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

Saturday, 24 February 2024

Factory locusts

One of the stranger products of magical tinkering with nature. They devour whole forests and leave nothing but newly made furniture in their wake.

Saw millipede

The saw millipede has dozens of blade-tipped legs. They grip with their mandibles and scrabble furiously to cut lengths of wood. The larger ones have been known to attack and devour other saw millipedes that have made crooked cuts.

AC 6 [13], HD 1 (5 HP), ATT 1 x saw (1d6), THAC0 19 [+0], MV 120' (40'), SV D12 W13 P14 B15 S16 (F1), ML 8, AL Neutral, XP 20, NA 1d3 (2d4), TT none
Specials
Undermine:
 If an opponent is on a wooden surface like a floor, branch or cart, saw millipedes will attempt to cut it out from under them so they will fall.

Truck bug

Pallet-sized and placid, truck bugs have flat shells and bungie-like bristles. They dig and wriggle under items that need moving and work in teams to convoy them.

AC 4 [15], HD 3 (14 HP), ATT -, THAC0 19 [+0], MV 90' (30'), SV D12 W13 P14 B15 S16 (F3), ML 7, AL Neutral, XP 20, NA 2d3 (2d4), TT none
Specials
Trip:
a truck bug can attempt to knock an opponent prone with its blunt head. Save vs Paralysis negates.

Sandpaper wasp

Sandpaper wasps have nimble mouthparts, capable of nibbling rough surfaces to a sleek and uniform plane. Their stings inject finishing wax.

AC 5 [14], HD 1 (5 HP), ATT 1 x bite (1d4) or 1 x glossy finish (see specials), THAC0 17 [+2], MV 120' (40')/300' (100') flying, SV D12 W13 P14 B15 S16 (F1), ML 8 (10 in swarm), AL Neutral, XP 20, NA 2d6 (2d10), TT none
Specials
Glossy finish:
 On a successful attack, a sandpaper wasp permanently reduces the AC of a random nonmagical piece of an opponent's armour by 1.

Caulk roach

These skittering insects chew sawdust to produce a thick putty that dries hard, flexible and waterproof.

AC 5 [14], HD 1 (5 HP), ATT 1 x bite (1d4) or 1 x waterproof seal (see specials), THAC0 17 [+2], MV 120' (40'), SV D12 W13 P14 B15 S16 (F1), ML 8 (10 in swarm), AL Neutral, XP 20, NA 1d6 (2d6), TT none
Specials
Waterproof seal: On a successful attack a swarm of caulk roaches can attempt to gum up the joints of a piece of metal armour with putty, giving -1 to Dex. Lasts until the armour is thoroughly washed.

Varnish fly

The varnish fly can spit a variety of stains, oils and waxes in a range of colours and glosses. There's a docile domestic variety kept by craftsmen, but this is the other sort.

AC 6 [13], HD 1 (5 HP), ATT 1 x bite (1d4) or 1 x shine (see specials), THAC0 18 [+1], MV 120' (40')/300' (100') flying, SV D12 W13 P14 B15 S16 (F1), ML 8 (10 in swarm), AL Neutral, XP 20, NA 1d6 (2d6), TT none
Specials
Shine: On a successful attack a varnish fly can attempt to coat an opponent with gloss, giving -2 to Stealth. Lasts until the armour is scrubbed down or thoroughly coated in muck.

Stage beetle

The stage beetle will position furniture to make an attractive tableaux, suitable for marketing any dwelling or lair.

AC 4 [15], HD 3 (14 HP), ATT 1 x swipe (1d6) or 1 x reposition (see specials), THAC0 16 [+3], MV 120' (40'), SV D12 W13 P14 B15 S16 (F3), ML 8, AL Neutral, XP 20, NA 1 (1d6), TT none
Specials
Reposition: On a successful attack a stage beetle can grapple an opponent and use them as an improvised weapon. An attack does 1d4 to both the target and the grappled character. Save vs Paralysis ends the grapple.

Saturday, 14 January 2023

Self-Defeating Devil

I loaned my D&D 5E PHB to my brother-in-law several months ago. I've been meaning to ask for it back. 

Now I think I'll phone him and tell him he can keep it.

 

 

 

 

 

Self-Defeating Devil

A petty and grasping fiend, the Self-Defeating Devil is always encountered as a single creature. It's cursed, although its innate arrogance prevents it from realising that, and the curse causes it to see its natural allies as obstacles between it and its money.

AC 5 [14], HD 7, ATT 1 x fangs (2d6), magic (see specials), THAC0 12 [+7], MV 120’ (40’), SV 8 9 10 11 12 (F5), ML 6, Al Chaotic, XP 300, NA 1 (1), TT None (the Self-Defeating Devil has very little to offer anyone)

The Self-Defeating Devil casts spells as a 5th level Magic User. It is only capable of memorising spells that target others. If the target successfully saves, the spell reflects back on the devil, doing double damage.

Saturday, 12 November 2022

The eye-mine of Dhurmak

The dwarven settlers at the holding of Dhurmak came to mine the copper veins. They made a modest living that way for years. An undistinguished minor clan with a small but tidy hall in the hills. But once they dug down underneath the ore, they found a surprise.There was worked stone down there. Crushed, as though the hill had shifted and sagged above it. And there were already-cut gems scattered in generous piles throughout the wreckage. 

Each was a green or yellow crystal, cut with facets by an expert. And each gem's centre was a flaw that resembled the slit-eye of a hunting beast.

Not being fools, the clan leaders had the gems examined by sages before allowing anyone to touch them. The scholars confirmed there was magic on them but it was old, weak magic. Made to hold something fast. That made perfect sense to the dwarves. They understood the difficulty of cutting flawed crystal without cracking it.

They stopped mining for copper and started mining for gems instead. Stones with eye-shaped flaws became fashionable. For a while Dhurmak enjoyed a brisk trade.

Disaster fell the first time they entombed one of their own with his jewellery on him. Left alone in the dark with a corpse, the gem liquefied. It spread over the body, dissolved the flesh and draped itself over the bones. Like a slime with an internal skeleton and an eye swimming at its forehead.

It spent half of that first night oozing between the debris sorting room and the mausoleum. Dropping eye-gems into the other coffins. Soon there was a squad of slime-skeletons. They quietly took over the hold entrances and the mine, converting living dwarves as they went. When traders arrived in the morning, they found it sealed tight. Dhurmak had been the victim of a silent invasion.

Now the dwarves are slaves. Driven by the slime skeletons to dig faster, uncovering more and more eye-gems. There are more gems than dwarves. So far, they've been content to share skeletons between them. Each skeleton has three to seven eyes, and a thicker layer of ooze as the number goes up. They've said nothing about their plans, giving orders and threats using hand-signals. Even so, the dwarves know that they live until they dig the last of the eye-gems from the underground ruin, and not a day longer.

AC 7 [12], HD 1 (4hp), Att 1 x slam (1d8) or acid (see special), THAC0 19 [0], MV 60' (20'), SV D12 W13 P14 B15 S16 (1), ML 8, AL Chaotic, XP (see special), NA 0 (3d4), TT -

Specials:
Acid:
1d8 damage + 1d4 per round until victim makes an appropriate save.
Immunity: Unharmed by piercing attacks. Half damage from bludgeoning, heat, cold. Broken bones halve movement speed, but don't affect the use of limbs.
Eye level: For each additional eye, the creature improves AC and THAC0 by 1 and gains 1 HD. It loses 5' from movement speed.

