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Post by Toad-Killer-Dog on Mar 7, 2013 13:17:15 GMT -5
Name: Ghoul M.R. 32 greater in ancient Ghouls Dice: 4D6+16 ( Rending teeth and claws damage ) Special Abilities: Subterranean Adaptation: Ghouls are superbly adapted to underground life and can see in the dark, tunnels with great proficiency and have a highly developed sense of smell. Cannibal Immortality: Ghouls do not age and some acquire great wisdom over untold ages. Resistance to Missiles: Missiles do half rolled damage ( round up ) against the Ghouls hardened physiology. Independent: Unlike many Mythos entities Ghouls are beholden to neither the Great Old Ones or the Outer Gods and are immune to the spells "Command" and "Abjure" and are unaffected by the "Elder Sign". Travel to the Dream Lands: Ghouls have a natural ability to find gateways between the waking world and the Dream Lands. This allows them to travel great distances unseen and many dispose of their victims in the great bone planes of Pnath. Spell Users: Some Ghouls are spell casters and can be given a WIZ score and a selection of spells. Summoning Level: Lesser Description: Rubbery slouching humanoids with a distinct canine cast of features often covered with grave-mold or soil from their subterranean dwellings. Humans that dwell with or deal with Ghouls on an intimate basis and engage in their cannibal diet often transform into Ghouls themselves. Ghouls live in great warrens underneath cities and cemeteries, both in the waking world and the Dream Lands and have a long tradition of dealing with human wizards and cults for items they can't procure for themselves.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:17:39 GMT -5
Name: Hound of Tindalos M.R. 56 or greater for especially tough or resilient specimens Dice: 6D6+28 ( Monstrous strength, rending claws and charging damage ) Special Abilities: Predators of Time: The Hounds of Tindalos hunt the corridors of time and if they see or detect an intruder moving or gazing through time they will hunt them implacably until either the Hound or Hounds are dead or the victim has been eliminated. The time it takes a Hound of Tindalos to track a character down depends on the distance in time between the character and the Hound. A few hundred or thousand years will lead the Hound to the character in a matter of days, a million years or more a week, possible two, hundreds of millions or billions of years a month or more. However it is impossible to run far enough to escape the Hounds. The only hope is to destroy the Hound or Hounds tracking the character. Temporal Invulnerability: A Hound of Tindalos is invulnerable to all non-magical attack and regenerates 1D6 M.R. each combat round. Ichorous Coating: A Hound is covered with a viscous blue mucous like fluid. This fluid is a powerful organic acid and characters attempting to grapple the Hound or who have been wounded by it's paws may become covered with this semi-alive substance. The Ichor burns for 1D6 damage a round and will quickly dissolve cloth, metal and flesh. All characters taking damage from a hound or directly attacking a Hound in melee must make a 2nd level SR on LUCK or DEX to avoid the Ichor each round they are in contact with the Hound. The Ichor may be removed or washed off but the act takes a full combat turn in which the character may take no other action. Angular Teleportation: The Hounds of Tindalos travel through the angles of the universe and can appear from any angle of 120' or less, first a blueish-black smoke pours from the angle the a horrible birth occurs. Head first the Hound tears it's way into the universe dragging itself through in the space of a combat round. Boring Tongue: The terrible whiplike hollow tongue of the Hound is used to kill it's chosen victim. If the hound has won the melee it can choose instead to pierce it's victim with it's tongue draining 1D6 LUCK and WIZ a round. If the victims LUCK or WIZ are reduced to zero or below they shrivel horribly and die. The only evidence a single bloodless hole, where the Hounds tongue entered. Independent Race: Unlike many Mythos entities the Hounds of Tindalos are beholden to neither the Great Old Ones or the Outer Gods and are immune to the spells "Command" and "Abjure" and are unaffected by the "Elder Sign". Summoning Level: Major Description: Semi-quadrupedal beings with glossy-black skins and a vaguely canine cast. Dripping a viscous bluish slime, their bone tipped hollow tongue tastes the air below dead shark-like eyes, while all is obscured by a haze of blue-black smoke that marks their appearance. The Hounds of Tindalos are inconceivable ancient being dwelling at the dawn of time among single celled organisms. They hunt the corridors of time draining those that come to their attention of their essences. Some have speculated that the Hounds of Tindalos guard time or that they use the corridors of time to hunt for those beings that possess the essence they lack. Whichever is true the Hounds of Tindalos are implacable hunters and only death and destruction will deter them from their course.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:17:58 GMT -5
