Wednesday, January 28, 2015

Maelephant

AD&D MaelephantThe Maelephant is humanoid in shape with hands that appear oversized for its body and tipped with claws. It's head is similar to a small-eared elephant's head. It has a small mouth filled with tiny teeth, small red eyes, and a long, coiling trunk tipped with a long, thin spike.


Source: Planescape Monstrous Compendium Appendix AD&D 2nd Edition
Fiend Folio 3.5

     The Maelephants are lower planes guardians. They are used by demons and devils to guard an object or area. Typically that agreement will be for 100 years. When not guarding something the Maelephant travels the lower planes with an intense urge to protect and guard although it has nothing of it's own to secure. If provided with large amount of living flesh it needs for sustenance the Maelephant will be greatly swayed to act an a guardians.
     Once a Maelephant has agreed to protect or guard something they will not leave their post and will fight to the death. They never pursue beyond their boundary of guardianship. The Maelephant has an arsenal of abilities to deal with trespassers. From a memory erasing breath weapon to spell-like abilities.

Combat: The Maelephant is very high powered foe. Worth 10,000 experience in 2nd Edition.

-Defenses: Requires a magical weapon to be hit, can never be surprised, and never needs to roll for a morale check
AD&D Maelephant

-Claw/Claw/Trunk: The Maelephant has three attacks. Two claws that deal 1d6 damage and a slam with their trunk spike which deals 2d6 damage.

-Breath Weapon: The Maelephant can unleash a cloud of noxious vapor three times a day. The vapors requires a save vs poison or suffer complete memory loss. You completely forget who you are and all your abilities. It can be cured by a neutralize poison. The vapor does however require contact with skin. If more then 50% of the body is covered the opponent receives a +2 to it's saving throw.

-Charge: Can increase it's movement to 18 and get a +2 to all attack rolls for the first round of combat

-Crush: If both claws hit the opponent is held. The victim takes 1d3 crushing damage each round and it's spiked trunk attack automatically hits. To break free the victim needs to make a -5 strength check or the Maelephant needs to take 12 points of damage.

Spell-like Abilities: At will they can cast alarm, bind, entangle, gust of wind, light, true seeing, and warp wood. Three times a day they can cast blade barrier and polymorph others.

     To me the most fascinating aspect of the Maelephant is the ability to erase player
characters memories. If you lose all your memories you are in deep trouble. Forgetting how to cast spell or use a sword could be disastrous.




Tuesday, January 27, 2015

Gremlin, Pugwampi

Pathfinder GremlinsAs if the world’s most revolting lapdog had somehow learned to walk on its back legs, this sickly creature slinks forward carefully.

Source: Bestiary 2 Pathfinder

     Gremlins are tiny mischievous creatures that hail from the realm of fey. When ties between the material plane and the realm of fey overlap you can find Gremlins residing in the world's unseen reaches. Abandoned buildings, sewers, ruins, etc are the homes of the Gremlins. These Gremlins delight in ruining and breaking things. Each Gremlin has a particular specialty that could include magical auras, complex machinery, luck, etc. 

    Pugwampis are a type of Gremlins that are known to cause bad luck. These dog faced Gremlins enjoy accidents and missteps of other creatures. They go to great length to create traps and wait as oblivious victims set them off. As the unfortunate soul sets off the trap the Pugwampi burst out in laughter in delightful joy. The chances of mischief is greatly increased when victims are within 20ft of the Pugwampi and it's aura of unluck forces them to roll twice and take the worse results. 

Pathfinder Gremlins     Pugwampis are weak combatants and tend to be found in a mob of 3 to 12. They are enamored with Gnolls and honor them as Gods. Gnolls on the other hand hate Pugwampis because they are weak. They will sometimes keep a Pugwampi around simply to torment them. 

Combat: Pugwampis are neutral evil tiny fey with a challenge rating of 1/2. They are weak in combat situations and tend to prefer creating havoc then engaging in melee.

