Alkonost
HD 1+2
AC 7 [12]
Atk 2 claws (1d2)
Move 12 (fly 12)
Save 17
AL Neutrality
CL/XP 2/30
Special: Song of amnesia.
Alkonost have the head of a human and the body of a large bird. They have shimmering iridescent plumage. The song of an alkonast is hauntingly beautiful, but dangerous: anyone hearing an alkonost must make a successful saving throw or forget the events of the past hour. The save repeats every round, so a character that repeatedly fails their saves and listens for a turn forgets the past ten hours. Fortunately, alkonost rarely land, preferring instead to drift endlessly on the winds, so victims are rarely within earshot of an alkonost for more than a few moments.
Despite their human head, alkonost have only the simplest of minds, and cannot converse.
The Village That Forgot Itself
Something is strange in the village of Little Hiur. Buried in a deep valley in the Orphian Mountains and off any significant trade routes, the village wouldn’t even be a dot on the map if not for the presence of a small shrine and a nearby dungeon. The scarcity of visitors doesn’t explain the strange welcome the villagers give new arrivals, however. They repeatedly question visitors as to what day it is and about recent events. A large slab of slate sits in the town square with a date chalked on it, though the date is two days old. If visitors confirm a more recent date, the villagers will quickly erase the old date and chalk in the correct one.
What no one realizes is that Brother Cutland, the monk at the Shrine of Saint Yne, has captured an alkonost. Brother Cutland was always petty, vindictive, and small-minded, but he’s also clever and well-read. He noticed and recognized the alkonost almost two weeks ago, and after plugging his ears with wax and wool, was able to catch it in a net. He now keeps it in a locked room near the monastery’s waterfall-powered mill, which drowns out its constant singing.
Brother Cutland has so far only done relatively minor mischief with his alkonost. The creature is docile, so he gags it and pulls it around town in a small cart (it’s too big to carry and can’t walk well), saying whatever he likes to anyone that displeases him. He then plugs his own ears and ungags the alkonost, causing his victim to promptly forget that they’d been insulted. He is also pilfering from the local merchant, taking small goods and ungagging the alkonost to avoid paying the bill.
The real danger, however, is that Cutland has begun taking long walks around town with the alkonost at night. The tight confines of Little Hiur mean that everyone except the monk has had repeated exposures of an hour or more, and many have now lost several weeks from their memory. They often find they’ve lost large portions of the day, can’t agree on the date, and believe they have been put under some kind of curse. They are desperate for a solution…and hope someone can remember the problem long enough to solve it.
Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts
Friday, March 14, 2014
Thursday, February 27, 2014
Monsters: Hybrid Horses Haul Heroes
Nothing says your grain has gotten moldy and there's something wrong with the water quite like medieval bestiaries and heraldry. If your heroes are bored with horses, but not quite ready for hippogriffs and griffons, here are four equine-ish creatures to help out.
Alektrequus
Hit Dice: 4
Armor Class: 5[14]
Attacks: 2 claws (1d4+1), 1 bite (1d6)
Saving Throw: 13
Special: Rake (2d4)
Move: 18 (Fly 21)
Alignment: Neutral
Number Encountered: 3d4 (herd)
Challenge Level/XP: 4/120
An alektrequus has the head, wings, and forelegs of a rooster, and the body of a horse. They can be trained to carry a rider, but they are extremely bad-tempered.
Alektrequus: HD 4; AC 5[14]; Atk 2 claws (1d4+1), 1 bite (1d8); Move 18 (Fly 21); Save 13; AL N; CL/XP 4/120; Special: None.
Hit Dice: 4
Armor Class: 5[14]
Attacks: 2 claws (1d4+1), 1 bite (1d6)
Saving Throw: 13
Special: Rake (2d4)
Move: 18 (Fly 21)
Alignment: Neutral
Number Encountered: 3d4 (herd)
Challenge Level/XP: 4/120
An alektrequus has the head, wings, and forelegs of a rooster, and the body of a horse. They can be trained to carry a rider, but they are extremely bad-tempered.
Alektrequus: HD 4; AC 5[14]; Atk 2 claws (1d4+1), 1 bite (1d8); Move 18 (Fly 21); Save 13; AL N; CL/XP 4/120; Special: None.
