Julian's Nasties

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Julian Grimm
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Julian's Nasties

Post by Julian Grimm »

Here begins my listing of monsters that I have created form my game. Some of these have been seen before and I will be listing those I have posted in other places and those that I have recently created.

As a side note these monsters are all being used with my own campaign world project but they are open content all I ask is that I be credited for their creation.
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Post by Julian Grimm »

Burning Corpse

No. Enc.: 1-10

Size: Medium

HD: 3 (d12)

Move: 30'

AC: 12

Attacks: 1 Slam (1d6+1d4 fire damage)

Special: Hellfire Blast, Choking Smoke, Immune to Fire, Vulnrable to cold

Saves: P

Int: Average

Align: Neutral Evil

Type: Undead

Treasure: 2

XP: 30+3/HP

The burning corpse is an undead form cursed with the very hellfires that spawned it. They appear as a zombie wreathed in birght red flames, and have a look of hatred and horror upon their faces. Burning corpses are usually spawns greated devils, powerful evil wizards and other fell creatures. The are sometimes used to guard important tombs and evil temples.

Combat:The Burning Corpse will strike with its slam attack. On top of regular damage the burning corspe causes fire damge from the strike.

Hellfire Blast: Burning Corpses can cause themselves to explode causing 2d6 points of damage in a 20' raidius (dex save for half).This destroys the creature.

Choking smoke: Once per day the Burning Corpse can expel a noxious smoke that chokes any creature in a 20' radius. This smoke makes breathing near impossible and in closed areas can cause suffocation and death.

Immune to Fire: Burning Corpses are immune to all sorts of fire attacks

Vulnrable to cold: Burning corpses take 1/2 times more damage from cold attacks.
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Post by Julian Grimm »

Mountain Dragon

No. Encountered: 1, 2-4

Size: Medium to Large Hit Dice:7-12 (d12)

Move: 40ft

AC: 17-21

Attacks:1 tail 1d8+trip, 2 Claws 1d6, 1 Bite 1d10

Special: Poison, Fearful Presence, Trip

Saves: Physical

Intelligence: Animal

Alignment: Neutral

Type: Dragon

Treasure: 10

Experience: 270+7 to 1375+12

Mountain dragons live in low lying temperate mountains and forests. They have brownish green to gray skin, and walk on all fours. They typically den in caves or burrows they have dug themselves.

Most Mountain dragons encountered are the size of a large bull but, there are a few that have been exceptionally larger. (about the size of a large draft horse)

In combat Mountain Dragons tend to swipe with their front claws. If both claws hit they will bite. The bite causes 1d8 points of damage but they pass a bacteria based Poison off in. The victim of these bites must save or be paralyzed for 1d6+4 rounds. Even if that save is met the victim will fall sick for one week and may die from infection. (one save after combat determines this)

Mountain Dragons can also lash out with their tails. A successful hit will trip the opponent for one round.

Though they have little Intelligence Mountain dragons do keep some treasure this is usually among the remains of past meals.
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Post by Julian Grimm »

Trolls

These are not the typical troll. They are made to be an alternitive to trolls or giants in the game.
Hill Troll

No. Enc.: 1-2

Size: Large

HD: 4 (d10)

Move: 30'

AC: 16

Attacks: Fist (1d10) or weapon

Special: Twilight Vision

Saves: P

Int: Inferior

Align: Chaotic Evil

Type: Troll

Treasure: 3

XP: 40+4/HP

Hill Trolls are the smallest breed of troll. They stand about seven feet tall, have large muscular builds and resemble a cross between humans and large orcs. Hill Trolls tend to make their lairs among forested hills and in cave mouths. They are usually solitary but are occasionally seen with others of their kind, orcs or as muscle for other evil beings. They ally with others to feed their constant desire for violence and destruction.

Hill Trolls attack with either thier meaty fists or weapons they have stolen from others. They most prefer clubs maces or large spears.
Mountain Troll

No. Enc.: 1-4

Size: Large

HD: 10 (d10)

Move: 40'

AC: 17

Attacks: 2 claws (1d8),Giant Axe (3d8), or gore (2d4)

Special: Darkvision, Twilight Vision, Fearsome Roar, Battle Frenzy

Saves: P

Int: Average

Align: Neutral Evil

Type: Troll

Treasure: 9

XP: 1050+10/HP

Mountain Trolls are considered the largest and nastiest versions of their kind. Standing at a height of nearly twelve feet and with overbearing builds they intimidate all but the stoutest of heart. Mountain Trolls have greyish skin their backs and arms are covered in white fur. Their faces resemble a cross between men and apes. Their most fearsom feature are the long claws, tusks, and horns that grow upon the troll itself.Mountain trolls dwell in the crags and valleys formed in rugged mountain ranges though they often come from those lairs to raid the villages near the mountains. They are also known to attack dwarf holds with less mercy than they show any others.

