Monday Monster

Kilgore on July 6th, 2009

“We pulled it up in our nets!” the half-drowned fisherman sputtered. “It pulled Gosha off the deck and smashed the tiller before we knew what was happening.” He coughed up some more seawater. “It was armored like a knight…” He lapsed back into unconsciousness.

“Will he be okay?” asked the innkeeper.

Patrika, the barmaid who was trying to help the man they had seen wash up on shore, nodded. “Other than a nasty knock on the head, he seems fine now. I wonder what boat he came from.”

A boy, who had been wandering the shore with his dog, pointed out to sea. “There’s a bit of wreckage!”

Patrika, the innkeeper, and the small crowd of onlookers who had congregated around peered out, trying to make out the flotsam coming in with the tide. Whatever part of a boat it had been, it was now little more than driftwood.

“There’s more!” shouted the boy.

They looked, but as they did so they realized that this new sighting was not pieces of a wrecked fishing boat. Though tarnished and barnacle-encrusted, it was clearly made of metal. As it neared, they began to make out the shape of a huge, terrifying octopus. The boy’s dog began barking at it.

“Everybody back from the water!” ordered the innkeeper, and no one needed to be told twice. They hurried up the bluff overlooking the stony beach, carrying the seaman with. Reaching the top, the innkeeper turned to look.

“Spawn of Neptune!” he swore. The thing, both creature and machine, was rising out of the surf and walking on four legs toward the village, its other four arms writhing like snakes in search of prey…

Clockwork Octopus

No. Enc.: 0 (1)
Alignment: Neutral
Movement: 60 (20)
     Swim: 150 (50)
Armor Class: 3 [16]
Hit Dice: 9
Attacks: 8 (tentacles) plus 1 (steam jet) if on land
Damage: 1d6 per tentacle/3d6 steam
Save: F9
Morale: 12
Hoard Class: None or XIX (see below)
XP: 2400

No one knows the origin of these mechanical monsters, but they wander the seas wreaking havoc. Worse, some of them have been known to leave the depths and lumber ashore, using four of their armored tentacles as legs. They attack all living things with reckless abandon, knowing neither fear nor fatigue.

When in the water, a jet in the underside of the body can propel a clockwork octopus at high speeds. When ashore, the jet can fire a burst of scalding steam in a linear stream 30′ long and 3′ wide.

Each tentacle is 12′ long and can, on a ‘to-hit’ roll of ’20′, grab an opponent ogre-sized or smaller, causing an automatic 1d4 of constriction damage on successive rounds. Victims of this attack can only be freed by disabling the tentacle (see below). Suction cups on the underside of each tentacle allow clockwork octopi to scale sheer surfaces.

Clockwork octopi cannot be “healed” or repaired. When first constructed, each had a full 72 hit points, but over the ages, battles and the ravages of years in salt water have reduced this. When rolling hit points for a clockwork octopus, the highest single die applies to the body while each of the other eight hit dice applies to one of tentacles. When a tentacle is reduced to 0 hit points, it is permanently disabled. No single attack (even area attacks) can damage more than one tentacle at a time and the main body cannot be attacked until all tentacles have been disabled. A clockwork octopus reduced to three or fewer tentacles while on land will topple over but continue to fight with steam (against targets within the jet’s firing arc) and remaining tentacles.

(White Box) Clockwork Octopus: HD: 9; AC 3 [16]; Atk 8 tentacles (1d6); Move 6 (Swim 15); Save 10; XP 2000
Kilgore on June 29th, 2009

Telecanter recently posted on One Sentence Monsters, so here’s the write-up of a monster I’m planning to include in the Forbidden Jungle:

Spider monkeys with the feathered wings of large birds, winged monkeys can be cowed into servitude by powerful wizards or witches.

Winged Monkey

No. Enc.: 1d6 (4d8)
Alignment: Neutral
Movement: 90 (30)
     Flying: 150 (50)
Armor Class: 5 [14]
Hit Dice: 1+1
Attacks: 1 (bite)
Damage: 1d6
Save: F2
Morale: 7 (but see below)
Hoard Class: XX
XP: 21

Winged monkeys are normal-sized monkeys with feathered wings. They generally live in large groups and favor jungles and ruined cities. Clans will be led by a 2 HD winged monkey or perhaps a flying ape.