Hit Dice: 2+1
Armor Class: 7[12]
Attacks: 1 bite (1d6), 2 hooves (1d3)
Saving Throw: 16
Special: None
Move: 15
Alignment: Neutral
Number Encountered: 3d6 (herd)
Challenge Level/XP: 2/30
The asittern, or ass-bittern, is a hybrid animal with the body of a donkey and the head of a bittern, a water bird. They live in marshes and swamps, and are sometimes domesticated by marsh dwellers as beasts of burden. They are stubborn and bad-tempered. The hippittern is a larger breed of the same creature.
Asbittern: HD 2+1; AC 7[12]; Atk 1 bite (1d6), 2 hooves (1d3); Move 15; Save 16; AL N; CL/XP 2/30; Special: None.
Hippittern: HD 3+1; AC 7[12]; Atk 1 bite (1d8), 2 hooves (1d3); Move 18; Save 14; AL N; CL/XP 3/60; Special: None.
Hippalectryon
Hit Dice: 3+1
Armor Class: 6[13]
Attacks: 1 bite (1d2), 2 hooves (1d3)
Saving Throw: 14
Special: Rake (2d4)
Move: 18 (Fly 18)
Alignment: Neutral
Number Encountered: 1d4 (herd)
Challenge Level/XP: 3/60
A hippalectryon has the foreparts of a horse, and the wings and hindquarters of a giant rooster. They are can be trained to carry a rider. All hippalectryon are male and reproduce by breeding with other equine species (including alektrequus, asitterns, hippitterns, hippogriffs, horses, pegasi, and unicorns). If a hippalectryon hits with its two hoof attacks, it can leap into the air and attack with the claws and spurs on its hind legs, inflicting 2d4 points of damage.
Hippalectryon: HD 3+1; AC 6[13]; Atk 1 bite (1d2), 2 hooves (1d3); Move 18 (Fly 18); Save 14; AL N; CL/XP 3/60; Special: rake (2d4).
Tuesday, February 25, 2014
New Monsters: Giant Chipmunks and the Ghcturu
Uvetyz (Giant Chipmunk)
The uvetyz are chipmunks the size of bears. They live in dense forests, excavating extensive burrows in which to store food and anything that catches their interest. They are primarily vegetarians, but are quick to attack if threatened. They can stuff a halfling-size or smaller creature into a cheek pouch with a successful attack roll instead of doing damage.
Uvetyv: HD 5; AC6(13); Atk 1 bite (1d8); Save 12; Special:cheek pouch; Move 12, burrow 12; Alignment: Neutral; CL/XP: 5/240
Adventure Hooks: Retrieve an item a uvetyz has stolen; take refuge in a uvetyz burrow for shelter or to find food.
Ghcturu
The ghcturu are a race of giant ant-like insects that live in open grasslands. They have multi-faceted eyes; long, rigid wings; and an elongated abdomen ending in a stinger. They are charcoal in color and stand six feet high at the shoulder. They dig labyrinth tunnels underground and create towering mounds of soil above ground from which to survey their territory. They speak their own language of movement, scent, and sound, and one ghcturu in each colony can speak Common. Their poison paralyzes for 1d4 hours with a failed saving throw.
Ghcturu: HD 5; AC 3(16); Atk 1 bite (1d8) and 1 sting (1d4+poison); Save 12; Move 9, fly 18; Alignment: Neutral; CL/XP: 6/400
Adventure Hooks: Negotiate an agreement between humans and ghcturu, one of whom is moving into the other's territory; fight off a ghcturu attack and find out why they have suddenly begun attacking travellers.
The uvetyz are chipmunks the size of bears. They live in dense forests, excavating extensive burrows in which to store food and anything that catches their interest. They are primarily vegetarians, but are quick to attack if threatened. They can stuff a halfling-size or smaller creature into a cheek pouch with a successful attack roll instead of doing damage.
Uvetyv: HD 5; AC6(13); Atk 1 bite (1d8); Save 12; Special:cheek pouch; Move 12, burrow 12; Alignment: Neutral; CL/XP: 5/240
Adventure Hooks: Retrieve an item a uvetyz has stolen; take refuge in a uvetyz burrow for shelter or to find food.
Ghcturu
The ghcturu are a race of giant ant-like insects that live in open grasslands. They have multi-faceted eyes; long, rigid wings; and an elongated abdomen ending in a stinger. They are charcoal in color and stand six feet high at the shoulder. They dig labyrinth tunnels underground and create towering mounds of soil above ground from which to survey their territory. They speak their own language of movement, scent, and sound, and one ghcturu in each colony can speak Common. Their poison paralyzes for 1d4 hours with a failed saving throw.
