Showing posts with label Forge a Monster Challenge. Show all posts
Showing posts with label Forge a Monster Challenge. Show all posts

Monday, December 5, 2011

Forge Some Monsters Challenge: Done

Not all that long ago, Noisms posted a challenge to fellow RPG-bloggers to use the random creature name generator over at the Forge and stat-up whatever monsters we got from the thing. The post for Noisms challenge is here. The random generator in question -- the Beast Forge -- is here.


We received the names Queen Lobster, Wall Horse, Frozen Giant, and Sharp Boar from the Beast Forge.

You can find each of these four new monsters statted-up for Swords & Wizardry (White Box) by clicking the following links:
The Forge looks like a very handy tool. We might do another set of monsters inspired by this particular random generator. This was a fun challenge.

Tuesday, August 23, 2011

Sharp Boar

Sharp Boar
No. App.: 1
Hit Dice: 4+1
Armor Class: 4 [15]
Attacks: 1 (Tusks 3d4)
Move: 9 (14 charging)
Save: 14
HDE/XP: 6/400
Special: Ignores the first 10 points of damage in each encounter.

Sharp Boars are massive, shaggy and aggressive swine noted for their scimitar-like tusks and a feral intelligence that has given them a deadly edge in close-quarters combat. Some Sharp Boars are rumored to have learned how to disarm an opponent or to parry attacks with their tusks.

Should a Sharp Boar be slain without too many punctures being made, the hide can be salvaged and fashioned into an exceptionally durable suit of +1 leather armor with no need to resort to enchantment. It is for this reason that some folks try to hunt Sharp Boar using nets, clubs and pits, but this is a risky business as the beast itself has no compunctions about skewering its opponents whatsoever.

This is the fourth of four monsters we did in response to the Forge a Monster Challenge put forth by Noisms at this post: http://monstersandmanuals.blogspot.com/2011/08/forge-some-monsters-you-do-it-now.html




Frozen Giant

Frozen Giant
No. App.: 1
Hit Dice:10+1
Armor Class: 4 [15]
Attacks: 1 (Gaze 2d6)
Move: Special
Save: 9
HDE/XP: 12/2,000
Special: Plane Shift

The Frozen Giant is rarely seen outside of the Southern Polar regions of any world where he is known. Trapped within a gargantuan chunk of extremely clear ice, the Frozen Giant is a fog-wreathed hazard to navigation when encountered at sea and a disquieting figure to discover in the middle of glaring white wastes or in the midst of a blizzard. Explorers and sea captains alike have claimed to have spotted the Frozen Giant in a hundred places and more over the years. The only thing they all agree on is that the grim figure trapped in eternal icy torment never appears twice in the same place.

Anyone getting too close to the Frozen Giant runs the risk of getting shifted across the planar boundaries alongside the icy mass that entraps and entombs the ever awake, never to be freed sorcerer-king of a doomed and damned world he'll never see again. Many are the rumors, lies and folk-tales that have grown up around the Frozen Giant, but few really know the truth, and fewer know the whole of it. But if one is brave enough, and able to resist the supernatural cold that rolls off of the ice surrounding the Frozen Giant, they might just be able to ask one or two questions of the great being before slipping away to some other frozen wasteland on some other world.

Among the Frost Giants there are some who would seek out the Frozen Giant, to test themselves against his doom, and to wrest from him what secrets or spells their cunning will allow. Some come back wielding deadly magics that draw upon primordial forces few would dare to trifle with, others simply never return again.

This is the third of four monsters we did in response to the Forge a Monster Challenge put forth by Noisms at this post: http://monstersandmanuals.blogspot.com/2011/08/forge-some-monsters-you-do-it-now.html.

Queen Lobster (Revised)

Queen Lobster
No. Enc.: 1 (Hopefully Unique)
Alignment: Inhumanly Tyrannical
Movement: 30'
          Swim: 90'
Armor Class: 2
Hit Dice: 12
Attacks: 2 (Pincers)
Damage: 3d4/3d4/Special
Save: MU 12
Morale: 11

Bigger than any three warriors and better armored as well, the Queen Lobster is a formidable opponent to anyone who dares to trespass upon Her realm beneath the Bitter Sea. Any boat, ship or vessel --including aerostats-- that try to cross the section of the Bitter Sea claimed by the Sixteen Regents* of the Queen Lobster will find themself served notice that they are trespassing and offered a chance to pay tribute. Killing the messenger results in the Queen Lobster attacking immediately from beneath the waves with her devastating psychic assault, followed-up by swarms of larva-soldiers scuttling aboard with hooks and choppers to finish-off anyone they find amidst the charred remains of the vessel. The Queen Lobster's special attack is a ferocious combination of psychically-induced Feeblemind combined with a hyper-flammable Cloudkill effect that affects a 360' radius. Most people just offer up some tribute as it hurts a whole lot less...

(*a group of telepathic lobster-dolphin or lobster-merfolk hybrids who are fanatically loyal to the Queen Lobster)


This was our first of four monsters in response to the challenge put forth by Noisms at this post: http://monstersandmanuals.blogspot.com/2011/08/forge-some-monsters-you-do-it-now.html.
Queen Lobster
for Sword and Wizardry (White Box)
No. App.: 1
Hit Dice: 9
Armor Class: 4[15]
Attacks: 2 (Pincers for 2d6 each)
Move: 12 (30 swim)
Save: 10
HDE/XP: 10/1,400
Special: Psychoclastic Dysjunction (See details above)

Wall Horse

Wall Horse
No. App.: 1d4
Hit Dice: 6
Armor Class: 5 [14]
Attacks: 1 (Hooves for 2d6)
Move: 16
Save: 13
HDE/XP: 4/240
Special: Cast Wall of Stone (80%) or Wall of Iron (20%) up to 3 times a day.

A huge, heavy dark horse encased in sombre blackened plate barding that hides nearly all of its features, the Wall Horse rarely consents to being ridden by anyone except the most stalwart of defenders or those serving a doomed cause, such as a city under siege by an army that vastly outnumbers their forces. A Wall Horse will canter through the streets of a besieged town and erect walls to help shore up the place's defenses without any guidance or counsel of those who are leading things. A riderless Wall Horse will often place its walls in order to give the defenders maximum freedom, but that is not always the most strategic option, so when a Wall Horse is spotted, generals and captains will often send out some of their best champions or troops in the hopes of capturing the beast and getting it to erect its magical walls where the commanders think that they'll do the most good. (Charisma can be useful...)

This is the second of four monsters we did in response to the Forge a Monster Challenge put forth by Noisms at this post: http://monstersandmanuals.blogspot.com/2011/08/forge-some-monsters-you-do-it-now.html.