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Post by zanshin on Mar 6, 2013 6:23:26 GMT -5
The idea of this thread is for people to post monsters, creatures and (usually) non player races as a GM resource.
Feel free to add your own creations here. We embrace all editions at the Bridge, so use whatever format takes your fancy, whether MR based or statted, and with or without special attacks.
I suggest commentary on the creations in the thread be avoided so as to maximise availability of content. I will also try to include links to threads that people have created on the bridge. By all means post your appreciation elsewhere on the forum.
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Post by zanshin on Mar 6, 2013 6:24:02 GMT -5
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trrebmahl
3rd Level Troll
Lost in the Naga Jungle
Posts: 190
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Post by trrebmahl on Mar 6, 2013 13:11:50 GMT -5
Here's one. Straight out of something I am writing. Bound to strike fear into the heart of parents everywhere. ;D
Demonchild MR 20-60 Special Damage: 2/acidic spit up. 1d6 damage if the MR is below 30, 2d6 if the MR is above 30.
In their home dimension, the true form of a Demonchild is that of a wizened, small humanoid demon with a long white beard and hair. On Trollworld they manifest as gigantic human babies 8-10 feet tall/long. They takeover the bodies of abandoned babies or orphans of war and devour their souls. Within days of the parasitic acquisition, the host body grows to it's monstrous size. They are often mistaken for Giant babies. They like to lure unsuspecting delvers with their harmless (although bizarre) looks and then surprise them with a sudden deadly attack. Their favorite fighting tactic is a frenzied charge on all fours which generally inspires panic. A roll of two 6's activates the special attack of projectile acid spit up. This damage ignores all but magical armor protection as it seeps through cracks in armor and through clothing.
Despite their demonic nature, Demonchildren retain certain baby characteristics after the host soul is destroyed. They have a short attention span. They are highly distractible and easily enamored of shiny and brightly colored objects. They also need frequent naps and can be mesmerized and soothed by gentle lullabies. When slain, the monster reverts back to it's old man demon form (so PCs don't feel so bad about hurting a big baby and for extra creepyness)
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Post by Toad-Killer-Dog on Mar 6, 2013 14:54:05 GMT -5
Morlocks & Eloi
Morlocks
M.R. 45+ Dice: 5+23 ( Fists, teeth or by weapon, whip, club, pick, etc ) Special Abilities: Dark Vision: The Morlocks can see in even the dimmest starlight. While unable to truly see in the dark even the smallest light source will allow a Morlock to see as normal. The downside to this ability is that unprotected a Morlock can not tolerate illumination above that of candle light. Morlocks can wear blue tinted googles that allow them to function in bright artificial light and cloudy daylight, but wearing them blocks their Dark Vision. When blinded Morlocks fight without the benefit of positive adds. Stealth: The Morlocks are lurkers and masters of stealth. In any attempt to ambush or pass without detection the SR to detect Morlocks is increased by +1 level. Instinctual Artificer: The Morlocks have spent generation on generation building and maintaining the ancient machinery that runs their world until technical ability has become an inborn ability. A group of Morlocks can disassemble, rebuild and replicate any machine or device they encounter as long as they have the raw materials needed to do so. Also the Morlocks have an uncanny ability to understand the function of a machine without the need for extensive training with simple experimentation.
Description: These are the Morlocks from H.G. Wells "The Time Machine" with additional material from Stephen Baxter's "The Time Ships".
Five foot tall hunched humanoids with fur growing from their heads down their backs and across the tops of their arms. Squashed nosed with sharp teeth and animal like reflective eyes. They lack melanin in their skin and can not stand direct sunlight for long periods of time.
The Morlocks are the decedents of people driven underground by the upper-classes to run the machinery that maintained the idyllic world they lived in.
After countless generations the Morlocks were forgotten by the surface dwelling nobility and the food processing machines that provided for the absolute minimal needs of the subterranean lower classes ran out of the raw materials they needed to function.
This lead to the ancestors of the Morlocks hunting and killing any other life that existed in the underground. Rats, voles, insects and any vegetation that could be grown in the ever dimming light of the world tunnels were the food of the proto-Morlocks.
