Showing posts with label Paper Miniatures. Show all posts
Showing posts with label Paper Miniatures. Show all posts

Friday, July 18, 2014

Free Paper Miniatures (Set Zero)

Click to Download for Free

Have a Set of Free Paper-Miniatures. We hope you have fun with them at the table!

If you're interested, the descriptions/Labyrinth Lord statistics for the Cerebroblob, Ferric Blob, Garganta SlugGloomswallow, Iron Pig, Orb ClusterOrbiculateRaging Blob, ToaderValja, Xal Daemon, and Yelg Froth have all appeared in previous posts.We included a set of links on the back page of the pdf.

Some of these could have benefited from a little more work, but since the original files were lost in the big drive-crash, that's not going to happen. Instead of going back and rebuilding these paper-miniatures, we've opted to start working on a couple of brand new series of paper-miniatures and will have a preview in the next few weeks.

(1d6) Rilligong Paper-Miniatures

Click to Download (1d6) Rilligong for Free
Six Rilligong Paper-Miniatures. If you want stats for Mutant Future or Rogue Space, we've got you covered. Have fun!

Thursday, July 17, 2014

Aero-Droid Rediscovered.


I discovered a stack of old sketches and notes for a series of 'strangedroid' paper-minis earlier this week. funny what can happen when you get around to cleaning your desk/workspace. ahem.

I stuck with a simple grayscale approach to this one originally because it was a 'proof-of-concept' sort of thing. Now i'm going to paint it up in spiffy colors and get the rest of the set finished.

Monday, May 7, 2012

Rilligong Invaders (Rogue Space) +Paper Mini

The Rilligong are huge pseudo-mammalian cyborg-creatures from a cluster of war-torn solar systems within the Sagittarius Arm of the Milky Way Galaxy. Their war-pods have spontaneously, simultaneously popped into position directly over several densely populated worlds thanks to what analysts are tentatively calling 'Ripple Drives.' The Rilligong are heavily armored, extremely hostile and well able to chop most regulation tactical units into debris while advancing behind a rolling plasma-barrage expertly coordinated between each individual field unit. How many more worlds will fall before someone discovers a way to stop these marauders?

Bigger...
Rilligong (type I)
+3 SZ RB MV Biped (30') AR V/X DM V/X HP 12+ SP +

Rilligong are invaders from a cluster of worlds far removed from the Known Worlds. They are huge, powerful and have begun to attack several worlds simultaneously in what appears to be a massively coordinated effort.

Special: Rilligong continuously recover 2 hit points each round. They are also in continuous communication with each unit in their group allowing them to coordinate their efforts to suit prevailing conditions, adapt to surprises, call for reinforcements, focus their personal artillery to best effect, etc.


Friday, May 4, 2012

Orbiculate (Labyrinth Lord/Paper Mini)

Orbiculate
No. Enc.: 1
Alignment: Chaotic
Movement: 60'
Armor Class: 7
Hit Dice: 4 to 12 (Maybe larger specimens...)
Attacks: 1
Damage: 1d6 spatter, 2d6 ram, 3d6 engulf/digest
Save: F1
Morale: 11

Eerily silent as they prowl the deep dark, Orbiculates slither along upon nearly any surface, leaving behind a sticky film of rust-colored ooze that is slightly poisonous for up to an hour after the thing has passed (touch does 1d4, Save for half). As the sticky ooze dries, it congeals into a rancid-smelling series of soft blobs that are both highly sticky and highly flammable. Some delvers gather these reddish globs in order to use them in place of burning oil. The stuff ruins lamps, but can be mixed with one-part strong wine to two-parts oil to make a very effective cleanser for removing dried mud, blood or other such crud from armor, and polishing weapons.

Orbiculates scour the deep places in search of vermin to squash and then absorb. They seem to subsist upon a diet of rats, bats, bugs, and small humanoids like kobolds. This tendency to devour such vermin have made Orbiculates fairly popular with some stronghold builders and underground architects as a sort of organic pest-removal system. Capturing a live Orbiculate in order to install it in a newly constructed site can prove quite challenging as these things are mindless, emotionless and difficult to persuade or manipulate...though they will sometimes follow a trail of bait, but that approach carries a number of draw-backs with it, not the least of which is attracting things other than an Orbiculate.

If struck by a sharp edged weapon, an Orbiculate will spatter a sticky, highly acidic goo out to 20' for 1d6 damage.