Ghcturu: HD 5; AC 3(16); Atk 1 bite (1d8) and 1 sting (1d4+poison); Save 12; Move 9, fly 18; Alignment: Neutral; CL/XP: 6/400
Adventure Hooks: Negotiate an agreement between humans and ghcturu, one of whom is moving into the other's territory; fight off a ghcturu attack and find out why they have suddenly begun attacking travellers.
Friday, July 24, 2009
Monsters in the Shadowend, Tome of Horrors (A)
One of my many incomplete projects was to go through the Tome of Horrors (from Necromancer Games) and write a quick sentence describing where a creature might appear. I haven't gotten very far yet, but someday....
Adhererer: Adherers are sometimes found in the Hundred Kingdoms, particularly between Chollor and Starfell, and southwards.
Algoid: Algoids often arise around the periphery of the Glimmering Plain, as magically-tainted waters leave the Plains and broaden into small marshes and stagnant pools.
Al-mi’raj: Al-mi’raj, and other mi’raj creatures, are often found on the Glimmering Plain and surrounding lands. They are also encountered around the Wall Wood.
Archer Bush: Archer bushes can be found in most secluded woodlands around the Shadowend. They are often eradicated near large settled communities, but numerous woodland people use them as guardians, leashing them in place with a stout rope.
Aurumvorax: Golden gorgers are found in the Near North from the Middurplanz to Kameurgard and north into the Horns, where they are zealously hunted by the dwarves.
Axe Beak: Axe beaks are found on the Glimmering Plain and around the periphery, in Chollor, Romagna, Everglass, and Asavar.
Adhererer: Adherers are sometimes found in the Hundred Kingdoms, particularly between Chollor and Starfell, and southwards.
Algoid: Algoids often arise around the periphery of the Glimmering Plain, as magically-tainted waters leave the Plains and broaden into small marshes and stagnant pools.
Al-mi’raj: Al-mi’raj, and other mi’raj creatures, are often found on the Glimmering Plain and surrounding lands. They are also encountered around the Wall Wood.
Archer Bush: Archer bushes can be found in most secluded woodlands around the Shadowend. They are often eradicated near large settled communities, but numerous woodland people use them as guardians, leashing them in place with a stout rope.
Aurumvorax: Golden gorgers are found in the Near North from the Middurplanz to Kameurgard and north into the Horns, where they are zealously hunted by the dwarves.
Axe Beak: Axe beaks are found on the Glimmering Plain and around the periphery, in Chollor, Romagna, Everglass, and Asavar.
Friday, June 5, 2009
Zephyr [Monster] [0e]
Zephyr
Zephyrs are minor spirits of elemental air. Some sages describe them as young or immature air elementals, though it is unclear whether this is accurate or even possible. Zephyrs are naturally invisible, detectable only as a slight breeze contrary to the existing winds. They are smart enough to understand and speak languages, but are impulsive and prone to mischief. Zephyr naturally manifest in areas of chaotic winds, and can be conjured with a monster summoning I spell. They have a natural ability to cast suggestion (as the spell, except the effect only lasts 1 turn), which they often use to cause difficulty or create embarrassing situations. A zephyr summoned by a monster summoning I spell can be commanded to use this ability, but is released (though not necessarily dispelled) from the summoning after using this ability once.
Zephyr: HD 1d4, AC 2 [17], Atks 1 strike (1hp), Move (Fly 24), Save 18, CL/XP A/5
Zephyrs are minor spirits of elemental air. Some sages describe them as young or immature air elementals, though it is unclear whether this is accurate or even possible. Zephyrs are naturally invisible, detectable only as a slight breeze contrary to the existing winds. They are smart enough to understand and speak languages, but are impulsive and prone to mischief. Zephyr naturally manifest in areas of chaotic winds, and can be conjured with a monster summoning I spell. They have a natural ability to cast suggestion (as the spell, except the effect only lasts 1 turn), which they often use to cause difficulty or create embarrassing situations. A zephyr summoned by a monster summoning I spell can be commanded to use this ability, but is released (though not necessarily dispelled) from the summoning after using this ability once.
Zephyr: HD 1d4, AC 2 [17], Atks 1 strike (1hp), Move (Fly 24), Save 18, CL/XP A/5
Thursday, June 4, 2009
Banekin [Monster] [0e]
Banekin
Banekin are sallow-faced, wizen humanoids with dark hair and tough, leathery skin. They stand no more than eighteen inches tall, and wear crude clothing sewn from ratskin. Banekin with access to woven cloth will sometimes make finer clothes from that. They prize flash and glitter, and will ruthlessly plunder anything or anyone of everything shiny and bright, from hand mirrors to gemstones.