Winged monkeys have a great fear of magic, suffering a -2 penalty on morale checks when spectacular displays of sorcery, such as lightning bolt or fireball, are involved. This fear leads many of these creatures to become enslaved by powerful wizards and witches out of fear.

Though timid and easily frightened off, they gain a +2 modifier to morale checks when carrying out the orders of a leader because they fear angering their lord.

One winged monkey can carry about 75 pounds, but two or three of them can work together to carry more.

(White Box) Winged Monkey: HD: 1+1; AC 5 [14]; Atk 1 bite (1d6); Move 9 (Fly 15); Save 13; XP 30

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Kilgore on June 22nd, 2009

“Where are thos guys?” Dorik whispered to Kelveen as they crept back down the corridor. They’d been sent to scout the area beyond the next corner while the rest of the party bound their wounds and caught their breath after the fight with those giant scorpadillos.

“They seem to have put their torches out,” the halfling whispered back. Both of them knew it might mean that the group was trying to stay undetected. But by what? More hobgoblins?

Kelveen held up a hand in the darkness, visible to Dorik’s elven night vision. Dorik could see the small thief cock his head as if listening for something, and the elf had grown to respect the halfling’s hearing.

Then Dorik heard it, too. A quiet, muffled, sound. He peered down the corridor. Where the party should be was nothing but blackness. The walls and ceiling were clear. There was nothing in the corridor.

Or was there?

There appeared to be several large lumps, rocks or something, in the corridor about where the others had been resting. Dorik didn’t think they’d been there before. Was it some form of magic? Had they been turned into stone?

As he pondered this, a dark shape dropped from the ceiling onto Kelveen. Whatever it was appeared to be stone, but as Dorik watched it folded arms around the halfling.

Dorik leaped back, looking fearfully up at the ceiling. Thankfully, it was clear. How had he missed that thing? More confident now that he knew he was safe, he prepared to go help Kelveen.

Then another one dropped on him…

Star Creeper

No. Enc.: 1d12 (0)
Alignment: Neutral
Movement: 3′ (1′)
Armor Class: 3 [16]
Hit Dice: 4
Attacks: 1 (constriction)
Damage: 2d6
Save: F4
Morale: 11
Hoard Class: see below
XP: 190

These creatures appear to be giant stone-colored starfish that can grow up to 8 feet across. Though they move slowly, they are able to cling to any surface. Their favorite tactic is to cling to labyrinth ceilings and drop onto prey as it passed underneath, gaining a +2 bonus for surprise. Star creepers can not be seen with infravision.

A successful hit indicates that the target has been enveloped in the arms of the star creeper and suffers damage automatically every round. Once a target is unconscious the star creeper will excrete a sack-like stomach onto its prey and digest it fully within 3d6 turns.

A star creeper can regenerate 1 hit point per turn, including regrowing lost limbs.

Any treasure that a star creeper has accumulated is probably lodged within the creature’s underside, left over from previoius victims. Each star creeper will have 1d20 gold pieces, 1d6-2 gems, and has a 5% chance of containing 1 metal magical item.

(White Box) Star Creeper: HD: 4; AC 3 [16]; Atk 1 constriction (2d6); Move 1; Save 11; XP 240
Kilgore on June 15th, 2009

“Looks like something really tore into them, whoever they were…” muttered Locklar. The dark blood stained the ground and pieces of rotting flesh littered the area.

Jorda stroked his beard, surveying the carnage. “Definitely goblins,” the dwarf said. “But what did this to them?”

Locklar peered through the undergrowth at a pile of dirt. Just beyond it was a large hole. It was nearly two feet wide and it looked as if something bloody had been dragged into it. Judging by the marks, whatever had been pulled in had been still alive and resisting when it happened.