-Spell-like abilities: At will prestidigitation and speak with animal. Once a day shatter.

 -Unluck Aura: Any creature within 20ft must make two D20 rolls whenever they are called for and take the lowest of the two. This is a mind-affecting effect that does not work on animals, gremlins, or gnolls. Any character who gains a luck bonus negates the Unluck Aura effect.

     Pugwampis are great encounters in frustration. Having multiple of these Gremlins can spice up combat. It could make a mundane scenario into something memorable. With multiple D20s being rolled and the worse results being taken things could be quite amusing. The threat of death from a Pugwampis in combat is relatively minor and they should be paired with a compliment creature like Gnolls or other Gremlins.


Monday, January 26, 2015

Remorhaz

Pathfinder RemorhazAn immense centipede-like beast erupts from the snow, rows of chitinous plates on its back glowing red-hot.

Source: Dungeons & Dragons Monster Manual 5th Edition

     Living in glaciers or the tundra of the north. Laying silent in their carved out warrens created by their intense heat the Remorhaz wait. A sudden vibration in the snow and ice above springs this creature into action. With a sudden explosion of ice beneath your feet this fearsome arctic predators burst forth from the ground. With one intent to have you as dinner.

     Remorhaz are found in arctic climate. Generally feeding on local prey like elk and polar bears. Their bodies generate intense heat that let's them create mazes of tunnels beneath the ice and snow. When waiting for prey they can lower their body temperature so it doesn't melt it's cover. They are cunning predator with low intelligence but can understand the giant tongue and at times controlled by the local frost giant tribes.

     Remorhaz are huge creatures. Typically being 25 feet long and weighing 10,000 pounds. This mid-level challenge employ a vicious bite and ability to eat their prey whole.

Combat: Remorhaz is a huge monstrosity with a challenge rating of 11.

-Movement: 30ft, Burrow 20ft

-Damage Immunities: Cold & Fire

-Senses: Darkvision 60ft, Tremorsense 60ft, and a Passive Perception of 10.

-Bite: +11 to bite with a 10ft reach. If hit by a bite attack the victim takes 6d10+7 points of damage plus 3d6 of fire damage. If a target is hit it is grappled. A DC 17 escape check to get out.

Pathfinder Remorhaz-Swallow Whole: The Remorhaz can make a bite attempt at the victim it is grappling. If the attack hits the victim takes the bite damage and is swallowed whole. While swallowed the victim is blinded and restrained. While inside the Remorhaz the victim takes 6d6 acid damage at the start of each of the Remorhaz turns. If the Remorhaz takes 30 or more damage on a single turn from inside it's body it must make a DC 15 Constitution saving throw or regurgitate the contents of it's stomach.

     The Remorhaz makes for a great random encounter while travelling through an arctic climate. They are the perfect ambush predator. With a massive amount of damage from their bite attack and the ability to eat your players characters whole makes an encounter with a Remorhaz quite deadly. Add in environmental hazard of the frigid cold and you can have a perilous situation on your hands.
 

Sunday, January 25, 2015

Frost Fir

Pathfinder Snows of Summer


The faint scent of pine sap accompanies this vaguely tree-shaped creature, which stands on two towering trunklike legs. Its arms resemble the branches of a snow-laden conifer.


Source: Pathfinder Adventure Path 67: Snows of Summer

     Frost Firs are evil tree creatures who are rumored to have descended from Treants. These stoic creatures are reclusive and keep to their groves hidden away in the coldest forest of the north. They have grown to hate those who defile their homelands. Tales from the north tell of entire caravans disappearing as they travel through a Frost Fir domain. While at camp at night a band of 3 to 6 Frost Fir descend upon caravans, smothering flames and lives in a blink of an eye.
     Once the caravan has been subdued. The Frost Fir drag their victims back to their grove to be butchered and used as fertilizer for their young. The remaining bones are crafted into trophies and warning sign for potential trespassers. With their intense hatred for opens flames any northern traveler must be weary of a potential attack. If the foes are deemed too powerful the Frost Fir will resort to hit and run tactics. 
     They will use pit traps or draw their prey into ambushes. Their assaults are relentless and only stop when the interloper or Frost Fir is dead.

