Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

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.

Saturday, March 30, 2013

Some Drarrings

Blentry, for Petty Gods


Skaal, for Petty Gods

A Necromentor

A lock pick spider
A few things I've worked on recently. I'm happy to say I am having fun drawing again.
Brushing out the cobwebs from the old brain and getting back into the habit of drawing everyday is very satisfying.

Wednesday, October 3, 2012

New Mutant Future Monster: Observer

Here's a new mysterious mutation for your Mutant Future adventures.


Observer
No. Enc.:  1d2 (1d3+1)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  8
Attacks:  1
Damage:  by weapon
Save:  L8
Morale:  9
Hoard Class:  III, IV, IX, XXI
XP:  4060

Observers are alien humanoids from some other strange dimension. They appear to be visiting Earth to perform scientific and behavioral experiments on any seemingly random various lifeform that may pique their interest.
Often they will simply appear via teleport and silently watch events unfolding before them.
At other times they will use their empathy mutation to manipulate emotions to instigate fights or other situations they find interesting.

If two or more observers are encountered, they may attempt to possess other lifeforms bodies from a hidden location while using their damage turning mutation simultaneously.
They will then join in combat using the possessed bodies, testing their physical capabilities and limits, but always relinquishing control before death.

Observers rarely communicate with what they consider to be lesser beings. If they do, they never speak, preferring to use their neural telepathy instead.

Mutations: Damage Turning (Only during Possession use), Empathy, Force Screen, Neural Telepathy, Plane Shift, Possession, Teleport

Tuesday, October 2, 2012

New Labyrinth Lord Monster: Web Witch

Here's a new monster for your Labyrinth Lord or other OSR adventures!


Web Witch
No. Enc.:  1d4 (2d12)
Alignment:  Chaotic
Movement:  60' (20')
       Climb:   120' (40')
Armor Class:  5
Hit Dice:  3+2
Attacks:  1
Damage:  1d6 or weapon
Save:  E3
Morale:  8
Hoard Class:  XVIII
XP:  135

Web witches are evil female elves that have made soul binding pacts with infernal powers.
In addition to all the normal abilities of an elf, they can also climb any surface like a spider and cast a web spell every four rounds.
Many web witches keep giant black widow spiders as pets.

Monstrous Mutated Monday: Noose Golem, Gundroid

Two new monsters presented for your approval:
the Noose Golem for Labyrinth Lord and the Gundroid for Mutant Future.

Please see The Other Side Blog for details on Monstrous Mondays
and The Savage After World Blog for Mutated Mondays.


Noose Golem
No. Enc.:  1d4 (1d4)
Alignment:  Chaotic
Movement:  60' (20')
Armor Class:  3
Hit Dice:  5
Attacks:  5 (nooses)
Damage:  1d4 (per noose)
Save:  F5
Morale:  12
Hoard Class:  None
XP:  800           

Noose Golems are often created as assassins by evil magic-users. They have all the special attributes of both golems and undead, meaning they may move silently and are immune to mind effecting spells such as hold, charm or sleep. They can be turned as undead, however.

They may attack five separate victims up to ten feet away. Their nooses choke victims when they successfully attack, and deal 1d4 hit points of damage each per successive round. For each noose that is choking a victim, the victim suffers a cumulative attack penalty of -1.
A noose can be cut off if a total of 6 hit points or more is dealt with one blow.
Blunt weapons will only do half damage to a noose golem.


Gundroid
Hit Dice:  50
Frame:  Armature
Locomotion:  Treads
Manipulators:  None
Armor:  Reactive (AC 1)
Sensors:  Class VI
Mental Programming:  Programming
Accessories:  Weapon Mounts (7), X-Ray Sensors, Self-destruct System
Weaponry:  Arm Mounted Maser Rifles (4), Arm Mounted Stun Pistols (2), Head Mounted X-Laser Rifle

Tuesday, November 8, 2011

More Monster Drawings

Once again, some older drawings.
I really need to draw some new stuff.




And these two go out to Brutorz Bill.

Sunday, November 6, 2011

Random Drawings

These are a couple ideas that I had for some monsters in a comic book story a friend and I were working on.