Name: Hunting Horror M.R. 74 more for particularly large and powerful specimens Dice: 8D6+37 ( Crushing tail tentacle, slavering jaws and beating wings damage ) Special Abilities: Alien Physiology: The Hunting Horror physical makeup is unlike any terrestrial creature and they take only half damage ( round down ) from missiles. Winged Flight: The Hunting Horror flies with enormous scaly wings. Remorseless Trackers: Hunting Horrors can track from the air and will follow any prey they have been assigned until destroyed or banished. Bane of Dawns Light: Sunlight will banish a Hunting Horror caught in the open and sufficiently powerful light will weaken or drive it off. Multiple powerful arc or spot light are enough to weaken a Hunting Horror ( reduces it's ADDS by half ) and an exceptionally powerful flash may temporarily drive it off. Serpentine Grapple: A Hunting Horror may wind it's serpentine body around a victim and hold them while it tears them apart with it's powerful jaws. The Hunting Horror wins a melee instead of doing damage it may encircle a victim and rend the asunder or carry them off. In game terms a encircled character must make a 3rd level SR on STR or LUCK or be held immobile in the Hunting Horrors grasp. The next round the Hunting Horror can do full damage to the character and the victim may only cast spells, as their arms are pinioned to their bodies. If the character survives they make another 3rd level SR on STR or LUCK to escape. Slave of the Outer Gods: The Hunting Horror's are the creatures of the Outer Gods and are often in the service of Nyarlathotep . They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Summoning Level: Greater Description: Huge serpentine winged abominations over forty feet in length. Their flesh continuously shifts and crawls overs their scabrous bodies, their bones seeming to melt and flow beneath. Their heads are curiously distorted with huge snapping jaws and great bellowing voices. Summoned from the ether Hunting Horrors are the hounds and trackers of the Outer Gods and can sometimes be found in the service of their cults.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:18:28 GMT -5
Name: Shoggoth M.R. 126 or even greater for ancient specimens Dice: 13D6+63 ( Crushing bulk, grasping tentacles damage ) Special Abilities: Amorphous Adaptation: Shoggoths are genetically engineered creatures, amorphous in nature they create organs, limbs and sensors as needed. They are equally at home in the water or on land and can easily function in almost any environment not matter how ferocious or inhospitable. Unnatural Durability: Shoggoths are remarkably hardy and their constantly shifting arrangement of organs and flesh provide them with 16 points of armor protection and missiles, fire, acid and cold do half rolled damage against the Shoggoths implacable bulk. Crushing Grasp: If the Shoggoth generates 4 or more points of spite damage it can choose to engulf a victim, drawing them into it's ever shifting body. The character drawn within must make a 3rd level SR on STR or LUCK or be drawn inside. If engulfed the character must take the full damage done by the Shoggoth the next turn. Should they survive the engulfed character can make another 3rd level SR on STR or LUCK to escape the Shoggoth's grasp. Slaves of the Great Old Ones: Created by the Elder Things the Shoggoths are now the servants and minions of the Great Old Ones and Outer Gods. They are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Summoning Level: Major Description: Huge amorphous beings, composed of protoplasmic bubbles, faintly luminous, eyes and ropey tentacle limbs continually being generated and absorbed by it's mass, chanting the cry of the Shoggoth "Tekeli-li, Tekeli-li". Shoggoths began as the biological machines and slaves of the Elder Things. Purely marine creatures a random mutation allowed a small minority to dwell outside the sea and gain a dim self awareness. The Elder Things tried to control the new mutants, but they were unable to completely destroy the Shoggoth as their society had come to greatly rely on the Shoggoths slave labor. Later after a ruinous war between the Elder things and the Great Old Ones the descendants of the first mutants more intelligent and powerful than before rebelled against the Elder Things and drove off or destroyed their former masters. Now the Shoggoths dwell in the forgotten corners of the world, some controlled by the Deep Ones or hiding in the forgotten cities of the Elder Things or serving the cults of the Great Old Ones.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:18:51 GMT -5
