate (points return at the rate of 5 per Minute; +1), Damage Over Time, Target's defenses only apply once, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every three Segments, +2 1/2) (45 Active Points); No Range (-1/2), Only if bite does body damage (-1/4), Linked (Bite; -1/4)
 14    Blood Drain: Drain BODY 1d6, Armor Piercing (+1/4), Reduced Endurance (0 END; +1/2), Constant (+1/2), Delayed Return Rate (points return at the rate of 5 per Hour; +1 3/4) (40 Active Points); Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), No effect on does not bleed (-1/4)
  9     Blood Drain: Aid  Body and Stun 1d6, Maximum Effect x2 (+1/4), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Invisible Power Effects (Invisible to Sight and Hearing, effects of Power are Invisible to target; +1 1/2), Delayed Return Rate (points return at the rate of 5 per Hour; +1 3/4) (30 Active Points); Only to Aid Self (-1), Extra Time (Full Phase, -1/2), Linked (Blood Drain; -1/2), Only to equal of body drained (-1/4)
Powers Cost: 119
 
Cost Skill
  5     Concealment 11-
  5     Stealth 13-
Skills Cost: 10
 
Total Character Cost: 172
 
Pts. Complication
 15   Physical Complication:  Animal Intelligence (Frequently; Slightly Impairing)
 10   Physical Complication:  No Fine Manipulation (Infrequently; Slightly Impairing)
 10   Physical Complication:  Small (Infrequently; Slightly Impairing)
Complication Points: 35
Base Points: 172
 
Ecology: A Spider Fern is an animated plant that feeds on blood.  These plants are uncommon, but are most often found in hot climates and jungles, although they can be found in temperate forests in rare occasions.
 
These plants move by crawling about on their fern-like leaves, giving them a distinctly spider-like appearance, although the fern will have many more than eight “legs” to move on.
 
Personality/Motivation: Although smarter than an ordinary fern, Spider Ferns are no more than animals and have only basic motivations such as hunger and survival.
 
Powers/Tactics: The Spider Fern will usually wait for a victim in a place that is often visited and rested at, such as a shallow cave, a watering hole, or a place others have rested before.  Then it creeps out stealthily to a victim and drains blood from them.  This draining is painless and the victim will not notice the attack (and with its stealth, probably not the fern’s touch, either).
 
The Spider Fern will fight an opponent if it realizes the assault, and in doing so can poison a victim so powerfully it will render them unconscious.  The Fern will run away if it is attacked by several enemies, however, and will use its climbing ability to flee up cliffs and tall trees if it must.
 
Spider Ferns can sense heat and find victims through this, and are fairly tough, but not extraordinarily so.
 
Campaign Use: This creature can be useful in camps, with the watch not noticing the Spider Fern climb onto its back and drain blood away.  It will make the victim feel a bit dizzy and weak, but that might be marked up to being tired late at night.  The Fern will not drain more than its maximum Aid level of body (18), but is usually satisfied with 8 body (which could easily render the character unconscious in any case).
 
Spider Fern fronds are valuable to alchemists, who will pay d6 copper per frond.  A full grown Spider Fern will have 3d6+6 fronds.
 
Appearance: A Spider Fern looks like an ordinary bracken or fern of around four feet across.  It will have dozens of fern leaves and unless in motion will seem like any ordinary plant.  The ferns are a deep green with reddish color on the tips.
 
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Today's monster is the Terror.  Inspired by a Magic The Gathering card, this awful thing dwells in another dimension and reaches through to the mortal realms with its tentacles to attack.  I've only used it once and the players thought it was some kind of enchantment or effect of the area, not a real creature.  They didn't even fight back, they just ran.  It chased them a while but they went somewhere it didn't care to be.  

 

All they ever saw were tentacles reaching out of nowhere to bite at them then withdrawing, I don't think they realized they could hit the tentacles.  Its a simple enough creature but with some nasty combined abilities.