Generations later some further catastrophe befell the proto-Morlocks food supply and the starving denizens of the world tunnels turned on each other and finally broke the most dire taboo of their culture. They broke out of the vaults and entered the surface world. There they found the outlets of the machinery they had toiled at for time out of mind and the near brainless decedents of the nobility that had driven them underground.
After nearly wiping the proto-Eloi to feed their unnatural hungers the proto-Morlocks set the proto-Eloi up in a dependent niche ecology and began ranching the proto-Eloi for food. The decedents off these predators became the Morlocks.
Eloi
M.R. 9 Dice: 1+5 ( struggle ineffectively ) Special Abilities: Ignore the Obvious: The Eloi have the racial ability to ignore anything they find disturbing and put it out off their minds and go on about frolicking like good herd animals. Look Pitiable: The Eloi have the ability to evoke pity in any more advanced species that figures out they used to be humans. Characters that learn about the relationship between the Morlocks and the Eloi must make a 3rd level SR versus IQ or feel the need to protect the pitiable Eloi. Proto-Humans: The Eloi are descending the evolutionary chain and at the time of the first novel are roughly the equivalent of austrolopithicines. In an expurgated chapter of the "Time Machine" the Time Traveler goes even further into the future to find the Eloi have become large rabbit like animals with only the barest vestiges of humanity who are preyed on by giant centipedes.
Description: These are the Eloi of H.G. Wells "The Time Machine".
The Eloi are slight of build, frail and four feet tall or smaller. They have shoulder length curly hair, no facial hair and pointed chins. Large wide set eyes, small ears and mouths. They are of sub-human intelligence and have a primitive language.
The Eloi are the descendants of the ruling upper-classes that drove the ancestors of the Morlocks underground to make their idyllic upper-world a paradise.
After untold generations of no struggle, either scientific, manual or artistic the ancestors of the Eloi began to devolve and slide down the slippery slope of devolution.
After thousands of years the decedents of the lower-classes broke free from the great vaults they had been consigned too and wrecked a horrible vengeance on their oppressors.
The only thing that saved the proto-Eloi from complete extinction was that there were no large animals in the future. So the proto-Morlocks kept the proto-Eloi alive and breed them as livestock. Since then the Eloi have only descended further down the evolutionary scale.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:09:00 GMT -5
Yar-ama Epe-Tap ( The little God of the Killing Edge )
Whether the last remnant of some dead god or an ancient forgotten avatar the entity known as Yar-ama Epe-Tap dwells in a pocket dimension somewhere outside the normal material realms.
This is a barren lifeless plane filled with ever-shifting red sands, dotted with mounds of the dead. Forever decomposing but never giving way to final dissolution. All is cast into jagged relief by a luminous black moon sending tendrils of dark light over the limitless plane.
Seemingly at random intervals alters or effigies made of bladed or edged objects are found. Some of these hold ancient edged weapons of consummate evil and the desperate or malevolent have sought out Yar-ama Epe-Tap's plane to plunder these treasures in the past.
Known of by only the those sorcerers & sages that delve into the deepest mysteries of dark magics Yar-ama once was worshipped by a secretive cult but it was long ago purged by the more sane religions.
However there are always rumors that it's worship persists among the most hopelessly insane and dissolute, it's strange attraction insuring it never completely vanishes from the world.