Banekin live in hordes of up to a hundred or more individuals. A solitary banekin is usually a dead banekin, and so they live, eat, sleep, and fight in groups. A banekin alone will seek out whatever companionship it can, recruiting rat packs or even tagging along with adventurers.
Banekin infest dungeons and ruins, creating intricate networks of small tunnels through which to travel. These tunnels are usually no more than a foot in diameter, and heavily patrolled by banekin and rats. Unused tunnels are blocked off or trapped to sound alarms in populated areas, giving the banekin time to mount defenses or flee.
Banekin can communicate with rats, and almost always live with great numbers of them.
Banekin hordes can also be treated as a single monster by DMs. Banekin hordes treated this way take only 1/2 damage from any non-area attack.
Banekin: HD 1d6, AC 6 [13], Atks 1 weapon (1d4), Move 9, Save 18, CL/XP B/10
Banekin Horde (10 banekin): HD 2, AC 6 [13], Atks 1 weapon (1d8), Move 9, Save 16, CL/XP 3/60, Special 1/2 damage from non-area attacks
Banekin Horde (30 banekin): HD 4, AC 6 [13], Atks 1 weapon (3d8), Move 9, Save 13, CL/XP 5/240, Special 1/2 damage from non-area attacks
Banekin Horde (50 banekin): HD 6, AC 6 [13], Atks 1 weapon (5d8), Move 9, Save 11, CL/XP 7/600, Special 1/2 damage from non-area attacks
Banekin are sallow-faced, wizen humanoids with dark hair and tough, leathery skin. They stand no more than eighteen inches tall, and wear crude clothing sewn from ratskin. Banekin with access to woven cloth will sometimes make finer clothes from that. They prize flash and glitter, and will ruthlessly plunder anything or anyone of everything shiny and bright, from hand mirrors to gemstones.
Banekin live in hordes of up to a hundred or more individuals. A solitary banekin is usually a dead banekin, and so they live, eat, sleep, and fight in groups. A banekin alone will seek out whatever companionship it can, recruiting rat packs or even tagging along with adventurers.
Banekin infest dungeons and ruins, creating intricate networks of small tunnels through which to travel. These tunnels are usually no more than a foot in diameter, and heavily patrolled by banekin and rats. Unused tunnels are blocked off or trapped to sound alarms in populated areas, giving the banekin time to mount defenses or flee.
Banekin can communicate with rats, and almost always live with great numbers of them.
Banekin hordes can also be treated as a single monster by DMs. Banekin hordes treated this way take only 1/2 damage from any non-area attack.
Banekin: HD 1d6, AC 6 [13], Atks 1 weapon (1d4), Move 9, Save 18, CL/XP B/10
Banekin Horde (10 banekin): HD 2, AC 6 [13], Atks 1 weapon (1d8), Move 9, Save 16, CL/XP 3/60, Special 1/2 damage from non-area attacks
Banekin Horde (30 banekin): HD 4, AC 6 [13], Atks 1 weapon (3d8), Move 9, Save 13, CL/XP 5/240, Special 1/2 damage from non-area attacks
Banekin Horde (50 banekin): HD 6, AC 6 [13], Atks 1 weapon (5d8), Move 9, Save 11, CL/XP 7/600, Special 1/2 damage from non-area attacks
Wednesday, June 3, 2009
Squeaker [Monster] [0e]
Squeaker
Squeakers are attractive, chincilla-like animals named for their devastating sonic attacks. About the size of a house cat, squeakers roam in packs through deep forests and caverns devouring whatever crosses their path.
Squeakers are named for their disorienting vocal calls. Anyone hearing the rapid, high-pitched sound of a squeaker must make a saving throw or become confused and dizzy for 10 rounds. Creatures that fail their save are too confused to take any action other than stumble away at half-speed, and must make a second save every round they move. A failed save means the victim has fallen. For every 10 squeakers in a squeaker pack, a character takes a -1 penalty to their saving throw. Squeakers are immune to the effects of other squeakers.
Deaf creatures, or creatures immune to sonic attacks, sometimes accompany squeakers to finish off stunned victims. Squeakers are also frequently kept as guards and watchbeasts.
Squeaker packs can also be treated as a single monster by DMs. Squeaker packs treated this way take only 1/2 damage from any non-area attack.