 

Terror
 
Val Char Cost
  5   STR   -5
 14  DEX    8
 13  CON   3
 11  BOD   1
 10 INT      0
 17  EGO   7
 20  PRE  10
  8   PD      4
  8   ED      4
  3   SPD  10
  8   REC   4
 35  END   3
 28  STN   4
 
OCV:    5
DCV:    5
OMCV: 4
DMCV: 6
 
12m RUN    0
  4m SWIM  0
  0m LEAP -2
Characteristics Cost: 83
 
Cost Power
  7    Mental Defense (10 points total) (Base MD)
  4    Mana (40) (4 Active Points)
 30   Bite: Killing Attack - Ranged 1d6, Transdimensional (Single Dimension; +1/2), Indirect (Source Point is the Character, path can change with every use; +1/2), Affects Desolidified Any form of Desolidification (+1/2), Penetrating (+1/2) (45 Active Points); No Range (-1/2)
 12   Withering Touch: Drain STR 1d6, Transdimensional (Single Dimension; +1/2), Indirect (Source Point is the Character, path can change with every use; +1/2), Affects Desolidified Any form of Desolidification (+1/2) (25 Active Points); Linked (Bite; -1/2), No Range (-1/2)
  3    Aetheric Reach: Transdimensional (Single Dimension; +1/2), Indirect (Source Point is the Character, path can change with every use; +1/2), Affects Desolidified Any form of Desolidification (+1/2) (7 Active Points); Requires A Roll (Ego roll; -1/2) applied to STR
 80   View Mortal Realm: Clairsentience (Sight Group), x8 Range (4,000m), Mobile Perception Point (can move up to 12m per Phase), Transdimensional (Single Dimension; +1/2), Reduced Endurance (0 END; +1/2) (80 Active Points)
  5    Heat Sight: Infrared Perception (Sight Group)
 14   Aetherstep: Teleportation 14m
 15   Alien: Life Support  (Immunity All terrestrial poisons; Immunity: All terrestrial diseases; Safe in Low Pressure/Vacuum; Sleeping: Character does not sleep)
  6   Tough Hide: Resistant Protection (2 PD/2 ED)
  5   Tentacles: Stretching 5m
  6   Aetheric: Power Defense (6 points)
Powers Cost: 187
 
Total Character Cost: 270
 
Pts. Complication
 10  Physical Complication:  Near Human Intelligence (Infrequently; Slightly Impairing)
 15  Psychological Complication:  Alien Mindset (Common; Strong)
 10  Susceptibility:  Being Teleported 2d6 damage Instant (Uncommon)
Complication Points: 35
 
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In the first printing of the AD&D Deities and Demigods book, they had monsters and godlets of Melibone, from Michael Moorecock's Elric series.  One of the creatures, which I don't recall from the books, was a tree that drained blood from victims, but did it remotely, with flying leaves.  I liked that concept so much I swiped it and built the Vampire Tree for Fantasy Hero.  The leaves fly away from the tree, swarm victims, drain blood, then return to the tree and feed it the blood they've taken.

 

Vampire Tree

 
Val Char Cost
  1   STR   -9
 11  DEX    2
 28  CON  18
 30  BOD  20
  3   INT    -7
 16  EGO   6
 20  PRE  10
 20  PD    13
 20  ED    13
  3   SPD  10
 10  REC   6
 50  END   6
 68  STN  24
 
OCV:    6
DCV:    1
OMCV: 3
DMCV: 5
 
0m RUN   -12
0m SWIM -2
0m LEAP -2
Characteristics Cost: 107
 
Cost Power
  2     Mana (30) (2 Active Points)
  2     Mental Defense (5 points total) (Base MD)
 15    Giant Tree: Knockback Resistance -15m
 15    Bark: Resistant Protection (5 PD/5 ED)
 15    Huge: Physical Damage Reduction, Resistant, 25%
 15    Huge: Energy Damage Reduction, Resistant, 25%
 10    Many "eyes": Sight Group Flash Defense (10 points)
 10    Animate Leaves: Increased Arc Of Perception (360 Degrees) with Sight Group
  5     Heat Sense: Infrared Perception (Sight Group)
  6     Keen Sense: +3 PER with Sight Group
 19    Leaves: Drain BODY 0 1/2d6, Personal Immunity (+1/4), Constant (+1/2), Uncontrolled (+1/2), Area Of Effect (10m Radius; +3/4), Reduced Endurance (0 END; +1), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1 1/4), Autofire (5 shots; +1 1/2) (34 Active Points); No Range (-1/2), Must Hit Bare Skin (-1/4)
15 Leaves: Drain Strength 0 1/2d6, Personal Immunity (+1/4), Constant (+1/2), Uncontrolled (+1/2), Area Of Effect (10m Radius; +3/4), Reduced Endurance (0 END; +1), Delayed Return Rate (points return at the rate of 5 per 5 Minutes; +1 1/4), Autofire (5 shots; +1 1/2) (34 Active Points); Linked (Leaves; -1/2), No Range (-1/2), Must Hit Bare Skin (-1/4)
Powers Cost: 129
 