M.R. 125 to begin with see "Special Abilities" for details Dice: 13d+ 62 adds to start Special Abilities: Devourer of Souls: When Yar-ama first appears it has an M.R. of 125, however every time in kills a victim itself or directly cause a death by an edged object or weapon Yar-ama adds the victims CHR or willpower to it's current M.R. The souls that Yar-ama collects coalesce into an eldritch "Blood Gem" which is described below. Glamour of the Deceiver: Yar-ama Epe-Tap cloaks itself in a magical glamour causing those who see it in less than direct light to see it as the person they most trust or love in the world. However this ability will not work in lighting conditions brighter than torchlight, revealing Yar-ama as the lurching insect-like amalgamation of edges it truly is. Also even under the influence of the glamour the victim may notice the deathly silence that surrounds Yar-ama, for it never makes any sound save the gnashing of it's edged limbs or the whispery sound of the air whipping through it's makeshift body. Aura of Despair:Yar-ama radiates an aura of despair, filling the very air around it with the stale taste of old bones and the coppery scent of rotting blood. Anyone attempting to face Yar-ama in direct combat must make a 1st level SR on CHR or IQ or lose half their combat adds rendered unable to concentrate on anything but the inevitability of death and the futility of all action. Flashing Gaze of the Many-Fanged Serpent: When revealed in it's true aspect Yar-ama may entrance a victim with the flashing light from the blades that make up it's eyes. To do this Yar-ama must sacrifice half of it's combat adds for the round as it must concentrate on it's intended victim slowing down to almost human speed. The victim must make a SR on IQ or CHR against the total CHR Yar-ama has collected in it's current vessel. If the victim fails they are entranced for that round, and for every following round that Yar-ama is willing to sacrifice half it's combat adds to focus on them. Although they are entitled to SR at the beginning of each round to break free. Body of the Never-living: Yar-ama's body is only an extension of it's will on the material plane and has no vital organs to harm, being only a retched accumulation or killing edges. This gives Yar-ama 8 points of armor protection and an invulnerability to toxins, drowning & other direct attacks on a living bodies vital processes. Speed of the Striking Blade: The vessel of Yar-ama moves with an unnatural swiftness, even though it's appears to lurch and jerk like an insect or a broken puppet. In combat it has an effective SPD score of 30 for the sake SR made by or against Yar-ama. Death-Spasm of the Little God: When the vessel of Yar-ama is near destruction and the pull off it's barren plane of blades and red sand tugs at it's spirit it enters a frenzy, killing all around in in a final orgy of blood & death. In game terms when Yar-ama falls below 50 M.R. it triples it's current combat adds, but loses it's "Aura of Fear" & "Flashing Gaze of the Many-Fanged Serpent" abilities, while the "Blood Gem" housed deep in the torso of it's vessel begins to glow with a leprous red radiance.
Description: When summoned or loosed by the unwary on the material world Yar-ama first appears as an insubstantial spirit, a dark roiling man-sized cloud of scarlet.
However Yar-ama immediately begins to draw all edged objects into itself creating a vessel of innumerable cutting and slicing edges.
These can be knives, razors, broken glass, shards of bone, chips of stone, animal teeth, any edged object not securely held or enchanted with powerful good magic's will be drawn into the cloud form of Yar-ama Epe-Tap.
Yar-ama usually takes on a roughly humanoid appearance, however when it draws it's awful glamour about it Yar-ama can appear like a victims closest friend, long lost lover or dearly departed parent.
Blood Gems of Yar-ama:The red ruby like jewel left when the current vessel of Yar-ama is destroyed contains the essence of all those slain while it inhabited that form.
These "Blood Gems" are highly prized by dark practitioners of magic and even the most uninitiated can feel the palpable aura of evil and torment that the "Blood Gems" presence radiates.
The CHR of all the victims harvested by Yar-ama Epe-Tap can be drawn on to cast spells like a Wizards own WIZ or STR. The gem will slowly regain expended energy drawn from it as would a normal Wizard would their WIZ or STR.
However the more the gem is used the more the user begins to take on the aspect of Yar-ama.
First the user develops a fascination with sharp or edged objects, without realizing what they are doing they will spend hours slicing or cutting objects into pieces, honing the edge of a razor or knife or simply staring in rapture at the edge of a blade.
If use is not discontinued the user will become obsessed with blood and death & if left to their own devices will may start cutting themselves so that they may become closer to the "Heart of the Edge".