Eyes XP
1 16
2 30
3 65
4 175
5 325
6 775
7 1250

Saturday, 29 October 2022

Chess set bestiary

A bestiary of creatures resembling slightly larger than man-size chess pieces. As always, a wizard did it.

The first generation of these beasts probably started their lives as farm animals. The unknown wizard warped them to resemble the pieces of a chess set. Perhaps as living decoration for some noble's lawn.

Now they run wild, nesting wherever they find croquet hoops, topiaries and lawn furniture. Not much of a threat to the seasoned adventurer, but commoners would be well advised to let professionals handle them. 

These creatures are hard to hurt, but don't do much damage individually.

Pawn

Pawns are the juvenile form of the chesspiece. They only grow as high as a human's eyes. As they get older they take the form of whatever piece is missing from the set. If the set is complete, they stay small and immature.

AC 4 [15], HD 2 (9 HP), ATT 1 x peck (1d4), THAC0 18 [+1], MV 120' (40'), SV D14 W15 P16 B17 S18 (NH), ML 8 (10 in pack), AL Neutral, XP 20, NA 1d3 (2d4), TT none

Rook

When surprised, threatened, angry, or even just bored, the rook will lower its battlements and charge. It prefers to charge enemies, but any moving thing will do.

AC 4 [15], HD 2+2 (11 HP), ATT 1 x butt (1d4), THAC0 17 [+2], MV 120' (40'), SV D12 W13 P14 B15 S16 (1), ML 10, AL Neutral, XP 25, NA 1d2 (2), TT none

Knight

Knights are the fastest of the chesspieces, but once they start a charge they can't easily stop it. If they need to, they'll attempt to leap an enemy and circle for another attack. They use their hooves as weapons.

AC 4 [15], HD 3 (13 HP), ATT 1 x trample (1d4), THAC0 16 [+3], MV 240' (80'), SV D12 W13 P14 B15 S16 (2), ML 8, AL Neutral, XP 35, NA 1d2 (2), TT none

Bishop

Bishops scuttle around on crab-like legs, approaching a target obliquely. They attack with giant pincers, normally kept hidden under their robes.

AC 4 [15], HD 3 (13 HP), ATT 1 x snip (1d4), THAC0 16 [+3], MV 120' (40'), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 35, NA 1d2 (2), TT none

Queen

The most agile piece. The queen has six strong legs under her skirt, with gripping talons like an eagle's. She can run, jump and corner with grace. She also has a natural sceptre attack.

AC 4 [15], HD 3+3 (16 HP), ATT 1 x talons (1d4) or sceptre (1d6), THAC0 16 [+3], MV 180' (60'), SV D12 W13 P14 B15 S16 (3), ML 8, AL Neutral, XP 50, NA 1 (1), TT none

King

The King can mimic speech like a parrot. He'll often repeat phrases he's been taught, like "reinforce the archers", "send the pikemen forward" and "at them, men!" In a fight, his movements are slow and ponderous.

AC 4 [15], HD 4 (18 HP), ATT 1 x shove (-), THAC0 15 [+4], MV 60' (20'), SV D10 W11 P12 B13 S14 (4), ML 8, AL Neutral, XP 75, NA 1 (1), TT none

Herds of chesspieces appear in either black, white or red plumage. Their preferred targets are pieces of different colours. Even so, they're prepared to attack anything vaguely threatening they come across in their territory,

Saturday, 10 September 2022

Orchestral bestiary

The orchestra went mad while struggling through the Sequenzas. They turned feral and fled into the formal gardens. They live there now, eating whatever they can hunt or forage. You can hear them late at night, playing strange and discordant requiems.

It's only surprising it didn't happen sooner.

Flautist

A skinny woman in a tattered gown, dirt streaked under her wild eyes like war paint. She taught herself to fire darts from her flute. They're smeared with toxins she collects by milking plants in the poison garden.

AC 6 [13], HD 1* (4 HP), ATT 1 x dart (1d4 + poison), THAC0 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F1), ML 10, AL Chaotic, XP 13, NA 1 (1d3), TT R

Specials: Poison. Death in 1d6 rounds, death save negates.

Tuba player

A tremendously fat man, his shirt buttons strain to contain him. He stalks, barefoot, like a predatory building and uses his tuba to fire actual cannonballs. Where did he get them?

AC 5 [14], HD 6 (27 HP), ATT 1 x cannonball (1d10, full round reload), THAC0 14 [5], MV 120' (40'), SV 10 11 12 13 14 (F6), ML 10, AL Chaotic, XP 275, NA 1 (1d2), TT T

Cymbalist

This one was probably a bit loopy even before that fateful day. His tuxedo is stained with blood. He's filed the edges of his cymbals and teeth to razor-sharpness. He giggles and whispers to himself while he uses them both.

AC 6 [13], HD 3 (14 HP), ATT 2 x cymbals (1d6) or 1 x bite (1d6), THAC0 17 [2], MV 120' (40'), SV 12 13 14 15 16 (F3), ML 12, AL Chaotic, XP 35, NA 1 (1), TT S

Triangle player

No-one's afraid of the triangle player. His only job is to go ting! No-one respects him. Even the other musicians push him around. Maybe that's why he ditched his triangle and picked up an axe. 

AC 5 [14], HD 2 (9 HP), ATT 1 x axe (1d6), THAC0 18 [1], MV 120' (40'), SV 12 13 14 15 16 (F2), ML 10, AL Chaotic, XP 20, NA 1 (0), TT P

Cellist

If a wandering martial arts sage saw this guy fight, they'd immediately adopt the cello as their clan's signature weapon. He can swing it like a mace, stab with the end spike or fire arrows from the strings. I think he's been secretly planning to murder the brass section for a long time.

AC 7 [12], HD 4 (18 HP), ATT 1 x swing (1d6) or stab (1d4) or arrow (1d6), THAC0 15 [4], MV 120' (40'), SV 10 11 12 13 14 (F4), ML 10, AL Chaotic, XP 75, NA 1 (1d3), TT R

Violinist 

The orchestra's diva. Everything is done with a little flourish. Even swinging that violin bow at you like a sabre.

AC 5 [15], HD 5 (23 HP), ATT 1 x bow (1d6), THAC0 15 [4], MV 120' (40'), SV 10 11 12 13 14 (F5), ML 10, AL Chaotic, XP 175, NA 1 (2d3), TT T

Conductor

Wild-haired, twitch-eyed, muttering in German. He hates his musicians as much as he hates you.

AC 3 [16], HD 7 (32 HP), ATT 1 x baton (1d6), THAC0 13 [6], MV 120' (40'), SV 8 9 10 11 12 (F7), ML 10, AL Chaotic, XP 450, NA 1 (0), TT T

Saturday, 6 August 2022

A bestiary of cheeses

The trap is the second most dangerous thing.

A bestiary of cheeses.

No, you didn't read that wrong. If you're a repeat reader, you know I treasure nonsense. Mine and other people's. It's entirely in character for me to write a bestiary of cheese-based monsters and never stop to ask myself why. 

A wizard did it. Why? Well, if I was a wizard, I would. Wouldn't you? If you're a wizard, who's going to tell you not to enchant cheese?

Emmental

A yellow, mild and nutty monster.  Recognised by its holed and pockmarked surface.

AC 9 [10], HD 3* (14 HP) Att 1 x touch (see specials), THAC0 16 [3], MV 120' (40"), SV 12 13 14 15 16 (F3), ML 8, AL Neutral, XP 65, NA 1 (1d4), TT U

Specials: Swiss me - holes make it more powerful. For every 4 HP Emmental loses to melee weapons, its to-hit bonus increases by 1.
Swiss you - if an Emmental touches a character, the character develops holes. 1d3 damage per round. Save vs paralysis negates.

