Wednesday, December 21, 2016

Fantasy Hack v1.4 Part V: Monsters and Other Foes

Monsters are any creatures that serve as opponents to the PCs (although some situations may cast them as allies on occasion.)  Monsters have very limited information provided in terms of game data. The following rules are also necessary to understand how to read the monster entries and use them effectively.  First, all creatures have a bonus to all skills equal to their number of Hit Dice (HD), which is effectively equivalent to their level in most respects.  Stat bonuses are also included for skill checks; but don’t get carried away and try to use the stat bonuses to affect the attack and damage scores.  The attack and damage scores are already set where they need to be without doing that.  Secondly, if you need a tougher version of a monster, for whatever reason, you can add more hit dice.  Each additional HD adds one to their skill and combat bonuses.  Thirdly, you can create your own monsters as needed as well.  Assign HD (d8 for most things, d12 for dragons or undead).  Attack bonus and skill level is equal to the number of hit dice.  Monsters may have several forms of attack, but unless specifically called out, can only use one per round (the exception being if the attack is listed as something like “2 claws”—in which case they can make two claw attacks as one attack.)  Create an AC that is sensible giving the size and toughness (or quickness) of the creature.  Add stat bonuses to suit.

            To read the entries, AC is Armor Class, HD is Hit Dice, AT is attacks, and STR is Strength, DEX is Dexterity, and MND is Mind.  S is the creature's special abilities.  Undead creatures are immune to mind-affecting spells.  All monsters that have the ability to cast spells do so without needing to make a Sanity check, and they never suffer the risk of MND damage.  The effective caster level for spell DCs is equal to the monster’s HD.

Monsters do not have categories.  While it should be obvious from the entries that some monsters are, for example, animals and others are humans or humanoids, there is no mechanical distinction between them.  This occasionally leads to conclusions that are unusual.  For example, if there is no mechanical distinction, can an Outdoorsman’s animal companion be any monster, assuming it’s in the correct HD range?  Can his animal companion be an imp, or a dwarf, or a human bandit?  Ask your GM.  Many will say no; your animal companion must be an animal.  Others may say, “give me an interesting reason for it, and I’ll let you have anything you want that works within the bounds of the rules.”  Personally, I’m a fan of the latter approach, but I can hardly complain about the alternative.

ANGEL: AC: 25 HD: 20d8 (100 hp) AT: 2 weapon + 20 (2d8), STR: +10, DEX: +12, MND: +12, S: Immune to all spells less than 5th level, Cast spells up to 5th level, teleport at will, special powers as granted by patron deity.

APE: AC 14, HD 4d8 (20 hp) AT: 2 paw slams +4 (2d6) STR: +7, DEX: +5, MND: -3, S: Acrobatics affinity

BABOON: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +1, DEX: +3, MND: -4, S: Acrobatics affinity

BEAR: AC: 15 HD: 6d8 (30 hp) AT: bite +6 (2d6), claws +6 (2d8), STR: +7, DEX: +0, MND: -4

BOAR, WILD: AC: 12 HD: 3d8 (15 hp) AT: gore +3 (3d4) STR: +5, DEX +0, MND: -4, S: attacks for 2 rounds after death.

BYAKHEE: AC: 15, HD: 4d8 (20 hp) AT: Talons +4 (1d8) or Bite +4 (1d4), STR: +1, DEX: +2, MND: +3, S: Flies, can carry medium-sized creatures, telepathic.

CAMEL: AC: 12 HD: 3d6 (12 hp) AT: bite +3 (1d6) STR: +5, DEX: -2, MND: -4, S: +5 to any Survival skill roll

CAT: AC: 12 HD: 1d6 (4 hp) AT: bite +1 (1d4) STR: -3, DEX: +4, MND: -3, S: +5 to Subterfuge
    NOTE: these same stats can be used to represent other small climbing animals such as a monkey or raccoon.