Name: Star Spawn of Cthulhu M.R. 250 and upwards for these godlike alien beings. Dice: 26D6+125 ( Crushing, stomping and tentacled maw damage ) Special Abilities: Alien Physiology: The Star Spawn, like Cthulhu himself are capable of shifting their mass around their bodies. For example shrinking their bodies and enlarging their wings to facilitate flight or shifting all their mass into their main bodies growing larger and more formidable in a fight. Because of this and the alien nature of the bodies they are considered to have 50 points of armor against all attacks and regenerate 10 M.R. a combat round. Stellar Travelers: The Star Spawn of Cthulhu are capable of traveling between the stars unaided and can survive in even the most hostile environment. Titanic Size: The Star Spawn of Cthulhu are from 50' to 70' feet or higher and capable of feats of commiserate with their prodigious size. Spell Users: The Star Spawn are consummate masters of magic and should be considered as having a WIZ score 80 or more and any and all spells the GM feels appropriate. Servants of The Great Old Ones, worshipers of the Outer Gods: The Star Spawn are the subjects of Great Cthulhu who is their high-priest of Yog-Sothoth. The Star Spawn are effected by the spells "Command", "Abjure" and are repelled by the "Elder Sign". Summoning Level: Great Old One Description: Gigantic roughly humanoid octopoids with titanic wings and rubbery squirmious flesh, their monstrous mouths surrounded by a fringe of massive tentacles. The people and servants of the Great Old One Cthulhu, not all the Star Spawn were trapped in R'yleh when it sank beneath the waves and some wait in deep ocean trenches or among the stars for the call to help free their priest-king Cthulhu from his ancient sleep.
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Post by Toad-Killer-Dog on Mar 7, 2013 13:24:01 GMT -5
Name: Average Low Level Cultist M.R. 16 to 35 ( for Henchman Level Cultists ) Dice: 2D6 +8 ( Knife, Dagger, Grappling Damage ) or by weapon Special Abilities: Missile Use: If armed with missile weapons they can be considered to have an average DEX of 10. Spell Users: Some rare cultists are capable of spell use and should be given a WIZ & IQ score of 10 and treated as rogues for spell use. Spells should be of second level or below. Description: A basic cultist for use when you don't feel like fleshing out a specific character or need some quick disposable Mooks for the PC's to tussle with.
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trrebmahl
3rd Level Troll
Lost in the Naga Jungle
Posts: 190
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Post by trrebmahl on Mar 8, 2013 23:37:29 GMT -5
Here is a description of the Frog Goblins from my Naga Jungle campaign. It's in a bit of a rough form. I am still working out the details in actual play, but I think this is usable. The warrior type names are kind of boring and I need to figure out special spells for the shamans.
Frog Goblin STR x1 CON x1 DEX x2 INT x1 LK x1.5 SPD x1.5 CHR x1 WIZ x1
Special Damage: 2/startling scream
MR Warriors 20-40 Leaders 60-80 Shamans 50 Royal 100
Frog Goblins are the result of the Naga wizard, Ss'aab'rraa's experiment breeding goblins and giant frogs together to serve as personal servants and savage warriors capable of living and fighting in the swampy jungles of the Naga lands. When the enterprising wizard was killed and his dominion was overthrown, his frog goblin minions scattered and established communities deep in the wild jungles. They now live in insular villages suspicious of outsiders and fiercely protective of their territory. Many communities have established a cult of worship around their creator god, the memory of Ss'aab'rraa. These larger settlements are composed of stone structures and temple complexes. The shamans of these groups retain some of the magic lore of the naga wizard. Their spells are jealously guarded remnants of Ss'aab'rraa's knowledge handed down from generation to generation from shaman to apprentice.
