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Post by Toad-Killer-Dog on Mar 6, 2013 15:32:22 GMT -5
Killer Ape
E.R. Burroughs, Edger Alan Poe & Robert E. Howard can't be wrong!
M.R. 60 and Up Dice: 7+30 ( Fangs, fists and crushing grapple ) Special Abilities: Bestial Endurance: Killer Apes do not lose their dice as they lose M.R., maintaining the same dice until death. Although their adds diminish as normal. Crushing Grapple: Killer Apes can single out one character and attempt to do all it's damage for that turn to them alone. The character affected must take all damage due the opposing side if they fail a 2nd level S.R. on either Strength,Dexterity or Luck. Leathery Hide: The tough fur and hide of the Killer Ape provides 4 points of armor. Animal Senses: Killer Apes heightened senses allow them to detect the smallest changes in their environment. Characters attempting to surprise Killer Apes have the difficulty of the SR increased by 1 level. Jungle Stealth: When attempting to resist surprise from Killer Apes characters have the difficulty of the SR increased by 1 level.
The great apes of Howard and Burroughs are both bestial and noble, dangerous and unpredictable, but capable of almost human feeling.
Cunning and powerful, though primitive Killer Apes are capable of rudimentary tactics and can be very stealthy.
A favorite minion and guardian of wizards, Killer Apes can be found almost anywhere wizards make their homes as well as jungles and ancient runes.
Description: Huge, hairy gorilla like primates, but larger than gorillas with a more erect posture and with less receding foreheads. Ranging in color from albino white to black, with stops in reddish, grey and brown.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:33:02 GMT -5
Greater Revenants A.K.A. Knights of Undeath
M.R. 85+ Dice: 9+43 ( Crushing Fists, and Weapons ) Special Abilities: Resistance of the Undead: Greater Revenants are immune to poison and disease, nor do they breath or feel pain. Ancient armor: Greater Revenants are arrayed in the armor they died or were buried in. Between the ancient armor and the undeads innate resistance to damage they have 14 points of armor. Intelligent Undead: Unlike Lesser Revenants, Greater Revenants are as intelligent as they were in life and wether they pursue their driving purpose with cold logic or maniacal fury a reasoning mind is what drives them onward. Undying Purpose: The Greater Revenant is driven on and re-born into undeath by Undying Purpose. Wether it is to clear its name, avenge a great wrong, protect its family or overthrow a tyrannical ruler the Greater Revenant is driven forth from its grave to set right ( to its mind! ) what is wrong. In game terms the Greater Revenants gets double its standard adds when directly confronting the cause of its Undying Purpose or anything directly trying to stop it from its purpose. Undying Purpose II: The Greater Revenant is incredibly hard to kill permanently and unless utterly destroyed it will reconstitute within 24 hours and begin to pursue its purpose. Total immolation, crushing or dissolution in acid will destroy a Greater Revenant. Weaponry of Vengeance: The Greater Revenants weapon of choice wether magical or not in life becomes an instrument of its will in undeath. The Greater Revenants weapon has the power to overcome any magical protection that protects the target of its Undying Purpose. In game terms magical protection by the target that would preclude any damage by the Greater Revenant is overcome. Magic that simply provides greater protection works as normal. Unique Powers: Often The Greater Revenant will exhibit unique individual powers. Feel free to add anything interesting or necessary to your Greater Revenant. Perhaps it can become spectral and travel through solid obstacles or summon up a fiery steed or even summon other undead to its aid. Use your imagination.
Description:
The Greater Revenant is born when a warrior of great will dies in the attempt to fulfill a quest or act of personal vengeance or is driven from its grave by a great wrong committed against a loved one or descendent.
The Greater Revenant can be reasoned with, but it is impossible to completely change its mind about its Undying Purpose the source of its unlife. The Greater Revenant works tirelessly towards its goal, either through intricate plotting or direct violent action.
Each Greater Revenant is an individual and thought should be given to its Undying Purpose.