Total Character Cost: 236
 
Pts. Complication
 25   Physical Complication:  Immobile (Very Frequently; Greatly Impairing)
 20   Physical Complication:  Instinctive Intelligence (Frequently; Greatly Impairing)
 15   Physical Complication:  Huge (Frequently; Slightly Impairing)
 15   Physical Complication:  Deaf, Mute, Numb (Infrequently; Greatly Impairing)
Complication Points: 75

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Another Dragon Magazine monster conversion, this one from Dragon #29 way back in 1979.  The Whizbash Beetle isn't enormously dangerous singly, but they can hit quite hard and aren't easy to hit in return.  A swarm can be deadly.

 

Whizbash Beetle

Val Char Cost

  1   STR   -9
 14  DEX    8
  7   CON  -3
  4   BOD  -6
  2   INT     -8
  5   EGO  -5
 10  PRE    0
  3   PD      0          rPD: 1 (Head Only: 19 PD; 6 rPD)
  3   ED      0
  3  SPD   10
  4  REC    0
 20 END    0
 20 STN    0

OCV:  4/6
DCV:  5/8
OMCV: 2
DMCV: 2

  6m RUN   -6
  1m SWIM -1
  1m LEAP -1

10m FLY
Characteristics Cost: -13

Cost Power
  7     Wings: Flight 10m (10 Active Points); Restrainable (-1/2)
  3     Whizbang: Flight 8m (8 Active Points); Only for move through maneuver (-1), no Noncombat movement (-1/4)
  8     Whizbang: Hand-To-Hand Attack +2d6 (10 Active Points); Hand-To-Hand Attack (-1/4)
  3     Chitin: Resistant Protection (1 PD/1 ED)
  6     Armored Head: Resistant Protection (5 PD) (9 Active Points); Only to protect from move through attacks (-1/2)
  7     Armored Head: +10 PD (10 Active Points); Only to protect from move through attacks (-1/2)
  6     Keen Senses: +2 PER with all Sense Groups
  5     Bash: Tunneling 1m through 6 PD material (13 Active Points); Instant (-1/2), Extra Time (Full Phase, -1/2), Requires full move (-1/2), Concentration (1/2 DCV; -1/4)
  32   Swarm: Duplication (creates 8 54-point Duplicates), Inherent (+1/4) (32 Active Points); Cannot Recombine (-0)
Powers Cost: 77

Cost Skill
  4     +2 OCV with move through
  9     +3 DCV while in flight
Skills Cost: 13

Total Character Cost: 77

Pts. Complication
 20   Physical Complication: Instinctive Intelligence (Frequently; Greatly Impairing)
 10   Physical Complication: Diminutive (Infrequently; Slightly Impairing)
 20   Psychological Complication: Hates fire and bright lights (Very Common; Strong)
Complication Points: 50

 

Ecology: Whizbash Beetles are large beetles that live primarily underground, but can be found in swamps and dark forests.  The creatures hunt in small groups of one or two dozen, and eat meat that they stun or kill from impact.  Ravenous, these creatures will hunt until they sleep to wake for more killing.
 
Personality/Motivation: Aside from their ordinary animal motivations, Whizbash Beetles are voracious, killing and eating as much as they can each day.  They are bold or mindless, attacking even targets they have little or no chance of defeating.
 
However, they are attracted to and dislike fire or bright lights, and will fling themselves at such an object obsessively until it goes away or they are dead.
 
Powers/Tactics: Whizbash Beetles attack by crashing into a target as fast as they can.  With their speed burst, the Whizbash Beetle can hit as hard as 6d6 (at 4 OCV), and they hit in a small cloud of beetles moving in formation, for many hits at once.  The small beetles are not very tough individually, but a half dozen or more at a time will hunt, making them difficult to take out quickly.  Whizbash Beetles fly fairly swiftly, but run slowly.  Because they are so small and move quickly, Whizbash Beetles are difficult to hit, especially so when airborn.
 