Frog Goblins are 4-5 feet tall on average. They have spindly limbs, and soft bulbous torsos. All Frog Goblins except Poison Warriors are spotted or stripped with color that ranges from brown to green or grey. Their skin is glandular with the ability to secrete a range of different substances. They can also breathe water and air through their skin as they do not have lungs. A common fighting maneuver among Frog Goblin warriors is to silently glide underwater and attack prey from underneath. Frog Goblins can leap up to 15 feet high and 30 feet long. Once a week they shed their entire skins and consume it regaining 1d6 points of lost CON. The special damage of startling scream is activated by a roll of 2 spite. The first time used, this explosive sound will shock targets and reduce combat adds by half on the next combat round. Frog Goblins can also grab objects with their agile tongue and will often try to disarm PCs carrying non-bladed weapons. Their favored weapons are light bows, javelins and blow darts.
Frog Goblins collect their eggs in large common breeding ditches. Every generation one exceptional specimen develops in the gelatinous mass: a Leader. Leaders possess the abilities of all warrior types and can choose at will to produce any kind of poison. There are six kinds of standard Frog Goblin warrior types. They are differentiated according to the special glandular qualities of their skin.
Poison Warriors have the ability to secrete toxins from the skin behind their eyes. They will either wipe the toxin on their hands to try to transfer it to the bare skin of an enemy or they will apply it to weapons (especially on blow darts). Any of the poisons can be negated by a Too-Bad Toxin spell or application of a talent involving the healing arts. Their skin is usually brightly colored yellow, red and orange often with high contrast black markings. Poison Warriors have only one kind of toxin each. Roll 1d6 to determine the type.
1. Flesh Eating L1SR vrs. CON or be infected. This is a slow working poison that will steadily eat away at skin and muscle tissue. Continue to make a L1SR vrs. CON every full turn. Each fail results in 1 point of damage. 2. Hallucinogen L1SR vrs. CON or have hallucinations for 1d6 full turns becoming useless. 3. Convulsant L1SR vrs. CON or immediately go into debilitating convolutions. Victim falls prone and loses control of his/her body. Victim will be useless for 10 combat turns (2 turns or 20 mins) and may need attending to avoid biting tongue or vomiting. 4. Neurotoxin L1SR vrs. CON or lose 1d6+3 points of INT permanently. 5. Vasoconstrictor L1SR vrs. CON or succumb. Blood flow to brian and other vital organs is reduced. Victim faints and is incapacitated for 1d6 full turns. 6. Temporary Blindness L1SR vrs. CON or succumb. Victim is temporarily blind for 1d6 full turns.
Stinkies emit a noxious repellent spray from the eyes. Activated by rolling 2 spite. L1SR vrs. DEX or be hit. Targets lose 2d6 points of CHR and lose 2d6 combat adds due to the effect of the nauseating smell.
Slimies secrete a slippery substance that coats the entire body making them impossible to grab hold of. Blunt weapons do half damage on them. Their slipperiness gives them the ability to do remarkable acrobatic stunts.
Trappers emit a viscous mass that is projected from the eyes. Activated by rolling 2 spite. L1SR vrs. DEX or be hit and impeded by the substance. Those struck halve DEX and general mobility for one combat turn.
Clingers have the ability to produce a sticky secretion on their hands and feet. They can cling to and climb any vertical or inverted surfaces: trees, cliffs, slick walls or ceilings etc…
Cloakers are the natural rangers of the kindred. They are trackers and hunters specializing in archery. They have the ability to camouflage their skin, changing color and pattern at will to blend in with their surroundings. They ignore 6 hits of damage in melee combat due to the difficulty of seeing them. Missile weapons used against them require SRs one greater than usual.
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Post by Toad-Killer-Dog on Mar 18, 2013 8:57:58 GMT -5
Famine Spirit
What good a strong sword-arm against the death of a land?
M.R. 70 Dice: 8+35 ( Withering/Decaying Touch ) Special Abilities: Withering Wind: The Famine Spirit can summon a terrible wind that decays crops, spoils food and sickens animals. Raise Undead: The Famine Spirit can raise the bodies of those it has slain and the bodies of anyone or thing that has died of starvation in the form of a Hunger Ghoul Listed below. Control Hunger Ghouls: Famine Spirits can command any Hunger Ghouls it has created. Summon/Control Gore Crows: The ability to summon and control Gore Crows stats listed below. Immaterial: The Famine Spirit can only be harmed by magic, silver or by instruments that have been used to harvest food ( like scythes, sickles, grain-flails and other agricultural implements ). Ignore Armor: The Famine Spirit's Withering touch ignores all non-magical armor.