The Greater Revenant makes an excellent anti-hero and can be played as a villain stopping at nothing to achieve its goal no matter what innocents are hurt in the undertaking. The Greater Revenant also makes a great behind the scenes player perhaps having pursued its goal for generations, seeking to topple an empire or avenge itself against an entire organization or people.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:33:31 GMT -5
Greater Cave Bear
M.R. 75 Dice: 8+38 Special Abilities: Dense Fur & Muscle: Worth 6 points of armor. Bear Hug: The Greater Cave Bear can single out one character and attempt to do all it's damage for that turn to them alone. The character affected must take all damage due the opposing side if they fail a 2nd level S.R. on either Strength,Dexterity or Luck. Improved Berserker Rage: Once the Greater Cave Bear falls below half M.R. it has double the original adds until dead or rendered unconscious. Burst of Speed: If pursuing fleeing characters the Greater Cave Bear can attain a Speed score of 30 for short bursts.
Summoned from the depths of the last Ice Age the Greater Cave Bear is one of the most fearsome predators to ever walk the land. Sometimes resurrected by Wizards as guardians or found in lost valleys or guarding sacred groves.
Description: A huge bear, 12' foot at the shoulder when on hind legs, with a massive jaw and longer limbs than modern bears. Ranging from black to reddish brown in color.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:34:03 GMT -5
Grampus A.K.A. Forest Glutton
M.R. 175+ Dice: 18+88 (Stomping-Feet, Snapping-Jaws and Frenzied Charge) Special Abilities: Scaly Hide and Beveled Shell: The scaly hide and hard shell of the Grampus provides 12 points of armor protection from attack. Mindless Persistence: The Grampus while near mindless is impervious to magical influence or control. In game terms the Grampus can not be fooled by magical illusions and is impervious to magical control and influence. Ambush Predator: The Grampus can wait motionless by a game trail for days for its prey to wander by. Despite its great size if the Grampus is not moving it requires a 2nd level SR on either IQ or LUCK to detect. Devour: The Grampus has a prehensile tongue and for the cost of 12 points of spite damage the Grampus can use its tongue to try and drag a character into its maw. A character caught must make a 3rd level SR on STR or DEX to avoid being dragged into the Grampus's mouth. Every turn after the first that a character is caught in the Grampus's maw it must take fully half of the damage the Grampus inflict each turn if it wins combat. Each turn the caught character must attempt a 3rd level SR on STR or LUCK to escape.
Description: A huge cross between a forest dragon and a snapping turtle with thick scaly hide and an enormous beveled turtle shell.
The Grampus is a sorcerous cross-breeding of the giant snapping turtle and the lesser forest dragon.
The Grampus is know for both its incredible appetite and ferocity as well as almost boundless persistence and stupidity. The first Grampus turned on its creator and devoured him, unfortunately for the rest of the world the Grampus can perform asexual reproduction. Once every twenty years a Grampus lays an egg and hides it beneath a bogy patch of forest and from one to five years later a young Grampus will emerge and repeat the life-cycle.
The Grampus begins the size of a large horse and grows throughout its life. It's size is only limited by the food available and when deprived of food for more than a few weeks the Grampus will enter a state of hibernation.
The Grampus being magical in nature keeps growing until its great size begins to cause it unbearable pain. At which point the Grampus will set forth on a great journey to the sea where the buoyancy of the water will alleviate its pain.
Once in the ocean the Grampus hunts whales and spends long periods of time, sometimes years, sleeping and are sometimes mistaken for small islands.
