Beast Folio Volume 3 released on RPGnow. It is PWYW and all proceeds go towards new artwork. With Volume 1 and 2 I have 12 monsters with full color artwork. Right now I have about 8 pieces of monster artwork waiting for text. I also have 3 older pieces(Moon Golem, Flesh Painting, and Mnemonic Devourer) that needs updating and rework. Once I get enough monster entries done I'll get a proper layout and edit to do a nice print edition. Want to thank everyone for their support.
Beast Folio Vol. 1
Beast Folio Vol. 2
Beast Folio Vol. 3
D&D Blog about Random Encounter Tables, New Monsters and Variants, New Magic Items, etc. Has an OSR D&D focus.
Showing posts with label New Monsters. Show all posts
Showing posts with label New Monsters. Show all posts
Thursday, September 1, 2016
Tuesday, August 30, 2016
Ferocity Dummy
Alignment: Chaotic Evil
Movement: Fly: 180' (60')
Armor Class: 7
Hit Dice: 4 + 2
Attack: 2 (weapon)
Damage: 1d8/1d8 (weapon)
Save: F4
Morale: 12
Hoard Class: None
XP: 365
Ferocity Dummies are sword practice targets who have awakened with vengeful anger after decades of bashes, slashes, and pokes. The accumulated hatred leaves residual psychic anger that manifest into sentient beings with the sole purpose of murder and mayhem. A Ferocity Dummy is made of wood, canvas, and straw with a blade in each hand. They have torn themselves from their base and fly through crumbling dungeons with murderous intent.
Ferocity Dummies are sword practice targets who have awakened with vengeful anger after decades of bashes, slashes, and pokes. The accumulated hatred leaves residual psychic anger that manifest into sentient beings with the sole purpose of murder and mayhem. A Ferocity Dummy is made of wood, canvas, and straw with a blade in each hand. They have torn themselves from their base and fly through crumbling dungeons with murderous intent.
Combat
- Ferocity Dummies feed off hatred, each successful hit against the dummy fuels its anger. For each hit the Ferocity Dummy gains a +1 bonus to damage. The damage is cumulative. If the dummy is hit four times in a round, it receives a +4 to damage on its next attacks. The damage bonus resets to zero if a round passes and dummy is not damaged.
- Once per round the Ferocity Dummy can perform a counter attack on its opponents turn. If successfully attacked, the dummy can immediately strike back with one attack.
- Ferocity Dummies are immune to mind-affecting spells.
Adventure Seeds
1.
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The Sacred Flame Monastery has gone quiet. The martial monks years of practice has awakened dreadful anger from their mundane targets.
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2.
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This dungeon room is an armory filled with rusted weapons and cobwebs. In the center of the room are a half dozen Ferocity Dummies silently waiting to draw blood.
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For more monsters, check out my New Monster Index
Sunday, June 26, 2016
Id Sphere
Alignment: Neutral
Movement: 60' (20')
Fly: 180' (60')
Fly: 180' (60')
Armor Class: 3
Hit Dice: 6
Attack: special
Damage: special
Save: M6
Morale: 12
Hoard Class: None
XP: 1320
An Id Sphere is created when a crystal ball has witnessed mass murder of unprecedented proportions. As the psychic residue of death and agony fill the area, the crystal ball is granted sentience as it absorbs those fractured minds. The crystal ball then swells in size and begins to break apart. An invisible field of mental energy keeps the sphere is place. An Id Sphere is now fully formed with the sole function of being a psychic vampire, constantly seeking to erode and absorb sanity. A Id Sphere is a 3' diameter broken glass orb transmitting images of mental anguish as it hovers through the air.
An Id Sphere is created when a crystal ball has witnessed mass murder of unprecedented proportions. As the psychic residue of death and agony fill the area, the crystal ball is granted sentience as it absorbs those fractured minds. The crystal ball then swells in size and begins to break apart. An invisible field of mental energy keeps the sphere is place. An Id Sphere is now fully formed with the sole function of being a psychic vampire, constantly seeking to erode and absorb sanity. A Id Sphere is a 3' diameter broken glass orb transmitting images of mental anguish as it hovers through the air.
