Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Saturday, 7 October 2017

Dolmenwood: The Book of Monsters So Far

Since the announcement of the work on the Dolmenwood book of monsters in Wormskin issue seven, I've been meaning to write a quick blog post about it.

First some details about what is planned:

  1. A hardcover book of monsters for the Dolmenwood setting. (The first in the line of Dolmenwood hardcovers.)
  2. Probably a full-size (A4 / Letter) book, for the more flexible layout possibilities that offers.
  3. PDF and softcover editions as well.
  4. 100+ monsters. (I'm setting 100 as the minimum goal. The final total may well end up higher -- I have a long list of possible ideas.)
  5. All monsters will be unique to the Dolmenwood setting. As those familiar with the monsters presented so far in Wormskin know, this may, of course, include Dolmenwood reinterpretations of classic monsters of myth or D&D. Check out the Dolmenwood take on dragons (wyrms) in Wormskin issue six, for example.
  6. Heavily illustrated. The dream here would be to have an illustration for every single monster. The über-dream would be for those all to be full colour illustrations. This basically depends on money, as commissioning 100+ illustrations will be expensive. Doubly so, if they're colour pieces. I'm considering setting this up as a kickstarter, when the time comes.
  7. The book will probably contain encounter charts for the different regions of Dolmenwood. (I'm not 100% decided on this yet.)

And secondly, just for fun, here's the list of monsters that I currently have written up. They number 49, so we are already pretty much half way to the initial goal of 100 monsters. Monsters in bold are new creatures that have not appeared in the pages of Wormskin.

  • Addercorn thrall
  • Antler wraith
  • Barrowbogey
  • Black tentacles
  • Bog salamander
  • Bog zombie
  • Boggin
  • Brainconk
  • Brambling
  • Centaur
  •   Bestial
  •   Sylvan
  • Devil goat
  • Drune
  •   Audrune
  •   Cottager
  •   Drunewife
  • Elf
  •   Lord/Lady
  • Fairy horse
  • Flammbraggyrd (by Andrew Walter)
  • Gelatinous hulk
  • Giant snail
  •   Psionic
  •   Rapacious
  • Gloam
  • Goatman
  •   Crookhorn
  •   Longhorn
  •   Shorthorn
  • Half-goat
  • Incantophage mushroom
  •   Fruiting body
  •   Sporeling
  • Kelpie
  • Mogglewomp
  •   Domestic
  •   Wandering
  • Moss dwarf
  •   Commoner
  •   Fighter
  •   Mould oracle
  • Nightworm
  • Nutcap
  • Ochre slime-hulk
  • Redcap
  • Root thing
  • Scrabey
  • Scrycke (by Yves Geens)
  • Sodder
  • Witch
  •   Witch
  • Witch owl
  • Woodgrue
  • Wyrm
  •   Black bile wyrm
  •   Phlegm wyrm
  •   Blood wyrm
  •   Yellow bile wyrm

More news as development happen!

Sunday, 18 June 2017

Jungle Megadungeon: Monsters Part 4

A few more monsters which may be encountered in or around my imaginary snake-cult temple ruins in a jungle megadungeon...


Winged Serpent
HD 3, AC 5, Att: bite (1d4 + poison), Mv 120’ (40’) (flying), Ml 8, Al N, XP 80

Originally bred by the snake-cult's sorcerers, these beautiful yet deadly monsters still nest in treetops around the temple complex, hunting in the jungle below. Their sinuous, 7’ long bodies are azure with yellow diamonds; their feathered wings are white with violet tips; their eyes are indigo with yellow slit-pupils.


Poison: a victim who fails a save becomes rigid -- utterly paralysed -- within 1d6 rounds. Death follows, after three turns.

Crystal Serpent
HD 6 (damage and energy resistance), AC 1, Att: bite (1d8 + poison), Mv 120’ (40’), Ml 10, Al NE, XP 1,070

10’ long cobra statues of pure, transparent crystal, constructed by sorcery and placed as guardians around the tombs of the temple complex. Passing under the watchful gaze of a crystal serpent requires a save versus spells; failure awakens it to attack.

Poison: one who fails a saving throw versus petrification, when bitten, is instantly turned into crystal, along with all equipment. (The spell stone to flesh can restore characters who suffer this fate.)

Damage resistance: non-magical piercing or slashing attacks only inflict a single point of damage (plus STR bonus, if applicable).


Energy resistance: crystal serpents are unharmed by mundane fire and take half damage from magical fire.

Hydral
HD 5 (plus 10hp per head), AC 6 (body) / 3 (heads), Att: 3-5 x bite (1d6 + constriction), Mv 120’ (40’), Ml 9, Al N, XP 500

12’ long, rainbow-banded, multi-headed snakes bred by the cult of Thaa as companions and guardians. Hydrals are not poisonous, but their multiple heads attack in unison each round, making them dangerous opponents. Each head may target a separate opponent, within 5’.

An individual hydral has between three and five heads. Each head has 10hp, separate to the creature's main hit point total. Attackers may choose to target a head specifically, in which case damage is subtracted from that head's hit point total. If all heads are killed, the hydral is slain.


Constriction: if two bite attacks hit a single opponent in a round, the hydral’s body and tail wrap around and begin to tighten around the victim. The target suffers 1d8 damage per round and a -2 penalty to attacks and Armour Class. Only one target can be constricted at a time.

Friday, 16 June 2017

Jungle Megadungeon: Monsters 3

I'm on holiday on a Greek island. I'd been planning to do a bit of writing for the next issue of Wormskin, during some period of lounging beside the pool, but the blazing hot weather just isn't conducive to thoughts about a dank, moss-festooned forest. So instead my thoughts have returned to the megadungeon in a jungle that I started planning a while back. Here are some more monsters that might be found lurking in or around the ruined snake-cult temple.

Alabaster Serpent
HD 3, AC 5 (reflexes), Att: bite (1d4 + poison), Mv 120’ (40’) (slithering / climbing), Ml 9, Al N, XP 65

Slender, 5’ long serpents of pure white, with eyes of violet, bred by the snake cult as dangerous guardians. These snakes are no longer found in the wild, but the priests of the cult placed many inside clay jars, in suspended animation, to attack any who disturb them.