Madness & butchery follow, soon the user will begin to sacrifice to the gem and should they manage to sacrifice enough victims to double the stored CHR of the "Blood Gem" a portal to the plane of Yar-ama Epe-Tap will appear and the Little God of the Killing Edge will once again manifest in the material world.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:25:53 GMT -5
Wendigo
M.R. 80 ( or higher for high level adventurers ) Dice: 9+40 ( Teeth & Claws ) Special Abilities: Camouflage: As long as a Wendigo remains motionless it is effectively invisible. Fur Armor: The Wendigo has 6 points worth of fur armor. Audio illusions: A Wendigo can create auditory illusions that it uses to confuse, misdirect and lure it's prey. Trackless movement: The Wendigo can move through deep snow or dense forest without leaving any visible trail. Control Wolves: The Wendigo can summon and control wolves to do it's bidding. Summon Blizzard: The Wendigo can summon heavy snows and winds to it. Berserker Fury: A Wendigo fights with Berserker rage allowing it to keep all it's dice & adds until dead.
The Wendigo (Singular or plural ) are cannibalistic wilderness spirits that hunt and devour all that attempt to travel or settle in it's territory. Part feral spirit, part vengeful ghost, clothed in the flesh of a cunning and relentless killing machine.
The Wendigo will attempt to terrorize it's victims and slowly pick them off one by one. As a spirit animal the Wendigo feeds as much on the fear and desperation of it's victims as their flesh. Often waiting until a group is near some form of shelter, a cabin, keep or cave and then summoning a storm to force them to take shelter and then begin it's campaign. Using it's power of Audio Illusions to work on the sanity of the group or lure single individuals away from the others.
Only after the terror of it's victims is at it's peak, will it begin open assaults with wolves and at the climax the Wendigo will attempt to kill the last remains of it's prey in one orgy of slaughter feasting on both their bodies and the height of their fear.
Wendigo are most active during the winter when they can trap their prey separating groups from civilization without the possibility of rescue.
Description: Large 7' to 9' feet tall hulking humanoids covered in white fur. Long clawed fingers tip huge grasping hands and wild crafty eyes peer out from beneath heavy brows over a mouth filled with uneven razor sharp teeth.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:27:23 GMT -5
Warrior Skeletons / Hydras Children
M.R. 45 and up Dice: 5+23 ( Fists, Sword, Spear and Shield ) Special Abilities: Undead Vitality: Warrior Skeletons do not lose dice as they are injured like normal MR rated monsters and have full access to all their dice until destroyed. Undead Invulnerability: Warrior Skeletons are immune to poison and disease, nor do they breath or feel pain. Quickness of the Dead: Warrior Skeletons are fast and agile unhindered by flesh. Any DEX or LUCK SR made against them is increased in difficulty by 1 level. Adroit use of the Shield: Warrior Skeletons are skilled in the use of the shield and as long as they have one gain 5 points of armor.
Description:
It has always bothered me that such a staple monster in RPG's the Skeleton so obviously based on the monsters of Ray Harryhausen are at the absolute bottom of the threat chart.
So since I was going through Harryhausen's monsters and doing some of them in T&T terms I though I might do my part to rectify this.