Whizbash Beetles will particularly focus on anyone carrying a torch, lantern, or other bright or fiery object.  They are also able to tunnel through even fairly hard rock by repeatedly dashing their bodies against the surface, creating little pits and craters.
 
Campaign Use: A pack of Whizbash Beetles can be a surprisingly dangerous encounter despite their point value.  Although they are individually weak, these beetles have numbers and can be very difficult to hit.  The head of a Whizbash Beetle can be snapped off after death, and the heavy sphere can be used as a sling bullet that does +1 Damage Class Killing, and is treated as a magical attack.
 
Appearance: Each Whizbash Beetle looks like a glossy black, oval-shaped beetle about half the size of a human hand.  They fly in small groups in formation like a school of fish, or land and cling to a surface to rest.  Usually areas where the Whizbash Beetles live will have chipped dents in the walls where they missed and impacted before flying around for another pass.

 

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Today's monster is the Xolar.  A curious creature, this land-topus is found in deserts and jungles, and avoids the water.  Its a low to mid range encounter but is interesting looking enough to be a break from the usual giant scorpions and bedouin types in a desert.

 

Xolar
 
Val Char Cost
 25  STR   15
 16  DEX   12
 14  CON   4
 12  BOD   2
  5   INT    -5
 11  EGO   1
 25  PRE  15
 13  PD     6
  9   ED     4
  6   SPD  10
  7   REC   3
 30  END   2
 30  STN   5
 30  MAN   2
 
OCV:    6
DCV:    5
OMCV: 3
DMCV: 5
 
12m RUN   0
  0m SWIM -2
  4m LEAP 0
Characteristics Cost: 105
 
Cost Power
  5     Mental Defense (7 points total) (Base MD)
 20    Many Tentacles: +3 SPD (30 Active Points); Only for combat (-1/2)
  4     Huge, low: Knockback Resistance -4m
 12    Chitin: Resistant Protection (5 PD/3 ED)
 10    Grip: Clinging (normal STR)
  3     Tentacles: Stretching 3m
  5     Tentacles: Extra Limbs  (8 total)
 15    Tentacle Slash: Killing Attack - Hand-To-Hand 1d6 (2 1/2d6 w/STR)
 12    Tentacle Flail: Killing Attack - Hand-To-Hand 1d6-1 (2d6 w/STR), Autofire (3 shots; +1/4) (12 Active Points)
 20    Bite: Killing Attack - Hand-To-Hand 2d6 (3 1/2d6 w/STR) (30 Active Points); Must Follow Grab (-1/2)
  7     Dust Cloud: Darkness to Sight Group 3m radius (15 Active Points); 2 Recoverable Continuing Charges lasting 1 Turn each (-1/2), No Range (-1/2)
 14    Digger: Tunneling 6m through 4 PD material
  3     Keen Senses: +1 PER with all Sense Groups
  4     Keen Eyes: +2 PER with Sight Group
  5     Dark Sight: Nightvision
  4     Squishy: Shape Shift  (Sight Group), Only to squeeze through tight spaces (+0) (8 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Extra Time (Full Phase, -1/2)
  3     Hold Breath: Life Support  (Extended Breathing: 1 END per 5 Minutes)
Powers Cost: 148
 
Cost Skill
  6     +3 OCV to hit more often with autofire tentacle flail
  5     Concealment 11-
Skills Cost: 11
 
Total Character Cost: 262
 
Pts. Complication
 15   Physical Complication:  Animal Intelligence (Frequently; Slightly Impairing)
 10   Physical Complication:  Large (Infrequently; Slightly Impairing)
Complication Points: 25

 

Ecology: The Xolar is a curious creature that can be found in any warmer climate.  They shun snow and cool, and prefer drier areas, although some can be found in jungles and some can be found in warm or hot underground areas.  Although they look like and are quite similar to octopi, they are not related to the oceanic creatures.
 
Xolar are lone hunters, but they will tend to sleep in communal dens with as many as a dozen in the same pit, all tentacles.  Young are delivered live, and kept in these dens and brought food until they are a few months old when they can hunt on their own.
 
