Julian's Nasties
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
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Julian's Nasties
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.
_________________
The Lord of Ravens
My blog
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.
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
- Contact:
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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The Lord of Ravens
My blog
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.
_________________
The Lord of Ravens
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Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
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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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The Lord of Ravens
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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.
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
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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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The Lord of Ravens
My blog
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.
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
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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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The Lord of Ravens
My blog
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.
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
- moriarty777
- Renegade Mage
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- Joined: Fri Jul 07, 2006 7:00 am
- Location: Montreal, Canada
There can never be too many critters!
Moriarty the Red
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"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
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Moriarty the Red
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"You face Death itself in the form of... 1d4 Tarrasques!"
Partner to Brave Halfling Publishing
http://www.arcanacreations.com
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
- Contact:
Thanks for the comments all! I am polishing up a few more so I should have them up in the next day or two.
_________________
The Lord of Ravens
My blog
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
-
The Venomous Pao
- Mist Elf
- Posts: 22
- Joined: Wed Sep 13, 2006 7:00 am
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
Grand Knight Commander of the Society.
Sounds obvious to me! -Gm Michael
Grand Knight Commander of the Society.
-
baran_i_kanu
- Ungern
- Posts: 67
- Joined: Mon May 15, 2006 7:00 am
- Fiffergrund
- Lore Drake
- Posts: 1082
- Joined: Thu Mar 30, 2006 8:00 am
- Location: Toronto, Ontario
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.
Fiff
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Sir Fiffergrund, Lord Marshal of the Castle and Crusade Society.
He Who Hides Behind The Elephant's Back
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.
Fiff
_________________
Sir Fiffergrund, Lord Marshal of the Castle and Crusade Society.
He Who Hides Behind The Elephant's Back
Marshal Fiffergrund, Knight-Errant of the Castle and Crusade Society
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
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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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The Lord of Ravens
My blog
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]
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
- Julian Grimm
- Greater Lore Drake
- Posts: 4573
- Joined: Thu May 11, 2006 7:00 am
- Location: SW Missouri
- Contact:
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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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.
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
- Julian Grimm
- Greater Lore Drake
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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.
_________________
The Lord of Ravens
My blog
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.
_________________
The Lord of Ravens
My blog
Lord Skystorm
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
Grand Knight Commander KoTC, Member C&CS
Donner Party Meats: We're here to serve YOU!
AD&D per se is as dead a system as Latin is a language, while the C&C game has much the same spirit and nearly the same mechanics. --Gary Gygax 8/16/06