Bleu

A sharp and salty muscular creature shot through with blue veins. Its smell is strong too. Even when using stealth, its smell gives it away.

AC 9 [10], HD 4 (18 HP) Att 1 x slam (1d10), THAC0 15 [4], MV 120' (40"), SV 10 11 12 13 14 (F4), ML 8, AL Neutral, XP 75, NA 1 (1d4), TT U

Mozzarella

A mild, white and stretchy monster.

AC 9 [10], HD 2* (9 HP) Att 1 x wedge (1d6), THAC0 17 [2], MV 120' (40"), SV 12 13 14 15 16 (F2), ML 8, AL Neutral, XP 25, NA 3 (2d6), TT U

Specials: Bloop - Mozzarella is immune to impact weapons like clubs and maces.

Cheddar 

A sharp-tasting off-white beast. Cheddars become sharper throughout their life-cycle. Found commonly.

AC 9 [10], HD 1 (4 HP) Att 1 x spikes (1d6), THAC0 18 [1], MV 120' (40"), SV 12 13 14 15 16 (F1), ML 8, AL Neutral, XP 10, NA 8 (3d8), TT U

Aged Cheddar

A sharper and slightly crumbly version of a regular Cheddar. Not many Cheddars make it to this age. They're too tasty.

AC 9 [10], HD 3 (14 HP) Att 1 x spikes (1d6), THAC0 16 [3], MV 120' (40"), SV 12 13 14 15 16 (F3), ML 8, AL Neutral, XP 35, NA 3 (2d4), TT U

Brie

A pale, soft monster with a waxy skin.  A Brie is liquid enough to squeeze through cracks and spaces the characters can't use.

AC 9 [10], HD 2* (9 HP) Att 1 x fondue fork (1d6), THAC0 17 [2], MV 120' (40"), SV 12 13 14 15 16 (F2), ML 8, AL Neutral, XP 25, NA 2 (1d4), TT U

Specials: Spread - on 4-in-6 a Brie can enter a blocked or barricaded space by oozing under doors or between loose-fitting stones.

Halloumi

A squeaky creature with a cracked and burned exterior. The stiff charred layers give it some extra armour and make it smell absolutely mouth-watering.

AC 6 [13], HD 2 (9 HP) Att 1 x grater (1d6), THAC0 17 [2], MV 120' (40"), SV 12 13 14 15 16 (F2), ML 8, AL Neutral, XP 20, NA 2 (1d4), TT U

Casu marzu

A soft monster with cheese mites crawling on and inside it. I dare you to eat this one. Hold your breath and close your eyes.

AC 6 [13], HD 2* (9 HP) Att 1 x sharpened cracker (1d6), THAC0 17 [2], MV 120' (40"), SV 12 13 14 15 16 (F2), ML 8, AL Neutral, XP 25, NA 2 (1d4), TT U

Specials: Mite bites - melee attacks knock mites off the cheese. They swarm the attacker and bite for 1d6 damage that ignores armour. Save vs breath negates.

Saturday, 30 July 2022

Peripheral beasts

A bestiary of creatures only visible out of the corner of your eye.

Just like you need water, these creatures need attention. But too much will drown them just like too much water will drown you. They generally live in abandoned places where unwise magic was practised in the past. They're used to surviving on very little attention.

But when unwary adventurers visit... it's like rain after drought.

Peripheral beasts are immune to all weapons. They wither if looked at directly. In battle with a peripheral beast, Wisdom bonus replaces Attack bonus. All attacks do 1d6 damage. They carry no treasure and have no other special qualities.

Eyer rose

Beautiful flowers with vicious thorns. They can grow up in seconds and entangle an adventurer completely. They vanish instantly if looked at directly. But try looking at the back of your own head where they're tangled in your hair. 1d4 damage minus AC from armour.

Squiggel

Flying things. They bounce, jump and glide at the edges of an adventurer's vision. Often mistaken for birds or bats. Numbers build up quickly, because they breed and grow to independence near-instantly. Basically harmless, except as a distraction or making you complacent about things you half-see while you're busy.

AC 9 [10], HD 1 (4 HP) Att -, THAC0 -, MV 120' (40"), SV 12 13 14 15 16 (F1), ML -, AL Neutral, XP 0, NA 0 (10d10), TT -

Bogle

Bogles will poke you in your unconscious mind. They make vague threatening shapes. When a character swings their head to look, they swing too. So they're always behind you. Their method is to make a character believe there's a threat, when it's only the bogle soaking in their attention.

AC 6 [13], HD 1 (4 HP) Att -, THAC0 -, MV 120' (40"), SV 12 13 14 15 16 (F1), ML -, AL Neutral, XP 0, NA 0 (2d4), TT -

Hungry wisp

The predator of the group. The other beasts are satisfied with attention. This one wants a bite of you as well. They often resemble wolves, bears or apes. They favour hit-and-run tactics, rushing a character to deliver a bite or slash, then darting away out of view.

AC 3 [16], HD 4 (18 HP) Att 1 x claws (1d6) or bite (1d6), THAC0 15 (+4), MV 120' (40"), SV 10 11 12 13 14 (F4), ML 8, AL Neutral, XP 350, NA 0 (1), TT -

Sunday, 3 July 2022

Library bestiary part 3 - demons and other dangers

Part 3 of the cursed library bestiary. Find part 1 here and part 2 here.

The book-creatures described in part 2 aren't much of a threat, except in large groups. The real danger of them is that they might cause noise. This attracts the attention of ghosts, demons, or worst of all - The Silence.

Ghosts

Librarians  
 
Librarians float around the shelves at random. They occupy themselves reshelving books to their personal system. Books are precious to them. When enraged, they may forget that and use one as a weapon.
 
AC 9 [10] + special, HD 3* (14 HP), ATT 1 x charge or book bludgeon (see specials), THACO 16 [+3], MV 120' (40'), SV 12 13 14 15 16 (F3), ML 10, AL Lawful, XP 80, NA 1d3 (1d3), TT None (on 1 in 6 a librarian will have a single scroll)
Specials: Mundane damage immunity
Charge - deal 1d6 cold damage and paralysis for a round by passing through a target. Save vs breath negates.
Book bludgeon - when hit, librarians become enraged on 2 in 6. In this state, they may attack by hurling a book via telekinesis. Automatically hits, 1d4 improvised weapon damage.
 
Paintings 
 
Paintings like to attack from concealment, and drag victims back into their frames. Perhaps they make interesting scenery.
 
AC 7 [12], HD 4* (18 HP), ATT 1 by weapon, THACO 15 [+4], MV 120' (40'), SV 10 11 12 13 14 (F4), ML 8, AL Lawful, XP 130, NA 1 (1d3), TT S
 
Specials: Paintings are immune to piercing or bashing damage and take double damage from fire. 
Lead white: Burning paintings emit toxic fumes. Characters within 5 feet take -2 to next turn. Save vs breath negates.
Drag: on a successful attack, a painting can choose to disarm rather than inflict damage. Disarming succeeds on a STR vs STR roll. The target is automatically grappled and may be dragged into a painting.

Poltergeists
 
Knots of emotion and psychic force which fling objects to express themselves. Poltergeists are attracted to strong emotions among characters. They sense these from several rooms away.