“I don’t think we want to stick around to find out,” he said.

Jorda nodded in agreement. Spotting the hole, he blinked. “Damn,” he said. “For a second, that reminded me of the stories my mum used to tell us back before we had a single hair on our chins.”

“To put you to sleep?” Locklar asked. “My mother used to tell the most wonderful stories.”

Jorda shook his head ruefully. “To put fear into our bones, human,” he said. “To remind us that we weren’t the only things wandering below the surface…”

Badgerman

No. Enc.: 1d6 (2d6)
Alignment: Neutral
Movement: 60′ (20′) or 90′ (30′)
Armor Class: 5 [14]
Hit Dice: 1+2
Attacks: 3 (2 claws, bite) or 1 (weapon)
Damage: 1d3/1d3/1d6 or weapon
Save: D2
Morale: 10
Hoard Class: XIII
XP: 21

Vanquished and all but exterminated ages ago, the tough badgermen have survived and are making a comeback. Between three and four feet tall when standing, these creatures can move faster on all fours.

A badgerman whose bite attack hits with a natural ’20′ has locked its jaws on its target, automatically hitting with its bit in following rounds and gaining a +2 against the same target with claw attacks while clamped on.

Though most badgermen are feral survivors of an earlier time, 25% of them have advanced back to a primitive sort of civilized society and can make use of weapons. They are the sworn enemies of both dwarves and goblins, distrusting the former and attacking the latter on sight. Badgermen fear snakes, and feral badgermen will flee at the sight of them. Civilized badgermen can control their fear provided they successfully save vs. spells.

Badgermen can tunnel through earth at quarter speed. They have underground skills similar to that of dwarves save that it applies only to earthen works instead of stone.

(White Box) Badgermen: HD: 1+2; AC 5 [14]; Atk 1 bite or weapon (1d6 or weapon); Move 6 (9 on four legs); Save 12; XP 15
Kilgore on June 8th, 2009

Advancing up the narrow, winding stair, Locklar held his sword ready for any foe that might be hiding in the darkness. Reaching the top, he came to a small wooden door. One blow broke the lock, and he entered the small room atop the abandoned keep. But his anticipation turned to disappointment.

Rather than a chamber filled with golden treasures, only a single chest could be seen. Muttering that it had better be worth the trouble, he carefully checked for traps and, finding nothing, slowly opened the lid. A grin returned to his face, for within the chest was the ancient crown of the King of Kalmazorn.

He was about to reach for it when a shimmering mist appeared within the chest. Watching warily, he saw it form into coils, then materialize into a ghost-like serpent, it’s fangs sharp and its eyes dark. Tentatively, Locklar poked at the serpent with his sword. The serpent struck…

Spirit Snake

No. Enc.: 1
Alignment: Neutral
Movement: 0
Armor Class: 4 [15]
Hit Dice: 2-5
Attacks: 1 or more (bite)
Damage: 1d6, special
Save: F2 – F5
Morale: 12
Hoard Class: See Below
XP: 47/110/270/800

These magical serpents are created by mages to serve as guardians of special treasures or locations. The more powerful the magic-user who creates it, the more powerful the spirit snake is. Spirit snakes will never retreat or abandon their ceaseless guardianship unless dispelled by their creator.

Spirit snakes are invisible until the item or location they’re charged with guarding is disturbed, at which time they materialize and attack, gaining a +2 bonus for surprise. Spirit snakes are tied to a specific item or location and cannot move from it, but they can strike at any being within 5′. If the item they are guarding is moved, they will move with it.

All spirit snakes regenerate 3 hit points per round after taking damage. If reduced to 0 hit points or less, they will re-form and resume their guardianship in 24 hours. All spirit snakes also have at least a 25% resistance to magic spells, and are immune to effects which affect the mind, such as sleep, fear, and illusions. The only known method of permanently destroying a spirit snake is by casting a dispel magic upon it after it has been reduced to 0 hit points or less.