Poison: a victim who fails their save versus the venom of an alabaster serpent enters a state of violent spasms, losing one point of DEX per round until death (when DEX reaches 0).


Mummified Crocodile
HD 8, AC 6 (scales), Att: bite (2d6 + drowning roll), Mv 120’ (40’) (on land / swimming), Ml 10, Al N, XP 1,560


Husks of great river reptiles, stuffed with reeds and incense, their eyes replaced with opals engraved with hieroglyphics of death and magic (worth 300gp each). These monsters lurk submerged in rivers, ponds, and canals around the temple complex, waiting to attack intruders.


Surprise: lying beneath the water's surface, a mummified crocodile is easily overlooked or mistaken for a log. They surprise on a roll of 1-3.

Drowning roll: if within 10’ of water, a victim of a bite which inflicts 8 or more points of damage must save versus paralysis or be dragged under. On subsequent rounds, they cannot attack and suffer automatic bite damage. A successful STR or DEX check is required to escape.




Path Guardian
HD 2+2 (death cry when killed), AC 9, Att: 2 x claws (1d6), Mv 120’ (40’), Ml 10, Al NE, XP 47


The reanimated corpses of local, tattooed tribespeople, captured and sacrificed to the snake goddess for trespassing on the lands claimed by the cult. Their final hours of life saw them tied to totem stakes with thongs of crocodile leather, force-fed potent psychedelic poisons, and left to die. In death, they were decapitated and long, bronze barbs inserted into their hands to act as claws. They lie inert beside the totem where they were sacrificed, but rise to attack any who venture near.

Death cry: upon death, a path guardian’s chest splits open, emitting a piercing wail. This triggers a wandering monster check.

Wednesday, 1 February 2017

Jungle Megadungeon: More Dead Snake-Cultists

Here's a few more monsters which may be encountered in the surface areas of the jungle megadungeon, where the ruins of a snake-cult temple are located. In the two fungus-infested mummies presented, we begin to see a "twisted biology" theme coming through. The main megadungeon is envisaged to be the lair of a long-dead vivimancer, with experimental life-forms having oozed out into the surrounding jungle, over the centuries since the labs have been abandoned.

Eater-of-Snakes
HD 7+4, AC 6 (bronze breastplate), Att: bronze warhammer (1d8+2) or snake vomit, Mv 120’ (40’), Ml 10, Al LE, XP 900

The corpses of eunuch high priests, bodies swollen to grotesque proportions on a diet consisting solely of whole snakes -- a great honour among the cultists of Thaa. In death, their organs were removed and the body cavity filled with mummified snakes. Interred in robes of gold and silver thread (worth 250gp undamaged) and great, bronze breastplates, they remain in a state of undeath, ready to defend their tombs against intruders.

Snake vomit: three times per encounter, an eater-of-snakes can vomit forth a stream of writhing, snapping-jawed, mummified snakes, targeting characters within 10’ and a 90° cone. Characters in this area suffer damage equal to the eater-of-snakes’ current hit point total, with a save versus breath weapons for half damage.

Mushroom-Head Mummy
HD 3 (suffer double damage from fire, but emit screech), AC 8, Att: 2 × throttling (1d6), Mv 120’ (40’), Ml 11, Al C, XP 65

Mummified snake-cultists whose rest has been disturbed by the incursion of fungal mycelia. Their cloth-wrapped bodies are now riddled with fungus, a great, garish bloom erupting from the top of the head. These corpses are now under the control of the mushrooms, which cause them to rise from the grave, if disturbed by light or sound. The mushrooms seek to attack and kill any creatures they come across, providing more fodder for their mycelia.

Note that mushroom-head mummies are not undead and thus cannot be turned.

Screech: if damaged with fire, the mushrooms inside the mummy let out an ear-splitting screech, causing 1d3 damage to all within 30’ and triggering a check for wandering monsters.

Puffball Mummy
HD 5+2 (suffer double damage from fire), AC 8 (spore cloud when hit), Att: 2 × throttling (1d6), Mv 90’ (30’), Ml 11, Al C, XP 460

Blessed members of the snake-cult who, in death, were ritualistically mummified and placed in tombs among the temple complex. Over centuries, fungal mycelia have crept into their coffers, infecting the corpses. Light or sound will cause them to rise from their graves, bent on attacking those who disturb them. The mummies’ bodies are now little more than grossly swollen husks filled with fungal spores. A dust of spores drifts from the crowns of their heads and their bodies are fit to burst, if damaged.

Note that puffball mummies are not undead and thus cannot be turned.

Spore cloud: when a puffball mummy is damaged, a great cloud of fungal spores are released. All within 10’ of the mummy must save versus poison or breathe in a lungful of spores. This has two effects: 1. 1d6 choking damage for three rounds; 2. the spores take root and grow inside the victim. Unless cured by magic (e.g. cure disease), one thus afflicted swells up, over the course of a month, and then dies, being entirely taken over by the puffball fungus (effectively becoming a puffball mummy).


Saturday, 28 January 2017

Jungle Megadungeon: Snake-Cult Zombies

I've been running Barrowmaze recently and enjoying it a great deal. It's inspired thoughts about writing a megadungeon of my own, set in a jungle.

I've started writing up a few ideas. Here are a few monsters, to start with.


Snake-Cultist Zombie
HD 2, AC 8, Att: bronze dagger (1d4) or curse, Mv 120’ (40’), Ml 10, Al LE, XP 29

Fanatics of the snake-cult who swore to protect the temple in death as in life. Their ritualistically scarred bodies have been preserved by magic and lain to rest wrapped in golden silks (worth 25gp, if undamaged). The lingering spirits of these men and women will be awoken to avenge any who disturb their rest.

Curse: upon rising, a snake-cult zombie may pronounce a curse upon intruders. The curse affects one target whom the zombie lays eyes upon as it wakes. The target must save versus spells or tremble with fear, incurring a -2 penalty to attacks and a 25% chance of spell failure for 1d6 turns.


