Showing posts with label monster. Show all posts
Showing posts with label monster. Show all posts

Thursday, August 15, 2013

Whitebox Snakemen



I love snakemen, serpent people, Yaunti, whatever you want to call them.  Maybe it is because I watched so much GI Joe as a kid.  Here is a workup I did for them for BX about 3 years ago now.  I'm bringing them into my whitebox forgotten realms game as a power group in the marsh area.  My idea involves them figuring out a way to switch minds with regular folks from Daggerford and infiltrate the town...


Snakemen
HD: 2-4
AC: 6[13]
Attacks: Weapon
Special: see below
Move:12
HDE/XP: 3-9 (300-1100) depends on abilities


Snakemen are the result of the interbreeding of men with serpents during the dawn of mankind. Forced underground by men and elves thousands of years ago they were brought to near extinction. In the dark they prayed to their serpentine god Shurresh (an aspect of Set) and plotted. In recent years they have come to the surface again taking political control of the city of Hlondeth and exerting an above ground presence in the dinosaur infested jungles of Chult. They are also trying to establish control in the dalelands and in the north surging upward from their vast underdark cities.

Most serpent people appear as humanoids with fine scales as skin, and a snake like cast over their faces. They appear dark brown with a greenish purple tint and their eyes are of rust, yellow, or copper. War bands of serpent people typically wear fine chain armor and wield short curved blades and bows. They can see in the dark out 90 feet.

Some bands of serpent people will have either a cleric of Shurresh (1-10th level) or a magic user (1-10th level). Additionally, all serpent people have a 50% chance of having mental abilities. Examples of abilities include a charm like ability to fool humans into believing them to be human (save vs. spell to avoid), or domination/summoning abilities over snakes, or ESP. Serpent people are friendly [friendly as in attempt to control and dominate to their own ends] with other serpent/lizard/draconian monsters such as nagas and kobolds.

It is rumored that the serpent people have spies all across Faerun. Men whisper aside fires at night that the serpent people steal babies, that female serpent women lure men down dark holes with enchanting songs, and that they torture and breed captive men in their dark cities producing more abominations. There are also rumors that in these cities there are many other twisted forms of snake/men abonminations. Some that are nearly all snakes or men with snakes for arms, etc... there is no proof if these rumors are true.

Thursday, August 11, 2011

Marsh/Cook Expert Monster HD Analysis

Following up on my post about determining the distribution of monster HD in the moldvay basic text, I did the same thing for the Cook/Marsh Expert book. I found the analysis quite interesting. I remember thinking that there were very few 3HD monsters in the basic book - I had screwed that up with the expert book. There are very few ODD HD creatures in the expert book. Either Cook or Marsh (or both) had a thing with even numbers. They liked to make entries of monsters with 4, 8, 12HD creatures.


Here is the data:









It is also interesting to me that while the Moldvay progression seems very planned the Cook/Marsh distribution seems very haphazard. They both had roughly the same number of posts, I counted 102 in Moldvay and 101 in Cook/Marsh but I could be off by 1-2 in each case.

Tuesday, August 9, 2011

Moldvay Basic Monster HD Analysis

The other night I became obsessed with what the distribution of monster HD was in the Moldvay Basic book. I was thinking that there were way more 3HD creatures than 2HD which seemed strange to me. So I got out a pencil and wrote a list. I got 102 total entries (there was only one that I didn't mark down "NPC Party" because the HD was variable. In cases where the HD was 2+2 I marked it down as a 2HD creature. In cases where a range was included such as 4-6, I would mark it down as a 5HD entry.

Here are the results:





It is a nice distribution with the highest number of 1HD monsters and trailing downward up to 11HD creatures. I'd like to repeat this analysis for the Cook/Marsh expert book and then compare and contrast the two books.

It looks like quite a bit of thought went into the design of how many monsters to include and what ratio of each (approximately) was desired.