In combat a typical Orbiculate will ram an opponent in an attempt to crush them into a wall, floor or whatever is handy. Once they have pummeled their victims into immobility, the Orbiculate will settle down upon them and slowly engulf them, absorbing them into their protoplasmic mass where they will be dissolved and digested by their internal acids and enzymes.

It has been recently confirmed that even a very large Orbiculate can, and sometimes will, traverse ceilings and drop down upon their prey from above.

Monday, April 30, 2012

SciFi Skirmish: Paper Minis (Test)

We've been working on some Sci-Fi paper minis, in addition to the horrid blobs, amorphous nasties, and more fantastical weird-things. One of the new set-in-progress is a Beam-Sword fighter that could easily turn up in a Rogue Space scenario, especially using the Rogue Space Skirmish rules. This guy would make a good micro-g/vacuum-gladiator for an exotic orbital arena from Tsan Yian or Humanspace Empires as well.

Back to work on making fold-up bases for all of these paper minis...

Friday, January 20, 2012

Sample Terrain Tile

This is a reduced version of the first tile in our new Red Wastes Terrain Tile Set. This particular terrain tile is intended to serve as a fairly basic, filler-tile for extending the area available for skirmishes/encounters. It is meant to be fairly generic so that you can add-on some other tiles and paper-craft objects to jazz it up to your heart's content, and hopefully get some good re-use out of these things.

Above is an example of one of the supplemental tiles we've been building, in this case a corroded pentagon. It could be a dais, or an obelisk or pillar--as you decide.

These tiles will work well with most types/sorts of paper miniatures.

We'd love to hear what you think.

Thursday, January 5, 2012

Thursday, December 29, 2011

Valja [Labyrinth Lord] (+Paper Mini)

Valja (Larvae)
No. Enc.: 1d4
Alignment: Chaotic
Movement: 120' (omnidirectional levitation, Plane Shift, Passwall)
Armor Class: 7
Hit Dice: 3
Attacks: 2 (Bite or spells)
Damage:  1d4 or by spell
Save: M3
Morale: 6

Sly and manipulative schemers, the Valja simultaneously exist and operate on multiple planes, most often having some form of existence/influence upon one plane or adjacent world per hit die. Each Valja is able to shift their awareness back and forth between each of their various physical extensions across the planes/worlds that they are aware of at will.

In the event that a Valja sustains more than 70% damage on any one plane/world, it will withdraw its essence from the wounded form and reabsorb it into another of its selves on another plane/world, leaving behind a sooty, greasy stain and little else. Since they never forget anything, those Valja that have been driven forcibly off of a particular plane or world will sometimes become obsessively focused on monitoring those realms so that they can plot their revenge once they have gained in power and can once again extend their awareness and manifest a new form in those places, or they might wait patiently until they begin the transformation to their pupae or adult stage of growth and development and strike back at that time.

Valja, in their larval stage, lack eyes, but make up for this by a form of ESP that allows them to sympathetically resonate with nearly any other nervous system within 120' of any of their physical forms. This allows the Valja to see through others' eyes, hear through their ears, and likewise experience the perceptions and senses of those entities with whom they are currently sympathetically resonant. The Valja are limited to 1 such 'sympathizer' per hit die. A Valja in sympathetic Resonance with another entity can make free use of that creature's senses without any ill effect. This also opens up a form of communication that begins fairly crude and imprecise, mostly shapes, impressions and emotions, but can develop over time into a more coherent form of telepathic rapport--if the other creature(s) are open to the Valja's effort to establish such a connection.

Should a Valja so desire, they are also capable of Communing With Lower Entities -- in effect gaining the ability to ask three questions of any one entity with whom they are already also sympathetically resonant. This special sub-ability can only be used once per day. The Valja can opt to learn a skill, copy a spell*, or steal a secret in place of the 3 questions, but the target must fail their Save for this to take place, even if it is a willing exchange. In the event that the target makes their Save, the Valja ends up with nothing more than some vague impressions and must try again another day. When communicating with the Valja, it is important to remember that they cannot differentiate fiction from fact, nor can they appreciate sarcasm or puns. They tend to be a literal lot, very concrete in their thinking and not terribly imaginative...unless they become inspired through interaction with other creatures.