Squeaker: HD 1d4, AC 8 [11], Atks 1 bite (1 hp), Move 6, Save 18, CL/XP B/10, Special stunning squeak
Squeaker Pack (10 Squeakers): HD 1, AC 8 [11], Atks 1 bite (1d6), Move 6, Save 17, CL/XP 3/60, Special stunning squeak (-1 penalty to save), 1/2 damage from non-area attacks
Squeaker Pack (30 Squeakers): HD 3, AC 8 [11], Atks 1 bite (3d6), Move 6, Save 14, CL/XP 5/240, Special stunning squeak (-3 penalty to save), 1/2 damage from non-area attacks
Squeaker Pack (50 Squeakers): HD 5, AC 8 [11], Atks 1 bite (5d6), Move 6, Save 12, CL/XP 7/600, Special stunning squeak (-5 penalty to save), 1/2 damage from non-area attacks
Squeakers are attractive, chincilla-like animals named for their devastating sonic attacks. About the size of a house cat, squeakers roam in packs through deep forests and caverns devouring whatever crosses their path.
Squeakers are named for their disorienting vocal calls. Anyone hearing the rapid, high-pitched sound of a squeaker must make a saving throw or become confused and dizzy for 10 rounds. Creatures that fail their save are too confused to take any action other than stumble away at half-speed, and must make a second save every round they move. A failed save means the victim has fallen. For every 10 squeakers in a squeaker pack, a character takes a -1 penalty to their saving throw. Squeakers are immune to the effects of other squeakers.
Deaf creatures, or creatures immune to sonic attacks, sometimes accompany squeakers to finish off stunned victims. Squeakers are also frequently kept as guards and watchbeasts.
Squeaker packs can also be treated as a single monster by DMs. Squeaker packs treated this way take only 1/2 damage from any non-area attack.
Squeaker: HD 1d4, AC 8 [11], Atks 1 bite (1 hp), Move 6, Save 18, CL/XP B/10, Special stunning squeak
Squeaker Pack (10 Squeakers): HD 1, AC 8 [11], Atks 1 bite (1d6), Move 6, Save 17, CL/XP 3/60, Special stunning squeak (-1 penalty to save), 1/2 damage from non-area attacks
Squeaker Pack (30 Squeakers): HD 3, AC 8 [11], Atks 1 bite (3d6), Move 6, Save 14, CL/XP 5/240, Special stunning squeak (-3 penalty to save), 1/2 damage from non-area attacks
Squeaker Pack (50 Squeakers): HD 5, AC 8 [11], Atks 1 bite (5d6), Move 6, Save 12, CL/XP 7/600, Special stunning squeak (-5 penalty to save), 1/2 damage from non-area attacks
Tuesday, June 2, 2009
Piscidine [Monster] [0e]
Piscidine
This bizarre creature looks like a giant orange goldfish the size of a horse. Its fins wave gently as it swims through the air, and rainbow-colored threads of light trail from its gills. Two long tentacles hang from its mouth.
Piscidine trawl through caverns and dungeons looking for food. Their tentacles cause vivid psychedelic hallucinations (treat as a confusion spell), and the piscidine slowly eat their prey as it stands dazed and baffled. Piscidine quietly follow prey that show an initial resistance to the hallucinations, waiting for their endurance to flag. They generally avoid combat, preferring quiet, peaceful meals. Piscidine are 50% resistant to magic.
Piscidine: HD 6; AC 4 [15]; Atks 1 bite (2d6) and 2 tentacles (1d4+poison); Move 1 (Fly 18); Save 11; CL/XP 9/1,100; Special Hallucinatory poison, magic resistance.
This bizarre creature looks like a giant orange goldfish the size of a horse. Its fins wave gently as it swims through the air, and rainbow-colored threads of light trail from its gills. Two long tentacles hang from its mouth.
Piscidine trawl through caverns and dungeons looking for food. Their tentacles cause vivid psychedelic hallucinations (treat as a confusion spell), and the piscidine slowly eat their prey as it stands dazed and baffled. Piscidine quietly follow prey that show an initial resistance to the hallucinations, waiting for their endurance to flag. They generally avoid combat, preferring quiet, peaceful meals. Piscidine are 50% resistant to magic.
Piscidine: HD 6; AC 4 [15]; Atks 1 bite (2d6) and 2 tentacles (1d4+poison); Move 1 (Fly 18); Save 11; CL/XP 9/1,100; Special Hallucinatory poison, magic resistance.
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