Snake-Priestess Zombie
HD 4, AC 7, Att: gaze or bronze scimitar (1d6) + constriction (2d4), Mv 120’ (40’), Ml 10, Al LE, XP 190

Female aspirants selected for their sensuous beauty and ruthless devotion to the cult. In life, they were initiated in the secret rites of the priestesses, becoming semi-ophiomorphs -- their eyes and tongues are those of snakes and, in place of legs, they move upon great serpentine tails (10’ long). Finally, they were ritually impaled to bring about a state of lingering undeath. They now serve as sleepless guardians of precious treasures.

Gaze: one whom a snake-priestess zombie focuses her gaze upon must save versus spells. Failure indicates that visions of writhing serpents cause the victim’s will to be overcome. One thus afflicted becomes a mind-slave of the priestess, following her mental commands. Another saving throw is allowed, each time the victim suffers damage. If the snake-priestess dies, any under her command fall unconscious for 1d6 turns.

Constriction: using her great tail, a snake-priestess zombie may grab and constrict a victim. Once an attack with the tail succeeds, the victim is grappled and suffers automatic damage (2d4) each round, as well as a -2 penalty to attack rolls.


Temple Guard Zombie
HD 4+3, AC 5 (bronze plate), Att: bronze broadsword (1d8) + bite (1d8 + poison), Mv 120’ (40’), Ml 10, Al LE, XP 215

Warrior temple guards whose tattooed bodies have been preserved by magic to watch over tombs and shrines of the serpent cult for all eternity. During life, these men underwent a process of physical transformation via dark rituals, gaining deadly, snake-like fangs.

Poison: one bitten by a guardian zombie of the snake-cult must save versus poison or suffer one hit point of damage per turn. The poison lasts indefinitely, until it is neutralised or the victim dies. (Poison from multiple bites is not cumulative.)

Sunday, 19 June 2016

New Monster: The Gloam

I thought I'd share this write-up for a monster which I finished recently. It's noteworthy for two reasons: firstly, it was my winning entry for round 2 of the aborted "OSR Superstar" contest at Tenkar's Tavern; secondly, it is a preview of material from the forthcoming third issue of my & Greg Gorgonmilk's zine, Wormskin. (You can get hold of issue one here and issue two here.)

For those of you who aren't yet familiar with Wormskin: along with the expected list of statistics (Armour Class, Hit Dice, and so on), monsters in the zine are presented with some additional pieces of information:

  • Number Appearing: Monsters may be encountered alone or in groups and abroad or in their lair. Occasionally, a monster’s lair may be discovered unguarded. To determine the exact conditions, an eight-sided die is rolled and the result looked up under encounters for the monster in question. For example, a monster’s description may state: “Number Appearing: 1-3: abroad (2d4), 4-7: lair (2d10), 8: lair (empty)”. Thus, a d8 roll resulting in a 1 to 3 means that 2d4 individuals are encountered abroad, a roll resulting in 4 to 7 means that the PCs have stumbled upon 2d10 monsters in their lair, and a roll of 8 means that the empty lair has been discovered.
  • Possessions: Denotes the items or treasures typically carried by an individual about its business. These are the kind of things that a search of the monster’s pockets, packs, etc will turn up.
  • Hoard: For monsters with a lair, this indicates the treasures which are kept there. Valuables kept by intelligent monsters will most likely be well hidden. Hoards are listed with the standard B/X treasure type (a letter code from A-V) followed by the equivalent Labyrinth Lord hoard class (a Roman numeral, from I-XXII). A descriptor is also listed for some hoards; these hoard variants will be discussed in a future issue of Wormskin, along with charts of trinkets.
  • Encounters / Lairs: Some quick ideas for encounters with the monster (either abroad or in its lair) are given here, providing an inspirational seed for the referee to work from. The suggested encounters generally describe fairly specific situations and should each only be used once. (The judge may cross off or replace encounters once they have occurred.)
  • Traits: One or more charts of distinguishing features of individuals are given, for added descriptive flavour and ease of distinguishing individuals when a group of monsters of the same kind is encountered.

So, here we go, the gloam...

Gloam
HD: 7
AC: 5
Attacks: 2 × 1d10 (claws) or 1 × 1d4 (swarm attack)
Move: 120’ (40’) / 180’ (60’) -- flying
Morale: 9

Number Appearing: 1-5: abroad (1), 6-7: lair (1), 8: lair (empty)
Alignment: N
Intelligence: Obsessive
Size: M
XP: 1,840
Possessions: Trinkets (eerie), collected items (see below)
Hoard: E/XVIII (eerie), collected items (see below)

Gloams are undead entities formed from the corpses of a multitude of crows, ravens, or magpies. They have two forms, at times appearing as a flock of ragged, cawing birds and at other times in the guise of a tall, gaunt man, constructed from the agglomerated feathers, bones, and beaks of the flock. Both manifestations are wreathed in shadow and accompanied by a creeping sensation of dread.

Possessing a cunning and single-minded intellect of human degree, gloams are able to speak both the common tongue and the cawing language of crow-like birds. Unlike many undead creatures, gloams are not inherently evil. They are, however, possessed of a ruthlessly avaricious nature, which oftentimes leads them into conflict with mortals. Gloams are obsessive collectors, with macabre and idiosyncratic taste. Some examples of the type of objects a gloam may collect are:

  1. The corpses of children, which it binds with string and hangs in its roost.
  2. Wedding rings and other tokens of love.
  3. Condemned murderers, whom it abducts and keeps captive, tormented and on the edge of starvation.
  4. Human corneas, dried and sewn into the dead eye sockets of its own constituent birds.
  5. The mummified or stuffed bodies of animals, which it arranges in peculiar dioramas.
  6. The teeth of the devoutly religious.

Special Abilities
Charm Innocent: Gloams have a curious connection with mortals of innocent mind -- typically young children, but sometimes the mentally handicapped or, more rarely, adults of pure morals (each gloam has specific tastes in this matter) -- who do not perceive the sinister atmosphere which surrounds the monster and are thus vulnerable to its charm-like ability, manifested by the twinkling of an eye. A saving throw versus spells is allowed to resist the charm, with failure indicating that the target places its implicit trust in the gloam, seeing it as a beloved parent or mentor. One who resists a gloam's charm becomes suddenly aware of its true nature.