Now the next time your players run into a group of Skeletons they may be in for a surprise.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:27:54 GMT -5
Vermin Lord
M.R. 30 / Con: 50 Dice: 4+15 ( Fists ) or by weapon. Special Abilities: Rat Lord: Command Rats: The Rat Lord can control rats and give them complex instructions they will be able to remember and carry out. Rat Swarm: A huge swarm of rats a wave of teeth and claws and squirming bodies in a manic frenzy. M.R. 30/Con: 50 for a mid sized swarm Plague Rats: Rats bearing disease that they spread through their bites and droppings. Used to poison wells and food supplies and spread the plague to the Rat Lords enemies. M.R. 8 each if bitten by a plague rat or eating and drinking from a diseased source the characters must make a 3rd level SR versus Con or contract the plague. The Plague: Characters suffering from the plague lose a point of Str & Con every 12 hours unless they make a 2nd level SR for each point. Lost points are not regained until the plague is either cured or has run its course. The plague can be cured by a "Healing Feeling" spell cast by a wizard of 5th level or higher, a churgeon or healer making a fifth level SR or by surviving a week of the plague. Greater Rats: The largest and fiercest rats in the Rat Lords army act as his scouts and assassins. Spoiling food, stealing and spreading panic through their enemies. M.R. 20 each Gifts of the Rat: The Rat Lord gains the ability to squeeze through small places, to carry plague without harm to themselves, to gnaw through any material softer than metal, to hear and smell with the keenness of a rat Wasp Lord: Command Wasps: The Wasp Lord can control Wasps and give them complex instructions they will be able to remember and carry out. Wasp Swarm: A buzzing swarm of biting, stinging wasps that attack implacably until destroyed injecting their victims with their venom. M.R. 50 for a mid-sized swarm ( This take into account the wasps poison ) Insidious Larva: The Wasp Lord can implant a larva into the nose or ears of an unconscious or paralyzed victim. The Insidious Larva is implanted through the Wasp Lords tongue and once it is in place the larva allows the Wasp Lord to control the victim. The victim seems fine at first, but as time goes on the larva grows and the victim begins to go insane with the awful pain it causes. The Insidious Larva can be killed without harming the victim by casting a "Healing Feeling" spell within a week of the larvas implantation or through a churgeon or healer making a fifth level SR. Greater Wasps: Huge wasps capable of killing even large animals or formidable characters M.R. 30 per five greater wasps and their venom acts as Curare. Gifts of the Wasp: The Wasp Lord gains the ability scale shear surfaces and cling like a wasp, to extend a stinger from the palm of their hand acting as a 4D+15 weapon and injecting a paralytic poison ( as spider venom ), Wasp Lords also gain 5 points of armor as their skins toughens like chitin and they gain the ability to extrude Insidious Larva.
A Vermin Lord is a man or woman who has pledged themselves to darkness and in return for their sanity and humanity have been given the power to command the lowest and meanest forms of life.
Vermin Lords are rare and terrible beings driven by murderous rage, the desire for revenge or simply hatred for those that have what they are denied.
Vermin Lords are often those who have been driven from human society or exist at its very edge. Treated like vermin by humans, Vermin Lords begin to form an attachment with the other creatures detested by man.
At some point they make a conscious decision and reach into the darkness for the power they desire to have their revenge for the wrongs heaped upon them.
The Vermin Lord attacks from the shadows, never revealing themselves openly and secretly reveling as their community dies around them. If they are successful they move on to another city or town taking their verminous legions with them and drawing more to themselves all the time.
The longer a Vermin Lord lives the greater their army becomes until they sweep like a plague over the land.
Once a Vermin Lord dies their army becomes mindless beasts again.
Each Vermin Lord commands a different form of creature. I have listed two examples above The Rat Lord & The Wasp Lord, but there are many more possibilities.
Description: A Vermin Lord will look identical to how they where before coming into their terrible power. Perhaps their greatest power is their anonymity.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:28:34 GMT -5
The Phororhacos
M.R. 65 and up Dice: 7+33 ( Sword Beak, Kicking legs and Hooked Talons ) Special Abilities: Ambush Predator: The Phororhacos is capable of lying in wait or surrounding its prey with the help of its fellows. When trying to detect a Phororhacos ambush or sneak attack characters have +1 levels of difficulty to the SR. Burst of Speed: The Phororhacos is capable of extraordinary burst of speed and remarkable lunges. Any attempt to flee from The Phororhacos is at +1 level of difficulty to the SR. Trample and Stomp: The Phororhacos can trade in 4 points of spite to make a Trample and Stomp attack on a single character. If the character fails a 2nd level SR Versus DEX or LUCK they take all the parties damage from that round. If the roll is passed the damage is shared as usual.
Description: The Phororhacos or Terror Bird is the direct descendent of the raptor family of velociraptor fame. A blindingly fast and ferocious predator smart enough to attack in small groups with primitive tactics, but stupid enough to be utterly fearless.
If you have trouble thinking of how formidable the Phororhacos really is just imagine a ten foot tall velociraptor.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:29:12 GMT -5
The Jogby
Because Necromancers can be vegans too! ;D
M.R.30 Dice: 4+15 ( Teeth, talons or tennis-shoes ) Special Abilities: Undead Invulnerability: The Jogby is immune to poison and disease, nor do they breath or feel pain ( A trait they seem to share with living joggers ) and their undead state gives them the equivalent of 3 points of armor.
