Showing posts with label creature. Show all posts
Showing posts with label creature. Show all posts

8/25/15

Glyff (Fey)--Montporte Dungeon Campaign Critter

GLYFF (FEY)
Armor Class: 7 [12]
Hit Dice: 4
Attacks: Dagger (1d4)
Saving Throw: 13
Special: Sleep; Spells; Teleport; Spell Resistance
Move: 11
Challenge Level/XP: 5/240

Glyff are fey creatures that stand about 3' tall. From the waist up, they have a human appearance, only smaller. The lower half of their body is canine, with short white fur and black spots, similar to a miniaturized dalmatian. Glyff are nominally members of the Summer Court of the fey, but by treaty and decree of both Summer and Winter Courts, they are considered neutral. Glyff are the keepers of the Seelie Accords. In this capacity, they serve as the official keepers and interpreters of all documents, decrees, contracts and actions related to the Seelie Accords. Older and more accomplished glyff attend to their duties the archives and Courts of the fey on the plane of Umírající (the home plane of the fey). Younger fey often accompany fey traders, travelers and diplomats to serve as mobile counselors and jurists in matters dealing with the Seelie Accords.

Unlike most fey, glyff are silent and sober creatures. They typically remain silent and inactive except in matters pertaining directly to their work. While each glyff has an individual name, their names are known only to themselves and other glyffs (and possibly the highest-ranking members of the Summer and Winter Courts). To the non-glyff, they are simply called "glyff."

COMBAT: Glyff avoid combat, unless it is absolutely necessary to defend themselves. Where possible, they will seek to use their magical abilities to escape rather than harm another creature.

SLEEP: When a glyff successfully strikes its opponent with a dagger, that opponent must successfully make a saving throw or fall asleep for 2d6 rounds (this does not affect most undead).

SPELLS: A glyff may use the following magic-user spells:

  • First Level: Detect Magic (at will); Hold Portal (1 time/day); Light (at will); Read Languages (at will); Read Magic (3 times/day); Shield (1 time/day).
  • Second Level: Invisibility (2 times/day); Mirror Image (1 time/day)

TELEPORT: A glyff may teleport one time per day to its own home, but only when threatened with serious danger or death.

SPELL RESISTANCE: A glyff gains +2 to its saving throw against magic spells, wands, and rods (and similar spell-like items).

1/20/15

Giant Fire Boar--Montporte Dungeon Campaign Critter

GIANT FIRE BOAR
Armor Class: 6 [13]
Hit Dice: 6
Attacks: Tusks (2d6+2)
Saving Throw: 11
Special: Charge; Flaming Breath; Instantly Cooked
Move: 18
Challenge Level/XP: 7/600

The giant fire boar is a large magical creature that inhabits large remote caverns of the Deep Dark, feeding on mushrooms. They are black in color, except for a pulsating dim red glow that surrounds their neck and shoulders. From a distance, it looks much like the embers of a dying fire.

COMBAT: Giant fire boars are very territorial and can be quite aggressive. They usually will stump, snuffle, and snort as a warning to unwelcome intruders before defending their territory. As they are not predators or carnivores, they will flee when hurt or when faced by dangerous natural predator.

CHARGE: If the giant fire boar has at least a 20' straight avenue in which to run at its opponent, it will charge. By charging, the giant fire boar gains a +1 to attack and does an additional 2d6 to its tusk attack.

FLAMING BREATH: The giant fire boar can use a flaming breath attack once per day. It is a cone 10' long and 5' wide of intense flame. It does 4d6 of flame damage (1/2 damage if targets make their saving throw).

INSTANTLY COOKED: When the giant fire boar is killed, it instantly cooks itself, and an apple appears in its mouth.

2/12/14

Hobgoblin (Fey)--Montporte Dungeon Campaign Critter

HOBGOBLIN (FEY)
Armor Class: 3 [16]
Hit Dice: 5
Attacks: 2 Attacks/Round (By weapon)
Saving Throw: 12
Special: Move Silently; Hide in Shadow; Improved Saves Versus Magic; Initiative Bonus; Sleep
Move: 12
Challenge Level/XP: 7/600

The hobgoblins of the Montporte Dungeon Campaign are very different from traditional RPG hobgoblins. Montporte hobgoblins are fey and usually reside on the plane of Umírající (the plane of the fey). They are magical, sadistic, and quite devious. While most fey have little interest in the plane of Aarde (the plane on which Montporte exists), hobgoblins travel there on occasion. Despite their occasional visits, they are very rarely seen by the inhabitants of Aarde and only trade with select trading partners or to kidnap humans and others for slaves in the slave trade.