The Grampus will stay in heavily forested areas for most of its life, but on it's great journey to the sea they can cause untold havoc and destruction.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:34:45 GMT -5
Giant Scorpions
M.R. 60 and Up Dice: 7+30 ( Pincers, Mandible and Stinger ) Special Abilities: Poison Stinger: For the cost of 4 points of spite ( per scorpion ) the Giant Scorpions can inflict a poison hit through their opponents armor. Any character who fails a 2nd level SR on DEX or LUCK takes double the normal hits they would receive that round. Detect Vibrations: The Giant Scorpions like their smaller cousins detect their prey as much by the vibrations they make through the ground as by sight. In game terms this makes them invulnerable to conventional surprise and immune to the effects of invisibility in their opponents. Only by approaching them from the air is surprise possible. Carapace Armor: The Giant Scorpions carapace is worth 4 point of armor protection.
Description:
A fun little monster to throw at your players, especially if they like to attack from surprise or ambush. A great monster for any wizards lair or workshop of a mad alchemist.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:35:36 GMT -5
Giant Crab
M.R. 95 and Up Dice: 10+48 ( Big Mast Pincers and Trample ) Special Abilities: Exoskeleton Armor: The Giant Crab is covered with a thick exoskeleton that provides the Giant Crab with 14 points of armor protection. Pincer Grapple: For the cost of 6 spite points The Giant Crab can single out one character and attempt to do all it's damage for that turn to them alone. The character affected must take all damage due the opposing side if they fail a 2nd level S.R. on either Strength,Dexterity or Luck. Ambush: The Giant Crab can burrow into soft earth or sand and become effectively invisible. When buried the Giant Crab can ambush a group of characters unless the party makes a 3rd level SR on either LUCK, DEX or IQ any character that fails the roll may not participate in the first round of combat.
Description: The nightmare of any seafood lover! A nasty giant animal that makes a good monster for pirate, seagoing and lost island adventures. If your players see this one coming they obviously have been watching their Harryhausen!
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Post by Toad-Killer-Dog on Mar 6, 2013 15:36:05 GMT -5
Endless Knights
M.R. 95+ Dice: 10+48 ( armored fists, feet and unique weapon ) Special Abilities: Ancient Armor: The armor of the Endless Knights is individually crafted and enchanted suit of Articulated Plate providing 18 points of protection. Even if damaged the armor will heal itself over time, re-growing and repairing itself around the Endless Knight. Combat Mastery: The Endless Knights have been fighting tirelessly for ages out of mind and have seen fighting styles and warrior traditions come and go. All combat SR made against the Endless Knights are increased in difficulty by 1 SR level to account for their experience. Tireless Foe: The Endless Knights do not tire or need sleep or rest. Although being caught eternally between life and death has worn away the spirit of many of the Endless Knights. Unable to sleep or dream the Endless Knights are preyed on by looming madness and if they tip over the edge they are terrible indeed. Immortality: The Endless Knights can only die in battle and are unaffected by poison, disease, aging or infirmity. Unique Weapon: Each Endless Knight wields a unique weapon bonded like their armor to their spirit and when they die the weapon becomes an ordinary if superior example of its type. Some weapons are more powerful than others and GM's should feel free to add additional abilities to the Endless Knights Unique weapon if they see fit.
Description: Each Endless Knight is permanently encased in a unique set of baroque armor reflecting the spirit of the warrior bonded to the armor.
An ancient experiment to create deathless super-warriors. The Endless Knights outlived both the wizards who created them and the culture that spawned them.
The Endless Knights are permanently caught in a twilight state between life and death. Held forever on the razors edge, unable to rest or sleep. The Endless Knights can only be destroyed in battle, the magic that sustains them protects them from all else.
