Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Sunday, September 20, 2015

10 Variant Ghouls


10 Variant Ghouls

Ghouls are former humans who have risen from the dead with the taste for flesh. This iconic undead has been the ban of adventuring parties for decades. Any encounter with a Ghoul has the potential to turn extremely deadly. Their signature paralysis attacks can have devastating consequences.

The baseline Ghoul is from Labyrinth Lord, which is a retro-clone of B/X D&D. Your typical ghoul is 2HD with three attacks(bite, claw, claw). Each successful attack requires a save vs paralysis or you become paralyzed for 2d4 turns. So essentially you are paralyzed for 20 to 80 rounds and are totally screwed if the rest of the party don't save your hide. The paralysis can be removed early if a cure light wounds spell is cast on the victim. If you are killed by a Ghoul you also rise as one 24 hours later if your corpse hasn't been blessed. If you are an elf or larger then a medium sized humanoid you are resistant to the ghoul paralysis ability.

There is already a variant of the Ghoul called the Ghast. The Ghast is a stronger version with increased HD, better AC, stronger bite/claw/claw, and can paralyze you for 2d4 turns. Also elves aren't immune to the paralysis. In addition to being superior they also have the stench special ability that requires anyone within 10' to save vs poison or become horribly sick which translates into a -2 to attack rolls.

Below are slight mechanical variations of the typical Ghoul.


Spitting: This ghoul lacks the ability to paralyze you with its melee attacks, instead it has an elongated tongue that can spit a glob of vile saliva that paralyzes on contact. The range is 30' and the saliva does no damage, but requires a save vs paralysis to avoid being paralyzed for 2d4 turns.

Pustule: This ghoul is covered in hundreds of blisters filled with pungent pus. This ghoul does not paralyze through melee attacks instead any attack against it ruptures its blisters of pus. Everyone within 5' radius must save vs paralysis or be paralyzed for 2d4 turns.

Suppressive: Instead of physically paralyzing you the touch of this ghoul suppresses segments of your brain. Save vs paralysis or forget a random class ability for 2d4 turns. Fighters forget how use a specific weapon, thieves don't remember how to backstab, casters can't recall a specific spell, etc. The DM should adjudicate how and what is suppressed.

Atrophy: Instead of paralyzing with their attacks, these ghouls reduce movement speed by 10' each successful attack without a save. Each hit causes your muscles and joints to stiffen. Once your movement is reduced to zero you are automatically paralyzed for 2d4 turns. If your typical movement is 90' then it would require 9 hits to paralyze you.

Waning: Instead of paralyzing you with its attacks this ghouls touch rapidly ages you. Each successful hit ages you 2d4 years if a save vs. death is not made. You gain all the physical aliments of aging but non of the mental benefits.

Remorseful: The human consciousness hasn't fully dissolved from this ghoul. Whenever faced with combat this ghoul must make a morale check each round. Upon success his savage side takes control and he attacks as any normal ghoul would. If this ghoul fails he questions his degenerative state and turns on his pack, attacking them while screaming for anyone to put an end to his existence. If there is no pack to be attacked this ghoul will fall to its kneels and ask for release from this cursed world.

Quick Animation: Normally someone slain by a ghoul will be reborn as one in 24 hours. This type of ghouls infectious attacks quickly animates the dead in mere minutes with random results. After their victim has been slain they quickly animate as an random corporeal undead in 2d4 rounds.

                                               d4 Random Undead
                                               1. Zombie
                                               2. Ghoul
                                               3. Ghast
                                               4. Variant Ghoul

Planar: This ghoul died where the prime material and a random outer plane bleed into each other. It is constantly shifting between planes with no control of the translocation. There is a 50% chance each round that the ghoul will shift to the outer plane. While on the outer plane there is a 50% chance each round that the ghoul will shift back to the prime material plane. Whenever it shifts back it is randomly placed within 30' of its original location.

Deliberate: This cunning ghoul can focus on a particular weak spot. By forgoing two of its claw attacks this ghoul can attack with a precise bite. The focused bite is at +2 to attack, 2d6 damage, and the paralysis save is made with a -2.

Flickering: For some reason this ghouls paralysis is very unstable. Once a victim is paralyzed it is only paralyzed on odd rounds. On even rounds the paralysis diminishes enough for the victim to take an action.

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I hope everyone can steal an idea or two from this list. For more variant undead please check out the links below.

10 Variant Skeletons
10 Variant Wights
20 Variant Zombies

Also I have a Creature Spotlight on the Lovecraftian Ghoul from Labyrinth Lords Realms of Crawling Chaos supplement.