 Valja do not normally dream, or at least they had no recorded accounts of such things until only recently, as they have dealt with more and more humanoids who do dream. The Valja are changing. The Valja are developing emotions, creative impulses, child-like imaginations, and even ambitions. Some have learned how to tell jokes, to appreciate poetry or even to lie. There are rumors that they are even beginning to develop rudimentary communities deep within peripheral regions surrounding the more populous planes where the Valja are deliberately working to understand and to consciously adapt to the changes that they seem to be going through.

Valja progress as magic users and have full spell-casting capabilities of a level equal to their hit dice. Their limbs are weak and barely able to wield a basic wand or wear an enchanted ring, and they never wield weapons...unless they have developed a far more robust physicality than is their norm. They also quickly learn any spoken language they are exposed to for short periods of time, but cannot read, not even through other creature's sensory processes.

*Note: To the Valja a cast-able spell is a symbol, not a statement. They see spells as ideoglyphic images, but they cannot appreciate formulae or equations nor the sort of research and study that goes into creating spells. They do not create spells of their own, but rather copy them whenever they are able.

Wednesday, December 28, 2011

Garganta-Slug [Labyrinth Lord]

Garganta-Slug
No. Enc.: 1
Alignment: Neutral
Movement: 150' (50')
Armor Class: 6
Hit Dice: 8
Attacks: 2
Damage: 2d6 or see below
Save: F4
Morale: 9

Implacable, voracious gastropods of prodigious girth, the Garganta-Slugs prowl the murky littoral zones around the crumbling, lushly canopied flooded-craters of Oro-Vidra and numerous other regions. These massive brutes slither and slide along hunting works, especially gigantic burrowing worms, purple and gray worms. The dense mucus left behind Garganta-Slugs is harvested by the Brickmasters of Balram, who then mix the fetid, gloppy stuff with a number of other substances (the exact formulas and recipes are closely-guarded secrets) in order to produce powerful adhesives, translucent sheets of pliable material, and to bond their bricks into very durable blocks of molded stone-like material that can endure for centuries, even under the harsh conditions of vicious sandstorms, extreme variations in temperature, and the unpredictable conditions that tend to prevail in the deep wastes where the Wermilok Brickmasters are most likely to build their ceremonial ziggurats, arched dome-cities, or reservoir-gardens.

Garganta-Slugs are not interested in non-worm-like prey, however, if attacked, they will spew forth gouts of noxious smelling acid with a range of 300'. They will also attempt to crush any attackers who get close enough for the massive beasts to flop over on top of them, causing 1d4/turn to anyone so trapped. Anyone trapped for more than 3 turns beneath a Garganta-Slug must make a Save or suffocate from being saturated in the creature's mucus. A terrible way to die...

Garganta-Slugs are exceptionally prone to dessication and all fire/heat based attacks do double damage.

In the regions of the Bitter Sea, Garganta-Slugs are captured while still young, and then harnessed and bound to serve as the living propulsion systems of Slug Boats. So far any attempt to use Garganta-Slugs in siege warfare have ended very badly for those trying to use them thusly...though there are rumors of Wermilok Eremites who have formed exceptional bonds with these creatures, but no one really believes that anyone can actually control one of these hulking brutes...

Monday, December 26, 2011

Ferric Blob [Labyrinth Lord] (+Paper Mini)

Ferric Blob
No. Enc.:  1 (1d4 at reduced HD possible)
Alignment: Chaotic
Movement: 30' (10')
Armor Class: 1
Hit Dice: 10
Attacks: 1 (Consume Iron, Globule, Crush)
Damage: 3d4, see below
Save: F9 (Special Effect/Electrical Attacks)
Morale: 11

Ponderous and noticeably warm, Ferric Blobs are noisy brutes who clatter and clank as they roll and scrape their huge gelatinous bulks through passages and tunnels. The slime-trail produced by a Ferric Blob quickly dries and flakes away, resembling a streak of rust. The entire body of a Ferric Blob is super-saturated with flakes and particles of iron. They hunger for iron and will pursue it with all the considerable vigor that they can exert--including the iron contained within human blood, which they can sense (possibly some sort of olfactory process?) up to 120' away.

Ferric Blobs are surprisingly malleable and able to squeeze through apertures as small as 1' in diameter, but at drastically reduced speed, of course (1/3 normal movement). They also have a disconcerting tendency to go berserk for 1d4 turns when struck by electrical attacks such as a Lightning Bolt. Any electrical attack that manages to do more than one-half of the Ferric Blob's remaining hit points in damage will also cause the creature to emit a terrible scream followed by it erupting into a cascade of blue-white sparks causing 5d4 damage to everything within a 30' radius, after which the entire Ferric Blob will be reduced to a single, massive piece of slightly magnetic iron welded to the spot.