The Endless Knights have over countless years have been reduced from a ten thousand individual immortal army to a few hundred warriors scattered throughout the world. Some waiting restlessly guarding the tombs of priests and kings, some ruling over small kingdoms through force of arms, some wander as mercenaries or doom seeking vagabonds.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:36:42 GMT -5
Clock-work Elephant A.K.A The Helephant
M.R. 150 Dice: 16+75 ( Steel Tusks, Trunk Flail and Trample ) Special Abilities: Iron construction: The Helephant is made of iron and brass clockwork powered by a perpetual motion spell. These can be as delicate as mortal flesh, however this does not matter very much if you are covered head to toe in heavy iron armor. The Helephant's iron skin armor is worth 15 point in armor protection from everything except electrical attacks. Juggernaut Trample: For the cost of 6 generated spite points The Helephant 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. Flamethrower Trunk: For the cost of 6 generated spite points The Helephant can engage its trunk mounted flamethrower. Causing all opponents to make a SR versus LUCK or DEX to avoid taking double normal damage for the round which bypasses armor. Example: if The Helephant overcomes the parties combat total by 50 and uses 6 points of spite all that fail their SR that round will take double their normal share of the damage without benefit of normal armor. Clock-Work Soldiers: The Helephant carries two Clock-Work Soldiers hidden one in either side of the torso and can lift the armor flaps on its sides to deploy them. In the round that The Helephant does this it gains no benefit from its armor and a explosion set off inside The Helephant ( with a proper SR ) may cause the fuel for its Flamethrower to explode causing it 15D in internal damage with no benefit of armor.
Description: The construction of a mad sorcerer-artificer The Helephant is the size of an African elephant and covered with articulated iron plates. It has long steel blades in place of tusks and its trunk ends with a flanged mace head and a nozzle for its flamethrower.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:37:18 GMT -5
Clock-Work Spider A.K.A. AHHH! Get it off me, ARRRGH!!
M.R. 25 Dice: 3+13 ( Razor-Legs ) Special Abilities: Bronze Construction: The Clock-Work Spider is bronze and brass clockwork powered by a perpetual motion spell and covered with bronze armor. The armor is worth 6 points of protection. Razor Legs: The razor sharp articulated legs of the Clock-Work Spider can find even the smallest opening of an opponents armor. The Clock-Work Spider can bypass 4 points of armor in combat. Venom Injector: For the cost of 2 points of spite the Clock-Work Spider can inject a victim with spider venom ( as listed in the main rule book ). Spring Legs: Powerful self -reseting springs mounted in the body and legs allow the Clock-Work Spider to make 20 foot horizontal or 12 foot vertical leaps. Wall Walking: The Clock-Work Spider can cling to all but the most slippery or smooth surfaces and likes lurking in shadows. The Clock-Work Spider can cling to walls and when at rest adds +1 level of difficulty to SR's to detect it. Silk-Steel Webbing: The Clock-Work Spider holds a spool of razor-sharp wire in its abdomen which it can deploy from a spinneret. It can anker it at neck or ankle level to set traps. At ankle level the wire can trip a character. A 3rd level SR must be made to avoid falling and losing the first round of combat to the Clock-Work Spider. Set at neck height the wire does 4d damage if the character fails a 2nd level SR.
Description: The constructions of a mad sorcerer-artificer The Clock-Work Spiders are ten inches of sharp edged bronze death. Dripping with venom and leaving razored strands of death in their wake. The perfect assassins ( if you happen to be a mad sorcerer-artificer anyway! ) they attack in silence and slip away into the night.
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Post by Toad-Killer-Dog on Mar 6, 2013 15:37:55 GMT -5
Clock-Work Soldiers A.K.A. Toyminators
M.R. 55 Dice: 6+28 ( Iron Fists, Feet and Concealed Arm-Blades ) Special Abilities: Iron Construction: The Clock-Work Soldiers are made of iron and brass clockwork powered by a perpetual motion spell. These can be as delicate as mortal flesh, however this does not matter very much if you are covered head to toe in heavy iron armor. The Clock-Work Soldiers iron skin armor is worth 12 point in armor protection from everything except electrical attacks. Tripple-CrossBows: One in every three Clock-Work Soldiers is armed with heavy crossbows with three staves mounted one over the other. Three triggers fire a bolt each and once all the bolts have been fired it takes 3 rounds to reload the crossbow. The Clock-Work Soldier has a Dex of 16 for the purposes of Missile combat. ( The Tripple-CrossBow is far to heavy to be used by a normal human regardless of strength and the reloading mechanism is built into the Clock-Work Soldiers hand ) Tripple-CrossBows: Dice+Adds :8 Range: 75 yards Weight: 500
Two-Handed Swords: The other two thirds of a Clock-Work Soldier Trio are armed with giant Two-Handed Swords far heavier than a normal man could use. Two-Handed Swords: Dice+Adds: 7 Weight: 250 Spring Boots: The Clock-Work Soldiers have powerful springs built into their legs allowing them to leap fifteen feet horizontally or ten vertically. After a leap the Clock-Work Soldiers require a round to ratchet up their springs before they can leap again. Mechanical Movement: While the Clock-Work Soldiers are quite fast their slightly jerky motions are easier to predict than an organic being and any DEX based SR made against them by a character is reduced by 1 difficulty level.