Undead Persistence: The Jogby does not lose any of their dice until they cease to function, but they do lose their adds with damage as normal.
Selective Diet: The Jogby unlike a normal zombie the Jogby is picky about it's prey and only attempts to feed on low fat, non-smoking, free-range adventurers and will ignore obviously overweight or sickly adventurers. They are also the only know type of zombie to be susceptible to distraction by the use of wheat-germ or tofu!
Cross Training: While a normal zombie is happy to stand or hide in perfect stillness waiting for an unwary victim the Jogby will lose it's unusual powers unless it is constantly in training. The Jogby exorcises constantly, speed-walking around the dungeon, doing moldy jumping jacks and rotting stretches. This reduces it's stealth abilities to near nil, for example if confined in a small closet to await a victim the "thump-thump-thump" of it's constant running in place is sure to give it away.
"The Dead Travel Quickly!": Unlike a run of the mill zombie the Jogby moves with an unnerving rapidity that can come as a shock to even an experienced adventurer. While they never actually run thy have no need to rest or pace themselves and many a brave and intrepid soul has been quick jogged into the Jogby's gullet. If attempting to flee from a Jogby an adventurer must make a 3rd level or higher SR on DEX or SPD and for every failed SR the adventurer must take a 4 point penalty from their STR & Con until they can rest and catch their breath.
Description: Outfitted in moldering designer workout gear and only the most expensive footwear the Jogby is easily identified by a scholar of the more esoteric forms of the undead. Where they get this outlandish clothing is not know and it seems to be part of the spell that creates them.
In fact a few adventurers have made a business reselling the Jogby's otherworldly clothes. Particularly Niké the ever victorious and the wizard Ree of the clan Bok, who are eternal rivals.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:29:48 GMT -5
The Jager Duck/Chicken/Sheep A.K.A. The BEAST
Warning: This thing is a Killer
M.R. 200 Dice: 21+ 100 ( Teeth, Bone-tipped tentacles and killer chicken feet) Special Abilities: Trample: For the cost of 6 generated spite points The BEAST can elect to trample all party members that fail a Luck or Dex SR if he wins that round of combat. If trampled a character takes full damage for that round without the benefit of armor. Armor Skin: worth 10 points of armor. Tentacle Grab: For the cost of 6 generated spite points The Beast can make a grab for up to three characters and if they fail a third level SR versus Str, Dex or luck they have been lifted from the ground and must fight at half adds until they make a third level SR versus Str, Dex or luck at the beginning of a subsequent combat round. Thunder-Quack: May forgo an attack and let loose a thunderous quack that causes all non-player characters to make a SR versus flight or flee the battle and all characters to make a SR versus IQ or Luck or be stunned for that combat round.
The Beast came about years ago when I was running a WarHammer FRP game and we where about to switch to another system. By this time the characters where formidable in the extreme, in fact they where so cocky ( which can happen when the characters are on their 5th to 7th career )they figured they where pretty much invulnerable.
We where going to switch to Over the Edge, but the Gm was not ready to begin so I stepped in with a little adventure to keep us busy for that week while he got his campaign ready ( it never really did come to much ).
So I ran the standard "The Evil Chaos Beast is terrorizing the village!" adventure the only twist was that the Beast-men where backed up by what was described by the villagers as the most fearsome chaos beast in existence.
Well the players tracked the Beast-men down and after a brief fight the Beast-men fled to the forest. The characters pursued and entered a clearing some way into the forest.
There they saw "A giant fifteen foot tall Walleyed duck-headed beast with huge flabby Mick-Jager lips atop a sheep-like torso mounted on two giant chicken legs" wandering around the clearing in listless random circles.
They kind of broke down in laughter at the table and it took a few minutes to get back to the game.
I really tried to give them the benefit of the first attack, strangely though they had a hard time taking The Beast seriously.
Finally the Templar decided to chuck a rock at it and chase it off.