Additionally, spirit snakes have the following abilities based upon their number of hit dice:

  • 3 HD: Bite slows recipient (as per spell) for 1 turn unless save is successful
  • 4 HD: As 3 HD, plus can bite twice per round
  • 5 HD: As 4 HD, plus magic resistance is increased to 40%
(White Box) Spirit Snake: HD: 2-5; AC 4 [15]; Atk 1 or 2 bite (1d6); Move 0; Save 14 or 13; XP 240/600/800/1100

The spell used to create the spirit snake will be featured in this week’s Thursday Thaumaturgy.

Kilgore on June 1st, 2009

The creature, about three feet long plus a tail, peered out from the brush curiously. Locklar pointed and said, “I told you they looked like big weasels.”

Delsa looked, nodding as she spotted it. “Is there just one?”

Locklar shrugged. “I think there’s at least a couple of them. They’ve been shadowing us for a quarter mile.” He laughed. “They look harmless enough.”

The creature slowly, timidly crept out into the open, eying them cautiously. It approached to within two yards, then stopped and st up on its rear legs.

“Sort of cute…” Delsa admitted. “Maybe he’s hungry?”

Locklar was already pulling a piece of dried meat out of his pouch. Slowly, he held it out to the creature. The creature sniffed at it, its whiskers twitching, and it inched forward. Locklar smiled widely, encouraging it with soft words.

The creature reached out with its forepaws and took the meat. In a flash, it had stuffed it into its mouth, chewed, and swallowed. It held out its paws, apparently in hopes of more.

“You were right,” Locklar said. He looked back at the creature and shook his head. “That’s all I’ve got, little buddy. No more.” He held his open hands out, showing that they were empty. He turned to look back at Delsa. “Poor little bloke,” he said, “Probably just wants–OWWW!”

The creature had bitten Locklar’s hand, sinking it’s sharp teeth into the flesh between his thumb and forefinger. And it wasn’t letting go. Locklar tried to pull free, but the creature’s jaws were locked. “Get this damn beastie off of me!” he screamed.

Delsa took one step toward them, then stopped short. All around them, poking their heads out of bushes or out from behind trees, were more of the creatures. They all stood on their hind legs, their sharp white teeth visible. There were dozens of them.

They started to close in.

Weasling

No. Enc.: 2d6 (4d6)
Alignment: Neutral
Movement: 120′ (40′)
Armor Class: 6 [13]
Hit Dice: 1d3 hit points
Attacks: 1 (bite)
Damage: 1d4
Save: F1
Morale: 6
Hoard Class: VII
XP: 6

These creatures stand less than 3′ tall when on two feet, though many have tails nearly as long as their body. They shift to four feet for running and slinking into burrows, and their size and quickness make them difficult targets.

Weaslings possess an intellect comparable to that of a five-year-old human, though they are immensely clever when it comes to stealing food or evading attackers. Their underground lair (or sometimes a lodge in a pond or lake, in which case the weaslings can swim at their standard move rate) may contain valuables gathered by the clan over the years.

A weasling that hits an opponent with a natural ’20′ has locked its jaws onto the target and automatically hits every round thereafter. A target may spend a round trying to detach a clamped-on weasel, a successful ‘to-hit’ indicating success.

(White Box) Weasling: HD ½; AC 6 [13]; Atk 1 bite (1d6-1); Move 12; Save 19; XP 10

This is for those tired of using kobolds as the default weak creatures all the time. Particularly useful in wilderness settings, but these guys may also be encountered on the uppers levels of dungeons and labyrinths.

Kilgore on May 26th, 2009

Nothing all that spectacular about a monstrous lizard, of course, but the current storyline in the Prince Valiant comic (see here and here) begs for this.

Lizard, Gigantic Monitor

No. Enc.: 1(1)
Alignment: Neutral
Movement: 90′ (30′)
Armor Class: 3 [16]
Hit Dice: 18
Attacks: 2 (bite or trample, tail)
Damage: 2d12,1d12
Save: F13
Morale: 11
Hoard Class: None
XP: 4,250

These gargantuan monitor lizards can grow to 100′ or greater in length. They are generally survivors from an earlier age which have been trapped below the earth’s surface for eons. When freed, either accidentally or intentionally, the beasts generally rampage wildly, devastating anything in their path. Their tough scaly hide makes them highly resistant to attack, which is reflected in their good armor class and saving throw values.