Consume Iron
A Ferric Blob will generally just roll over on top of some loose bit of iron, lump of ore, stray sword or piece of armor and simply let nature take its course as the powerful digestive process of the creature reduces and assimilates the iron into its body. This process takes 1d6 minutes per square inch of the metal affected.

In combat situations, any iron weapons that successfully strike a Ferric Blob have a percent chance of being corroded into rust equal to the amount of damage the weapon inflicts, i.e. a short sword is used to inflict 4 points of damage on a Ferric Blob, that weapon has a 4% chance to corrode into rust. This effect could be cumulative for non-magical weapons and all enchanted weapons would gain a Save.

Globule
Ferric Blobs can extrude and shoot a tightly packed globule of itself at targets as a missile weapon. They get one such globule per HD per day. A 10 HD Ferric Blob thus has 10 such missiles. Each Globule strikes as a +1 weapon, does 4d4 damage (Save to take only half damage), and can be used to break down doors and barricades. There are rumors of Ferric Blobs being used as living siege weapons, but that is probably a lot of stuff and nonsense. One hopes...

Crush
On average, Ferric Blobs weigh 1d6X100 lbs per HD. When they roll over an opponent, they get a free attack for as long as they care to hold their position and let their massive weight simply crush their foe for 3d4 each attack.

Trivia and Notes

  • Aside from the vulnerability to electrical attacks/spells, all magnetized weapons automatically score a hit on Ferric Blobs, and the Eldritch Song of Corrosion spell does triple damage. Too bad that particular spell is only available in Andrew's Album of Arcanery, a very rare grimoire reputed to be locked away upon an endoplanar sepulchre known to be haunted by the tremulous shadow of a lichified tumor-lord.
  • It is conjectured by several theoretical sorcerers that it might be possible to somehow fragment and re-shape a Ferric Blob into weapons, armor or some sort of automaton or golem by skillful application of electricity...but so far no one has made this work out quite as theorized...
  • There are alleged to be a number of sub-types or variant forms of Ferric Blobs that have either developed electromagnetic abilities, or that have shifted their digestion to handle other metals such as copper or zinc.
  • The Scrapmongers tell tales of an ancient Ferric Blob that wallows deep down in the smoking Pits of Katuum, where it works as a blacksmith, hammering out various pieces and parts from its own gargantuan body. Only a Scrapmonger would be stupid enough to actually believe such a wild tale...

Sunday, December 25, 2011

Cerebroblob [Labyrinth Lord]

Blob Larger Than It Appears In Rear-View Mirror
Cerebroblob
No. Enc.: 1
Alignment: Chaotic
Movement: 30' (too heavy to climb walls, but does float nicely)
Armor Class: 8 (only takes half damage from sharp/edged attacks)
Hit Dice: 5 (Improves with age)
Attacks: 2
Damage: 1d6, see below
Save: F6
Morale: 8

Special: ESP, Telepathy, Feeblemind-Ray

Slow, ponderous and ungainly blobs of macroplanar goo, Cerebroblobs ooze along at a stately pace gobbling up anything they can catch, capture of simply roll over.

Arrogant gelatinous beings, Cerebroblobs consider themselves to be the most intelligent beings in the metacosmos. Their personal bulk is so vast that it spills across multiple planes simultaneously and they are often the living epicenters of their own personal Weak Point in the fabric of the metacosmos, producing a random Damned Thing encounter every 1d4 hours.

A Cerebroblob has 1d4 levels of spell-casting ability and a completely random assortment of spells.

They also can project a psychic form of Feeblemind as a Ray once per hour. This effect is line-of-sight, and affects everyone caught within a 90' long cone that reaches 10' in width at the far end.

Saturday, December 24, 2011

Yelg-Froth (Wermspittle)

This IS the 30mm-scale version...
Yelg-Froth
No. Enc.: 1 (1)
Alignment: (50%) Neutral (50%) Chaotic
Movement: 30' (10') [any surface, cannot swim/cross open water]
Armor Class: 8
Hit Dice: 4
Attacks: 1
Damage: 1d4+ see below
Save: F4
Morale: 10

Huge, noisome masses of blood-tinged bubbles wreathed in an unwholesome frothiness derived from the inner-cellular plasm of their former prey, Yelg-Froth slither, shimmy and slide along floors, walls and ceiling alike, seeking out their next morsel.

