Showing posts with label Sword & Wizardry. Show all posts
Showing posts with label Sword & Wizardry. Show all posts

Wednesday, May 13, 2015

Zombie, Radiation (Swords & Wizardry)

Zombie, Radiation

Hit Dice: 2
Armor Class: 8 (11)
Attacks: Strike (1d8)
Saving Throw: 9
Special: Immune to sleep and charm spells, radiation aura
Move: 6
Alignment: Neutrality
Number Ecnountered: 2d4
Challenge Rating: 3/60

Sometimes when highly radiated meteor crashes into the Earth it can cause the dead to rise and become radioactive. Most meteors crash harmlessly but on a rare occasion it has been reported that a large meteor will impact directly on a village or town killing all that reside there. This horrid event will trigger the recently slain to raise up as zombies with radiation flowing through their body.


Radiation Zombies have an aura of radiation. Each living creature within 30ft of a Radiation Zombie must save or be drain of 1 point of Constitution. If there are multiple Radiation Zombies then a save is needed for each aura. If reduced to zero Constitution the victim will die and rise as a Radiation Zombie the following round. If the Radiation Zombie is slain in combat their radiation aura has a diminished intensity and will only require a save once per day. Constitution damage from Radiation will return at a rate of 1 per day.

Artwork by Joanna Ballendorf

Sunday, May 10, 2015

Flesh Painting


Flesh Painting

Hit Dice: 7+2
Armor Class: 6 (13)
Attacks: 4 tentacles (1d6)
Saving Throw: 9
Special: Mimicry, grab, constrict, reach
Move: 0
Alignment: Neutrality
Number Ecnountered: 1
Challenge Rating: 9/1,100

Flesh Paintings were created by a cabal of wizard in ages long ago. These wizards practiced a form of magic called skincrafting. They fused objects and aberrations of flesh into new species. The Flesh Painting were created to be spies and assassins for these wizards. These creatures have the ability to mimic any painting or portrait. They were given to enemies as gifts. There they spied on them and waited for a time to strike. When the time was right four massive tentacles emerge from the painting to squeeze the life out of their victims.

Flesh Painting are immobile creatures. Their tentacles can reach out for up to 30ft which is usually enough to cover a rather large room. If the Flesh Painting hits with a tentacle attack the opponent must make a saving throw or be held. Each round held they take constriction damage of 1d6 until a new saving throw is made to break free.

artwork by Joanna Ballendorf


Wednesday, May 6, 2015

Golem, Moon

Golem, Moon


Hit Dice: 12 (60 Hit Points)
Armor Class: 5 (14)
Attack: Fist: (3d8)
Saving Throw: 3
Special: Unaffected by slashing and piercing weapons, hit only by magic blunt weapons, immune to most spells, vacuum inhalation
Move: 6
Alignment: Neutrality
Challenge Level/XP: 16/3200

Moon Golems are rare creations of only the most studied practitioner of magic. This Golem is created from the raw material of the moon and infused with life. Used by their creator to guard an important object or location. The Moon Golem understand basic commands given by their creator.

Moon Golems are immune to slashing and piercing weapons. They take normal damage from blunt weapons that are of +1 enchantment or better. They are immune to most spell except for those that are earth based. The Moon Golem can inhale all the air within a 60ft radius creating a vacuum. The air slowly returns to this area within 1d4 rounds.

Those within 60ft must save or begin to suffocate. On a failed save you drop to zero hit points, the following round you must save again or die. On successful save you are able to hold your breath during the Moon Golem inhalation. The Moon Golem vacuum inhalation ability can only used once per hour.

Artwork by Joanna Ballendorf

Tuesday, February 17, 2015

Allip

This malignant cloud of shadows boils in the air, its skeletal maw eerily babbling as the creature's claws manifest from the darkness.

Source: Pathfinder Bestiary 3.
Originally from Monster Manual 3.0
Monstrosities S&W for OSR Version

     When an individual goes insane and decides to commit suicide there is a chance they will return as an Allip. An intelligent incorporeal undead who seeks to inflict terror, confusion, and rage upon the living. The Allip will often seek revenge on those who might of played a part in it's madness. They will ignore all targets to focus revenge on the perpetrator who caused it's mental decline. An Allip is utterly insane and seeks spread psychoses on all who crosses it's path.