At which point The Beast focused it's goggly eyes on the party and parted it's floppy lips to reveal enormous dagger-like teeth and dozens of long thin tentacles tipped with either serrated bone hooks or barbed bone points shot out of the wooly body.
It gave a horrific quack that struck terror in the characters retainers and charged down on the party.
It was an ugly fight that dragged on for most of the evening. Three out of five of the character where dead when it ended. Only the Templar and the Wizard survived and The Beast kind of became iconic in our group.
For a long while afterwards anything I described in humorous detail was under a death sentence as far as the players where concerned.
Description: A fifteen foot tall beast with the head of a duck with huge flabby Mick-Jager lips and walleyes, an off-white puff-ball sheep like torso atop giant chicken legs. A more humorous beast it is hard to imagine.
Of course the Jager lips conceal mammoth sized dagger like teeth, within the puffy sheep-like torso ( which has the strength of iron wool ) are numerous long thin tentacles that end in either serrated bone hooks or barbed bone points and of course the two mighty chicken legs are deadly with talons and spurs.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:30:12 GMT -5
The Hungry Air
Have you heard the sound of the air chewing?
M.R.80 Dice: 9+40 ( Multiple fanged maws & ripping talons ) Special Abilities: Floating: The Hungry Air floats several feet above the floor and displaces no weight beneath itself to leave a trail or set off traps. Invisibility: The Hungry Air is transparent in it's natural state. It can be seen when covered with a foreign substance or after it has eaten and it's victims can be seen torn apart and digesting inside it. While Invisible The Hungry Air reduces it's attackers combat total by half. Radar Sense: The Hungry Air can sense vibrations through the air around it and through any surface it rests against. Heat Sense: The Hungry Air senses heat through sensitive pads on the surface of it's body. Aura of Madness: The Hungry Air comes from a plane outside normal existence and it's presence disturbs normal life-forms. When in close proximity The Hungry Air causes characters to suffer from a +1 level difficulty to SR to take into account the disturbing effect it's presence causes and spooks animals.
The Hungry Air slips though weaknesses in the fabric or reality or is summoned by Wizards to guard their lairs or kill their enemies. The Hungry Air attacks and devours it's victims and then hides until the victim has been digested and it is invisible again. It likes to prey on the weak and helpless and makes no sound other than the horrible noise of it's many mouths chewing as it feeds.
Description: If rendered visible The Hungry Air is a uneven cancerous blob covered with dripping maws and short crooked arms with razor talons for grasping and drawing victims toward it's mouthes. No eyes mar its scabrous surface, only randomly spaced raised fleshy pads it uses to detect the heat and vibrations of it's surroundings.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:30:37 GMT -5
Ship-Lurker
It's just a derelict ship, right?
M.R. 200 ( for the main body ) and 30 ( for Lesser tentacles ) Dice: 21+100 ( Beak and main tentacles ) 4+15 ( for Lesser tentacles ) Special Abilities: Lesser Tentacles: The Ship-Lurker can wend it's lesser tentacles through the ship and uses them to attack from surprise or drag a victim down to the hold and it's beak. Vibration Sense: The Ship-Lurker can use it's vibration sense to tell where anyone in it's ship-shell is moving. Summon Fog: The Ship-Lurker can summon a bank of fog to conceal the condition of it's ship-shell and to sneak up on unsuspecting vessels. Ship Armor: If attacking the Ship-Lurker from the outside of the ship-shell the Ship-Lurker can use the hull of the ship to protect it's main body. Providing 20 points of armor. This does not apply if attacking The Ship-Lurker from inside the ship-shell.
The Ship-Lurker A.K.A. Hermit Squid attacks ships and devours the passengers and crew. Then the Ship-Lurker makes it's way into the bottom most hold of the ship and breaks through to the water with it's powerful beak and main tentacles. Leaving the main tentacles outside to propel and defend the outside of it's new shell and it's main body ensconced in the protection of the hold.
Then the Ship-Lurker deploys it's Lesser tentacles throughout the ship and uses the ship as a lure to attract new prey to itself. It uses it's ability to summon fog to hide the condition of it's ship-shell and sneak up on other vessels.