Damage Reduction: Gloams suffer only half damage from normal weapons – silver or magical weapons inflict standard damage.

Transformation: A gloam can change freely between its two forms. The transformation between humanoid and flock takes a single round, during which a gloam may perform no other actions.

Flock Form: When in the form of a flock, a gloam can only be harmed by area effects such as flaming oil, breath weapons, or fireball spells. It is also able to make a swarm attack, targeting characters within a 20' radius of each other. One target may be attacked per 5 hit points the gloam possesses (rounded up).

Disease: The touch of a gloam carries a disease which can infect mortals, causing flesh to blacken and drop off in flaky chunks. Anyone damaged by a gloam in combat must save versus poison or be infected. The disease leads to death over a span of 1d6 weeks and can only be cured by magic.

Traits

  1. Dresses in finery. (The garments fly with the flock, when transformed.)
  2. Smoulders when exposed to light.
  3. Hovers ominously a few inches above the ground.
  4. Streaked with blood, which drips incessantly from the creature's eyes.
  5. Largely skeletal: all bleached, white bones and shiny beaks, with only small, ragged clumps of feathers.
  6. The creature's shadow moves independently of its bodily motion, shifting into forms expressive of its emotional state.

Encounters

  1. A tall, sinister man (the gloam in humanoid form) offers bright candy canes to a pair of wide-eyed, young children who are gathering kindling in the woods near their home.
  2. 2d4 youths of less than normal mental capacity attempting to release a raggedy man, near death, from an iron cage strung up on the branch of a great oak. A flock of sinister ravens roosts in the tree, overseeing the proceedings with almost-word-like caws.
  3. The smoking remains of an old barn in an isolated wood, freshly razed. A dark figure (the gloam in humanoid form) sits nearby, weeping raggedly at the ruination of its home and precious items.
  4. A gloam inspects the wares of a travelling pedlar of curiosities, taking especial interest in the collection of stuffed animals.

Lairs

  1. The ruins of an old watchtower, standing now more by virtue of the brambles and wild roses which clad its surface then by any structural integrity of its own. The gloam roosts in the upper floors and hangs its treasures in branches of nearby trees. A lone maid lives in a makeshift camp nearby and is serenaded by the gloam at dawn and dusk.
  2. A cluster of tall, twisted pines at the centre of a sinister, desolate wood. Several large colonies of songbirds live in the surrounding trees, driven to strange, bloodthirsty behaviour by the presence of the gloam.
  3. An old wayside inn beside a little-used woodland road. The gloam lairs in the rafters of the attic, surrounded by its prizes: the carefully preserved and displayed skeletons of adulterers. The inn’s proprietor, an aging woman who was betrayed by her former husband (now a part of the gloam’s collection), lives in harmony with the monster, providing it a source of victims in exchange for its protection.
  4. An oddly-shaped, tumbledown manor atop a rocky outcropping. The place is the former residence of a black magician and greatly feared by local people. The magician is long dead, but his legacy survives in the form of the gloam, which is the result of a summoning gone awry. The monster now lives as master of the manse and continues the wizard's occult research. It is accompanied by 2d6 children, whom it treats as pupils, schooling them in the black arts.

Wednesday, 30 July 2014

Monster Deisgn Contest: Last Week

If anyone has any freaky biologically warped monstrous creations, send 'em my way for publication!

You may win stuff! See here for the details.

Deadline this Sunday (August 3rd).

Thursday, 17 November 2011

New monster: Taxidermic Basilisk

Inspired by an incident in our game last night involving stuffed animals, may I present the taxidermic basilisk...

(Also added to the old-school monster wiki.)

This post is designated Open Gaming Content according to the Open Gaming License.


Basilisk, Taxidermic
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 90’ (30’)
Armor Class: 3
Hit Dice: 6 + 1
Attacks: 2 (bite, gaze)
Damage: 1d8 / taxidermify
Save: F6
Morale: 9
Hoard Class: XVII
XP: 570

The product of a bizarre magical warping of the average basilisk, these creatures may occasionally be found in the lairs of mad wizards and the like. Slightly smaller, more lithe and more serpentine than the normal basilisk, the taxidermic basilisk has scales of a dark green colour, with scintillating pearlescent eyes. The gaze of this creature carries a deadly curse – any who look into its eyes must save versus polymorph or be instantly transformed into a stuffed version of themselves. In combat, characters who avoid meeting the creature’s gaze attack at -4 (-1 if using a mirror). Creatures which fall victim to the taxidermic basilik’s gaze can only be returned to their normal form via obscure magic (which may be in the possession of a magic-user who would create such a creature) or powerful spells such as limited wish.

Tuesday, 25 October 2011

It lives!

Alex & I have been on a frenzy of creativity, and the result is the shiny new Old-school Monster Wiki!

So far all the monsters from Labyrinth Lord + the AEC are in there, all tagged up by creature type.

All it needs now is:
  • More monsters! Get in there and add your crazy home-brew monstrosities! (Alex is looking into how to import more monsters from various tomes automatically...)
  • More tags! Get in there and get tagging... wilderness environments especially needed at the moment.
  • Spread the word :)
Enjoy!

Sunday, 23 October 2011

A database of old-school monsters?

I've recently been musing on the possibility of creating encounter tables for specific dungeon environments -- in the same way as there are tons of tables for various types of wilderness environments, from swamps to arctic tundra, I thought it'd be very useful to have tables for things like fungoid caverns, volcanic rifts, lost tombs, etc. There's loads of prototypical dungeon environments which could easily have their own table.

I had in mind using these tables as an aid while stocking dungeons, for which I often use the normal dungeon encounter tables. I tend to find these a little limited and generic though, hence the idea of different tables for different types of dungeon.

But: I just had what seems like an even better idea, and one that could be immensely useful for all sorts of things.

An online old-school monster database, with tags.

The tags are the important thing. The fact that monsters are usually only indexed by name is what makes coming up with suitably themed collections of them tricky. I realised this when looking at the extensive monster lists in the AD&D Monster Manual II. There's this huge list of monster names, sorted alphabetically or by hit dice or by wilderness environment. But to use the lists successfully you really need to know what the monsters are like, just from their names. For instance, I came across quite a few stumbling blocks in the list of 1st level dungeon monsters: rothe, vilstrak, vulchling, tween...? A lookup in the fiend folio and I now know what these things are, but it's slow work.

