Showing posts with label Monster Mondays. Show all posts
Showing posts with label Monster Mondays. Show all posts

Monday, June 8, 2015

Ghoul-Kin

Ghoul-Kin
Hit Dice: 1+ (Can gain XP)
Armor Class: 7 [12]
Attacks: 1 weapon (1d6) or 2 claws (1d4+1, 1d4-1) or 1 bite (Paralysis)
Saving Throw: 17
Special:(see below)
Move: 9
Alignment: Chaos
Challenge Level/XP: 1/15

Foul, fetid and fiendishly disposed to the capture and devouring of all trespassers, Ghoul-Kin form small tight-knit communities around the fringes of ghoulish enclaves, catacombs and redoubts.

Degenerate hybrid offspring of the ghouls and their once mostly human ancestors, the Ghoul-Kin see all non-ghoulish kind as either meat or mates.

Ghoul-Kin receive a +2 bonus to all Saves versus Charm or Sleep spells, unless the spell is cast by a ghoul, in which case they suffer a -4 penalty. Their bite will cause temporary paralysis for 1d6 turns if the victim fails their Save.

If considering a playable Ghoul-Kin character...don't...but if you insist, they usually suffer a -4 penalty to their effective CHAR score with all living beings except necromancers. Their CHAR is as rolled for all undead and most magical beings. They can advance as Fighters, Thieves or Magic-Users, but rarely as Clerics, unless they are Cultists. Details will no doubt vary widely from campaign to campaign, setting to setting, world to world.




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Monday, June 1, 2015

Lesser Umbraclopes

Umbraclopes (Lesser)
Hit Dice: 1d4 hit points
Armor Class: 7 [12]
Attacks: 1 weapon (1d4)
Saving Throw: 17
Special:(see below)
Move: 6
Alignment: Neutral
Challenge Level/XP: 1/15

Mimsy little cyclopean humanoids who are notorious for swarming through smaller, damp and dismal passages that most larger-sized denizens and adventurers tend to avoid, Umbraclopes are considered pests and nuisances even by kobolds
.

Unlike undead and other forms of feral or free-ranging shadows, the Umbraclopes appear more like sickly gray-green stains and are vulnerable to normal weapons. When they reach 0-hit points they pop like a soggy balloon filled with noxious vapors, leaving a foul stench that lingers for 1d4 days.




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Monday, May 25, 2015

Angstiverm (Monster Mondays)

Angstiverm
Hit Dice: 2+
Armor Class: 7 [12]
Attacks: 1 Sting (1d4+Poison)
Saving Throw: 17
Special: Poison (see below)
Move: 4/16 (swimming)
Alignment: Neutral
Challenge Level/XP: 3/60

Drab and unremarkable sightless werms coated in a stale-smelling mucous, Angstiverms wriggle and squiggle through brackish bodies of water, delve-bogs, tunnel-marshes, buried lakes and the like. They are not truly aquatic, only taking to the water as it allows them better movement and more opportunity to find prey. Unlucky adventurers can sometimes find these things infesting the carcasses of dead basilisks or other such creatures. Their favorite lurking places tend to be pits, especially those dug as traps in old tombs or the like. There they wait patiently, burrowed into the mucky bottom layer of filth and debris for someone to get stuck and then they strike.


The venom of Angstiverms induces extreme boredom, causing the victim who fails their Save to lose their natural healing ability (no hit points recovered naturally), not be able to sleep, and to lose the ability to concentrate, memorize things, or cast spells for the next 1d4 days.

Angstiverms take double damage from fire or acid, but if so attacked they release a toxic heavier-than-air green miasma that causes 1d4 damage per turn that persists for 1d6 hours.




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Monday, May 11, 2015

Zagmus

Zagmus
Hit Dice: 2+
Armor Class: 7 [12]
Attacks: 4 Tentacle-Stings (1 hp each)
Saving Throw: 13
Special: Immune to Fire, Dissolve Organics.
Move: 9
Alignment: Chaos
Challenge Level/XP: 6/400

Distorted and deranged creations of a Pestimancer, the Zagmus wanders about blindly in search of prey. Their tentacles end in stubby stingers that emit a viscous yellowish fluid that causes all organic matter it touches to dissolve so the nasty thing can then slurp up the sloppy mess it makes.

Anyone taking more than six points of damage in a single encounter with a Zagmus must make a Save or lose either 1 point of CHAR or DEX, player's choice, due to the disfiguring effects of its dissolving attack. Magical healing will restore this loss, but mundane efforts will be to no avail.




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