The Famine Spirit is a revenant of vengeance that is brought about when an innocent is starved to death for a crime they did not commit. Such a death opens the body of the deceased to possession by a vengeful ghost who will use the vessel to wreak havoc until it is put to rest.
Famine Spirit's are clever and unlikely to directly confront it's enemies. Preferring to send it's servants the Hunger Ghouls to deal with them and it's Gore Crows to spy and steal form them while remaining safe in a hidden location. Almost always a secret stash of food who's owner refused to share even as others starved around them.
Description: A horrid corpse like phantom of indeterminate sex whose body shows all the ravages of death by starvation. With empty eye-sockets filled with flickering green corpse lights. Floating ethereally over the ground.
Gore Crows M.R. 20 Dice:3+10 ( Serrated Beak and Talons ) Special Abilities: Winged Flight: Gore Crows are capable of flight. Far-Seeing: The Gore Crow can transmit images it sees to the Famine Spirit that controls it.
Gore Crows are the eyes and scouts of the Famine Spirit that controls it. In truth spirits in physical form Gore Crows are maliciousness incarnate. Filled with hatred and bloodlust, the Gore Crow serves the Famine Spirits to satiate it's own dark desires.
They are excellent thieves and have been know to steal small important items from the Famine Spirit's enemies, or to spy on it's enemies plans.
Description: Huge crows the size of vultures with hooked serrated beaks and bloody red eyes. Giving off a foul corpse like odor and raucous guttural calls.
Hunger Ghouls M.R. 35 Dice: 4+18 ( Claw-like hands and Teeth ) Special Abilities: Undead Invulnerability: Hunger Ghouls are immune to poison & disease, nor do they breath or feel pain and their undead state gives them the equivalent of 3 points of armor. Undead Reproduction: A victim killed by a Hunger Ghoul who is not completely devoured rises from the dead as a new Hunger Ghoul. Undead Persistence: Hunger Ghouls do not lose any of their dice until they cease to function, but they do lose their adds with damage as normal.
Hunger Ghouls are created from the victims of a Famine Spirits and rise to an un-life of ravenous eternal hunger. Hunger Ghouls will eat any and all food they find and this includes animals and people. A Hunger Ghoul will happily sit down and devour a whole sack of salt or flour or tear apart a man or a dog and feast on their flesh.
All of this of course helps the Famine Spirit spread the killing hunger that it draws it's power from.
They are capable of complex plans only when directly controlled by a Famine Spirit. Otherwise they behave like mindless eating machines, incapable of all but the most simple of tactics. Such as hiding in a closet or under a set of stairs waiting to ambush a victim.
Description: Depending on how the Hunger Ghoul died its body may look almost alive or be horrible starved, mutilated or if killed directly by the Famine Spirit desiccated and withered.
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Post by Toad-Killer-Dog on Mar 18, 2013 8:58:28 GMT -5
Charnel Dogs
What use to flee from a tireless hunter?
M.R. 58+ Dice: 6+29 ( Jagged Teeth, Ragged broken Claws ) Special Abilities: Undead Resistance: Charnel Dogs are immune to poison & disease, nor do they breath or feel pain and their undead state gives them the equivalent of 3 points of armor. Speed of the Dead: Charnel Dogs can run tirelessly at top speed endlessly. If running over a long range away from Charnel Dogs characters have +1 level of difficulty to SR's to outrun or out distance them. Implacable Tracker: Charnel Dogs can track infallibly over land, across rivers and through the rain once they have been given a characters scent. Howl of the Damned: Charnel Dogs can loose a guttural baying that strikes and chills the very heart of anything still living. When the Charnel Dogs howl all characters must make a 2nd level SR on IQ or lose half of their personal adds for that round. Each subsequent turn characters may make an additional 2nd level SR to overcome their fear. Infective Bites: The bites of Charnel Dogs can cause fever and illness in their victims. For the cost of 3 points of spite a Charnel Dog can inflict an infected bite. Characters inflicted with an infected bite must make a 2nd level SR on CON or lose 2 points of STR, DEX and IQ a day until they can be cured by spell,healer or succeed at a once daily 3rd level SR on CON. None of the lost points will return without the aid of magic or at least a week of uninterrupted rest.