Personality/Motivation: Xolar have little intelligence or personality.  They seem to enjoy problem solving, but have only basic animal motivations.
 
Powers/Tactics: Xolar attack by slashing with one or more of their many tentacles, tearing at their foe.  They can also deliver a terrible bite, but only after grabbing a foe and pulling it close.  The Xolar can distort it’s body and stretch or smash its self through small openings or into objects, the plates and scales shifting over it’s boneless form.  
 
In an emergency, the creature can dig into safety and wait for many minutes holding it’s breath, and it often does so after jetting a fine grit into the air that blinds all in the area (except the Xolar).  Although the creature is relatively slow, it can attack very rapidly with it’s many tentacles.  The tip of each tentacle is hardened chitin in a blade, which can be whipped at targets for significant damage.  A Xolar can flail at a target with several tentacles at once, doing slightly less damage.
 
Campaign Use: Xolar are an odd encounter, something different for the characters to face.  It can take on many foes at once with it’s fast attacks, but cannot sustain a terrific amount of damage.  The fine grit a Xolar uses for it’s Dust Cloud is stored in a special organ, and can be sold for 5d6 copper to an alchemist or woodworker (it makes very fine sandpaper).
 
Appearance: A Xolar looks much like a gigantic scaled octopus.  It has eight legs and a large head, which is plated with heavy chitin.  The legs end in barbed spikes, and the whole thing is a garish purple and pink in color, with the underside a pale pinkish tan color.  It’s eyes are red and orange, shot with black.  An adult Xolar has a body about five feet in radius, and tentacles that reach nine feet.
 
23u4k5i.jpg
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The Ylmanitar, a sort of angel equivalent that serves the great force of good in the campaign setting.  Ylmanitar are more influenced by Air Maidens from Finnish mythology (the servitors of Ukko) and are extremely powerful, particularly against evil.  They don't show up often, and usually only for advice or to drop something off, but on extremely important occasions will fight along side - or against - PCs.

 

Ylmanitar
 
Val Char Cost
 35  STR   25           Lift: 6400kg; Damage: 7d6
 17  DEX   14
 10  CON    0
 15  BOD    5 
 15  INT      5            Perception Roll: 12-
 19  EGO   9
 25  PRE  15            Presence Attack: 10d6
 10  PD      8            With Armor: PD 18; rPD 8 (+5 rPD with block)
 10  ED      8            With Armor: ED: 20; rED 10 (+5 rED with block)
  4   SPD  20
  8   REC    4
 40  END    4
 20  STN    0
 
OCV:    6
DCV:    6   (+2 with block)
OMCV: 3
DMCV: 8
 
17m RUN   5
  4m SWIM 0
  4m LEAP 0
Characteristics Cost: 167
 
Cost Power
  4     Mana (40) (4 Active Points)
 11    Mental Defense (20 points total) (Base MD)
 15    Immortal: Cannot Be Stunned
 15    Immortal: Does Not Bleed
 40    Immortal: Life Support  (Eating: Character does not eat; Immunity All terrestrial poisons; Immunity: All terrestrial diseases; 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)
 10    Immortal: Power Defense (10 points)
 21    Regeneration (1 BODY per Turn), Can Heal Limbs
 23    Holy Presence: Change Environment (+1 Points of Damage (sunlight), -1 DCV, -1 OCV, -2 to Magic Skill Roll), Area Of Effect (3m Radius; +1/4), Persistent (+1/4), Inherent (+1/4), Reduced Endurance (0 END; +1/2) (47 Active Points); Always On (-1/2), Only to evil (-1/2)
 32    Sense Evil: Detect Evil Creatures 12- (Unusual Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting
 10    True Sight: Partially Penetrative (blocked by solid objects) with Sight Group
 12    Keen Eyes: +8 versus Range Modifier for Sight Group
 54    Holy Light: Blast 5d6, Area Of Effect (8m Cone; +1/4), Attack Versus Alternate Defense (Only harms evil creatures; +1), Does BODY (+1) (81 Active Points); No Range (-1/2)
 23    Wings: Flight 18m, x8 Noncombat, Reduced Endurance (1/2 END; +1/4) (35 Active Points); Restrainable (-1/2)
 34    Armor: Resistant Protection (8 PD/10 ED), Hardened (+1/4) (34 Active Points)
 45    Spear: Killing Attack - Hand-To-Hand 2d6 (3d6+1 w/STR), Variable Advantage (+1/4 Advantages; +1/2) (45 Active Points)
 43    Bow: Killing Attack - Ranged 2d6, Armor Piercing (+1/4), Does Knockback (+1/4), Double Knockback (+1/2), No Range Modifier (+1/2) (75 Active Points); Extra Time (Full Phase, -1/2), Concentration (1/2 DCV; -1/4)
 