Combat: Frost Fir are medium plants with a Challenge Rating of 1. Their main special qualities is the ability to appear as a normal tree and the resin that coats their bodies.

-Special Qualities: Low light vision, damage resistance of 5 against slashing weapons, and immunity to cold.

-Sticky Resin: The Frost Firs bark exudes a sticky resin. This grants them a +2 bonus to combat maneuvers such as disarm, grapple, and steal. Anyone who touches a Frost Fir must make DC 13 Reflex Save or be coated in sticky resin. This imposes -2 to attack rolls and concentration checks. This save is also needed if the Frost Fir successfully attacks an opponent. Any strong alcohol, universal solvent, or any fire damage removes the resin.

-Freeze. The creature can hold itself so still it appears to be an inanimate object of the appropriate shape (a statue, patch of fungus, and so on). The creature can take 20 on its stealth check to hide in plain sight as this kind of inanimate object.

-Weaknesses: Vulnerable to fire. 

Saturday, January 24, 2015

Mythic Skeleton

Skeleton Dungeons & DragonsIts eyes glowing like bluish-white flames amid the shadows of its kingly helm, this skeleton wields two fearsome scimitars.

Source: Mythic Adventures (Pathfinder RPG)

Everyone who has played any type of Dungeons & Dragons or Pathfinder should know what a skeleton is. Your animated bones of the dead. Walking mindless low level creatures created by foul magic. They have a tiny bit of cunning which allows them to use a weapon and wear armor. That is in a nutshell a Skeleton. They are your bread and butter low level foe.

A Mythic Skeleton is a rare version of your basic undead. It has powers your typical boneless wonder does not possess. Maybe they were created by ancient necromancers with a long lost rituals. They might be servant of a dark god. Ancient undead lost in time. There are a number ways you can make them special.

Combat: Mythic Skeletons use the Mythic Rules from Mythic Adventures. For the most part they are basic Pathfinder monster with maybe a new gimmick or two. The Mythic Skeleton is a Challenge Rating 1 monster with 1 mythic rank. Essentially a mythic rank allow them a pool of mythic power that can augment a roll or a special ability.

-Mythic Powers: 1/day. Once a day the Mythic Skeleton can augment a roll by 1d6. So if he attacks someone with 12 on a roll he can spend his mythic power to roll 1d6 and add that to his total. Possible hitting the target with that extra push.

-Defensive Abilities: Undead Traits, Channel Resistance +2, cold immunity, and damage resistance 5 against blunt weapons.

-Relentless: Any melee attack against the Mythic Skeleton provokes an attack of opportunity. A very cool ability that allows the skeleton multiple attacks. Each adventurer attacking him allows him to make an attack back.

-Superior Two-Weapon Fighting: A Mythic Skeleton fights usually with two weapons. They take no penalties for doing so.

For comparison your typical skeleton is Challange Rating of 1/3 and lacks Mythic Powers, Relentless, and Superior Two-Weapon Fighting.


I'm not a big fan adding more bloat on top of a complex rules system but I did find the monsters in Mythic Adventures enjoyable. The mechanics are fantastic and add another dynamic to the game. You can use Mythic opponents against non-mythic groups with no alterations. Just follow your challenge rating guidelines. They are a nice variation of your standard critters.
  

Friday, January 23, 2015

Jolly Jelly

Tome of Horrors IVThis creature appears to be a bright pink ooze speckled with spots of green, yellow, and blue. Scattered across the body of the ooze are small spiracles through which it apparently breathes.

