Wednesday, April 17, 2013

Swords & Wizardry Apreciation Day: Five Weird Monsters

Here is my meager contribution to Swords & Wizardry appreciation day.
I hope you all like weird stuff. Enjoy!


Brain Coral
Hit Dice: 3
Armor Class: 3 [16]
Attacks: 2 claws (1d3)
Saving Throw: 14
Special: Confusion
Move: 18
Alignment:  Neutrality
Challenge Level/XP: 6 / 400

    Brain coral are small amphibious predators that hunt tropical and subtropical tide pools and beaches.
Swirling patterns on their heads act as a 4th level Confusion spell, although it only effects 1d4 creatures.


Centicorn
Hit Dice: 4
Armor Class: 1[18]
Attacks: 2 hoofs (1d8), Gore (3d4)
Saving Throw: 13
Special: Magic resistance (25%), Volley of horns
Move: 24
Alignment: Chaos
Challenge Level/XP: 5 / 240

    Centicorns are unicorns that have been corrupted by the powers of Chaos.  Their coats turn blood red and their manes turn ebony black.  Dozens of horns cover the head, body and legs.
Three times per day the centicorn can launch a deadly volley of horns from it's body in a cone pattern, with a range of 60' and a 30' base. Targets who fail a save versus dragon breath take 2d10 damage.


Cyborgrilla
Hit Dice: 3+1
Armor Class: 5 [14]
Attacks: Bite (2d4)
Saving Throw: 14
Special: Cyborg parts (see below)
Move: 9
Alignment: Chaos
Challenge Level/XP: 6 / 400

    Cyborgrillas are great apes that have been cruelly transformed into shock troops by some strange techno-magic process.
Each cyborgrilla or group of cyborgrillas is modified with different cybernetic implants. Roll three times on the table below. Reroll duplicates or double effects (optional).
1. Armor plating: AC is improved by 2 points.
2. Laser eye: Beam from eye does 2d4 damage.
3. Grav-attack field: All within 10 feet save versus spell or fall down. Usable 3 times per day.
4. Chain fist: Cyborgrilla's fist may be thrown up to 20 feet doing 1d8 damage. Returns automatically.
5. Spring heel: Jump up to 30 feet for a slam attack. A hit does 2d8 damage.
6. Radar sense: Can see invisible and no chance of surprise.
7. Intruder alarm: Loud siren sound attracts more cyborgrillas or other creatures in the area.
8. Stun grasp: Roll versus paralyze or stunned for 1d6 rounds.
9. Auto repair module: Regenerate 3 points per round, except from acid or fire damage.
10. Self destruct: at zero hit points cyborgrilla explodes doing 3d10 damage in 90 foot diameter.


Giant Bat-rat Crab Spider
Hit Dice: 14
Armor Class: 2 [17]
Attacks: 2 claws (1d8), bite (2d10)
Saving Throw: 3
Special: Unknown
Move: 12
Alignment: Neutrality
Challenge Level/XP: 14 / 2600


Rocket Shark
Hit Dice: 3+1
Armor Class:
Attacks: 1 bite (1d10), 1 nose slash (1d6)
Saving Throw:
Special: Ramming attack
Move: 3 / 48 (flying)
Alignment: Neutrality
Challenge Level/XP: 5 / 240

    The rocket shark is another weird science abomination let loose on the world. It is basically shaped like a hammerhead shark with a bony blade on the front of it's nose and two jets on it's back that allow it to fly at incredible speeds.
It's most fearsome attack is a rocket ram. The rocket shark fly's at a target at top speed attempting to strike head on. If this attack hit's, the target must save versus death or take 3d10 points of damage. If the save versus death is successful, the victim only takes the normal 1d10 bite damage. The rocket shark can attempt this attack every three rounds, as it needs to build up speed.