Thursday, September 29, 2011

The horrors...the horrors...

Well I finally got my "giant book" in the mail yesterday. After months of waiting and watching the mailbox, the Tome of Horrors has arrived. I got the Pathfinder version because I've been collecting the main books for that particular game. I've never played Swords & Wizardry. I'm sure it's cool and all, but I already have the original Monster Manual 1 and 2 and Fiend Folio. Besides that, I can always back fit any Pathfinder stats into an older school game if I need to.

Pepper is not impressed by the Tome of Horrors.

This book is huge. There are 799 pages including the open game content legal document in the back. And then there's about ten pages of ads in the back for both Pathfinder and Swords & Wizardry products. I really don't mind the ads given the size of the rest of the book and the fact that about half of them feature art by Wayne Reynolds.
The first monster in the Pathfinder version of The Tome of Horrors is..The Tome of Horrors!
It is a chaotic evil construct worth 307,200 XP. An intelligent animated book that can fly, swallow victims whole and summon any monster within it's pages. It sounds kind of silly, but maybe just possible to use as a powerful arch enemy.
Bronson understands the scope and majesty of such a tome and is as enamoured with it as I.
With over 750 monsters there's enough to fill a solar system. Some of them are silly or redundant, but I like seeing the classics like the Forlarren and the Froghemoth. Plus there are several options for PC races.

I also bought the book as a collectible. I use to collect comic books, but in recent years I have tried to pick up various limited editions of games, especially Call of Cthulhu or older D&D stuff. Some for nostalgia some as investments.
Anybody else just buy stuff to collect? Sounds like an idea for future posts.

The horrors...the horrors...
 Over all I am very pleased and think it was worth the wait. This could make a lot of wandering monster tables!

Friday, July 15, 2011

Gamma World Creature: Bullyfrogs

Inspired by this post about Frogmen at the Lawful Indifferent blog and also a post titled The Bullywug: An Aesthetic History (1981-2009) at Discourse and Dragons, here is an adaption of the bullywug for Gamma World 4th edition.
Plus a couple of drawings I did.




Froggy went a-courtin', and he did ride, Uh-huh.


Bullyfrogs
Number: 1d20
Percept: 15
Stealth/R.U.: +2
AC: 14
MD: 11
Health: 11
Speed: 12
   Swimming  14
Level: 1
Hit Dice: 6 (21)
THAC: +1
Attacks: 1
     Bite 1d4
     Weapon -1
Int: Low to average
Morale: 10
Size: S (1 m)
XP Value: 65


Frequency: Rare              Organization: Tribe
Activity Cycle: Any          Diet: Carnivore
Tech Level: I                      Artifacts: D, W
Climate / Terrain: Temperate / tropical forest, rivers and swamps
Physical Mutations: Chameleon Power, Heightened Speed
Mental Mutations: None
Special Powers: Hop


Description: Three foot tall humanoid frogs. Pretty timid in small groups.
But if they outnumber you, they get pretty pushy.
And there's nothing like a dozen little bullyfrogs hopping out of nowhere, trying to bash your head in.


Combat: Bullyfrogs lie in ambush using their chameleon power, waiting to see if creatures passing by might be too dangerous to harass or eat. Bullyfrog hunting parties usually only confront groups they outnumber.
Bullyfrogs normally use their heightened speed mutation to rush suprised victims.
While their heightened speed is activated bullyfrogs can make a special hopping attack. Treat this like a charging attack as per page 50 of Gamma World, except the bullyfrog does not suffer the -2 penalty to AC and they can only attempt it once per combat encounter.
Some bullyfrogs like to hold off using heightened speed just in case they need to make a quick escape.


Society: Bullyfrogs live in semi-nomadic tribes, migrating seasonally or when food gets scarce.
Their tools, armor and weapons are usually made of natural materials like wood, stone or bone though some tribes have learned basic metallurgy.
They covet technological items, even though they make little use of them.
They will attempt to steal them whenever they think they can get away with it.
With a sword and a pistol by his side, Uh-huh.