Description: Large dogs, Mastiffs, Wolfhounds, Hyenas, and the like. Rotting and crawling with vermin and decay. Hate pouring out of their empty eye-sockets or cataract blind eyes. Their flesh and fur dripping with corruption, while slime and bile foam from their fanged maws.
Charnel Dogs are the ultimate undead tracker beasts, made by only the most evil and corrupt Necromancers and Demonologists. They will tirelessly track and destroy anyone once they have been given the targets scent. Tracking though rain, snow, over rivers and across even the most forbidding and inhospitable terrain.
Filled with nothing but hatred and a mad burning will to trail and bring down their prey. Charnel Dogs sometimes guard the tombs of ancient priest kings and whole packs are said to serve the dead and deathless witch queen of the marches east of Finder's Keep.
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Post by Toad-Killer-Dog on Mar 18, 2013 8:59:09 GMT -5
Gibbet Tree
Where rest the souls of the hanged?
M.R. 50 ( For the trunk ) + 20 per body hanging from tree average M.R. 150 Dice: 16+75 ( Trunk: strangling ropes, Hanging Bodies: Fist, Teeth, Grapple ) Special Abilities: Entangle: The empty nooses hanging from the Gibbet Tree can reach out and attempt to grab or strangle characters. At the cost of 3 points of spite the Gibbet Tree can attempt to entangle a single character. If the character in question fails a third level SR on Dex or Luck their adds are cut in half until they can make a third level SR versus Str or Luck. Reach: The Gibbet Tree can extend it's strangling ropes and the bodies that hang from it's branches up to thirty feet from it's main trunk. Steely Bark: Due to the tough nature of the Gibbet Tree it is considered to have 8 points of armor. Aura of Fear: The reek of decay and an unquiet aura surround the Gibbet Tree causing character and NPC's to make a second level saving throw on IQ or Luck the first round of combat. Any character failing has all SR difficulties increased by one level for that combat.
Gibbet Zombie ( unattached ) M.R. 30 Dice: 4+15 ( Fists, Teeth & Grapple ) Special Abilities: Undead Invulnerability: Gibbet Zombies are immune to poison & disease, nor do they breath or feel pain and their undead state gives them the equivalent of 3 points of armor. Undead Persistence: Gibbet Zombies do not lose any of their dice until they cease to function, but they do lose their adds with damage as normal.
Sometimes when a tree is used as a hangman's gibbet the souls of those hung posses the tree and use it to vent their fury on the living world.
When this happens the tree will at first ambush single individuals who happen too near and build up it's zombie puppets. Soon however the Gibbet Tree will openly attack all within it's reach and send out it's unattached Gibbet Zombies to drag more victims within it's reach.
When attacked the Gibbet Tree will defend itself with it's strangling nooses and any bodies hung from it's branches will attack from the ends of their ropes like monstrous marionettes.
As most Gibbet Tree's are found at crossroads they can become a deadly menace in short order.
Description: A huge and ancient tree with a great canopy and many sturdy limbs projecting from the trunk. Suspended from these limbs are ropes knotted into nooses. Hanging from these ropes twisting pitifully in the wind are the bodies of the Gibbet Tree's victims in various stages of decay. A foul stench permeates the surroundings of the Gibbet Tree and nothing will grow near it.
Gibbet Zombies can be distinguished from other zombies by the nooses they wear and many have broken lolling necks.