But what if there were a database where you could just search for monsters of 1 to 3 HD with the tags "fungus" or "whimsical"? Such a tool could be used to whip up encounter tables in a jiffy, or to get quick inspiration for encounters of any sort. I think this could be a seriously useful tool, if set up right.

So, a couple of questions:
  1. Does anyone know if anything like this already exists? (I've never heard of anything like it, but you never know... I imagine possibly a resource like this may exist for 3.5th or 4th edition.)
  2. Any thoughts on what software / system would be good for something like this? A freely available, easy to use, multi-user, wiki-style, online system would be perfect, but something that works as a database as opposed to a page / post based wiki or blog.
I'd imagine including a foundation of monsters from the OSR clone books (LL, AEC, S&W, OSRIC), supplemented with links to any freely available old-school OGL stuff that could be found online. (Possibly also stuff from the AD&D monster books, though that's not freely available.) The idea is that at the beginning it'd simply be a list of all the monsters (their names, hit dice and source -- either a url or a page reference in a book), but that then people could add tags to them, gradually increasing the worth of the database.

Any thoughts?

Thursday, 6 January 2011

New Elementals for Labyrinth Lord

In my continued development of an elementalist class for Labyrinth Lord, one of the main things that's needed are new elemental creatures which can be summoned. I'm hoping to end up with a full range of elemental creatures, from the lowly to the epic, and a bunch of spells to summon them. First on my mental "to do" list of monsters were elementals of equivalent power to the standard four, but originating from different elemental planes.

The rest of this post is designated Open Gaming Content according to the Open Gaming License.

Elementals
In addition to the planes composed of the four classical elements (fire, air, earth & water) and the elementals which dwell there, a range of other elemental planes exist which are in turn inhabited by their own unique elementals. A selection of such creatures is given below. The exact nature of the cosmological connection between the classical elemental planes and these new planes is left to the Labyrinth Lord to decide. It could be that they are simply lesser, or lesser-known, elemental planes, or they could alternatively be viewed as sub-planes which are formed where two of the classical elemental planes meet.

The choice also exists as to whether the magic-user spell conjure elemental can be used to summon these new creatures, or whether their summoning is only possible by means of a special magic item or obscure new spell.

They are described in the same format as the classical elementals, with three different sizes ranging from 8 to 16 Hit Dice.

Mud Elemental
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 90' (30')
Armor Class: 2/0/-2
Hit Dice: 8/12/16
Attacks: 1
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: 10
Hoard Class: None
XP: 1,570/2,800/3,300

Mud elementals appear as a seething slimy mass of ooze and silt. For every hit die possessed they are 2' in diameter and 1/2' high. They attack by lashing out with sticky waves of goo, attempting to drag victims into their ooze. A target which is successfully hit by one a mud elemental will be pulled into its mass and automatically suffer smothering damage each round. Mud elementals can smother any number of victims, but can only make an attack against one new target per round.

A mud elemental's form is completely mutable, allowing it to move through very small spaces such as the gap beneath a door. They are equally at home on land or in water.

Frost Elemental
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 2/0/-2
Hit Dice: 8/12/16
Attacks: 1
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: 10
Hoard Class: None
XP: 1,570/2,800/3,300

Frost elementals appear as giant humanoids made of frost and ice, and are 2' high for every hit die possessed. They freeze water on touch - up to 100 square feet per round, up to a depth of 6 inches. When in contact with snow or ice a frost elemental regenerates 1d6 hit points per round. They suffer half damage from cold based attacks, and double damage from fire.

Lava Elemental
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 2/0/-2
Hit Dice: 8/12/16
Attacks: 1
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: 10
Hoard Class: None
XP: 1,570/2,800/3,300

Lava elementals appear as giant roughly shaped humanoids made of magma and volcanic rock. They are 2' high for every hit die possessed. Lava elementals are surrounded by a 20' radius area of searing heat - causing metals to heat up. Upon the second round within range, all characters using metallic weapons or armour suffer 1d4 hit points damage. On the 3rd and subsequent rounds in the creature's presence, metal using characters suffer 2d4 hit points damage and others suffer 1d4 hit points damage. Any wooden objects touching a lava elemental burst into flame.

Ash Elemental
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 2/0/-2
Hit Dice: 8/12/16
Attacks: 1
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: 10
Hoard Class: None
XP: 1,570/2,800/3,300

Ash elementals appear as a creeping mass of black ash and smoke. For every hit die possessed they are 2' in diameter and 1/2' high. Their attacks cause damage by dessication and choking. Anyone within 20' of an ash elemental must save versus poison or suffer -2 to attack rolls due to the blinding smoke. The touch of an ash elemental is toxic to plants - normal plants wither and die, while plant-like monsters automatically suffer 1d8 hit points damage per round.

Steam Elemental
No. Enc.: 1 (1)
Alignment: Neutral
Movement: 180' (60') - flying
Armor Class: 2/0/-2
Hit Dice: 8/12/16
Attacks: 1
Damage: 1d8 or 2d8 or 3d8
Save: F8 or F12 or F16
Morale: 10
Hoard Class: None
XP: 1,570/2,800/3,300

Steam elementals appear as an amorphous cloud of searing steam approximately 2' in diameter per hit die. They attack by condensing their form and enveloping a target, causing damage by burning. The creature's heat is such that it kills any normal plants or insects it comes into contact with, and causes 1d6 hit points damage to all creatures within 20'.