Description: The constructions of a mad sorcerer-artificer The Clock-Work Soldiers are six and a half feet tall and resemble a man in full articulated plate armor. Hidden eighteen-inch blades are concealed in the backs of their gauntlets and besides the rattle and whir of their clock-work they never make a sound.
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Post by ProfGremlin on Mar 6, 2013 20:31:58 GMT -5
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Post by Toad-Killer-Dog on Mar 7, 2013 13:15:27 GMT -5
Name: Byakhee M.R. 48 or greater for ancient or powerful specimens Dice: 5D6+24 ( Gnashing fangs, rending claws and taloned feet damage ) Special Abilities: Interstellar Flight: The Byakhee are a space dwelling race capable of crossing light-years through a natural space-folding like ability and carrying a passenger with them while doing so. The Byakhee also capable of flight in an atmosphere and prefer to attack from above and with the advantage of surprise. Tough Hide: The leathery, chitinous hide of the Byakhee combined with it's matted fur provide it with 7 points of armor protection from both melee and firearm damage. Vampiric: The Byakhee are vampiric and if it has won a melee ( point total exceeds the PC or PC's ) or have managed to ambush or surprise a character they may make a vampiric attack. This allows the Byakhee to drain 1D6+1 STR from the victim a round until the Byakhee is driven off or the character makes a 2nd level STR or LUCK SR to break free. Lost STR points are regained a a rate of 1D6 points for every day rested or more with adequate medical attention. Slaves to the Great Old Ones: The Byakhee are the servants of the Great Old Ones and Hastur in particular. They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Spell Users: Some rare Byakhee are capable of spell use and should be given a WIZ score and appropriate spells. Summoning Level: Greater Description: Often seen in the service of the Great Old One Hastur the Unnamable. Described as seven foot tall beings with great bat-like wings, their bodies a patchwork of the insect, buzzard and decomposing human. Known for carrying travelers through space to other worlds, the Byakhee are often used as servants by powerful wizards and cults.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:16:08 GMT -5
Name: Deep One M.R. 26 or greater for old and powerful specimens Dice: 3D6+13 ( Slashing talons, crushing strength damage ) Special Abilities: Aquatic Adaptation: Deep Ones are true amphibians and can survive indefinitely both above and below the waves. They can see even in the murky ocean depths and swim powerfully for extended periods. Unnatural Toughness: Deep Ones hardened muscle and bones adapted to dealing with the great pressures of the ocean floor provides them with 6 points of armor protection effective against both melee and missile. Unending Life: Unless they die through violence Deep Ones are effectively immortal. Slaves to the Great Old Ones: The Deep Ones are the servants of Great Cthulhu and Father Dagon & Mother Hydra. They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Hybrid Offspring: If Deep Ones are in prolonged contact with humans the urge to produce hybrid offspring will awaken within them and they have often made deals to procure mates both male and female from among humans. Spell Users: Some Deep Ones are spell casters and can be given a WIZ score and a selection of spells. Summoning Level: Lesser Description: Deep Ones dwell in vast cities grown on the floor of the ocean and are masters of both sorcery and bioengineering. The Deep Ones are a horrific mixture of the piscine and the human, hunched slippery skinned humanoids that travel on both two limbs and four. Their frog like heads have huge unblinking eyes, and their backs have scaly ridges. They are described as having croaking, baying voices that portrayed more emotion then their motionless staring faces. Many Deep One colonies use Shoggoths as both servants and defenders.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:16:34 GMT -5