 40    Shield: Multipower, 40-point reserve
 1f     1)  +2 DCV (10 Active Points)
 1f     2)  Block: Resistant Protection (5 PD/5 ED) (15 Active Points)
 1f     3)  Block: (Total: 15 Active Cost, 15 Real Cost) Hearing Group Flash Defense (5 points) (Real Cost: 5) plus +5 Mental Defense (20 points total) (Real Cost: 5) plus Power Defense (5 points) (Real Cost: 5)
 2f     4)  Deflect: Deflection (20 Active Points)
 1f     5)  Deflect: +4 OCV with block and deflect maneuvers (12 Active Points)
 3f     6)  Ward: Resistant Protection (6 PD/6 ED), Usable Nearby within 1m (+1) (36 Active Points); Costs Endurance (Only Costs END to Activate; -1/4)
Powers Cost: 441
 
Cost Skill
 13     Magic 17-
  5      Language:  Local human language (imitate dialects)
  6      Language:  Local elven language (imitate dialects; literate)
  2      Language:  Arcanium (fluent conversation)
Skills Cost: 26
 
Cost Talent
 24     Journeyman Aether and War schools
 15     +5/+5d6 Striking Appearance (vs. all characters)
Talents Cost: 39
 
Total Character Cost: 673
 
Pts. Complication
 20   Distinctive Features:  Angelic Beauty (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses)
 20   Psychological Complication:  Absolute Loyalty and Obedience to (Common; Total)
 25   Psychological Complication:  Ruthless hatred of evil (Very Common; Total)
 15   Psychological Complication:  Protective of innocents and helpless (Common; Strong)
  5    Vulnerability:  1 1/2 x STUN Darkness based powers (Uncommon)
  5 Vulnerability:  1 1/2 x Effect Darkness based powers (Uncommon)
Complication Points: 90
 
Ecology: Ylmanitar are servitors of The Lord, the powerful force of good in Jolrhos.  They are few in number and very powerful, sent to places and times of great need or areas where great evil is focused.  Each is unique and personal, but they all share basic characteristics of being immortal and although appearing much like a human female, neither human, nor female.  They are spirits created by The Lord as an extension of his power when needed, servants that work for him on Jolrhos.
 
Personality/Motivation: The Ylmanitar are warriors who are sent by The Lord for specific purposes.  They are servants and have absolutely no will or design of their own, only service to good.  They hate and try to destroy evil whenever they encounter it, try to assist the needy and good whenever they can, and protect the innocent, without any regard to their personal safety or survival.
 
Powers/Tactics: An Ylmanitar is an immortal spirit, and as such is largely unaffected by environmental effects and concerns.  They feel no pain but as they are damaged lose abilities such as flight or their weapons.  Ylmanitar attack with their weapons, such as their spear (which is usually used as armor piercing but AE line up to 16m, autofire 3 shot, and does knockback are also popular).  The Ylmanitar also has a bow which does very potent damage at long range and never runs out of ammunition, and are protected by adamantine armor and a shield which they can use to protect themselves, deflect attacks for another, or ward all around them.
 
Ylmanitar are always surrounded by an aura of golden light which is very unpleasant to evil (and is treated as sunlight, which can be even worse for undead in particular).  They can emit a beam of pure holy light which is sunlight and holy, and evil and undead cannot resist its power.  All Ylmanitar are trained in some magic and are capable in War and Air magic.  They are fearless and utterly confident in combat, with good reason.  Ylmanitar are also able to sense evil around them no matter where it hides, and are not fooled by illusion or blinded by darkness.
 