Tuesday, 18 May 2010

Monster lists: Savage Worlds Explorer’s Edition

  • Alligator / crocodile
  • Bear, large
  • Bull
  • Dire wolf
  • Dog / wolf
  • Drake
  • Dragon
  • Elementals
    • Air elemental
    • Earth elemental
    • Fire elemental
    • Water elemental
  • Giant worm
  • Ghost
  • Goblin
  • Horse, riding
  • Horse, war
  • Liche
  • Lion
  • Mech (sentinel)
  • Minotaur
  • Mule
  • Orc
    • Orc
    • Orc chieftan
  • Ogre
  • Shark, great wite
  • Shark, medium maneater
  • Skeleton
  • Snake, constrictor
  • Snake, venomous
  • Spider, giant
  • Swarm
  • Troll
  • Vampire, ancient
  • Vampire, young
  • Werewolf
  • Zombie

Monster lists: Savage Worlds Fantasy Companion

  • Arachnaurs
  • Assassin
    • Assassin
    • Master assassin
  • Bandits
    • Bandit
    • Bandit chief
  • Basilisk
  • Bargest
  • Bee, giant
  • Bird of prey
  • Boar
  • Border elementals
    • Lava border elemental
    • Mud border elemental
    • Sand border elemental
    • Steam border elemental
  • Caveman
    • Warrior
    • Chieftan
    • Shaman
  • Centaur
  • Centipede, giant
  • Chimera
  • Citizen
  • Crab, giant
  • Crocotta
  • Cyclops
  • Demon / devil
    • Black knight
    • Changeling
    • Collector
    • Demonic soldier
    • Imp
    • Lasher
    • Succubus / incubus
  • Dire wolf
  • Dissolver
  • Dragon
  • Dragon men
    • Warrior
    • Sorcerer
  • Drake
  • Dryad
  • Dwarf
  • Elemental
    • Air elemental
    • Earth elemental
    • Fire elemental
    • Water elemental
  • Elephant, war
  • Elf
  • Fire salamander
  • Frost wolf
  • Fury
  • Gargoyle
    • Natural gargoyle
    • Stone gargoyle
  • Ghost blade
  • Ghoul
  • Giant
    • Common giant
    • Fire giant
    • Frost giant
    • Sea giant
  • Glide monkeys
  • Goblin
    • Goblin
    • Goblin shaman
  • Golden ram
  • Golems
    • Corpse golem
    • Glass golem
    • Lava golem
    • Metal golem
    • Stone golem
    • Straw golem
  • Grave guardian
  • Griffin
  • Hag
  • Half-folk
  • Harpy
  • Hellhound
  • Hippogriff
  • Hobgoblin
  • Horse, Elven
  • Hydra
  • Jabber birds
  • Jinni
  • Khazok
  • Knight
    • Knight
    • Veteran knight
    • Holy / unholy knight
  • Knowledge eaters
  • Liche
  • Lizard men
  • Mage
    • Novice mage
    • Veteran mage
    • Archmage
  • Mage bane
  • Mammoth
    • Frost mammoth
    • Woolly mammoth
  • Manticore
  • Medusa
  • Mercenary
    • Common mercenary
    • Veteran mercenary
    • Mercenary captain
  • Mermaid
  • Methusaleh tree
  • Moss man
  • Mummy
    • Guardian mummy
    • Mummy lord
  • Naga
    • Guardian naga
    • Corrupt naga
    • Naga, human form
  • Naiad
  • Nightmare
  • Noble
    • Courtier
    • Court jester
    • Noble
  • Octopus, giant
  • Ogre
  • Orc
    • Orc
    • Orc chieftan
    • Orc shaman
  • Pegasus
  • Phoenix
  • Priest
    • Priest of death
    • Priest of healing
    • Priest of war
  • Ranger
    • Typical ranger
    • Veteran ranger
  • Rat man
  • Redcap
  • Roc
  • Sabre-toothed tiger
  • Scorpion, giant
  • Scorpion man
  • Sea serpent
  • Siren bush
  • Skeleton
  • Sphinx
  • Thief
    • Thief
    • Master thief
  • Toad, giant
  • Town / city watch
    • Watch
    • Veteran watch
    • Watch captain
    • Town / village militia
  • Tree man
    • Sapling
    • Mature
  • Troll
    • Marsh troll
    • Sea troll
    • Sand troll
  • Tyrannosaurus rex
  • Unicorn
  • Velociraptor
  • War tree
  • Werebear
  • Wight
  • Will-o-the-wisp
  • Wyvern
  • Zombie
  • Zombie animals
    • Zombie bear
    • Zombie giant spider

Monster lists: Savage Beasts

  • Acolyte
    • Acolyte
    • Cultist
  • Aliens
    • Damned Children
    • Grays
    • Men in Black
    • Nordics
    • UFOs
  • Antelope
  • Apes
    • Albino
    • Mutant
  • Bandit
  • Basilisk
  • Bats
    • Normal
    • Giant
    • Vampire
  • Beetles, Giant
    • Fire
    • Oil
    • Tiger
  • Berserker
  • Blobs
    • Black
    • Cavern Crawler
    • Blobs: Giant
  • Boar
  • Bugbear
  • Camel
  • Cat, Great
  • Cave Locust
  • Centaur
  • Centipede, Giant
  • Chimera
  • Cockatrice
  • Corrosive Slime
  • Crab, Giant
  • Crawling Eye
  • Crawling Hand
  • Cyclops
  • Demons & Devils
    • The Damned
    • Dukes of Hell
    • Hellhound
    • Masters of the Pit
    • Succubus/Incubus
    • Torture Lords
  • Dinosaurs
    • Deinonychus
    • Pteranodon
    • T-Rex
    • Triceratops
  • Djinii
  • Doppleganger
  • Dragons
    • Elder
    • Forest
    • Ice
    • Sky
    • Swamp
  • Dryad
  • Efreeti
  • Elementals
    • Air
    • Earth
    • Fire
    • Water
  • Elephant
  • Ent
  • Ferret, Giant
  • Fish, Giant
    • Catfish
    • Piranha
    • Rockfish
    • Sturgeon
  • Gargoyle
  • Ghoul
  • Ghroll
  • Giants
    • Cloud
    • Fire
    • Frost
    • Hill
    • Stone
    • Storm
  • Gnoll
  • Golems
    • Amber
    • Bone
    • Bronze
    • Clay
    • Flesh
    • Wood
  • Gorgon
  • Great Worm
  • Griffon
  • Hag
  • Harpy
  • Hawks
    • Giant
    • Normal
  • Hippogriff
  • Hobgoblin
    • Hobgoblin
    • Leader
  • Hydra
  • Invisible Devourer
  • Killer Bees, Giant
  • Killer Mold
  • Killers
    • Bogeyman
    • Dreamstalker
    • Serial Killer
    • Slasher
    • The Ripper
  • Kobold
  • Leech, Giant
  • Living Statues
    • Crystal
    • Iron
    • Stone
  • Lizardmen
  • Lizards, Giant
    • Chameleon
    • Draco
    • Gecko
    • Tuatara
  • Manticore
  • Mastodon
  • Medusa
  • Mermen
  • Mosquitos, Giant
  • Mummies
    • Greater
    • Lesser
    • Mummy Lord
  • Neanderthal
  • Night Mare
  • Pegasus
  • Pixie
  • Rats, Giant
  • Rhinoceros
  • Rock Baboon
  • Rocs
    • Adult
    • Giant
    • Young
  • Rust Eater
  • Salamanders
    • Fire
    • Ice
  • Scavenger Worm
  • Scorpion, Giant
  • Screaming Fungus
  • Sea Serpents
    • Adult
    • Giant
    • Young
  • Shadow
  • Shadow Cat
  • Shadow Hound
  • Snakes, Giant
    • Constrictor
    • Venomous
  • Spectre
  • Spiders, Giant
    • Brown Recluse
    • Black Widow
    • Tarantula
    • Trapdoor
  • Squid, Giant (Kraken)
  • Stalker
  • Swamp Monster
  • Toad, Giant
  • Troglodyte
  • Unicorn
  • Werebear
  • Werehog
  • Wererat
  • Weretiger
  • Wight
  • Wolf-Man
  • Zombie
    • Rage
    • Raimis
    • Romeros
  • Zombie Lord