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Post by Toad-Killer-Dog on Mar 18, 2013 8:59:35 GMT -5
Bone Dragons A.K.A. Undead Dinosaurs
The terror of the ancient past rises to stalk the present
M.R. 125+ Dice: 13+63 ( Crushing Feet, Rending Claws, Horns and Razor Teeth ) Special Abilities: Resistance of the Undead: Undead Dinosaurs are immune to poison & disease, nor do they breath or feel pain. Bones of Stone: Undead Dinosaurs bones are fossilized and hard as stone. Providing 12 points of armor protection from attack. Terror of the Ancient Dead: The bones of the giant saurian invoke terror in anything smaller than itself. All characters must make a 2nd level SR on IQ or have a +1 level of difficulty added to all combat SR's made against the undead saurian. Crushing Strength: The Undead Dinosaurs strength is as great as it was in life and any STR SR made against it are considered to be a 4th level SR. Trample: For the cost of 6 generated spite points The BEAST can elect to trample all party members that fail a 1st level 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.
Description: The animated bones of great fossilized dinosaurs brought back into a sorcerous half-life to serve their animators. These giant terrors are the work of powerful necromancers, who search tirelessly for these rare and deadly specimens.
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Post by Toad-Killer-Dog on Mar 18, 2013 9:00:01 GMT -5
The Bombie
Because Necromancers can use gunpowder too!
M.R. 20 Dice: 3+10 ( Teeth, talons or Torch ) Special Abilities: Undead Invulnerability: Bombie's are immune to poison and disease, nor do they breath or feel pain and their undead state gives them the equivalent of 3 points of armor. Undead Persistence: Bombie's do not lose any of their dice until they cease to function, but they do lose their adds with damage as normal. Explosion: One-Time attack ( this destroys the Bombie ) once amid the characters the Bombie will attempt to thrust it's torch into the bomb sown into it's abdomen. If the characters manage to make a 3rd level SR on Str, Dex or luck they stop the Bombie from detonating it's payload. If they fail the Bombie does 10d+10 damage to all in melee range minus any armor the characters may have. All characters can make a 2nd level SR versus Dex or Luck for half damage.
The Bombie is the undead equivalent of the smart bomb ( Zombie? smart? ). Created by a progressive Necromancer looking to make the most out of her minions. You only have to throw one at your players and they will worry about any torch carrying Zombies they come across as long as you are Gm'ing.
Description: A Zombie wielding a large burning torch with a horribly distended abdomen and hideous stitches leading from the end of the sternum to the groin.
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Post by hrrrothgarrr on Apr 7, 2013 9:42:59 GMT -5
From my blog: hrrrothgarrrshovel.blogspot.com/Here are seven new creatures for T&T. Most expanded from a mention in the T&T rulebook, usually appearing only as an MR rating on the monster list. I have let the names and MRs inspire me as to what these creatures might be like. In no way should these be considered the definitive versions of these beasties. They are presented as examples and inspiration. Lightning Bug MR: 8 Combat Dice: 1+4 Special Damage: 1/1 individuals do normal spite damage. Take That You Fiend! Special Abilities: Fly Me, Will-o-Wisp Small bugs that seem to be made of sparkling, flashing light. Each provides light equal to a candle flame, They flit around in small swarms producing an effect similar to a Will-o-Wisp spell. Touching one will give a small but harmless electric shock. If a swarm is provoked the bugs will collectively produce a lightning strike taking effect as a TTYF! Cast with a WIZ of 1/ 10 the swarm's total MR. Boojum MR: 60 Combat Dice: 7D6+30 Special Damage: 1/1 Special Abilities: Imafrawg, Yerafrawg Boojums are thought to be larger and more powerful cousins of Snarks. They are also natural shape shifters, but can change the shapes of others as well. They will use this ability to change large, dangerous prey into something small and inoffensive before eating it. Balruukh MR: 300 Combat Dice: 31D6+150 Special Damage: 1/2 flaming weapons do extra damage, 6/Glue You opponent becomes entangled Special Abilities: Fly Me, immune to fire and flame Balruukhs are large demons of smoke, flame and shadow. They appear as shadowy humanoid figures with great bat-wings and streaming manes of fire. They often wield a weapon in each hand. One is usually an offensive weapon like a sword, mace or axe, the other an entangling weapon like a whip, chain, or net. Nasty customers indeed, some Balruukhs are also