Lovecraftian Ghoul

If you enjoy my blog please consider joining this site. I have more articles on variants, new monsters, random encounters, creature spotlights, new items, etc on the way.


















Sunday, September 13, 2015

10 Variant Skeletons


10 Variant Skeletons

Presented below are 10 variant skeletons for OSR Dungeons & Dragons. They are based off the Labyrinth Lord version of the Skeleton. Like all undead Skeletons can be turned by clerics and are immune to mind-affecting abilities. These variants add a small mechanical component which can be a nice change of pace from your typical encounter. As with anything you should adjust the experience if needed.

If a player has access to the animate dead spell you might let them create these variants by finding an exotic component to use with that spell.

1. Brittle: Upon being hit the skeleton explodes into hundreds of pieces of bone. Everyone within 10' of the skeleton take damage equal to the hit points of the skeleton. If the skeleton had 5 hit points everyone takes that damage.

2. Savage: This skeleton has two claw attacks that does 1d6 points of damage. If both claws hits in the same round it rends for additional 1d6 damage.

3. Frenzy: Once combat begins this skeleton descends into a frenzy of brute fury. Each round the skeleton is active in combat its damage increases by 1 Die. In round 1 it does 1d6, round 2 2d6, round 3 3d6,etc. The damage resets to 1d6 if the skeleton is not engaged in combat for 1 round.

4. Armor-Plated: This skeleton has had metal plates fused onto its bony frame. For each plate fused onto the skeleton it grants  +1 to armor class and 5 hit points. Each 5 points of damage the skeleton takes one metal plate is destroyed and its armor class is reduced by -1.

5. Cackling: This skeleton emits a loud maddening cackle. Those within 30' find it hard to concentrate. All acts of concentration like spell-casting, thief skills, etc require a wisdom check to maintain your train of thought.

6. Unholy: This skeleton bones are pitch black and swirl with negative energy. This skeleton is immune to all damage except positive energy. Holy water, cure spells, potions of healing etc can be used to harm this skeleton.

7. Tar: This skeleton is covered in tar. Any hit by a melee weapon has the potential to be stuck to the skeleton. Any successful hit requires a strength attribute check or be stuck to the skeletons body.

8. Host: The rib cage of this skeleton is fused together to form an intricate prison. Small creatures can be housed inside the rib cage. If attacked in combat the rib cage has 50% chance of shattering and releasing what is inside.
                                             d4 Random Rib Cage Inhabitant
                                                1. 1d6+2 Crawling Hands
                                                2. 1d4+1 Homunculus
                                                3. 2d6 Zombie Pixies
                                                4. 1d4 Mummified Cats

9. Psychic: The cracks of this skeleton skull reveals a pulsating cranium. This skeleton has a semblance of intelligence and attacks with a psychic blast with a range of 30'. Because of its degenerative state the psychic blast is random and unpredictable.
                                             d4 Random Psychic Blast
                                              1, Save or be Confused(as per the spell) for 1d4 rounds
                                              2. 2d6 Psychic Damage
                                              3. 1d4 Wisdom Drain
                                              4. Your mental attributes switch place with your physical attributes for                                                       1 turn.

10. Candy Cane: This skeletons bony frame is coated in peppermint candy. The sweet aroma is hard to resist. All within 5' of the skeleton must save or use your action to consume pieces of this skeleton. Each bite you must save vs poison. Failure means your next 1d4+1 rounds you are nauseated and can't act. Each bite regardless of success or failure rots 1d4 teeth. They fall out 1 turn later.

If you enjoyed these variants I also have blog post on variant zombies and wights. The links are below. I hope to have a variants of all the main undead eventually. So if you like what you see please consider following my blog!

20 Variant Zombies
10 Variant Wights

Sunday, August 2, 2015

Mnemonic Devourer


Mnemonic Devourer


No. Enc: 1 (1d4)
Alignment: Chaos
Movement: 120' (40')
Armor Class: 0
Hit Dice: 9
Attack: 1
Damage: 1d10
Save: M9
Morale: 9
Hoard Class: XIV
XP: 2060

Mnemonic Devourers are the remnants of an alien race who crashed upon the planet centuries ago. After the crash the few remaining Devourers established strongholds in isolated regions. There they cultivate knowledge and experiences. Devourers are driven by the need to consume mental data. They manipulate lesser races to acquire rare tomes, scrolls, manuscripts, minds, etc. Their extreme hunger for knowledge also sustain their physical bodies. Devourers survive by feasting on the mind of living creature. Not by consuming their brains but by draining their minds.

Devourers appears as emaciated pale humanoids with runic scars distributed throughout their body. Part of their cranium is cracked revealing a blood red cerebrum. When a Devourer is in the process of draining a victims mind their runic scars faintly glow as mental nourishment feeds them.