     The Allip uses it's babble ability to hypnotize it's victims. As their prey stands there helpless the Allip approaches them and touches their soul. While no physical harm is done their mental sanity is eroded. When all their wisdoms has been wiped away the victim falls unconscious.When it awakes it has developed a form of insanity. 

Combat: The Allip is a medium undead with the incorporeal subtype. They are a Challenge Rating 3 opponent. Since they are incorporeal creatures they do not deal physical damage. They instead deal wisdom damage.

-Babble: The Allip constantly mutters to itself. All sane creatures within 60ft must make a 15 Will Save or be fascinated for 2d4 rounds. The Allip can approach without breaking this effect. An attack by Allip will break the fascination condition.

-Madness: Anyone who makes direct contact with an Allips mind takes 1d4 points of Wisdom damage.

-Touch of Insanity: The touch of an Allip causes 1d4 points of wisdom damage if a DC 15 Wisdom save is failed. If the Allip critical on an attack it deals 1d4 points of wisdom damage plus one point of wisdom drain. (Losing Wisdom can make subsequent saving throws harder since your Willpower save is modified from Wisdom.)

-Special Defenses: Incorporeal, Undead Traits, Channel Resistance +2

     The Allip makes for a great low-level undead foe. They can be used to haunt an old sanitarium. Maybe they were mentally tortured to the point of suicide. Now they seek revenge on the torturer and all those who are associated with him. Learning the history of this tormented soul can create a grey area. Maybe the Allip in it's former life was an innocent child who was driven to suicide by external forces.

OSR Version
     The Allip is converted to an OSR Version for Sword & Wizardry Complete. This version has a couple of differences. First the babble works as a suggestion spell. Second if you lose all your wisdom you die and become an Allip is 2d6 days.

     In my last AD&D 2E game our halfling fighter was killed by an Allip and I used the OSR version. The fighter was killed once she lose all her wisdom.

  • Allip: HD 4; AC 5 [14]Atk 1 strike (no damage, 1d4 points of wisdom lost); Move (fly 6); Save 13; AL C; CL/XP 7/600; Special: drains wisdom, hypnosis.

Types of Insanity
Taken from the Pathfinder GameMastery Guide and found on the Pathfinder SRD is a quick list of possible mental impairments if your character loses all it's wisdom and you wish to make them insane.
When a creature goes insane, roll on the following table to determine what form of insanity strikes. Alternatively, you can assign the insanity to match the cause.
d%Insanity
1–11Amnesia
12–48Mania/Phobia
49–68Multiple Personality Disorder
69–78Paranoia
79–84Psychosis
85–100Schizophrenia

Tuesday, January 6, 2015

Mirror Fiend

Sword & Wizardry
Mirror Fiend
This ornate mirror hangs on the wall. As you glare at your reflection you notice something looking back. An emotionless human face gazes at your soul.

Source: Sword & Wizardry Monstrosities

     A Mirror Fiend is a haunted object which traps the soul of the unsuspecting. A demonic being lurks within it's own pocket realm inside the mirror. As you enter the abandoned house your eyes dart across the room. What should be your reflection appears to be something else. A human head glances back at your. You feel a tug at your soul as if it's trying to rip it from your body.
     Those of weak will have their souls torn from their body. Their physical body remains staring at the mirror while their spirit fights the fiend inside the mirror. A false move by fellow adventurers can spell doom for the trapped. If your comrades destroy the mirror your soul is trapped. If they decide to move your body you lose control of your soul while battling the mirror fiend inside it's realms. That leads to death as the Mirror Fiend tears your soul apart as you are immobile.

Combat: The Mirror Fiend is Challenge Level 10. The physical mirror can be shattered from the outside and spells reflect back at caster if they target the mirror. The Mirror Fiend has a trap the soul ability. Once you glare at the mirror you must make a save. If you fail the save your soul is torn from your body and into the mirror.
Mirror     Once you are inside the mirror you suffer a -4 to attacks due to being unfamiliar with your surroundings. Each round reduces the penalty by 1. They Mirror Fiend is immune to non-magical weapons and has 50% magic resistance. In this mirror realm you must defeat the fiend to return to your body. As stated above your physical body is in a fragile state. False moves by your party can kill you.
     The Mirror Fiend is rather dangerous monster since the tactics of your party can determine success or failure. This can be a nasty encounter that might give some players hard feeling afterwards.