Monster lists: AD&D 1st Edition Monster Manual

  • Aerial servant
  • Anhkheg
  • Ant, giant
  • Ape
    • Gorilla
    • Carnivorous ape
  • Axe beak
  • Baboon
  • Badger
  • Baluchitherium
  • Barracuda
  • Basilisk
  • Bear
    • Black bear
    • Brown bear
    • Cave bear
  • Beaver, giant
  • Beetle, giant
    • Bombardier beetle
    • Boring beetle
    • Fire beetle
    • Rhinoceros beetle
    • Stag beetle
    • Water beetle
  • Beholder
  • Black pudding
  • Blink dog
  • Boar
    • Wild boar
    • Giant boar
    • Warthog
  • Brain mole
  • Brownie
  • Buffalo
  • Bugbear
  • Bulette
  • Bull
  • Camel, wild
  • Carrion crawler
  • Catoblepas
  • Cattle, wild
  • Centaur
  • Centipede, giant
  • Cerebral parasite
  • Chimera
  • Cockatrice
  • Couatl
  • Crab, giant
  • Crayfish, giant
  • Crocodile
    • Crocodile
    • Giant crocodile
  • Demon
    • Demogorgon (Prince of Demons)
    • Juiblex (The Faceless Lord)
    • Manes (Sub-Demon)
    • Orcus (Prince of the Undead)
    • Succubus
    • Type I (Vrock)
    • Type II (Hezrou)
    • Type III (Glabrezu)
    • Type IV (Nalfeshnee, etc.)
    • Type V (Marilith, etc.)
    • Type VI (Balor, etc.)
    • Yeenoghu (Demon Lord of Gnolls)
  • Devil
    • Asmodeus (Arch-devil)
    • Baalzebul (Arch-devil)
    • Barbed (Lesser devil)
    • Bone (Lesser devil)
    • Dispater (Arch-devil)
    • Erinyes (Lesser devil)
    • Geryon (Arch-devil)
    • Horned (Malebranche) (Greater devil)
    • Ice (Greater devil)
    • Lemure
    • Pit Fiend (Greater devil)
  • Dinosaur
    • Anatosaurus (trachodon)
    • Akylosaurus
    • Antrodemus (allosaurus)
    • Apatosaurus (brontosaurus)
    • Archelon ischyras
    • Braciosaurus
    • Camarasaurus
    • Ceratosaurus
    • Cetiosaurus
    • Dinichtys
    • Diplodocus
    • Elasmosaurus
    • Gorgosaurus
    • Iguanadon
    • Lambeosaurus
    • Megalosaurus
    • Monoclonius
    • Mososaurus
    • Paleoscincus
    • Pentaceratops
    • Plateosaurus
    • Plesiosaurus
    • Pteranadon
    • Stegosaurus
    • Styracosaurus
    • Teratosaurus
    • Triceratops
    • Tyrannosaurus rex
  • Displacer beast
  • Djinni
  • Dog
    • War dog
    • Wild dog
  • Dolphin
  • Doppleganger
  • Dragon
    • Black Dragon (Draco Causticus Sputem)
    • Blue Dragon (Draco Electricus)
    • Brass Dragon (Draco Impudentus Gallus)
    • Bronze Dragon (Draco Gerus Bronzo)
    • Chromatic Dragon (Tiamat)
    • Copper Dragon (Draco Comes Stabuli)
    • Gold Dragon (Draco Orientalus Sino Dux)
    • Green Dragon (Draco Chlorinous Nauseous Respiratorus)
    • Platinum Dragon (Bahamut)
    • Red Dragon (Draco Conglagratia Horriblus)
    • Silver Dragon (Draco Nobilis Argentum)
    • White Dragon (Draco Rigidus Frigidus)
  • Dragonne
  • Dragon turtle
  • Dryad
  • Dwarf
  • Eagle, giant
  • Ear seeker
  • Eel
    • Electric eel
    • Giant eel
    • Weed eel
  • Efreet
  • Elemental
    • Air elemental
    • Earth elemental
    • Fire elemental
    • Water elemental
  • Elephant
    • African elephant
    • Asiatic elephant
  • Elf
  • Ettin
  • Eye, floating
  • Eye of the deep
  • Flightless bird
  • Frog, giant
    • Giant frog
    • Killer frog
    • Poisonous frog
  • Fungi, violet
  • Gar, giant
  • Gargoyle
  • Gas spore
  • Gelatinous cube
  • Ghast
  • Ghost
  • Ghoul
  • Giant
    • Cloud giant
    • Fire giant
    • Frost giant
    • Hill giant
    • Stone giant
    • Storm giant
  • Gnoll
  • Gnome
  • Goat, giant
  • Goblins
  • Golem
    • Clay golem
    • Flesh golem
    • Iron golem
    • Stone golem
  • Gorgon
  • Gray ooze
  • Green slime
  • Griffon
  • Groaning spirit (Banshee)
  • Halfling
  • Harpy
  • Hell hound
  • Herd animal
  • Hippocampus
  • Hippogriff
  • Hippopotamus
  • Hobgoblin
  • Homunculus
  • Horse
    • Draft horse
    • Heavy horse
    • Light horse
    • Medium horse
    • Pony
    • Wild horse
  • Hydra
  • Hyena
    • Hyena
    • Giant hyena (hyaenodon)
  • Imp
  • Intellect devourer
  • Invisible stalker
  • Irish deer
  • Ixitxachitl
  • Jackal
  • Jackalwere
  • Jaguar
  • Ki-rin
  • Kobold
  • Lamia
  • Lammasu
  • Lamprey
    • Lamprey
    • Giant lamprey