Combat
- Id Sphere constantly radiate an aura of insanity in a 30' radius. Those who enter the aura must make a save vs spell or be under the effect of the confusion spell. A save is required each round if within the aura.
- The Id Sphere can suppress mental functions with a pscyhic assault to close portions of the mind. This suppression attack has a range of 60' and requires a save vs spell to resist. Upon failure a portion of the victim brain is shut down. The GM will determine what ability is lost. This could be anything from losing the ability to cast spells, turn undead, movement, attacking, etc. That ability is suppressed for 1 turn.
- Id Sphere can release a brain crush attack which erodes the target sanity. The brain crush attack requires a save vs spell or the target loses 2d4 points of wisdom. A target reduce to 0 wisdom is dead and their consciousness absorb into the Id Sphere. Wisdom damage is recovered at 1 point per day. Those killed by Id Sphere cannot be raised from the dead unless the Id Sphere is destroyed and their consciousness released.
- Id Sphere is immune to mind-affecting abilities. Spells or abilities that target the Id Sphere mind will backlash upon the caster. The backlash will causes 1d4 points of wisdom damage. Wisdom Damage is recovered at 1 point per day.
- Any target reduce to below 3 wisdom and not killed has a 20% chance of gaining a random insanity.
Adventure Seeds
1.
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The Wizards Academy has been the scene of a mass murder. Every student and teacher slain. Now 4 Id Spheres stalk its hallways as the town has quarantined the building. They have reach out to adventurers to investigate and secure the scene.
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2.
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A Mad Astrologer has hired the group to capture an Id Sphere. He believe the Id Sphere components can be crafted into a lens to fit his massive telescope. His plans to shoot psychic death rays into the stars now nears completion.
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For more monsters, check out my New Monster Index
If you enjoy my blog, you can follow along by subscribing or following me on google plus.
Monday, June 20, 2016
Husk Doll
Alignment: Chaotic Evil
Movement: 60'(20')
Armor Class: 7
Hit Dice: 1-1
Attack: 1
Damage: 1
Save: F1
Morale: 10
Hoard Class: None
XP: 7
Husk Doll are created by witches, witch-doctors, and shaman. They are blessed with sentient life from the evil spirits of forlorn places. Created from the husk of corn cob, these Husk Dolls are created in large batches with the purpose of swarming larger foes with their miniature knives. Husk Doll stand no more then 1' tall and weigh roughly a 1 lb.
Husk Doll are created by witches, witch-doctors, and shaman. They are blessed with sentient life from the evil spirits of forlorn places. Created from the husk of corn cob, these Husk Dolls are created in large batches with the purpose of swarming larger foes with their miniature knives. Husk Doll stand no more then 1' tall and weigh roughly a 1 lb.
Combat
- Husk Dolls attack with their knives which do 1 point of damage. Each successful hit also causes wounds to bleed for an additional 1 point of damage each subsequent round. Bleed damage can be stop by spending a round bandaging wounds or any curative magic. Bleed damage from multiple Husk Dolls are cumulative.
- Husk Dolls can forgo their individual attacks to gang up on a target. The Husk Dolls will swarm the victim from all sides and the attack, damage, and bleed value will be based on one attack with increased potency. The table below represent the number of Husk Dolls attacking in unison, what HD creature they attack as, damage done, and ongoing bleed damage.
# Attacking
|
Attack Hit Die
|
Damage
|
Bleed
|
2 - 6
|
3
|
1d8
|
2
|
7 - 12
|
5
|
1d10
|
4
|
12 - 18
|
6
|
1d12
|
6
|
19 +
|
8
|
3d6
|
8
|
Adventure Seeds
1.
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The village is celebrating summer solstice. A mysterious benefactor has gifted the village with large decorated crate to mark the occasion. During the height of the festivities the crate burst open and dozens of Husk Doll go on a murdering rampage.
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2.
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You are hired to investigate the attic in an old manor. Recently servants have been found stabbed to death while going about their duty. The attic is home to a collection of dolls from the family deceased aunt.