  • Mirror Fiend: HD 8; AC 3 [16]; Atk 1 mirror weapon (3d4); Move 12; Save 8; AL C; CL/XP 10/1400; Special: Unaffected by normal weapons, 50% magic resistance.

Tuesday, December 9, 2014

Lava Child

Dungeons & Dragons PathfinderThis creature is a stocky humanoid standing about 5 or 6 feet tall with sooty-black hair and green eyes. It wears crudely constructed hides of fur and leather. Its face has a curious, almost child-like appearance and seems to be imprinted with a permanent, non-changing smile. Its skin is pinkish-white.

Source: Tome of Horror Complete Sword & Wizardry. Originally from the AD&D 1e Fiend Folio.



     The reclusive Lava Children generally makes their homes in burnt out volcanoes located in warmer climates. Their only friends tend to be only fire-themed creatures like magmin and fire elementals. These deranged looking child-like humanoids make great occupants of underground cities lost in time. Lava tubes snake through the underground leading the way to a tribe of Lava Children lost for centuries among the ruins. 
     They also make great minions for a stronger force like a genie. The Lava Children also work great as a civilization on a tropical island. Maybe a tribe of primitive humans has resorted to idol worship of the Lava Children. Associating the island lone volcano and it's activity with the demeanor of the Lava Children. The human tribe could be kidnapping people and sacrificing them to the Lava Gods...
     The Lava Child signature ability is that metal objects has no effect on them. Lava Children simply ignore all metals from swords to armors. An encounter with a band of Lava Children can be a frustrating encounter for a melee heavy group.


Combat: The Lava Child has few interesting abilities. First any metal object that is used against a Lava Child simply passes through it. Also if a Lava Child attacks someone in metal armor it ignores that armor class bonus. They can also move through any solid metal surface as if they didn't exist. They are also immune to all earth spells. They are vulnerable to water and cold based spells. 

  • Lava Child: HD 4; AC 3 [16]Atk 2 claws (1d4) and bite (1d6)Move 12; Save 13; AL N;
    CL/XP 5/240; SpecialImmunity to earth magic, fire and metal, double damage from cold

Tuesday, November 18, 2014

Death Dog



death dog
Death Dog
This creature appears to be a two-headed hound with rich black fur and yellow piercing eyes. Each head constantly drips a foul-smelling saliva

Source: Sword & Wizardry Tome of Horror Complete (Originally from the AD&D 1e Fiend Folio).
Also appears in Fiend Folio for 3e and Pathfinder Bestiary 4.

Packs of two headed dogs spreading rotting death throughout the amber deserts. These nocturnal hunters stalk barren wastelands looking for prey. First the pack attacks. Bites then turn into infections. The pack retreats and waits. The victim slowly dying as its flesh begins to rot. After their prey is dead the Death Dogs feast on their corpses.

Combat: The Death Dogs are Challenge Rating of 3 in Sword & Wizardry. They have two bite attacks that can infect it's opponent with rotting death. This disease is quite potent. If you fail a save you lose 1d6 points of constitution each day with -5 saving throw each subsequent save. In Sword & Wizardy with low attributes a couple of failed saving throws is almost sure death.

You can however be healed with powerful curative magic or finally make a saving throw. With complete bed rest you regain one point of constitution each week.

barren wastelandInspiration: Roving bands of vicious dogs can create a certain amount of dread. If the group is traveling through a barren terrain you can have the pack perform hit and run tactics. In the middle of the night a half dozen of these dogs attack. After a round or two they retreat. Maybe one or two PCs come down with rotting death. Each night you hear the howls of the Death Dogs as they wait patiently for it's prey to fall from illness.

You can also have the antidote be a mixtures of the Death Dog blood and some herbs. So now the group must track down the pack to slay one for the cure. Another possibility is the group stumble upon an entrench caravan. Half of the caravan is suffering from Rotting Death. They are in no position to continue unless a cure is found and the pack of Death Dogs are dealt with.