Devourers use lesser minions to fight their battles and try to restrain themselves from physical combat. Devourers will use their brain drain ability to melt their opponents mind. Brain drain has a range of 60' and opponents must save vs spell. Upon failure the victim loses one random language they know. If a brain drain attack is used and all languages are exhausted the victims final thoughts and memories are consumed. Upon losing all of their mental functions the victim dies.

Devourers are able cast charm person and charm monster three times per day. They can cast feeblemind and confusion once per day. All spells are cast as a 9th level magic-user. Because of their mental acuity Devourers receive a +4 to charm/enchantment/mental saving throws.
                     
                       New Item

Memory Cube: These coin sized cubes are made of pure silver. They have red runic symbols engraved upon them. Mnemonic Devourers can choose to transfer drained information into these cubes instead of using that knowledge as sustenance. The cubes are used as memory storage devices. The Devourer can touch the memory cube to recall any of their previous victims thoughts. A memory cube can store up to 10 minds. Only figures with great knowledge and importance are stored for later research or reference.

Adventure Seeds

1. Frontier Blues: A village located in a remote frontier region has gone silent. No communication has been heard for months. Upon travelling to the village the adventurers find lifeless bodies sprawled upon the village streets. Not a soul has survived.

2. Stolen Language: A wizards apprentice has hired the group to retrieve a memory cube. His master recently encountered a Mnemonic Devourer and barely escaped with his life. Unfortunately for him he lost all of his languages. The group is tasked with finding the Devourers outpost and bringing back his master memory cube.

3. Lost Treasures: Recently the City's Grand Library has been burglarized. Hundreds of manuscripts and books have been stolen. Most of the stolen items are extremely rare.

4. Thrall Frenzy: A Mnemonic Devourer has begun to manipulate humanoid tribes into a frenzy. Goblins and Orc tribes are on a rampage. Searching the countryside for a buried vault. Rumors has it that this vault houses rare items from a bygone civilization.

5. On the Road Again: The group is hired to transport an ancient manuscript. The group is being shadowed as they travel these lonely roads.

6. Hidden City: Recently a lone survivor from a expedition has arrived in town. He claims that a giant domed city resides inside the mountain range. Under the right alignment of the stars does the domed city reveal itself. His group investigated too closely and all his comrades had their minds erased.

7. Knowledge is Power: The local wizard academy has learned of the Mind Vaults of the Mnemoic Devourers. Located in their isolated cities are grand structures that house hundred of memory cubes.

artwork of Mnemonic Devourer by Joanna Ballendorf
owned by Steven Marella


Wednesday, November 19, 2014

Lovecraftian Ghoul

This humanoid creature has long, sharp teeth, and canine features. 

Source: Realms of Crawling Chaos (Labyrinth Lord)

Taking a look at a variant of the classic ghoul. The typical Dungeons & Dragons ghoul is an undead creature who craves flesh and bone. They have the ability to paralyze and if the victim is slain they become a ghoul within a short period of time. In comparison the Lovecraftian Ghoul has more of a canine look as opposed to the typical emaciated pale flesh ghoul.

Lovecraftian Ghoul is not undead and it's origins is clouded in mystery. They share a kinship with human and haunt nearby graveyards. Using these sites for nourishment as they feed on corpses. There are speculation that these creature are aliens from outer space. Maybe a crashed spaceship fallen from the sky with a crew of ravenous ghouls. They have slowly began to poach from human society. Spreading their infection one victim at a time...

Combat: The Lovecraftian Ghoul is different from your standard Ghoul in terms of combat qualities. The Lovecraftian Ghoul loses the ability to paralyze. Instead their bites become infectious. Their saliva contains an infectious disease and each hit point of damage increases your odds of infection. For each point of damage you take you have 2% cumulative chance to be infected and turn into a ghoul in 2d4 weeks. After combat has ended you add up the hit point damage and figure out the percentile roll.

If a character has become infected you begin a gradual change. Over the course of days and weeks you develop a hunger for raw flesh. As you get close to the end of the incubation period you are probably eating the goblin you just killed. You also begin to gradually develop canine features. The amusement of seeing the group fighter slowly turning into a ghoul creates a rather interesting dynamic.

Verdict: The Lovecraftian Ghoul is nice variation of the typical ghoul encounter. From a cleric failing to turn the ghoul to the danger of the infection. The role-playing opportunity if a party member becomes infected. The images of crashed spaceships, the slow spreading ghoul plague, wide-spread panic, etc. Adding some spice to your typical horror situation.