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Artwork by Joanna Ballendorf
For more OSR/LL monsters check out my New Monster Index
Tuesday, June 14, 2016
Sentry Plaque
Alignment: Neutral
Movement: Special
Armor Class: 2
Hit Dice: 3
Attack: 1
Damage: 1d6, special
Save: M3
Morale: 12
Hoard Class: None
XP: 110
Sentry Plaques are guardians of ancient lore and text. Created by powerful wizards or clerics to protect their vast libraries of arcane lore or scriptures of their sacred patron. A Sentry Plaque appear as ornamental tablets made of wood, metal, or porcelain with an elaborate frame. The center of the plaque has a flesh like texture where a central eye observes. Sentry Plaques are able to follow simple commands and seamlessly blend in their environment.
Sentry Plaques are guardians of ancient lore and text. Created by powerful wizards or clerics to protect their vast libraries of arcane lore or scriptures of their sacred patron. A Sentry Plaque appear as ornamental tablets made of wood, metal, or porcelain with an elaborate frame. The center of the plaque has a flesh like texture where a central eye observes. Sentry Plaques are able to follow simple commands and seamlessly blend in their environment.
Combat
- Translocate: The Sentry Plaque doesn't have a standard movement action, it can teleport to any surface it has line of sight. This movement action doesn't provoke any attacks.
- Acidic Tears: Sentry Plaque can generate an acidic tear that can be used as a ranged attack within 90'. Damage is 1d6 acid and continues to burn for one additional round for 1d6.
- Disguise: When the Sentry Plaque closes it eye it can appear as an ordinary plaque. While disguised the Sentry Plaque cannot translocate or attack. A disguised Sentry Plaque surprises on 1-4 on a d6 roll.
- Vision: Sentry Plaques can see in darknesss and see invisible creatures.
Adventure Seeds
1.
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The group stumbles upon a room of a thousand plaques. This vast chamber is filled with plaques of all shapes and sizes. With their guard down they are assaulted by acidic tears. A quick glance reveals nothing but tablets of commemoration.
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2.
|
Variant Sentry Plaques are not unheard of. A wizard has task you with the quest to retrieve the eye stalks of a floating spherical aberration rumored to have a vast assortment of powers.
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For an assortment of new monster and variants, check out my New Monster Index
Artwork by Joanna Ballendorf
Sunday, June 5, 2016
3 Variant Zombies
1. Infected: This zombie replaces its slam attack with a bite attack. Each time it successfully bites the victim he must save vs poison or slowly become a zombie if not slain outright. A cure disease is needed to break the transformation, otherwise in 5 days you become one of the mindless dead. Chart below is guidelines for the change.
Day 1
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Flesh becomes pale and cold
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Day 2
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You feel sluggish. You go last in initiative. Your intelligence drops by ⅓.
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Day 3
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You gain immunity to spell that work on the mind. Your intelligence drops by another ⅓.
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Day 4
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You can be turned or controlled by a cleric. Holy water damages you.
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Day 5
|
Mind is lost and body is dead. A Zombie you are.
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2. Infested: This Zombie is infested with lice. Every successful attack requires their victim to save vs poison or become infested with lice. The lice quickly spread throughout your gear and find a home in your hair. This minor inconvenience causes itching and scratching while infested. There is a 5% chance each round you lose your attack while dealing with a nasty itch. You can rid yourself of the lice by shaving your hair and cleaning your gear. Also any cure spell will rid you of this nuisance.
3. Slag: This Zombie is merged with a fire elemental. The elemental controls the host body and veins of slag flow through its body. Each attack by the Zombie causes armor to degrade by 1. When armor is reduced to AC 9 it is destroyed. Anyone attacking with a non-magical weapon has their weapon degrade. Their weapon drops one die type for each attack. A 1d10 weapon drops to 1d8. If a weapon drops below 1d3 it is destroyed.
For 20 plus variant zombies, check out
20 Variant Zombies
Wednesday, May 11, 2016
Beast Folio Vol. 2 Released
Beast Folio Vol. 2 released on RPGNow. It is a pay what you want and includes four monster from my blog. Monsters included are the Cinder Hag, Gula, Observer Orb, and Radiation Zombie. Also has an appendix for simple radiation damage rules. Any money I make on the pdf goes towards new artwork.
I'm hoping once I have enough material I'll get someone to do a proper edit, reformat the monsters with a legit desktop publisher program and produce an A5 hardcover that runs anywhere from 60 to 72 pages long with 30 plus monster collected. I thank everyone who has contributed to the project and has provided comments.