They reek of fermentation and exude a constant localized miasma of partly-flammable gasses that will cause torches and similar open flames to flicker fitfully and to emit a rancid, sooty smoke that will reduce visibility to under 10' for as long as the fire-source remains within 60' of the Yelg-Froth.

A Foul Lingering Stench
Yelg-Froths belch forth a nauseating stream of noxious vapors in a cone that is 90' long and 30' wide at the farthest extent. Anyone caught in this conical stream of foul gasses must make a Save or take 1d4 damage and suffer a penalty of -2 to DEX for 2d10 turns. Even if the victim does make their Save, the stench will linger upon their gear for 3d4 days, making all CHAR reactions suffer a penalty of -2 during that period of time. A number of remedies for eliminating the lingering stench are specified in various herbals, apothecary manuals and the like, and there are snake-oil salesfolk who will gladly tout their various illicit elixirs as having the ability to remove this stench...but alas...nothing really works. It stinks and it sticks.

Do Not Expose To Open Flame
Yelg-Froth are highly flammable, once you get past their protective layer of oozy post-cellular slime. Dousing them with flaming oil, especially after piercing their defenses has a 50-50% chance of causing the creature to explode, violently inflicting 4d6 on everything caught within a 90' radius and forcing a Save at -2 or else catch on fire as well. The burning goo that was formerly a Yelg-Froth will stick like napalm or Greek fire and inflict another 1d2 points of smoldering damage per turn that it remains on fire, typically lasting for 2d4 turns. Water will not extinguish this stuff. Some adventurers have reported marked success in using one or another variety of Vacuum spell in extinguishing this horrid material. It permanently stains metal and leather a terrible, scabrous and bruised-looking maroon-brown-black.

Friday, December 23, 2011

Raging Blob [Labyrinth Lord]

Raging Blob
No. Enc.: 1d4
Alignment: Chaotic
Movement: 60' (cling to any surface)
Armor Class: 6
Hit Dice: 4 (Regenerates)
Attacks: 1d4, can attack up to 3 opponents at one time
Damage: 1d6 per tentacle, 2d4 bite
Save: F5
Morale: 12

Special: Constrict, Engulf, Regurgitation, Regeneration

Raging Blobs gurgle, wail and gibber madly as they slide along any and every surface of those underground areas that they have taken to prowling. They leave a nasty, viscous slime-trail everywhere they go, including ceilings and walls. They are seemingly intelligent, but in very foul, violent moods and prone to attack anything and anyone at any moment. They fear nothing (and are naturally immune to Cause Fear) and will only break off from an attack after suffering more than 80% damage in the course of any one encounter. They cannot be Charmed, Controlled, nor are they affected by Sleep or Confusion.

In combat, a Raging Blob can simultaneously fight up to three different opponents at one time, lashing out in any direction with no regard to position or orientation. They can unleash 1d4 attacks upon each opponent, but on a roll of 1-3 these are only tentacle slaps, on a roll of 4 they can attempt to Constrict, Engulf, or Regurgitate.

Constrict (Come Here)
When a Raging Blob has 4 attacks on a single opponent it can opt to wrap its tentacles around the victim and Constrict for 1d6 damage while it attempts to drag them into its slavering maw. Consider each tentacle as having 2d8 for its STR score and add together the STR of all four tentacles to see how long it takes the Raging Blob to gobble-up the victim. Multiple characters can latch onto their comrade and attempt to drag them back. Doing so allows for a Save by the victim; make the Save and the hold is broken, fail the Save and the helpers lose their grip and need to make a DEX check or fall down, making them an opportune target for the Raging Blob's next volley of tentacle slaps.

Engulf (Down the Gullet)
If a Raging Blob is able to successfully grab hold and inflict a Constrict attack and drag the victim directly in front of its big stinky mouth, they will attempt to swallow the victim whole. If the Raging Blob can roll a 19 or 20 for any of its attack rolls in the round immediately following a successful Constrict, that unfortunate being is swallowed whole and suffers an immediate 2d4 acid damage and will take 1d4 damage every round they remain inside the nasty thing and they will be so squished that they have a -4 penalty to attack the creature from within. Attempts to cut them out have a 25% chance to damage the swallowed victim.