AC 9 [10], HD 3* (14 HP), ATT 1 x 1d4, THACO 16 [+3], MV 90' (30'), SV 12 13 14 15 16 (F3), ML 8, AL Chaotic, XP 80, NA 1 (1), TT None
 
Specials: Mundane damage immunity
Invisibility (as spell), permanent
Telekinesis (as spell), twice daily
 
Living statues
 
Slow but powerful. They carry books, and they want the characters to read them. Statues don't speak or show any emotion. Once a character passes by, it noiselessly steps down from its plinth and follows. When the character pauses, it closes the distance for a grapple attempt. If successful, they force the character to read one of the unsettling passages in their book. At 0 HP they crumble to fragments.

AC 3 [16], HD 6 (30 HP), ATT 1 x 1d6, THACO 16 [+3], MV 60' (20'), SV 10 11 12 13 14 (F6), ML 8, AL Chaotic, XP 275, NA 1 (1d3), TT None (1 book as cursed scroll)

Specials: Statues do not receive a bonus to attacking retreating opponents.
Harsh truth: If forced to read from a statue's book, a character develops a phobia or hindering mental condition until leaving the library. Save vs devices negates.

Demons

 

Howlers
 
Shaggy Halfling-sized creatures. They hunt alone, then howl to summon their pack when they spot prey. Howlers are lesser demons - mindless, hungry beasts. They creep in where earthly space becomes corrupt enough to permit them. Books mean nothing to them. They're often killed by other supernatural creatures for damaging them.

AC 8 [12], HD 1 (4 HP), ATT 1 x bite (1d6) or 2 x claw (1d4), THACO 18 [+1], MV 120' (40'), SV 12 13 14 15 16 (F1), ML 10, AL Chaotic, XP 80, NA 2d6 (2d6), TT None
 
Imps
 
Merry little tricksters. They think jokes that involve someone getting hurt are the funniest. They'll grease your sword hilt. They'll tie your boots together and yell to disturb a ghost. They'll stuff an angry ferret in your lunchbox.
 
AC 3 [16], HD 1 (4 HP), ATT -, THACO 18 [+1], MV 120' (40'), SV 12 13 14 15 16 (F1), ML 8, AL Chaotic, XP 10, NA 2d10 (3d12), TT P
 
Greater demons

They're here to consult a book, like you are. They don't appreciate being disturbed.
 
AC 4 [15], HD 6* (27 HP), ATT 1 by weapon or special (see list), THACO 13 [+6], MV 120' (40'), SV 10 11 12 13 14 (F6), ML 8, AL Chaotic, XP 1050, NA 1 (-), TT I
 Specials: 
Supernatural attacks: the demon will have one of the following powers.
  • Scorpion tail, 1d8 + poison
  • Acid breath, 1d6 + fills a square for 3 rounds
  • Flaming claws, 2d6
  • Insect swarm, 1d4 + -1 per round for 3 rounds
  • Tongue tentacle, 1d6 constriction damage + lost turn
  • Shriek, 1d4 + -2 from ghostly visions for 3 rounds, save vs paralysis negates
Magic: A greater demon will know 1d6 spells from Dispel Magic, Protection from Good, Invisibility, Detect Invisible, Mirror image, Hold Portal.
Retainers: The demon is accompanied by 1d4-1 retainers who will fight to the death to protect it. As Fighter 3.

The Silence

The Silence isn't a physical presence. It's a leaden tiredness that comes over you. It makes your weapons heavy and your pack uncomfortable. You feel like you've been walking for days. The room is stuffy and dim. The gloom seems to swallow up noise. Surely you can take five minutes to sit and rest, maybe read a little...

Noise attracts it, especially talking. Each turn spent in its presence, save vs magic. On success, nothing happens. On failure, lose 1d4 HP without noticing. Leaving The Silence's influence is as easy as stepping into the next room, but it follows at a rate of 1 room/turn.

Saturday, 18 September 2021

Cultist collector

A B/X compatible monster inspired by this image. Which might actually be intended for an RPG sourcebook, the artist has done work for Pathfinder. It's probably intended to be a cultist who is a collector, but I choose to read it as a collector of cultists. Bits of cultists, anyway.

The Collector is a summonable intelligent undead creature typically used by cult leaders to punish followers. It loves to hunt and inspire fear in its prey, so it turns the killing into a chase drawn out over hours or days. When the prey is too exhausted to run any further, the Collector will saw their hands off to keep. Then it torments them with its spears until they die.

When first summoned, the Collector is just a cloud of mist. In that form, it can inflict nightmares on a sleeping victim, gradually using their fear to manifest itself in a physical form. From that point it can take mist form at will and uses it for fast travel. In a chase, the prey finds the Collector manifesting ahead of them when they run in any direction other than the one the Collector wants. If the prey loses their fear of the Collector, it has only its stored reserve of fear to call on. When that's used up, it can no longer manifest physically.

The Collector enjoys its job, and even while bound will usually respond to summonings to see if there's another hunt to be had after this one.

AC 9 [13], HD 5 (23HP), Att 1 x spear (1d6), THAC0 12 [+5], MV 120' (40'/100' in mist form), SV 10 11 12 13 14 (F5), ML 8, AL Chaotic, XP 550, TT - (1d4-1 magic items)

Specials:

Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).

Holy undead: Cannot be turned by someone of the same religion as the summoner.

Mist form: The Collector can transform into mist or back as a standard action.

Monday, 6 September 2021

Library bestiary part 2 - Marginalia

Part 2 of the cursed library bestiary. Find part 1 here.

Marginalia

The art of decorating manuscript margins with educational, comical or topical images is called illumination. The curse brings these illuminated images to life in parts of the library that don't get much foot traffic. Most aren't hostile, but they can be noisy if roused and in the library's deep places, noise will attract worse things than Marginalia.

Drolleries 

Drolleries are the standard illumination images - rabbits holding swords, knights riding snails, armoured men with fish on their heads. In the library they're fully-formed beings, but all have a faint parchment-like quality about them. When they move, it's often with the sound of a page turning.

Frequently-encountered drolleries include:

The Snail knight, who rides a giant snail mount. He may challenge the party to a test of honour, hinting that he has vital knowledge that he can only share with fellow cavaliers. The truth is, he only knows the history of a single isolated war.

AC 3 [16] + special (see end of section), HD 4 (18 HP), ATT 1 x lance (1d6), THACO 17 [+2], MV 120' (40'), SV 12 13 14 15 16 (F1) ML 8, AL Lawful, XP 175, NA 1 (1), TT None

The Fish knight, who has two brass fish on the side of his helmet. He immediately pledges his undying loyalty to the party and swears to fight and die for the success of their quest. He absolutely will not enter combat, but does loot the body of anyone killed and then try to escape.

AC 3 [16] + special (see end of section), HD 5 (23 HP), ATT 1 x sword (1d8), THACO 17 [+2], MV 120' (40'), SV 12 13 14 15 16 (F1) ML 8, AL Lawful, XP 425, NA 1 (1), TT None

Armed rabbits, who team up against any armed person they come across. They use clever strategy and acrobatics and form a serious threat. Even so, they usually make a disciplined retreat before they can do any significant harm. The retreat is via a path through traps they set earlier.

AC 8 [11] + special (see end of section), HD 1-3 (5-14 HP), ATT 1 x weapon, THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F1-3) ML 8, AL Neutral, XP 16/26/41, NA 1d4 (1d4), TT None

Suffering saints, who may be sick, injured, starved, tortured or in pieces. They call to the party to pray with them, but resist any efforts to help them. Their suffering is a personal sacrifice to their god. Drama queens, every single one of them.