Beast Folio Vol. 1
Beast Folio Vol. 2
I'm hoping once I have enough material I'll get someone to do a proper edit, reformat the monsters with a legit desktop publisher program and produce an A5 hardcover that runs anywhere from 60 to 72 pages long with 30 plus monster collected. I thank everyone who has contributed to the project and has provided comments.
Beast Folio Vol. 1
Beast Folio Vol. 2
Sunday, May 8, 2016
Gula
Alignment: Chaotic Evil
Movement: 90' (30')
Armor Class: 2
Hit Dice: 5
Attack: 1
Damage: 1d6, special
Save: F5
Morale: 10
Hoard Class: XXI
XP: 650
A Gula is a gluttonous undead who has an insatiable hunger for all living beings. From rats to humans the Gula is constantly on the move to feed its appetite. The Gula has an emaciated frame with a bloated abdomen. Its skin is sickly yellow with jagged rotting teeth. A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell.
For reasons unknown the starved return from death seeking everything and anything to consume. The Gula is able convert recently consumed flesh into energy to power an array of supernatural abilities.
Beast Folio Vol. 1 collects 4 of the monsters on my blog and compiles them into a pdf.
Monster Index compiles a bunch of links on my blog with new monsters, variants, etc.
Artwork by Joanna Ballendorf
A Gula is a gluttonous undead who has an insatiable hunger for all living beings. From rats to humans the Gula is constantly on the move to feed its appetite. The Gula has an emaciated frame with a bloated abdomen. Its skin is sickly yellow with jagged rotting teeth. A Gula is born when someone dies from starvation, from simply being a poor peasant slowly diminishing away to a criminal locked in a dungeon cell.
For reasons unknown the starved return from death seeking everything and anything to consume. The Gula is able convert recently consumed flesh into energy to power an array of supernatural abilities.
Combat
- Gula primary attack is their bite, which does 1d6 points of damage and 1d3 points of constitution damage. For each point of constitution lost the Gula gains 1 essence point, which can be used to fuel various abilities. Constitution lose is healed at 1 point per day.
- Gula has an essence pool that can used to fuel various abilities, as indicated on the chart below. Using points to fuel an ability is a free action. A Gula can have no more then their HD in essence points. Unused essence points fade away at 1 point per turn. Gulas typically start combat with zero points in their essence pool.
- Gulas are immune to mind-affecting abilities like sleep and charm.
Essence Abilities
1 Point
|
Gains a +1 to attack and damage rolls for 1 round
|
2 Points
|
Next round automatically win initiative
|
2 Points
|
Gains an additional attack
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2 Points
|
If affected by Turn Undead can negate a successful turn result
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3 Points
|
Automatically makes a saving throw
|
Adventure Seeds
1.
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A Necromancer has been kidnapping people across the realm. They are held in abandoned prison, where the prisoners are slowly starving to death. He is hoping this experiment will yield a pack of Gulas.
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2.
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Desolate farms surround a distant village. Their farmers and livestock devoured. A plea for help has gone out.
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Beast Folio Vol. 1 collects 4 of the monsters on my blog and compiles them into a pdf.
Monster Index compiles a bunch of links on my blog with new monsters, variants, etc.
Artwork by Joanna Ballendorf
Wednesday, April 20, 2016
Zombie, Radiation
Alignment: Chaotic Evil
Movement: 120' (40')
Armor Class: 8
Hit Dice: 2
Attack: 1
Damage: 1d8, radiation damage
Save: F1
Morale: 12
Hoard Class: None
XP: 38
Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie. These mindless undead possess all the traits of a typical zombie but also deal radiation damage and the potential to poison those who come in contact with them.
Combat
Radiation Zombie are created when a human is exposed to highly radioactive material. Depending on the level of radiation it will either kill them outright or slowly poison them over a period of time. A small number of those slain by radiation will return to life as a Radiation Zombie. These mindless undead possess all the traits of a typical zombie but also deal radiation damage and the potential to poison those who come in contact with them.