Regurgitation
Raging Blobs are gross, not just ill-tempered. Any time they want, they can disgorge the contents of their digestive tract and spew forth a glorious, green mass of half-digested flesh that will inflict 1d4 acid damage on anyone caught within a 10' radius. They can vomit-up 1d4 of these masses in any given day. The acid effect persists for 1d4 days and smells terrible. It will fade paint, stain fabrics that don't dissolve, and eat through leather unless it is washed-off with a lot of water or salt.

Regeneration
The Raging Blob gains 1 hit point for every 4 points of damage it inflicts upon anyone it has successfully swallowed.

Thursday, December 22, 2011

Orb Cluster (Wermspittle)

Orb Cluster (Type I)
No. Enc.: 1 (0)
Alignment: Chaotic
Movement: 90' (Omnidirectional)
Armor Class: 7 (only take half damage from non-magical weapons)
Hit Dice: 4+1 (Improves)
Attacks: 1
Damage: (Fear, Paralysis, Suffocation or Dissolve)
Save: F3
Morale: 9

Special: Breach Weak Point, Call Damned Things

Orb clusters are strange, viridescent congeries of soap-bubble-like spheres that hover about on the very fringes of consciousness prowling for lost souls, negligent dreamers or arrogant mentalists to prey upon.


Be Afraid
All Orb Clusters (there are other types...) emanate a constant Fear effect in a 20' radius that seeps across planes and into adjacent worlds. This is a constant effect and causes all who come within 20' of the Orb Cluster to make a Save at a penalty of -4 or suffer the effects of a Fear spell. (LL. p.25)

Stopping Power
Orb Clusters attack by extending a portion of the slime-like ectoplasmic material that surrounds them like an aethyric sheath. This corrupted ecto-stuff is a foul, milky green and  causes paralysis on contact for 1d4 turns. Fantomists collect this material for use in some of the illicit substances that they peddle in the back alleys of Wermspittle and other such unsavory locales. It is conjectured that this matter is some sort of residue of those that the Orb Cluster has already digested in the past.

A Nasty Follow-Up 
Orb Clusters that score a successful follow-up attack on an already paralyzed victim will then envelope their prey, either suffocating them for 1d4 damage/turn or saturating them with the weird sorcerous digestive fluids they exude from inside each of their bubble-like segments. This attack inflicts 1d6 damage per turn, but also grants the paralyzed victim a new Save each time they sustain damage. Anyone completely consumed by an Orb Cluster is lost completely and unrecoverable. There is a slight 10% chance per point of INT above 12 of the victim that they might find themself the abiding intelligence of the Orb Cluster that devoured them.

Orb Clusters can innately Detect Ley-Lines, Discern Weak Points and Find Dreamer. They also can Breach Weak Point once per week, allowing them to cross-over from one plane or world at random so long as they have access to a Weak Point. Once per day an Orb Cluster can cast Call Damned Thing, allowing it to summon forth one random effect from any of the Damned Things Tables.

Little Known Facts Regarding Orb Clusters
  • Orb Clusters avoid Ordrang at all costs and will automatically flee any location where an Ordrang is present.
  • The spell Dispel Ectoplasm causes 1d6 damage per level of the caster when used against one of these things, while Ectoplasmic Wall will effectively trap one for the duration of the spell.
  • The Moth-Wing Scrolls of Nildru are reputed to hold the secret of binding Orb Clusters into various sorts of magical items and/or weapons.

Reaper [Labyrinth Lord]

Reaper
No. Enc.: 1
Alignment: n/a
Movement: 90'
Armor Class: 7
Hit Dice: 5
Attacks: 1
Damage: 3d4 + CON drain or Fear
Save: F7
Morale: 12

Tall, gaunt figures who look like they stepped right out of some plague-chapel's statuary, the Reapers roam about at random, selecting victims by some inscrutable means no mortal could appreciate. When a Reaper attacks they do so as though wielding a weapon with a +1 bonus to hit. When they hit the victim must make a Save. Making the Save results in them suffering the effects of a Cause Fear spell for 1d4 turns. Failing the Save means they lose 1 point of CON. If the Reaper is driven off (i.e. suffers more than 70% damage in any particular encounter), those drained of CON will recover their points at a rate of 1 point restored for every full week of rest. If the Reaper is destroyed, the points drained are recovered at a rate of 1 point per full day of rest. Anyone slain by a Reaper is no longer able to be Raised or Resurrected by Clerical spells.

(this mini is now corrected thanks to Adam Souza and his thoughtful feedback! Much appreciated!)