Campaign Use: These creatures are very rare and should be used extremely sparingly.  Their power can turn the tide of a campaign with a single appearance, and they almost never directly engage in combat with anything short of a Demonic Duke.  Ylmanitar are typically encountered by fallen paladins, those doing great works of good against horrendous evil when they are given aid, and in immense events of great worldly significance.
 
Appearance: Each Ylmanitar looks like an armored maiden of great beauty and physical strength.  They are tall, over 7 feet in height, and have large rainbowed wings.  All are equipped with a shield, spear, and bow with a quiver full of arrows.  They glow constantly with a slight golden aura.  Some wear robes over their armor, others only have golden adamantine armor.
 
2meo8bm.jpg

Ylmanitar.hdc

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And finally, the Zat.  Inspired by a line in a Fritz Lieber book that mentioned cats, bats, and zats reacting to an event and filling an elemental niche taken by rocs, phoenixes, and other avian monsters.  This thing is story fodder, as it seems to have a pretty minor ability that can explode into greater power and significance rapidly.

 

Zat
 
Val Char Cost
  3   STR   -7
 19  DEX   18
  8   CON   -2
  4   BOD   -6
  7   INT     -3
 14  EGO   4
 10  PRE    0
  3   PD      0
  3   ED      0
  5   SPD   30
  9   REC    5
 45  END    5
 17  STN   -1
 
OCV:    4
DCV:    7
OMCV: 5
DMCV: 4
 
6m RUN   -6
4m SWIM  0
2m LEAP -1
Characteristics Cost: 70
 
Cost Power
  3     Mana (35) (3 Active Points)
 15    Wings: Flight 15m, Reduced Endurance (0 END; +1/2) (22 Active Points); Restrainable (-1/2)
  3     Astral: Resistant Protection (1 PD/1 ED)
  4     Peck: Hand-To-Hand Attack +1d6 (5 Active Points); Hand-To-Hand Attack (-1/4)
 
 23    Display: Mental Illusions 8d6, Uses Endurance Reserve (+0), Telepathic (+1/4), Area Of Effect (8m Radius; +1/2) (70 Active Points); No Conscious Control (random effects) (Only Effects cannot be controlled; -1), No Range (-1/2), Only 1d6/Zat within 10m (-1/2)
 16    Display: Telepathy 5d6, Uses Endurance Reserve (+0), Area Of Effect (8m Radius; +1/2) (37 Active Points); No Range (-1/2), Only 1m/Zat within 10m (-1/4), Only vs sentient minds (-1/4), Only to control mental illusions (-1/4)
 
 14    Cloak: Invisibility to Sight and Hearing Groups , Uses END Reserve (+0) (25 Active Points); Increased Endurance Cost (x2 END; -1/2), Only to sentient minds (-1/4)
 13    Astral Jump: Extra-Dimensional Movement (Single Dimension: Aster), Uses Endurance reserve (+0) (20 Active Points); Increased Endurance Cost (x2 END; -1/2)
 10    Thought Energy: Endurance Reserve  (50 END, 0 REC) Reserve:  (13 Active Points); Starts at Zero, fades 1 END/20 minutes (-1/4)
 20    Thought Drain: Drain INT, Stun 2d6, Personal Immunity (+1/4), Expanded Effect (x2 Characteristics or Powers simultaneously) (+1/2), Area Of Effect (8m Radius; +1/2) (45 Active Points); No Range (-1/2), Mental Defense blocks (-1/2), -1m/Zat within 10m (-1/4)
 11    Thought Drain: Healing Endurance Reserve 2d6, Self Only (+0) (20 Active Points); Linked (Thought Drain; -1/2), 1/2d6/person drained by Thought Drain (-1/4)
 12    Divide: Duplication (creates 214-point form) (43 Active Points); Usable Once per Day (-2), Only if Endurance Reserve filled (-1/2)
Powers Cost: 144
 
Total Character Cost: 214
 
Pts. Complication
15 Physical Complication:  Animal Intelligence (Infrequently; Greatly Impairing)
10 Physical Complication:  No Fine Manipulation (Infrequently; Slightly Impairing)
10 Physical Complication: Small (Infrequently, Slightly)
Complication Points: 35

 

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And zat's zat of the Bestiary vol 1.  I'll be posting other creatures and things as time goes on from volume 2, as well.

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