Combat
- Radiation: On a successful attack their opponent must save vs poison. Failure deals an additional 1d6 points of radiation damage and also give them 1 level of radiation sickness. A level of radiation sickness reduces all attribute by -1. There are five levels of radiation sickness with each level dealing an additional -1 to all attributes. A sixth failure results in death. Attributes are recovered at a rate of 1 per week. Delay poison cuts that time in half, neutralize poison eliminates 1 level or radiation poisoning, and restoration cures all. Those killed by radiation poisoning have a 10% chance to return as a Radiation Zombie.
- Slow: Acts last during initiative.
- Immunity: Immune to mind-affecting spells.
Adventure Seeds
1.
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The river tribes call it sky poison. A recent meteor strike has poisoned the rivers. The unsuspecting tribes are being exposed to radiation and their dead are returning from the grave.
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2.
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A distant fort in a desolate mountain range has fallen under siege. Zombies carrying the sickness surround and harass the fort. A wizard has compiled a ritual to teleport the group into the heart of the Fortress hoping they can figure out what is going on.
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3.
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A spaceship has crash landed and its reactor is leaking. The original crew has risen as Radiation Zombies and slowly spreading their disease. The only way to end this Zombie Apocalypse is by disabling the reactor.
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Radiation Damage
Currently running a Labyrinth Lord Game and I have some gonzo elements I'll be introducing. One of the element has to deal with radiation and creatures/objects that emit/deal radiation. So my initial reference was Mutant Future, which has chart for radiation and after 5 failed saving throws in one day you gain a mutation. Now, I don't want to introduce those types of mutations into my game, so I decided to create an alternative version.
Radiation damage is another damage type like fire, cold, acid, etc. For each die of radiation damage you take you must make a save vs poison. Upon failure you gain a point of radiation sickness. Radiation sickness goes from levels 1 to 5. For each point of radiation sickness you take a -1 to all your attributes. Each point of radiation sickness is cumulative. When you reach level 5 you are at -5 to all your attributes and you must make a save vs poison 1/day or die. If you go beyond level 5 you die.
Radiation sickness goes away at 1 point per week. If a delayed poison spell is cast it cuts the time in half. A casting of neutralize poison removes 1 level of radiation sickness. A restoration spell removes all levels of radiation sickness.
Another option is at each level of radiation sickness you might develop another symptom like hair loss, brain cell damage, sloughing of skin, etc. For each level you roll a 1d6 and each level of radiation sickness increases your odds of getting an additional symptom. For example level 2 radiation sickness you might gain additional symptom on a roll 1-2 on a d6. Level 5 radiation sickness you develop one on roll 1-5 on a d6. Some of the symptom are flavor elements, while other might have mechanical penalty to them.
Radiation damage is another damage type like fire, cold, acid, etc. For each die of radiation damage you take you must make a save vs poison. Upon failure you gain a point of radiation sickness. Radiation sickness goes from levels 1 to 5. For each point of radiation sickness you take a -1 to all your attributes. Each point of radiation sickness is cumulative. When you reach level 5 you are at -5 to all your attributes and you must make a save vs poison 1/day or die. If you go beyond level 5 you die.
Radiation sickness goes away at 1 point per week. If a delayed poison spell is cast it cuts the time in half. A casting of neutralize poison removes 1 level of radiation sickness. A restoration spell removes all levels of radiation sickness.
Another option is at each level of radiation sickness you might develop another symptom like hair loss, brain cell damage, sloughing of skin, etc. For each level you roll a 1d6 and each level of radiation sickness increases your odds of getting an additional symptom. For example level 2 radiation sickness you might gain additional symptom on a roll 1-2 on a d6. Level 5 radiation sickness you develop one on roll 1-5 on a d6. Some of the symptom are flavor elements, while other might have mechanical penalty to them.