Wednesday, December 21, 2011

Gloomswallow Paper Mini

The Gloomswallow's stats for Labyrinth Lord can be found HERE. They really like Weak Points and Ley-Lines in addition to long strolls along the beach with unsuspecting dreamers...

You can find more of our Paper Miniatures by searching on the label 'Paper Miniatures,' use the handy link in the right-hand sidebar, or just click HERE.

More Paper Monstrosities coming up...

Sunday, December 18, 2011

Xal-Daemon (Paper Mini)

Xal-Daemon
No. Enc.: 1d4
Alignment: Chaotic
Movement: 90' (Passwall at will)
Armor Class: 5
Hit Dice: 7+1
Attacks: 2 (Weapon, Eye-Beam)
Damage: 2d6, see Random Eye Beam Table
Save: F9
Morale: 11

Xal-Daemons are horrid, cyclopean beasts from some squalid, tumorous fragmentary anteplane referred to as 'Daldrimog' in the Septimariner's Almanack and Concordance. They wield hungry, writhing maces of living metal and blast their opponents with terrifying beams of energy from their central eyes.

Lacking any real depth perception, Xal-Daemons prefer to blast the ground close to them and then sweep their eye-beams outwards towards their targets. This will often devastate the local area and leave once pristine meadows jumbled heaps of glassy-slag or worse.

Any location that three or more Xal-Daemons occupy for longer than 10 turns becomes a Weak Spot for 1d4 hours. Roll 2d6 every half hour and on a roll of 10 or better consult one of the Damned Things Tables for a random Fortean cross-over event.

Should three or more Xal-Daemons be allowed to remain in one place for longer than one full day, that area becomes a permanent Weak Spot, and Damned Things are regular events on any roll of 1 on a D6 every 1d6 hours.

Xal-Daemons are automatically banished by use of Holy/Unholy Word.

It is hinted at within the Septimariner's Almanack that there are other, more powerful forms of Daemonic entities prowling the smoldering green-glass wastes of Daldrimog, but the sections detailing them -- and how to summon them -- are missing and have never seen print. Yet.

Saturday, December 17, 2011

Berge Golem [Labyrinth Lord]

'Berge Golem
No. Enc.: 1
Alignment: Neutral
Movement: 90' (30')
Armor Class: 1
Hit Dice: 10 (can be built bigger and more powerful at significant cost)
Attacks: 1
Damage: 3d8+3 (dispel magic on 19+)
Save: F12
Morale: 12

'Berge Golems are massive, heavily-armored humanoid figures manufactured by use of the Ildravar Schematics. They are rare, costly to build and endure for centuries.

The great two-handed flamberge wielded by these golems is wrought of a special nickle-iron alloy derived from fallen meteorites. The methods for locating these deposits of metal, mining it and processing it into a suitable weapons-grade alloy are known only to those who have had access to the Ildravar Schematics. The weapon manufactured from this process is +3 to hit, +3 to damage, and dispels magic on any attack roll of 19 or better. The weapon and the golem are inextricably bound and cannot be separated so long as both survive. Upon removal from the golem specially crafted to wield it, the sword will teleport back to the golem, or if the golem is destroyed, the sword will shift itself to an unknown, unnamed plane -- the very same plane from which the golem's motivating spirit is drawn.

As with most other golem-types, 'Berge Golems are unaffected by ordinary weapons and are immune to Hold, Charm and Sleep spells or poison. They do not breathe, have no true intelligence and cannot be healed by the usual spells, instead they require the use of specialized forms of artifice, unique spells, or even rare rites that draw upon ancient transplanar mechanisms.


Monday, December 12, 2011

Toader

Toader
No. Enc.: 2d6
Alignment: Chaotic
Movement: 60' (20') [Leap 120']
Armor Class: 6 (8 when in mid-leap)
Hit Dice: 2
Attacks: 1 (talon, weapon)
Damage: 1d4, by weapon, special
Save: F4
Morale: 10

Toaders can move very quietly, surprising opponents 70% of the time in wooded or lushly vegetated areas outdoors. They can also hide in woodland areas so as not to be noticed 60% of the time, as long as they remain totally still.

Toaders are capable of leaping in to ambush their prey, or to escape from combat. Any attack made while leaping gains a +1 bonus on damage, but suffers a -1 penalty to hit. They also suffer a 2-step reduction in their armor class when leaping.

Toaders will sometimes coat their talons with poison, but this is not at all a common practice.