  • Larva
  • Leech, giant
  • Leopard
  • Leprechaun
  • Leucrotta
  • Lich
  • Lion
    • Lion
    • Mountain lion
    • Spotted lion
  • Lizard
    • Fire lizard
    • Giant lizard
    • Minotaur lizard
    • Subterranean lizard
  • Lizard man
  • Locathah
  • Lurker above
  • Lycanthrope
    • Werebear
    • Wereboar
    • Wererat
    • Weretiger
    • Werewolf
  • Lynx, giant
  • Mammoth
  • Manticore
  • Masher
  • Mastodon
  • Medusa
  • Men
    • Bandit (brigand)
    • Berserker
    • Buccaneer (pirate)
    • Caveman (tribesman)
    • Dervish (nomad)
    • Merchant
    • Pilgrim
  • Merman
  • Mimic
  • Mind flayer
  • Minotaur
  • Mold
    • Brown mold
    • Yellow mold
  • Morkoth
  • Mule
  • Mummy
  • Naga
    • Guardian naga
    • Spirit naga
    • Water naga
  • Neo-otyugh
  • Night hag
  • Nightmare
  • Nixie
  • Nymph
  • Ochre jelly
  • Octopus, giant
  • Ogre
  • Ogre mage (Japanese ogre)
  • Orc
  • Otter, giant
  • Otyugh
  • Owl, giant
  • Owlbear
  • Pegasus
  • Peryton
  • Piercer
  • Pike, giant
  • Pixie
  • Porcupine, giant
  • Portuguese man-o-war, giant
  • Pseudo-dragon
  • Purple worm
  • Quasit
  • Rakshasa
  • Ram, giant
  • Rat, giant (Sumatran)
  • Ray
    • Manta ray
    • Pungi ray
    • Stingray
  • Remorhaz
  • Rhinoceros
    • Rhinoceros
    • Woolly rhinoceros
  • Roc
  • Roper
  • Rot grub
  • Rust monster
  • Sahuagin
  • Salamander
  • Satyr
  • Scorpion, giant
  • Sea hag
  • Sea horse, giant
  • Sea lion
  • Shadow
  • Shambling mound
  • Shark
    • Shark
    • Giant shark (megalodon)
  • Shedu
  • Shrieker
  • Skeleton
  • Skunk, giant
  • Slithering tracker
  • Slug, giant
  • Snake, giant
    • Amphisbaena
    • Constrictor
    • Poisonous snake
    • Sea snake
    • Spitting snake
  • Spectre
  • Sphinx
    • Androsphinx
    • Criosphinx
    • Gynosphinx
    • Hieracosphinx
  • Spider
    • Giant spider
    • Huge spider
    • Large spider
    • Phase spider
    • Giant water spider
  • Sprite
  • Squid, giant
  • Stag
    • Stag
    • Giant stag
  • Stirge
  • Strangle weed
  • Su-monster
  • Sylph
  • Thought eater
  • Tick, giant
  • Tiger
    • Tiger
    • Sabre-tooth tiger (smilodon)
  • Titan
  • Titanothere
  • Toad, giant
    • Giant toad
    • Ice toad
    • Poisonous toad
  • Trapper
  • Treant
  • Triton
  • Troglodyte
  • Troll
  • Turtle, giant
    • Giant sea turtle
    • Giant snapping turtle
  • Umber hulk
  • Unicorn
  • Vampire
  • Wasp, giant
  • Water weird
  • Weasel, giant
  • Whale
  • Wight
  • Will-o-(the)-wisp
  • Wind walker
  • Wolf
    • Wolf
    • Dire wolf (worg)
    • Winter wolf
  • Wolverine
    • Wolverine
    • Giant wolverine
  • Wraith
  • Wyvern
  • Xorn
  • Yeti
  • Zombie

Monster lists

In the interests of creating more creatures for my Savage Worlds fantasy campaign, and possibly one day compiling an uber-bestiary with monsters from all sources combined, I thought it'd be useful to see how the range of monsters available lines up with that from old Dungeons & Dragons sources (specifically the AD&D 1st edition monster manuals, and the D&D Basic / Expert books).

I've spent a bit of time gathering lists of monsters from a few sources. At the moment for Savage Worlds I'm using SWEX, the Fantasy Companion, and the excellent free monster compendium Savage Beasts. The Fantasy Bestiary and Horror Bestiary Toolkits look like they could provide a few more creatures (though it looks like most of the monsters from the FBT are in the Fantasy Companion).

So far, the monsters from all 3 Savage Worlds sources combined are about equal to the number of creatures in the AD&D Monster Manual. However, there is some overlap between Savage Beasts and the Fantasy Companion, with certain monsters included (with slightly different descriptions) in both. This is to be expected, as the two books came from completely different sources, but it does mean that the number of creatures in the SW list isn't completely accurate. Also, of course, there are a few (not many though) creatures in SWEX and Savage Beasts which aren't suitable for use in a fantasy setting (mechs and UFOs, for instance).