AC 8 [11] + special (see end of section), HD 5 (18 HP), ATT -, THACO 17 [+2], MV -, SV 9 10 12 14 12 (C5) ML 8, AL Lawful, XP 0, NA 1 (1), TT None

The Dying king, who was too stubborn to listen to prophets and saints, and is now paying the price. Like the Suffering Saints, he resists assistance. His only purpose now is to warn others not to make his mistake. The crime he describes is so mild or obscure that it makes the whole ordeal ridiculous.

AC 5 [14] + special (see end of section), HD 6 (27 HP), ATT -, THACO 17 [+2], MV -, SV 10 11 12 13 14 (F6) ML 8, AL Lawful, XP 0, NA 1 (1), TT None

Badly-drawn animals, who mill around making the sort of noises only someone who had never seen one in the flesh would expect. Not hostile, but may panic and run in any direction if spooked.

AC 8 [11] + special (see below), HD 1/2 (4/9 HP), ATT 1 x butt (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F1) ML 5, AL Neutral, XP 16/28, NA 1d3 (1d3), TT None 

Specials: All drolleries are immune to piercing or bludgeoning damage and take double damage from fire. Anything taken from a drollery turns to paper in a few seconds.

Historia 

Historia are images of actual figures from history: saints, kings, heretical bishops, even a few scientists. They can be found doing the things the people they represent could be expected to do in a library. Reading books, giving dry lectures, ordering troops to reinforce the northern border against invaders.

Historia always know where in the library their book is, and what it contains.

Stats: Apply five levels of whatever class is appropriate for the character. Treasure type L (illuminated manuscripts were occasionally decorated with gold leaf and crushed gemstones).

Specials: Historia  have the same specials as Drolleries (see above).

Parodia 

Parodia are similar to Historia, but these images were created to mock their subjects. They may be cross-eyed, have enormous warts on their faces, and wear expressions of bucolic stupidity. They know nothing useful and spend their time performing ridiculous acts. Like Historia, they're not much threat in a fight, but Parodia love to prank people by tripping them on stairs, slamming doors on them, pushing items down from high places, etc.

Stats: As for Historia.

Rubrics

Rubrics are also similar to Historia, but have a faint pink hue to them. They're blood drinkers and the more they drink, the darker their shade and the greater their power. A fully crimson Rubric is a creature to be wary of. They make no use of stealth and repeatedly shout an obscure phrase as a battle cry.

AC 8 [11], HD 2 (9 HP), ATT 1 x weapon or bite (1d6, see specials), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F2) ML 8, AL Chaotic, XP 26, NA 1d3 (1d3), TT None

Specials: 

Attack improvement: For each 10 points of HP damage done by bite attacks, the Rubric gains +2 to attacks and -2 to Save targets. 

Damage: Rubrics are immune to piercing or bludgeoning damage and take double damage from fire. Anything taken from a rubric turns to paper in a few seconds.

Grotesques

Grotesques are simply faces. Blocky and panel-shaped, wrapped in hair or leaves and ivy. They possess and animate furniture.  Someone who sits without looking may be bucked off a chair, or have their gear scattered by a spooked table. In groups, Grotesques will act like herd animals - the larger ones may attack to protect the smaller ones, who retreat in panic.

Basic chair

AC 8 [11], HD 2 (9 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F2) ML 6, AL Neutral, XP 20, NA 2d6 (2d6), TT None

Wingback chair

AC 8 [11], HD 3 (14 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F3) ML 6, AL Neutral, XP 35, NA 1d4 (1d4), TT None

Stool

AC 8 [11], HD 1 (5 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F3) ML 6, AL Neutral, XP 10, NA 1 (1d2), TT None 

Desk

AC 8 [11], HD 5 (23 HP), ATT 1 x bite or kick (1d6), THACO 17 [+2], MV 120' (40'), SV 10 11 12 13 14 (F5) ML 6, AL Neutral, XP 175, NA 1 (1d4), TT None 

Table

AC 8 [11], HD 4 (14 HP), ATT 1 x bite or kick (1d4), THACO 17 [+2], MV 120' (40'), SV 10 11 12 13 14 (F4) ML 6, AL Neutral, XP 75, NA 1d2 (1d6), TT None 

Podium

AC 8 [11], HD 2 (9 HP), ATT 1 x bite or kick (1d4), THACO 19 [0], MV 120' (40'), SV 12 13 14 15 16 (F2) ML 6, AL Neutral, XP 20, NA 1 (1d2), TT None

Saturday, 28 August 2021

B/X compatible monster: Figthing

The One Page Game Jam has ended, and the entries are available for browsing.

They're a fun bunch of games, but some are a challenge to read. There are handwritten documents, background images that don't contrast the text enough, and in some cases a complete indifference to spelling. One game had a section of 'figthing rules'. To my disappointment, it wasn't rules for things made of figs, it was the combat system. So here's a hostile thing made of figs, for which you might also need some figthing fighting rules.

Figthing

A 7' golem molded from bruised and overripe figs. It squelches as it moves, and carries a buzzing cloud of wasps with it. They crawl on and inside it and form a second threat for an adventuring party to handle. Figthings form (super-) naturally in abandoned fig groves under the influence of awakened wasp nests. They stand in the shadows of trees where they won't dry out, immobile until the wasps detect intruders. Then they attack. A figthing is typically active for two to three weeks before fermentation and rot force its wasps to move on and it loses its animating force.

AC 8[11], HD 4 (18 HP), ATT 1 x fist (1d6) + special (see below), THACO 17 [+2], MV 120' (40'), SV 10 11 12 13 14 (F4) ML 12, AL Neutral, XP 225, NA 1d4 (1d4), TT None

Specials:

Mundane damage immunity: Can only be harmed by magical attacks.

Splatter: Every second round as a free action the figthing can hurl a wad of sticky fruit pulp. If it hits, the target will be swarmed by wasps for automatic damage of 1HP per round and -2 to any action until they take a full round to scrape it off.

Asphyxiate: The figthing can pass up a normal attack to grab an opponent in an adjacent square. STR vs STR to resist. If it succeeds, it will attempt to shove the gripped creature into itself to smother in sticky pulp. Drowning rules apply.

Edible: Each person who joins the attempt can gather 1d4+2 rations of fruit pulp. It spoils in three days unless preserved. A resourceful adventurer would make jam.

Saturday, 24 April 2021

B/X monster: the undomesticated flying carpet

I don't know what the lizard's doing there
A Brief Treatise on the Habits and Habitat of the Undomesticated Flying Carpet. It's been a miserable wet week here, and I feel like some unmitigated nonsense is called for.

The wild flying carpet is both smaller and faster than its domestic cousin, not having been bred for carrying human passengers. It also has a much more wild temperament. Some captured specimens have been quite vicious. Males can be recognised by their bold geometrical patterns, while females tend towards Turkish patterns in muted colours. Younger carpets will be a paisley or tartan before their patterns fully grow in.

You can find the undomesticated carpet roosting on the arid side of mountain ranges, where the males build nests by assembling rings of small rocks and tangling them together with loose threads. Females are attracted by the strength and lack of fray in those threads. A male with a tidy weave will make a good mate.

Wild carpets are almost entirely carnivorous and don't have the appetite for Turkish delight their domestic counterparts display. They typically prey on lambs and young goats, by sweeping them up and dropping them from a height so the animals are stunned and can't resist being flown back to the carpet's lair to be devoured. When prey is scarce they range further afield and although they prefer to avoid settlements, there are reports of them targeting children up to about six years old as prey.