Thursday, April 22, 2010

Dark Acolytes of Elder Gods

I threw these little acolyte guys against my PBEM group - stats are based on Castles and Crusades but could easily be morphed into LL or S&W:

No Encountered: 2d6
Size: Medium
HD: 2+ (d8)
Move: 30ft
AC: 10
Attacks: by weapon
Special: (see below)
Saves: M
Int: Average to High
Alignment: LE
Type: Human
Treasure: 2
Exp: variable

Description: Acolytes serve the wishes of elder beings from the outer reaches of space and time. They frequently develop religious ceremonies, sacrifices, accouterments, and relics/objects that they feel connect them to their chosen "gods" but the beings that they worship think of them as lesser servants or sometimes as crunchy little snacks :) The acolytes are granted no spells from their worship of these gods, but over time the cult will develop methods of emulating true religions.

For example when encountered if there are over 4 acolytes present at least one of them will be have 3HD and will be carrying some kind of special object, examples include:

1. Lotus Dust(they will blow a pinch of this powder in the face of intended victims, enemies, and sacrifices) it will cause intense hallucinations for 2d6 turns during which time the victim cannot easily concentrate and receives a -4 penalty to all attacks and saving throws.

2. Healing Salve (they use this to simulate divine healing) it is a blend of herbs, fungi, oils and essences of strange plants and from the dark places of the earth. An application of this salve will cure 1d6 hp overnight.

3. Harmonizer - this device can create stunning audible noises when a master employs it by creating a very loud humming noise into one end of the device. If the correct pitch is hit, the device will amplify and harmonize the sound until all creatures with hearing with 60 ft of the device are beset by crippling headaches and stunned unless they pass a saving throw vs. paralyzation.

Other neat ideas are: greek fire, smoke bombs for evasion, strange mirrors with foul effects, etc...

Also, if the group of acolytes exceeds 8 members there will typically be 4HD+ acolyte who will also have access to at least one of the relics described and also will have 1d2 arcane spells. Typically these spells are not the standard spells from the players handbook but are devious black magics of the GM's imaginings. There is only a 50% chance that they will be carrying a spell book if encountered outside of their "church".

Example Spell:

Exquisite Horror - Level 1 Wizard Spell:

CT: 1, R: 100ft, D: 1 hour/level, SV: Intelligence Negates, SR: yes, Comp: V,S,M

Exquisite horror will imbue its victim with unshakable fear and horror. If approached the victim will try to run and hide from any moving creature they notice and if cornered will faint or freeze up with paralyzing fear or attack every being in sight. Victims already suffering from the effects of Lotus Dust will not be allowed a saving throw against this spell.

Tuesday, January 19, 2010

New Monster: The Hextasaur

Hextasaur


Creature Type: Mutant (insect - reptile hybrid)

Size: Large

No. Enc.: 2d10

Alignment: Neutral

Movement: 30 ft

Armor Class: 6 (4 from the front)

HD: 4d8

Attacks: 1 or 2

Damage: Bite 2d4, Tail 1d12

Saves: P

Intelligence: Animal

Treasure: Nil

Special: Feelers, hard to knock prone


Description: Hextasaurs are desert dwelling hybrids with insect and reptilian features. The creature has six legs on the torso, propelling forward the crocodilian like head that is plated with chitinous armor ridges. It can attack with either its bite or by lashing out with its serpentine tail which has sharp edges like blades running down it.


Hextasaurs live in caves where they lay eggs. Their eggs suffer a low birth rate due to feeding by the adult pack combined a complete post-copulation parental detachment. The low birth rate keeps the population typically less than two dozen of a pack. The Hextasaurs have a pair of long feelers that come off the head of the beast and can be used to track scents with the same efficiency as a bloodhound. They will track wounded creatures for hours or even days if the wounds are not bound or healed.


Hextasaurs emit a high pitch shriek when startled or when defending their food source from another predator. When they shriek the plates around their head come up similar to a lion’s mane from their normal position of lying flat along the neck.


Hextasaurs were created for my Greyhawk campaign and were placed in the Bright Lands desert where they are inhabiting a small portion of this sunken city my PC’s are investigating. The PC’s were shaken somewhat by their appearance and did not decide to engage them in combat. My explanation for the generation of these creatures is by mutation of indigenous reptiles by evil magics from an otherworldly visitor lying beneath this sunken city for centuries.