Name: Deep One Hybrids M.R. 18 ( Human seeming & mid-transformation Hybrids ) M.R. 36 or greater ( Monstrous Hybrids ) Dice: 2D6+9 ( Unnatural strength, knife or club damage ) or by weapon Dice: 4D6+18 ( Crushing strength, rending claws or tentacles ) Special Abilities: Unnatural Vigor: Deep One Hybrids are tougher and more resistant than normal humans. They can resist most normal diseases although they are vulnerable to poison and many are astoundingly proficient swimmers. A Human seeming or mid-transformation Hybrid can be considered to have a point of armor against all damage and Monstrous Hybrids can have 5 or even more points of armor, due to their tough or even chitinous hides. Unaging Life: Hybrids both normal and monstrous do not get weaker or die from old age. As part of their life cycle the progress further towards becoming true Deep Ones and eventually go to the sea and join their aquatic brethren. This process however takes different lengths of time for each hybrid and many show no signs of the transformation until they are in their mid-thirties. Monstrous Hybrids are the few who never become true Deep Ones and continue to become more twisted and deformed as time goes on. Most are driven insane by the process and kept well hidden by their more human hybrid kin. Missile Use: If armed with missile weapons they can be considered to have an average DEX of 10. Monstrous Hybrids are not often able to use Missiles even if they retain the intellect needed. Summoning Level: Non-Summonable Description: The results of interbreeding between Deep Ones and Humans. Most eventually transform into Deep Ones after undergoing a period of metamorphosis. However some never fully change and cannot survive under the sea in the great cities of the Deep Ones and must remain hidden by their more human appearing brethren. Some of these more monstrous Hybrids can have far higher M.R. ratings some being even more formidable than true Deep Ones. While over the course of the transformation the Hybrids take on more and more Deep One attributes many are quite attractive when younger and several have been described as beautiful in an unearthly way. Many Hybrids can be identified by their protruding eyes, short thick fingered hands, large feet, shambling gate and grayish large poured skin, which often hangs in folds and seems to suffer from some offal cutaneous disease. Monstrous Hybrids are unique in appearance, sometimes with tentacles or tentacled faces, rending talons or even crab-like claws are not uncommon and many other mutations are possible.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:16:54 GMT -5
Name: Dimensional Shambler M.R. 38 or greater for especially powerful specimens Dice: 4D6+19 (Strangling, clutching talons and hideous strength damage) Special Abilities: Dimensional Phasing & Travel: The Dimensional Shambler lives in the spaces between dimensions and can travel through the planes at will. They can move through material objects an while in a non-material state are invulnerable to physical harm form non-magical weapons, although they can still be effected by spells and magical effects. However the Dimensional Shambler must come fully into the material plane to attack or effect material object and they are vulnerable while doing so. Tough hide and unnatural Physiology: The tough hides and unusual physical makeup of the Dimensional Shambler provides it with 4 points of armor protection from both melee and firearm damage. Tools Of the Great Old Ones & Outer Gods: The Dimensional Shambler is connected to the Mythos and it's powerful gods, but while alien they are natural creatures. They are effected by the spells "Command", "Abjure" however they are not repelled by the "Elder Sign". Summoning Level: Greater Description: A hideous creature not wholly ape or insect with a loose leathery hide and a flat featureless face marked only by hole like eyes and a wide drooling mouth. The Dimensional Shambler's hands are huge and easily capable of encompassing a grown mans head, it uses these prodigious appendages to wreak havoc on it's enemies. Little is know of the natural habitat of Dimensional Shamblers, save that they travel the dimensional planes and answer the call of the servants of the Great Old Ones and Outer Gods.
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