When threatened they prefer to run rather than fight, but will defend their nests with swoop-and-slash tactics. Males and females both have tassels they can use to grip small rocks and flint shards as weapons.

Armour Class 4 [15]
Hit Dice 4 (12hp)
Attacks 1 × slash (1d6)
THAC0 14 [+5]
Movement 30’ (10’) inching / 480’ (160’) flying
Saving Throws D13 W14 P13 B16 S14 (4)
Morale 8 (12 in lair)
Alignment Neutral
XP 75
Number Appearing 1 (1d2)
Treasure Type I

Saturday, 15 August 2020

Killer robots

Have you ever woken from a sound sleep with the best idea ever and forgotten what it was before morning? Today I had the opposite experience: an idea so terrible that my subconscious refused to take responsibility for it and kicked me awake. By morning it was still there, burning like an ember in my thoughts - goblin phone sex operators.

 I have no plans to develop this idea, and no idea how to develop it if I wanted to.

Anyhoo, robots. The first few OD&D games played must have been real kitchen sink settings. I was interested to read that Gary G's Greyhawk had dinosaurs and androids as monsters the players could encounter. It’s a shame there aren't more robots in fantasy game supplements today. Here's some I've statted up, hoping to capture what would have been the 1970s aesthetic:

Roberzerker
A towering armoured beast with a single glowing eye, flailing claw-arms and a grating electronic voice shouting "DESTROY! DESTROY!" Usually set to guard an area or significant artefact. Won't leave the room its guard point is in unless it malfunctions (2 in 6 if damaged).

AC 6 [13], HD 5 (22hp), Att 2 x slam (1d6) or 1 x sonic (1d8, see specials), THAC0 17, MV 90' (30'), SV D10 W11 P12 B3 S14 (F5), ML 12, AL Neutral, XP 550, NA 1d3, TT D

Specials:
Sonic - The robot can make a straight-line attack affecting all opponents in targeted squares. Ignores armour, 3-round recharge.
Boom - a destroyed roberzerker explodes on 2 in 6, doing 1d8 damage to opponents in adjacent squares.
Mechanical -
immune to all mind-affecting spells and conditions.

Spider
A dog-sized machine that lurks in the dark in high corners. Has 8 dim red lights as eyes. Will attempt to surprise or swarm opponents.

AC 8 [11], HD 2 (5hp), Att 1 x shock bite (1d6), THAC0 19, MV 120' (40'), SV D13 W14 P13 B16 S15 (T2), ML 12, AL Neutral, XP 35, NA 2d4, TT C

Specials:
Climb - a spider can crawl along walls or ceilings at its normal movement rate.
Backstab - as per Thief.
Mechanical - immune to all mind-affecting spells and conditions.

Scrapper
A man-sized construction which collects all kinds of metal for depositing in the hopper on its back, where it's crushed into ingots for storage. Not inherently hostile, but it wants the party's weapons and armour and will attempt to yank them off.

AC 8 [11], HD 3 (8hp), Att 1 x steal (see specials), THAC0 19, MV 120; (40'), SV D13 W14 P13 B16 S15 (T3), ML 9, AL Neutral, XP 65, NA 1d4, TT B

Specials:
Steal - on a successful attack, the scrapper will cut one item of the target's armour free, reducing AC by 2 points.
Mechanical - immune to all mind-affecting spells and conditions.

Hound
A security robot in the form of a lion-sized dog. Usually found walking patrols in an ancient facility, they attack without warning and fight to kill. 

AC 6 [13], HD 5 (22hp), Att 1 × bite (2d6), THAC0 17, MV 150’ (50’), SV D10 W11 P12 B13 S14 (F5), ML 12, AL Neutral, XP 425, NA 1d2 (2d4), TT D

Specials:
Backup -
A hound signals for reinforcements when entering combat with the characters. 2d4 more hounds arrive in 1d6 turns.
Mechanical - immune to all mind-affecting spells and conditions.

Lifter
A huge robot on thick legs or tracks, designed for moving loads around. It may be hostile, or simply oblivious to the tiny characters.

AC 3 [16], HD 15 (67hp), Att 1 × crush  (4d8), THAC0 10, MV 80’ (26’), SV D8 W9 P10 B10 S12 (F8), ML 12, AL Neutral, XP 3,250, NA 1 (1d3), TT G

Specials:
Horn -
operates every second turn, characters are deaf and unable to communicate via speech while it sounds.

Mechanical - immune to all mind-affecting spells and conditions.

Docbot
The one helpful robot on this list. Docbots are willing and able to perform medical treatment on human and demihuman characters. 3 in 6 chance it's run out of anaesthetic and attempts to inject a patient with a dried-up syringe before performing surgery. Doesn't speak the patient's language.

AC 3 [16], HD 1 (4hp), Att -, THAC0 -, MV 120’ (40’), SV D13 W14 P13 B16 S15 (T1), ML 12, AL Neutral, XP -, NA 1, TT B

Specials:
Heal -
can use one full turn to heal a character by 1d6+1 hp. Can only treat the same character once every six hours.
Space age medicine - can treat conditions that would ordinarily require magical healing.
Mechanical - immune to all mind-affecting spells and conditions.

Note on treasure tables - robots don't carry cash, items or spells. In each case the treasure table given represents the value of the advanced metal scraps you can pick from a robot's wreckage. For each line on the table that indicates a non-money reward, roll again on the highest value money reward line.

Saturday, 2 May 2020

Court of Apes

A bestiary of apes for a dungeon adventure because sometimes the solution is more monkeys.

Macaque Minister

Ever-mindful of their dignity, Macaques are the orators and speech makers of the court. They argue their positions with punctilious decorum, no matter how ridiculous they are.

"I admire the passion with which the honoured member advocates for socks to be worn inside-out, but has he considered the impact on the yarn-makers and dyers?"

AC 9 [11], HD 2 (5hp), Att 1 × rapier (1d6), THAC0 18 [+1], MV 120’ (40’), SV D13 W14 P13 B16 S15 (MU2), ML 7, AL Neutral, XP 60, NA 2d4 (1d6+2), TT B

Specials: 
Sleep - Once per day a Macaque Minister may cast Sleep on any number of creatures who can hear it. Requires a common language and an uninterrupted round of waffling speech. Save vs paralysis resists.
Climb - Can Climb as per a Thief of 3 levels higher.
Ambi-ambidextrous - Can wield a weapon as long as any limb is free.
Prehensile tail - Tail can be used to grip. Can hold the Macaque's and extra weight up to that of a Halfling.

 

Colobus Counsellor

Always ready to offer stupid advice, whether asked for it or not.

"M'lord, I can assure you we will save hours of the servants' time cleaning by simply diverting a river through the castle on alternate Wednesdays."

AC 7 [12], HD 2 (7hp), Att 1 × staff (1d4), THAC0 18 [+1], MV 120’ (40’), SV D11 W12 P14 B16 S15 (C2), ML 7, AL Neutral, XP 25, NA 1d4+2 (2d4), TT N

Specials:
Cure light wounds - Once per day a Colobus can examine a patient and pronounce a diagnosis "You're pregnant/You're dead/You have bees." and provide a tonic in the form of 'medicinal' brandy that restores 1d6+1 HP.
Escape - If attacked, a Colobus may disappear into its own baggy robes and emerge fleeing in an unexpected direction.

Gorilla Philosopher

Gorillas who spend their time debating schools of thought. They slam their fists on the ground, beat their chests, snort and shake their heads, but there's no actual violence.