Source: Tome of Horror IV Pathfinder

     Jolly Jellies are psychic vampire that feed on emotions. The mere presence of a Jolly Jelly causes creatures to become sullen. Victims of the Jelly tends to erupt into violence as all traces of joy is drained from their body. The Jolly Jelly receives all it's nourishment from feeding on victims emotions. They can go for months before meals.
     Jolly Jellies are most active at sunrise and sunset. They hide dormant in underground lairs and hollow logs waiting for their prey. They lack the acid most oozes possess and tend to attack with their pseudopods. Once close to death they release their pheromones. The buildup of positive emotions can cause adventurers to break out in uncontrollable laughter.

Combat: Jolly Jellies are a Challenge Rating 5 Medium Oooze. They have three slam attacks dealing 1d6+2 damage. They have a very low armor class of 10 and decent hit points that average around 63.

-Aura of Gloom: Any living creature within 30ft of the Jelly must make a DC 14 will save or take 2 points of charisma damage. Each round that adventurer is within 30ft they must make another save. If the victim takes 6 points of charisma damage they come under a rage effect.

-Pheromones: Once per day as a swift action they Jolly Jelly can release it pheromones in a 20ft radius. This is the distilled positive emotions it has stored. All creatures in that radius must make DC 19 fort save or fall under the effect of hideous laughter for 2d4 rounds. While you are laughing you fall prone and can do nothing but chuckle.

-Traits: The Jolly Jolly has the Ooze type, blindsight 60ft, and immune to fire.

     The Jolly Jelly is an interesting creature. Having multiple Jellies can cause havoc on party members who decided to dump their charisma. If you are reduced to zero charisma you can't do anything. Also making multiple Will saves each round targets a fighter weak save. The pheromones is a nice last resort ability to send the party in a fit of laughter while the ooze slithers away.

Thursday, January 22, 2015

Bloodhulk

Dungeons & Dragons ZombieThis might have been a human, once. Now it's a bloated horror, distended veins sprawling across its livid skin. Scraps of rotting cloth are all that cover its swollen body. Its empty eyes fix on you, and it lurches forward swinging massive fist.

Source: Monster Manual IV 3.5

Corpses animated through the blood of the innocent through horrible rituals. These bloated undead are filled with gore and unholy liquids. Bloodhulks are bloated bags of undead goodness that can withstand a tremendous amount of punishment. The Bloodhulks are created by vile priest and necromancers. They are the ultimate mindless zombie.

The Bloodhulks come in three varieties: Bloodhulk Fighter, Bloodhulk Giant, and Bloodhulk Crusher. They are used by evil spellcasters as bodyguards and servants. They are much stronger then your typical zombie. They have inflated hit points but are fragile to piercing and slashing weapons due to their bloated bodies being filled with fluids.

Combat: The Bloodhulk is an undead creatures. The Bloodhulk Fighter is a Challenge Rating of 4 that is medium size, low armor class of 11, and a boatload of hit points averaging 140. They have a single slam attack that does 1d8+4 points of damage. The Bloodhulk Giant is Challenge Rating of 6 that is large size, low armor class of 13, hit points averaging at 196, and a powerful slam that does 2d6+16 points of damage. The Bloodhulk Crusher is a Challenge Rating of 8 that is a giant size, low armor class of 14, massive hit points that average around 280, and a wicked slam that does 3d6+24 points of damage.

-Special Qualities: Bloodhulks are undead and have all the traits of that type. They have darkvision, low-light vision, and can understand their creators orders.

-Fragile: Bloodhulks take an extra 1d6 points of damage from piercing and slashing weapons.

-Blood Bloated: A Bloodhulk always gain the maximum amount of hit points for each hit die they possess.

Bloodhulks are essentially super-sized steroid zombies. They hit hard and are very resilient. Their only down fall is their poor armor class and their vulnerability to piercing/slashing weapons. Fighting a Bloodhulk is a race against time. You must unload a massive amount of damage or potentially be smashed to pieces.