Sunday, May 25, 2014

Nilbog S&W

sword & wizardry



This creature resembles a small humanoid with a flat face, broad nose, pointed ears, wide mouth, and small, sharp fangs. It walks upright, but its arms hang down almost to its knees.


Source: Tome of Horrors Complete S&W

Tome of Horror Complete Pathfinder

Fiend Folio 1E


So I just hit this goblin five times with my longsword and not a scratch? What the hell?


Cool Factor: A Nilbog is a Goblin spelled backwards. A Nilbog is a goblin who is suffering from a disease that causes Nilbogism. This disease appears only to affect goblins who reside around areas that have strained the space-time continuum. So they look like goblin, they smell like a goblin, so what makes them so special? Normal damage actually heals them. Making them quite a foe for a non-cleric party.


Combat: Nilbog is a low level challenge with moderate hit points, saving throws, and Armor Class. It does have two distinct features. First up is the aura of Spatio-temporal reversal. This aura constantly emanates an aura of confusion in a 20ft radius. Within this radius the PCs must save or be confused. Which can play havoc on the party. A very potent ability.

The other signature ability of the Nilbog is it's damage reversal. Normal damage is actually reversed. The damage heals the Nilbog and it gains extra hit points as temporary hit points but no more then double it's normal amount. The only way a Nilbog can be damaged is through curative magic. A cure light wounds spell or a potion of healing is the bane of this creature.



Nilbog: HD 1d6; AC 4 [15]; Atk 1 mace (1d6) or javelin (1d4); Move 9; Save 18; AL C;
CL/XP 1/15; Special: Spatio-temporal reversal, damage reversal


Verdict: The Nilbog is an interesting creature that turns your typically Goblin into a very difficult encounter. Having no ability to cause curative damage can be a major problem for a group of adventurers. Since the Nilbog looks exactly like a Goblin you can sprinkle one or two in a horde of Goblins. Some of them go down quick but for some reason that one Goblin is taking a beating but keeps on going.


The Nilbog has a lot of potential. A tribe of Goblins might have tampered with ancient magic that transforms them into Nilbogs. Another possibility is the leader of the Goblin tribe is 5HD Nilbog. A mini-boss that puzzles the group.


Fighting a Nilbog can really make the Cleric in your party shine. It also waste resources from other party members. Throwing your potions of healing to damage Nilbog can be very costly. It makes this relatively minor challenge a resource drain even for mid level parties. In the end I like Nilbog for it's ability to throw a monkey wrench into encounter design.


Friday, May 23, 2014

Cat, Feral Undead Sword & Wizardry

feline

Feral Undead Cats.............Zombie Cat Apocalypse.........

Source: Sword & Wizardry Monstrosities

Cool Factor: Getting bored with your typical zombie or skeleton? Try an undead feral cat instead. This low challenge rating creature is ideal for 1st level encounters. Don't just throw one at the party.....how about a whole colony of undead cats with the mysterious Cat Lady living in a rundown shack in the middle of the woods. Maybe the Cat Lady is a witch. Maybe the Cat Lady has been kidnapping kittens around the village and the group must investigate.

Combat: The Feral Undead Cat does not pack a big punch. Two attack doing 1hp damage each. Low AC, poor saving throws, and only 1d4 hps. Its major ability is that can paralyze you for 1d6 turns! It does require you to be scratch three times before you need to make a saving throw. After the third scratch any additional attack by any cat will cause paralyze. So a gang of cats can be quite tough.

Feral Undead CatHD 1d4hp; AC 8 [11]Atk 2 claws (1hp); Move 12; Save18; AL N; CL/XP B/10; Special: Paralyzing scratch (after first 3 hits)

Verdict: A nice break from zombies & skeletons. Also a good alternative to a ghoul. Plus the Feral Undead Cat inspires a lot of cool ideas for a 1st level party. Invasion, cat kidnapping, old crazy witches, ghoul pack with undead cats, etc.

Haven't used the Undead Feral Cat yet. Although I'm scratching at the opportunity....