"The sock question is fascinating and deserves careful consideration. Nevertheless, we are apes and apes have no feet."

AC 6 [13], HD 4 (18hp), Att 2 × slam (1d4) or 1 x logic (1d6 + paralysis, see specials), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (F2), ML 7, AL Neutral, XP 80, NA 1d4+1 (2d4), TT O

Specials:

Logic - a Gorilla Philosopher may attempt to disprove an opponent's existence. Requires a common language. Attack uses target's Int modifier as a bonus. Success does 1d6 psychic damage and target must save vs paralysis or lose a turn while they doubt their own reality.
Snarl - Once per combat a Gorilla may vent a growl of animal fury and automatically gain initiative for its side in the following turn.

Gibbon Scribe

Gibbons bumble about looking for things to record. Any things.

"Hang about, hang about - what was that part about winding my entrails around the flagpole? And do you mind if I write 'guts'? It's easier to spell."

AC 9 [10], HD 1 (4hp), Att 1 × sharpened quill (1d4), THAC0 19 [+0], MV 120’ (40’), SV D11 W12 P14 B15 S16 (C1), ML 7, AL Neutral, XP 10, NA 1d6+2 (2d6), TT S

Chimp Guard

Slouching chimpanzees with chainmail and dented helmets, using spears to prop themselves up. They watch proceedings with a sleepy disinterest until it's time to leap screaming into battle.

"You saying I'm corrupt? 'Cos that's insulting and when I feel insulted it costs twice the usual fee to walk through this door."

AC 7 [12], HD 3 (14hp), Att 1 × sword (1d6) or spear (1d6), THAC0 16 [+3], MV 120’ (40’), SV D12 W13 P14 B15 S16 (F2), ML 7, AL Neutral, XP 35, NA 2d4 (1d6+2), TT K

Bonobo Page

Chimp-like apes in livery, carrying trumpets and scrolls. They announce visitors and shout the events of the court as they happen.

"Hear ye! Sir Reginald Montague Fineteeth throttles Lord Eustace Curlwhiskers with his tail! Lord Eustace responds via an attempted eye gouge with a fish fork! Lady Marjorie Goldenfur absconds with the last of the pastries!"

AC 6 [13], HD 2 (7hp), Att 1 × trumpet (1d4), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (F2), ML 7, AL Neutral, XP 20, NA 1d6 (2d4), TT P

Good King Paul

A 7-year old human boy with a cloth tail stitched to his shorts and glued-on monkey whiskers. He shouts nonsensical commands and the apes hurry to carry them out while applauding his wisdom.

"I declare today cheese day! Everyone eat cheese!" "Urgh, cheese is yuck now. It makes me feel funny. Anyone with cheese shall be put to death!" "By royal decree, everyone walk backwards!"

AC 9 [11], HD 1/2 (2hp), Att 1 x kick (1d2-1) or 1 x bite (1d2-1), THAC0 16 [+3], MV 120’ (40’), SV D14 W15 P16 B17 S18 (NH), ML 6, AL Neutral, XP 5, NA 0 (1), TT I

Saturday, 4 January 2020

Library bestiary part 1 - human

For nearly a year I've been thinking about an adventure set in a cursed library. It's giving me some trouble, mainly the map. I'd like to site the main areas deliberately, and use a simple semi-procedural generation for smaller rooms. The details haven't been gelling and I had mostly put it out of my mind, but a week ago I woke up from a dream with the perfect solution - which I didn't write down and had forgotten by morning. Something about a die-drop table? Maybe? I'm still kicking myself over that.

In any case, it's reached the point where I need to write it down in order to either progress my ideas or get them out of my head completely. I don't have a map, but I have a bestiary.

The library was created to house a singular book, the Book of Ashes. It has a wealth of knowledge on a variety of forbidden subjects, including descriptions and true names of a number of high-ranking demons. You don't let people read a book like that, but you don't burn it either. It might be useful some day. So they put it in an isolated building with a staff of scholar-soldiers to protect it. Over time, other heretical but potentially useful books joined it. Then, because it's the nature of libraries, a collection of mundane but associated volumes useful to visiting researchers.

Maybe because of the nature of its collection, the library grew strange and dark over time. The librarians became insular and uncooperative with visitors. Eventually they stopped leaving the library altogether. The building itself grew larger than its walls should allow, and its corridors twisted into a maze.

The library still operates and protects its evil books, but it's a hazardous place to visit.

Librarian castes

Shelvers

Shelvers climb the library shelves like monkeys, deftly reaching for finger- and toe-holds, always careful not to brush against the books. Theirs is the sacred task of returning books to their proper places after they've been repaired, seized from a rival tribe that follows a heretical cataloguing System or (Great Librarian protect us!) read.

AC 8 [11], HD 2 (9 HP), Att 1 × wooden club (1d6) or bone knife (1d4), THAC0 19, MV 120’ (40’), SV D12 W13 P14 B15 S16 (F2), ML 8, AL Lawful, XP 20, NA 1d6 (3d4), TT P
  • Ambush: May set simple traps or push shelves over onto opponents.
  • Bombard: May drop heavy items on opponents from high spots.

Returners

Returners are the police force of the librarian tribes. Their job is to apprehend criminals accused of mishandling books, folding pages, or the greatest crime of all - book murder. They go armed with man-catchers. The only punishment is hanging. Executed criminals will be displayed in the entrance hall for a few days, then taken down and expertly butchered so their skin can be turned into leather, their bones into needles and their sinews into thread for repairing books. Returners from rival tribes have a wary truce during times of peace and co-operate to bring book vandals to justice.

They wrap heavy cloth around their faces to muffle their cries if injured in battle. Hushers execute noise-makers indiscriminately.

AC 6 [13], HD 3 (14 HP), Att 1 × man-catcher (1d2 + restrain) or sharpened ruler (1d6), THAC0 19, MV 120’ (40’), SV D2 W13 P14 B15 S16 (F3), ML 8, AL Lawful, XP 35, NA 1d6 (3d4), TT Q
  • Capture: Standard tactic is for several Returners to immobilise and gag an opponent so their body can be used for book repair.

Porters

Some books are so important than ordinary visitors can't be trusted to handle them. Porters wear harnesses which let them carry a book of any size on their backs, and act as a lectern when needed. They wear blinkers to keep them from accidentally reading their books, and use whisk-like devices over their shoulders to turn pages. If there's danger, they're trained to retreat immediately, shielding their book with their bodies. Porters are always accompanied by two Returners.

AC 3 [16], HD 2 (7 HP), Att 1 × turner (1d4), THAC0 19, MV 120’ (40’), SV D11 W12 P14 B16 S15 (C2), ML 6, AL Lawful, XP 31, NA 1d6 (3d4), TT O
  • Retreat: If threatened, back towards the nearest entrance, fighting defensively. 
  • Distract: Drop lesser books or scrolls to delay opponents if necessary.
  • Magic: a porter will know 1d2 of:
    • Cause Fear
    • Darkness
    • Detect Magic

Lectors

A book is an ideal object (of course), but if you were to (carefully and hypothetically) admit a limitation in their function as information transmitters, it would be that only one person can read them at a time. Having someone read them aloud fixes that problem. The library's altered nature means that Lectors are most often reading to empty lecture halls, but they do it anyway. Tradition is what maintains their privileged position among the tribe.