accomplished wizards. Gurkk MR: 343 Combat Dice: 35D6+180 Special Damage: 6/Swallow Whole Special Abilities: None The gurkk is basically a huge jaw and stomach on legs. They slowly drag themselves about and when they find a place that is likely to yield passing prey they open their cavernous jaws wide and hunker down to wait. When the unfortunate prey steps into the mouth of the creature the jaws snap shut and the prey is often swallowed both whole and alive. The jaws of a gurkk open a full 180 degrees and the monster will sink down as low to the ground as possible, burrowing into soft soil, leaves, mud, or lurking on the bottom of ponds and rivers. Any unfortunate that has been swallowed alive by a Gurkk may continue to fight from inside the creature. Add the swallowed creatures hits to the HPT scored against the gurkk. Damage taken may be considered to be the result of digestive juices slowly consuming the unfortunate. Snark MR: 39 Combat Dice: 4D6+19 Special Damage: 1/1 Special Abilities: Imafrawg The true appearance of the Snark remains something of a mystery, indeed many sages and scholars doubt its very existence. This is due to the Snark's innate shape shifting abilities. It is able to take on the shape of any creature. In their natural shape they are small humanoids, about the size of a Hobb or Leprechaun, with horns and a tail. They are mischievous tricksters and love to use their shape shifting to help pull off pranks and to escape from the consequences after. All Snarks know and can cast the Imafrawg spell. They may be of any character type. Kindred ability modifiers are as follows. STR: x0.5 CON: x0.75 DEX: x1 INT: x1.5 LK: x2 CHR: x1 WIZ: x1.5 HT: x0.5 WT: x0.5 Gakk MR: 13 Combat Dice: 2D6+7 Special Damage: 1/1 Special Abilities: None The slimy and disgusting Gakk is a sort of cross between a banana slug and a leech, with a mouth full of raspy teeth. It grows to about the size of a man's leg, although specimens as large as a man is tall and even bigger have been rumored. They live in swamps, sewers and other damp slimy places. Balloonimal MR: 1 Combat Dice: 0D6+1 Special Damage: Explosive Burst Special Abilities: Fly Me These creatures are life sized and very life-like balloon animals. They are dangerous only if popped. They will burst immediately if they take any hits from a cutting, slashing or piercing weapon. When this happens they explode doing damage as a monster with an MR equal to the HPT the balloonimal received. Thus, the harder you hit them, the bigger the pop! Although they look exactly like a normal creature balloonimals are silent and move by drifting along slightly above the ground not walking on it. A careful observer can spot the difference easily with a Level One SR.
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Post by ProfGremlin on Apr 22, 2013 18:20:50 GMT -5
This one was inspired by Grrraall's post/thread on Traps: Animated Foot TrapsMR - 35 Armor Points - 4 Special - 3/ Entangle: the chain normally used to anchor the foot trap to the ground and prevent its prey from crawling off is used as a whip to ensnare the limb of one of the party. This character losses it's HPT contribution as they're to busy attempting to keep the Jaws of Doom at bay! L1SR on Strength to break away on the subsequent round. Alternative Special - 3/ Poison: The trap is well used and, as such, the teeth are more than a little grimy with rust, blood, etc. A party member is randomly determined. A L1SR on Constitution is required or suffer the effects of poisoning - GM's choice as to effects and onset of symptoms. Think large bear traps, the kind that spring shut around the lower leg/ankle when you accidentally (would anyone really do it deliberately?) step on them. The difference is, these traps are animated and self propelled. They aren't quite golems, they don't really have any sentience. They just go after anything moving in their vicinity and do their best to latch on.
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Post by zanshin on Apr 26, 2013 4:09:00 GMT -5
Vampire Tree
MR - 120 Dice: 13D+60 Special Abilities - Bark hide provides 12 armor points Special Damage: 4/Blood drain - A barbed creeper draws blood from the target reducing their Strength and Con by a d6 each, and replenishing the Vampire Tree's hits by the same amount if it has taken damage. Description - The vampire tree is not undead, but a species of large carnivorous ambulant vegetation that can be found both above and below ground. It shrinks from direct sunlight, so tends to be found deep in large forsts and jungles or underground. Light and flame deals double damage. It has long barbed creepers that it uses to drain its victims.
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