Mountain trolls attack with the axes they craft from stolen dwarf ore. They also are known to make attacks with their long claws and horns to spread more fear among those combating them. They revel in the blood an carnage this causes which whips them into a battle frenzy similar to that of a barbarian. In addition the Mountain Troll can let loose a roar that all hearing must save vs. fear or flee in terror. Those making the save must still make all rolls against the mountain troll at a -1 penalty.
Snow Troll

No. Enc.: 2-8

Size: Large

HD: 11 (d10)

Move: 40'

AC: 20

Attacks: 2 Fists (2d8), Giant Hammer (4d6)

Special: Immune to cold, Frost Breath, Vulnrable to fire

Saves: P

Int: Average

Align: Chaotoic Evil

Type: Troll

Treasure: 8

XP: 1300+11/Hit point

Description: Snow trolls appear as an eight to ten foot tall pale skinned troll. They have well muscled builds and the typical mottled scaly skin of the troll kind. They dress in furs of dire animals they have killed. Snow Trolls tend to camp in colder regions and are known to keep winter wolves as pets.

Combat: Snow Trolls will either punch with their powerful fists or use great hammers that is typical of their kind. They also can breathe a cone of frost much like a winter wolf for 3d6 points of damage (save for half).

Special: Snow trolls are immune to all cold attacks however, fire does 1 1/2 times more damage to them.
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Post by Julian Grimm »

Briarling

No. Enc.:1-4, 2-20

Size: Medium

HD: 2-4 (d8)

Move: 30'

AC: 14

Attacks: 2 Thorn rakes (1d6), Shoot 1-4 Thorns (1d6)

Special: Grab, Poision

Saves: Mental

Int: Low

Align.: Neutral

Type: Plant

Treasure: None

XP: 2hd: 15+2, 3hd: 30+3, 4hd: 60+4

Briarlings are the creation of druids and nature magicians usually used to guard groves against intruders. Some magically corrupted areas are known to spawn briarlings as well.

The briarling is a vaguely human shaped mass of vines and thorns that moves of it's own will. They will attack anything it is told to or anything it sees as a threat.

Combat: Briarlings can rake with it's 1-2'' long thorns or shoot them a distance of 60'.

Special:

Grab: Thr briarling can grab an opponent and wrap it's vines around them causeing 1d6 pts of damage per round. A sucessful strength save breaks this.

Poison: Briarlings secrete a poision in it's thorns that can cause painful itching and swelling and a rash similar to poison ivy. This lasts 1-4 weeks and casues a -1 to attacks and any concentration based checks unless cured or saved against.
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Post by serleran »

Nice. Thanks for posting these. I like te various trolls, though I made a version of the first own before having seen yours... so, I must say, I like it too.

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Post by Maliki »

Nice work on the trolls, and I really like the briarlings, and already have a spot for them in my next campaign.
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Post by moriarty777 »

There can never be too many critters!

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Post by Julian Grimm »

Thanks for the comments all! I am polishing up a few more so I should have them up in the next day or two.
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Post by The Venomous Pao »

Excellent stuff indeed. I too was immediately take with the Briarlings. I know some adventurers who are likely to find themselves in the thicket of it soon enough.

Yes, it was a bad pun. Yes, I should be stopped.

But again, the monsters are quite well done, sir!

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Post by Treebore »

Guess which Trolls I am adding to the random encounter tables for my "Against the Giants" campaign? I think Briarlings would be appropriate as well.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Post by baran_i_kanu »

Nice work Julian, I plan on stealing the Mountain Dragon, Troll types, and Briarling for my Dark Ages game.

Thanks!

dave

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Post by Fiffergrund »

More good stuff!

Gotta get these and Ser's Xenomorphs in a printable PDF format....

Hell, you guys should just submit them to Domesday. That way all of the Society can get them, not just those that check the boards.

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Post by Julian Grimm »

Thanks Fiff!

I'll get them ready for a submission.