Hobgoblins are aligned with the Winter Court of the fey. While they are not generally involved in the politics of the Winter Court, hobgoblins are often the hired swords in the more devious plots and activities on behalf of the Winter Court.

Hobgoblins are bitter enemies of goblins. They will capture, torture and kill goblins whenever they have the chance.

Like their kin, the goblins, hobgoblins travel in small bands. Unlike goblins, they do not avoid combat. They are aggressive and will kill, if only to satisfy their own sadistic nature. They also are active slave traders. They will seek to capture intelligent creatures for the slave trade, whenever possible.

COMBAT: Hobgoblins typically use a short sword and shield in combat. Because of their speed and dexterity, they are able to attack twice per round.

MOVE SILENTLY: Hobgoblins can move silently as if they were a fifth level thief.

HIDE IN SHADOW: Hobgoblins can hide in shadows as if they were fifth level thief.

IMPROVED SAVING THROW VERSUS MAGIC: Hobgoblins gain an additional +1 to any saving throw versus magic or cleric spells, but not against magic items (wands, potions, etc).

IMPROVED INITIATIVE: Hobgoblins are quick and clever opponents in combat. They gain a bonus to their initiative roll (+3 if using a d10 for initiative; +1 if using a d6).

SLEEP: A hobgoblin can cast a modified sleep spell once per day against one individual creature. The targeted creature does get a saving throw. If successful, the sleep spell lasts for 2d6 hours.

12/28/13

Beer Ooze (Montporte Dungeon Campaign Critter)

BEER OOZE
Armor Class: 9 [10]
Hit Dice: 1
Attacks: Slosh (1d2)
Saving Throw: 17
Special: Surprise; Nausea; Inebriation
Move: 3
Challenge Level/XP: 1/15

Beer ooze forms when barrels of beer are stored for exceedingly long periods near magical locations. They appear as foamy puddles on the floor near kegs or barrels of beer.

COMBAT: A beer ooze will attack those who come close to it. It has the ability to form appendages that slosh its opponents for 1d2 in damage.

SURPRISE: A beer ooze can surprise an unsuspecting opponent on a roll of 1-4 (1d6).

NAUSEA: The beer ooze has a nasty odor that causes nausea in those creatures with a sense of smell. Creatures coming within 10’ of the beer ooze must make a saving throw or be stricken with nausea for 1d4+1 turns. The nausea causes a 1d4 temporary loss of dexterity and a penalty of –2 on all attack rolls.

INEBRIATION: When a beer ooze successfully strikes its opponent, that opponent must make a saving throw or become inebriated. The effects of the beer ooze’s inebriation powers is cumulative. The first time an opponent is affected, the opponent is slightly inebriated and temporarily loses 1 point of intelligence and wisdom. When a slightly inebriated opponent is affected a second time by the beer ooze, the opponent becomes moderately inebriated and temporarily loses 2 more points of intelligence, 3 more points of wisdom, 2 points of dexterity and has a –1 penalty on attack roles (in addition to any other penalties). The third time an opponent is affected by the beer ooze, they become greatly inebriated, losing 3 more points of intelligence, 3 more points of wisdom, 2 more points of dexterity, and in penalized an addition –4 on attack roles (in addition to any other penalties). The fourth time the opponent is affected, they become comatose.

Note that successful constitution saving throws negate the inebriation effect of that particular attack but do not “sober up” the opponent. Inebriation may be negated with neutralize poison.

Note: The beer ooze appeared in The Manor #4. Special thanks to Tim (Gothridge Manor) for giving me the thumbs up to share it on my blog (I did create it but he was gracious enough to include it in his zine).

1/13/13

Giant Spider, a Haiku (Haiku 3)

eight legs and chitin
poison lurking high in web;
saving throw or die

12/27/12

Drow...a Haiku (Haiku 2)

A reworked haiku from my old Rusty Battle Axe blog...
 
elf misunderstood
or queen of dark evil deep;
no one knows for sure

12/23/12

Lich...a Haiku (Haiku 1)

preserved wizard bones
evil incarnate spins spells…
Death rolls down on us