Description: The Ship-Lurker looks like a derelict ship drifting in a fog when first encountered. Once aboard the characters will find many signs of violence and weapons scattered around the deck and cabins. Once the characters descend into the ship the Ship-Lurker will begin attacking with it's Lesser tentacles ( as many as would be appropriate to the size and level of the party ) and drag any wounded or dead down into the hold.
If the characters attempt to flee the ship the Ship-Lurker will attack their vessel with it's Main tentacles.
If the characters follow the Lesser tentacles into the hold they will be confronted with the hideous parrot beak and body of the Ship-Lurker and the remains of it's ghastly feasts. The Ship-Lurker will attack with it's full listed dice, but have no benefit of it's ship-shell armor.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:31:32 GMT -5
Ray Harryhausen's Minaton
M.R. 100 Dice: 11+50 ( Bronze Fists and Solid Bronze Polearms ) Special Abilities: Bronze Body: The Minaton is constructed entirely of enchanted bronze and can be considered to have 14 points of armor protection. It also means that dropping The Minaton in deep water or the like will probably slow it down for a good while. Implacable: The Minaton being an artificial magical construct does not need to eat, breath, or rest and can exert its full strength indefinitely without tiring. Strength of Bronze: The Minaton is stronger even than its great size would suggest and is capable of manning two banks of oars on an armored ship or levering out a three plus ton stone block from a pyramid. If called on to make a ST Saving roll The Minaton's ST can be considered 75. Solid Bronze Polearms: Like a true gamer The Minaton is not satisfied with a single weapon and like to take his arsenal with him so if encountered in a lair or on his bronze ram ship he will have access to eight to ten polearms of all varieties. Bronze Ram Ship: The Minaton powers a Sloop sized sail-less craft armored for to aft with bronze sheets and armed with a bronze ram. The Minaton rows both banks of oars from the main deck. The ship has two cabins a living quarters and a magical laboratory and a moderate amount of cargo space.
Description:
Well I guess anybody who is a fantasy/Sci-fi fan born before CGI took over the movies as the go to technology for FX knows Ray Harryhausen. I loved all his movies and his Sinbad movies in particular (Interesting trivia, Harryhausen's original plan was to do Conan movies, but the producers thought that Sinbad was better known ). I thought I might do a couple of his monsters in T&T terms.
SPOILERS If you have not seen, "Sinbad and the Eye of the Tiger". SPOILERS SPOILERS SPOILERS
Strangely my favorite Harryhausen monster when I was a kid was The Minaton. Somehow it just really captured my imagination and I was always disappointed that it didn't get a chance to take part in the climactic battle.
It was not until years later I realized that it was because Sinbad and his merry crew would have no way of defeating a giant bronze golem capable of rowing two banks of ships oars by itself and levering out 3 ton stone blocks.
More Trivia, for those shots that feature the Minaton as a Fiberglass suit it is actor Peter Mayhew (Who played Chewbacca).
So here is a chance to give the big bruiser a chance to finally get his licks in.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:32:00 GMT -5
Piranha Rats
M.R.60 a pack Dice: 7+30 ( Teeth ) Special Abilities: Armor Piercing: Piranha Rats leap onto their victims and attack unarmored areas, like joints the throat and the groin. Piranha Rats ignore 1/2 their opponents armor. Hibernation: Piranha Rats voracious appetites quickly reduce all food in it's area to nothing. When this happens Piranha Rats can enter a state of suspended animation for years,decades or perhaps even longer given their magical origins.
Piranha Rats are the result of a magical experiment to create an inexpensive guardian for wizards lairs and tombs. Unfortunately they where far harder to control than first thought turning on their original creators.
That was how the first Piranha Rats escaped into the wild and even today some wizards still produce new batches of the efficient little killers.
Piranha Rats are clever enough to lie in ambush or drop from above onto their prey. They attack with no fear driven on by their monstrous hunger.
Description: Slightly larger than normal rats with grossly overdeveloped scissor-teeth and jaws.
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