The bite of a gigantic lizard is poisonous, reducing victims’ strength and dexterity scores to 3 for 1d6 hours unless a successful save is made. A ‘to-hit’ roll of natural 20 indicates that the victim has been swallowed whole. Creatures as large as horses may be swallowed whole.

A gigantic lizard may elect to trample any creatures in its path (25′ wide) rather than biting, doing 2d12 to all targets hit. This attack is also effective against buildings and walls.

The huge tail of gigantic lizards makes up half of its overall length and swishes about violently, possibly striking anything or anyone in the rear flanks of the creature. This is not an intentional attack by the monster and ‘to-hit’ rolls are at -2. However, up to four targets within striking distance may be attacked in this manner per round. The tail also leaves a wide swath of destruction as the lizard passes.

Despite the size of the gigantic lizard, it is essentially an animal. Though powerful and destructive, it acts with no malice and hunger is its primary motivation. Huge fires (a burning village or forest, for instance) may drive it off, though there is a 50% chance that it may only incite the beast to berserk rampaging at +2 to hit.

White Box Stats:

Lizard, Gigantic Monitor: HD18; AC 3[16]; Atk 1 bite (2d6) or trample (2d6), tail (1d6); Move 9; Save 6; XP 3800

I hope to keep Monster Monday a regular feature here on the blog despite taking the past few weeks off. As of this installment, I will be posting monster stats in Labyrinth Lord format and including a S&W White Box format stat block at the end of the write-up. These are the two games I’m playing these days, and it seems to me that between these two stat blocks every old-school game should be covered with little or no undue conversion work.

One thing I’m struggling with is the conversion of powerful monsters to the White Box format. With few exceptions, damage in WB is 1d6 and attacks are limited to one per round. This fits in fine with the lower power curve of WB (a redeeming feature of the original game, in Kilgore’s humble opinion) but makes conversions of powerful monsters a bit tricky.

For instance, do I simply remove the tail attack from the gigantic monitor lizard because monsters have only one attack? In this case I did not, though I don’t think that leaving it in is exactly kosher. I also switched the damage to d6-based but left the bite at 2d6 instead of downing it to 1d6. Even dragons do only 1d6 of bite damage per round, which is something I’m having a little trouble getting my mind around.

Kilgore on April 13th, 2009

Deever hacked his way through the undergrowth, wondering where in the world Jorda had got to. “Jorda, you fool,” he muttered. “I told you not to wander off.”

He found the dwarf’s axe laying near the river. Oddly, it appeared to be scorched. Nearby was the dwarf’s horned helmet. It, too, showed marks as if it had been burned or blasted.

“What the hades have you…” Deever began, but his voice trailed off. Across the river, lying along a large branch, was a huge snake. It was probably close to twenty feet long and marked with unusual jagged patterns, but what was disturbing was the huge bulge in the middle of the serpent.

A dwarf-sized bulge…

Lightning Snake

Armor Class: 6
Hit Dice: 4
Attacks: bite (1d6-1)
Special: constriction, jolt
Move: 9
HDE/XP: 6/400

This huge snake prefers warm climates, particularly thick jungles. Its scaly skin is patterned with a lightning-shaped pattern and its coloration gives it a +2 to surprise if dropping on prey from branches above.

A target bitten by the lightning snake must save or the snake begins constricting for an automatic 1d6 damage the following round and every round thereafter. Additionally, there is a 2 in 6 chance every round that it constricts that the lightning snake delivers a deadly electrical jolt for an extra 1d6 damage. A save halves this damage, but anyone wearing metal armor automatically fails.

A combined strength of 40 (excluding the victim) can remove the snake in 1d6 rounds, but those trying will suffer the jolt damage (save allowed if not in metal armor).

The lightning snake is not affected by electricity-based attacks of any kind.

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