Radiation Sickness Levels
Level
|
Effect
|
D6 Symptom
|
1.
|
-1 to all attributes
|
1/D6
|
2.
|
-2 to all attributes
|
1-2/D6
|
3.
|
-3 to all attributes
|
1-3/D6
|
4.
|
-4 to all attributes
|
1-4/D6
|
5.
|
-5 to all attributes
|
1-5/D6
|
Symptom Chart
1.
|
Hair Loss
|
Clumps of hair fall out.
|
2.
|
Severe Fatigue
|
You are wrack by severe fatigue and must make a con check each day or be bedridden.
|
3.
|
Sluggish
| You go last in all initiative rounds. |
4.
|
Brain Cell Loss
|
Additional 1 point of intelligence damage and if you are a spell caster you lose one spell slot randomly.
|
5.
|
Spontaneous Bleeding
|
Once per day their a 50% chance you begin bleeding. You take 1d4 points of damage and 1 point each round until mended or cured.
|
6.
|
Hampered Immune System
|
Saves vs disease, poison, etc are done at -2.
|
7.
|
Shortened Lifespan
|
Your character will die at the elderly stage instead of the venerable stage. This is cumulative, each time you roll this result it reduces life stage by another step. If it matches your current life stage your character dies.
|
8.
|
Teeth Loss
|
1d4 teeth are lost each day
|
9.
|
Infertility
|
You become infertile
|
10.
|
Appetite Loss
|
You have no desire to eat.
|
A monster using Radiation Rules
Monday, February 8, 2016
Cinder Hag
Alignment: Chaotic Evil
Movement: 90' (30')
Armor Class: 2
Hit Dice: 6
Attack: 3 (2 claws, 1 bite)
Damage: 1d4/1d4/1d6
Save: C6
Morale: 8
Hoard Class: XIV
XP: 1070
Sometimes when you burn a witch the witch burns you. A Cinder Hag is created when a witch has been hunted down and burnt at the stake. During the burning ceremonial it is believed that some malevolent fire spirit intervenes and merges with the witch. The Cinder Hag immediately uproots her stake and seeks retribution against those who have wrong her. Cinder Hags revel in fiery deaths and the burning of the world around her.
A Cinder Hag appears as a burnt human female with scorched ropes tied around a cindering wooden stake. The Cinder Hag is constantly burning with fire and following her trail is an easy task.
For more monster check out my New Monster Index
Also Beast Folio Vol. 1 is PWYW. It compiles four monsters from my blog into a pdf. Any proceeds goes towards new artwork.
Sometimes when you burn a witch the witch burns you. A Cinder Hag is created when a witch has been hunted down and burnt at the stake. During the burning ceremonial it is believed that some malevolent fire spirit intervenes and merges with the witch. The Cinder Hag immediately uproots her stake and seeks retribution against those who have wrong her. Cinder Hags revel in fiery deaths and the burning of the world around her.
A Cinder Hag appears as a burnt human female with scorched ropes tied around a cindering wooden stake. The Cinder Hag is constantly burning with fire and following her trail is an easy task.
Combat
- Burning Touch: The Cinder Hag attacks with 2 Claws and a Bite. Any successful hit will set their opponents on fire. Each round they will take 1d6 points of fire damage unless they spend a round to make dexterity check to put out the flames. Referees may have those burning to also make items saving throws to see if possessions are destroyed in the process.
- Immolation Blast: A Cinder Hag may spend a round to plant her cindering stake in the ground. During that time she forfeits her attacks as she increases the intensity of the flames. For each round planted she gather up 2d6 points of fire damage up to maximum of 6d6. During any of those three rounds she may release a blast of fire in a 30' radius.(round 1 2d6, round 2 4d6, round 3 6d6)
- Spell Abilities: Can cast Heat Metal and Pyrotechnics 3/day.
- Fire Immunity: Cinder Hag are immune to fire.
- Water Vulnerability: A gallon of water will deal 1d6 points of damage to the Cinder Hag. Any water based or ice based spell deals double damage.
Adventure Seeds
1.
|
You are hired by a Merchant to transport goods to a rural village. Upon arrival all that remains are charred building and burnt bodies. A trail of burnt grass leads into the forest.
|
2.
|
You are approached by a Coven of Witches. They ask for help with the recent disappearance of their kind. A Cinder Hag has been kidnapping and burning witches, hoping to replicate her creation process.
|
3.
|
The local woods are burning. A Cinder Hag has recruited a band of fire mephits with clear intention to watch the world burn.
|
For more monster check out my New Monster Index
Also Beast Folio Vol. 1 is PWYW. It compiles four monsters from my blog into a pdf. Any proceeds goes towards new artwork.
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