Ok here's another:
Plague Bearer

No. Enc.: 1

Size: Medium

HD: 6 (d8)

Move: 30'

AC: 14

Attacks: 2 claw (1d4) or weapon

Special: Disease, Create Bearer, Spell Resistance 12

Saves: Physical and Mental

Int: Average

Align: Any Evil

Type: Humanoid (abberation)

Treasure: 5

XP: 210+6

The Plague Bearer is a disease that takes the form of an intellegent creture for the sole purpose of spreading itself to as many people as possible.

Plague Bearers are attracted to large populations and take jobs and lair where they can infect the most people it can encounter. It is not unusual to see them working as maids, shopkeepers, cooks or even physicians.

To all who see them they appear as a member of the race they have chosen to mimic and are indistingushable from other members of that race. It is only in combat that they resemble their true nature.

Combat: A Plague Bearer only attacks if there is no other way out of an encounter. Upon entering combat they appear as a lesioned sickly humanoid with long claws. They use these claws to attack for superficial damage but this strike also passes the disease to the victim of the attack.

Disease: A sucessful attack causes the disease that the bearer is carrying to enter the body of the defender. A save must be made or the disease takes root in the body and incubates for 1d6 weeks then hits full force.

Some diseases known to spawn bearers are: typhoid, small pox, influenza (killer strain), and heptitas.

Create Spawn: The Plague Bearer can create others from those it has infected. If a disease attack is successful and a victim dies from the disease a disease save is made at a -2. If the save fails the victim immedatly becomes a Plague Bearer spawn that has all the abilities of the bearer and those the host had in life.

Spell Resistance: Since this creature is magical in nature it has a natural resistance to most spells. However the cure disease spell is damaging to the Plague Bearer. It cannot resist the spell but gets to save normally from it.

If the save fails the Plague Bearer cannot pass it's disease for 3 weeks and is placed into a near coma like state.[/b]
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Post by Julian Grimm »

Spider, Recluse

No Enc.: 1

Size: Large

HD: 4 (d10)

Move: 40'

AC:16

Attacks: Bite (1d6), 2 Leg Stab (1d6)

Special: Poison, Web

Saves: Physical

Int: Animal

Type: Animal

Treasure: 3

XP: 60+4

The Recluse is the giant cousin of the common brown recluse spider. They look like their cousins right down to the violin shape on their backs. They tend to lair in mine shafts, caves, abandoned buildings and other out of the way places.

Combat: If prey enters near the web or lair the recluse will attack. It usually starts by stabbing with it's legs and pinning the prey to the ground then it will bite at the opponent.

Poison: The Recluse secretes a corrosive poison that will dissolve the recipiant from the inside. unless treated or a save is made the victim will die in 3 rounds.

Web: Once per turn the recluse can generate a web to capture prey. This works exactly as the wizard spell of the same name.
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Post by miller6 »

Very cool. I like 'em all.
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Post by Julian Grimm »

This one isn't fluffed out yet but here is the bare bones of a new nasty.
Deaths Head Goblin

No. Encountered: 1-6, 10-60

Size: Small

HD: 4 (d8)

Move: 20'

AC: 15

Attacks: 2 Claw (1d6), Bite (1d8) or weapon

Speacial: Swarm, Ambush, Darkvison, Disease, Light Sensitivity

Saves: P

Int: Average

Align: Chaotic Evil

Type: Goblinoid

Treasure: 4

XP: 60+4 per HP

Deaths Head Goblins are a hideous creatures that inhabit caves, undergorund ruins and dark desolate places. They are 3'-4' in hieght and have skull like faces with burning green eyes long claws and muscular bodies. None know the origins of these creatures but many whispered legends tell of dark experiments by wraith like wizards that created these creatures for guards.

These creatures prefer to lair in dark dank places with no light. They scavange for their megar lives and will attack and eat anything invading their grounds. When a target appraches they will lie in wait and attack to kill and consume.

Swarm: When more than six of these creatures attack they tend to attack one target at a time. They will swarm this target this frenzy will give them a +2 bonus to all hits and damage.

Ambush: When no light is present or an adiquate hiding place is present the deaths head goblins gain a +2 bonus to initiative. This is an opportunity to attack and swarm intruders.

Darkvision: Deaths head goblins see perfectly in darkness.

Disease: The bite of the goblin passes a disease so powerful that the victim saves at -1. This disease incubates in a day and causes cramps, fever and sizeures it is almost always fatal

Light Sensitivity: The eyes of the goblins are sensitive to any light. Torchlight makes them attack at a -1 and anything that creates a daylight situation blinds and confuses them.
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