AC 7 [12], HD 2 (5 HP), Att 1 × wooden bookmark (1d4), THAC0 19, MV 120’ (40’), SV D13 W14 P13 B15 S16 (MU2), ML 7, AL Lawful, XP 31, NA 1d6 (3d4), TT R
  • Call to defend: a lector can call up to 1d6 bystanders to defend the book he reads from (and by extension, him).
  • Magic: a lector will know 1d3 of:
    • Detect Magic
    • Read Languages
    • Read Magic
    • Sleep

Casteless

Hushers

Hushers are an order of warrior-monks, called by faith to enforce the library rules. They patrol the shelves and galleries of the populated areas of the library and and go on days-long patrols through the far sections, where there's danger of bumping into wandering Marginalia. They take a vow of silence and fight with arrows fletched with the hair of executed criminals, stiffened with book-glue.

AC 6 [13], HD 4 (18 HP), Att 1 × bow (1d6), sharpened ruler (1d6), THAC0 17, MV 120’ (40’), SV D10 W11 P12 B13 S14 (F4), ML 7, AL Lawful, XP 75, NA 1d6 (3d4), TT
Conceal: hide in the shadows and attack without warning if rule-breaking occurs.

Binders

Binders have put aside tribal differences to concentrate on the sacred task of repairing damaged books. Cracked spines, torn pages, faded lettering. Time is unkind, never mind the depredations of the library's despised patrons.

AC 6 [13], HD 5 (18 HP), Att 1 × rope dart (1d6 + tangle) book knife (1d4), THAC0 17, MV 120’ (40’), SV D9 W10 P12 B14 S12 (C5), ML 7, AL Lawful, XP 300, NA 1d6 (3d4), TT N/O

Bibliomaniacs

Despite the obvious danger some people will, accidentally or otherwise, read the wrong book and lose their minds. These madmen haunt the library, even wandering alone through the far sections without fear. Hushers will sometimes kill them out of pity.

AC 7 [12], HD 8+1* (37hp), Att 1 × weapon (1d8 or by weapon), THAC0 14, MV 120’ (40’), SV D8 W9 P10 B10 S12 (F8), ML 12, AL Chaotic, XP 1750, NA 0 (1), TT
  • Magic: A bibliomanic will be able to use one of the following 3 times daily as a spell-like ability:
    • Blight
    • Continual Darkness
    • Curse
    • Detect Magic
    • Locate Object
    • Sticks to Snakes

Saturday, 30 November 2019

Send in the clowns

The face of a killer?
A clown bestiary with B/X stats.

People have been talking for years about scary clowns. I always thought it was mostly in fun, but my little nephew is serious about it. I had to change my in-game skin so we could play Minecraft together, because I was dressed as a clown and he hated it.

Players wouldn't be scared though, would they? Not big tough players. I bet they could take on a whole gang of clowns and come out smiling...

Hobo


Dressed in rags or ill-fitting clothes, Hobos are tasked with gathering victims to feed the nest's Foolmother and her Clowngrubs. They're especially attracted to young children, who can be taken in by a painted smile and a bladder on a stick. Many villages have known the pain of hearing their children cry in fear and seeing a Hobo sprinting away on oversized shoes with a handful of kids stuffed into his hula-hoop trousers.

AC 7 [12], HD 4 (14hp), Att 1 × rubber chicken (1d4), squeaky hammer (1d6), claws (1d6), THAC0 16, MV 80’ (40’), SV D10 W11 P12 B13 S14 (F4), ML 8, AL Chaotic, XP 125, NA 1d4 (2d4), TT S

Specials: Hobos can regurgitate swallowed human intestines to twist into balloon animals, swollen with noxious gas. They burst after 1d4 rounds or if interacted with. The gas irritates the membranes, causing coughing and watering eyes. Save vs poison or -2 to attack rolls until the fight's end.

Pierot


The white-faced Pierot wears motley, a conical hat and a mournful expression.  Don't be fooled, this clown has no mercy. Its skin is coated with slimy white mucus.  The Pierot's chief tactic is pretending to be busy with some task and paying no attention to anyone who might be nearby - then sneaking up and smearing them with its slime as soon as they're distracted.

AC 8 [11], HD 3 (11hp), Att 1 × bucket of whitewash (1d4), claws (1d6), THAC0 17, MV 80’ (40’), SV D12 W13 P14 B15 S16 (F3), ML 8, AL Chaotic, XP 75, NA 1d2 (1d6), TT R

Specials: Pierot slime absorbs into demihuman skin and paralyses the will, leaving the victim a dazed but willing slave to the Pierot's gestured commands. Save vs poison to resist.

Little dog


Pierots are often accompanied by little dogs, which function as their protectors. They're not actually canines, they have a vestigial third pair of insectoid limbs that fold flat against the body.  Agile, and vicious, the dog can dislocate its jaw at will to open its mouth wider than its head. It has multiple rows of jagged, broken teeth. It goes for the soft parts, and then for the throat.

AC 7 [12], HD 2 (7hp), Att 1 × bite (1d6), THAC0 18, MV 120’ (40’), SV D12 W13 P14 B15 S16 (F1), ML 8, AL Chaotic, XP 20, NA 1d3 (2d4), TT None

Rodeo


The clown nest's soldier caste, Rodeo clowns have nothing subtle or sneaky about them. They operate on instinct, which tells them to attack anyone not part of the nest. They have sticky sweat that binds a protective layer of bullpen dust to their skin. They're also armoured with oversized hats and bandanas. Rodeo clowns can be found defending approaches to the main nest.

AC 6 [13], HD 5 (18hp), Att 1 × headbutt (1d6), claws (1d6), THAC0 15, MV 80’ (40’), SV D10 W11 P12 B13 S14 (F5), ML 10, AL Chaotic, XP 300, NA 1d4 (1d2), TT Q

Specials: Spits caustic chaw (2d4). 2 x daily, 15' range, save vs breath for half damage.

Foolmother


Source of the filthy clown breed, the Foolmother is a towering blob of flesh in the centre of the nest. She appears bloated and immobile, but most of that quivering mass is actually an egg sac she's embedded in. Give her reason and she'll tear free and leap at you, all sleek black biomechanical limbs topped with a bulbous head and painted smile.

AC 1 [18], HD 8 (36hp), Att 1 × bite (3d8) or claws (2d6), THAC0 12, MV 180’ (60’), SV D8 W9 P10 B10 S12 (F8), ML 9, AL Chaotic, XP 650, NA 0 (1), TT

Clowngrubs


The clown's immature stage. Writhing slimy grubs the length of your forearm, with sharp mandibles. They hunt by smell and when one tastes flesh it emits a pheromone that calls its fellows to join the feast.

AC 7 [12], HD 1 (4hp), Att 1 × bite (1d3), THAC0 19, MV 90’ (30’), SV D12 W13 P14 B15 S16 (F1), ML 6, AL Chaotic, XP 10, NA 0 (0d6), TT None
 

Mime


Every predator has a predator of its own. The clown's predator is the mime. These beasts exist partly in this world and partly in another. They're often hindered by obstacles that exist only on the other side of the divide and are invisible to creatures native to our plane. That weakness is a strength as well, though. The mime can step sideways past barriers that exist only on our side, appearing inside city walls and locked rooms.

Clowns are their natural prey, but they're hostile to any living thing they encounter. The unlucky or unwary die in the grip of claws that can't even be seen.

AC 8 [11], HD 6 (21hp), Att 1 × invisible sword (1d6), THAC0 14, MV 80’ (40’), SV D10 W11 P12 B13 S14 (F6), ML 10, AL Chaotic, XP 500, NA 1d3, TT R

Specials: Immune to non-magical weapons.