CENTAUR: AC 12 HD 4d8 (20 hp) AT: kick +4 (2d6) weapon +4 (damage as per weapon used) STR: +4 DEX: +2 MND: -1, S: +10 to chase checks

CHIMERA: AC 19, HD: 9d10 (54 hp) AT: 2 bite +10 (2d6+4), gore +10 (1d8+4), 2 claws +8 (1d6+2) STR: +4 DEX: +0 MND: -2, S: flies, fiery breath 6d10 fire damage (DEX+Athl to dodge half of the damage DC 14)

COCKATRICE: AC: 14, HD: 5d10 (30 hp) AT: +7 (1d4 + special attack) STR: +0 DEX: +0 MND: -2, S: flies, petrification bite (target turns to stone on failed DC 19 MND + level check.)

CROCODILE: AC: 16 HD: 6d6 (24 hp) AT: bite +12 (3d6) STR: +6, DEX: +2, MND: -4, S: drags underwater on roll 4 higher than needed to hit, underwater creatures take 1d6 automatic damage every turn as the crocodile rolls.  A STR or DEX + Athletics check DC 15 will allow the character to escape, although he will still then be in the water.

CTHULHU: AC: 35 HD 40d8 (200 hp) AT: 2 slams +40 (4d8+20), STR +25, DEX:+10 MND: +15, S: Immune to all spells less than 5th level, Cast all spells (including rituals) instantly, all characters who come face to face with Cthulhu make a MND + Level check (DC: 30).  If they fail they are impacted for 1d4 hours with an effect identical to The Seeping of Kadath on the Mind spell.  If they fail it by more than 15, they die instantly.

CURSED: AC: 12 HD: 1d6+2 (6 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: +0 S: May have (50%) a first level spell of the GM’s choosing.

CYCLOPS: AC: 15, HD: 8d8 (40 hp) AT: 2 claws +8 (1d6+6) or thrown rock (range 100 ft.) +8 (2d6+8) STR: +8 DEX: +2 MND: +0, S: when both claw attacks hit in the same round, the cyclops can rend his opponent, causing an additional 2d6 points of damage.

DARK YOUNG OF SHUB-NIGGURATH: AC: 12, HD: 8d8 (45 hp) AT: 4 tentacles +8 (2d4) or trample +8 (4d8) STR: +10, DEX: -2, MND -3, S: On successful tentacle attack automatic 1d4 damage every round thereafter until either victim or Dark Young is dead. Victim can escape this tentacle grab with a STR or DEX + Athletics check, DC 16.

DAEMON, BAAL-ROG: AC: 19 HD: 10d8 (60 hp) AT: sword or flaming whip +10 (2d6+10 + 2d6 fire damage) STR: +10, DEX: +5, MND: +10, S: flies, flaming (3d6 damage to all who hit it in melee or whom the baal-rog touches), 75% chance that spells cast at the Baal-Rog have no effect, all attacks with non-silver weapons do -20 damage. Can create a pall of darkness that effectively shields him from view, making all attempts to hit him have a 50% chance of missing outright.

DAEMON, NOSOI: AC: 18 HD: 6d8 (40 hp) AT: 2 claws +7 (2d6+8) bite +7 (1d12) tongue +3 (see below) STR: +7 DEX: +0 MND: +2, S: acid vomit range 20 ft, 6d6 acid damage unless target makes DC 15 DEX + Athletics check to dodge for half damage, can make a tongue attack where the tongue launches out and sticks to opponents.  On a successful opposed STR check, the nosoi pulls the target to his mouth and gets an automatically successful bite attack.

DAEMON, SERVITOR: AC: 17 HD: 3d6 (12 hp) AT: claws +3 (1d6) STR: +3, DEX: +0, MND: +0, S: regenerate 1 HP/minute unless attacked with silver weapons.

DAEMON, SUCCUBUS: AC: 10 HD: 6d6 (24 hp) AT: claws +6 (1d6) or kiss (2d4 STR damage per round) STR: -2, DEX: +2, MND: +5, S: all attacks with non-silver weapons do -5 damage, 70% that spells cast at the succubus have no effect, casts spells as a up to 2nd level.

DAEMON, TYPHON: AC: 20, HD: 8d8 (40 hp) AT: 2 claws +8 (1d6+6) bite +3 (1d8+3) STR: +8 DEX: +2 MND: +0, S: when both claw attacks hit in the same round, Typhon can rend his opponent, causing an additional 2d6 points of damage. Typhon is completely immune to any direct magical attack.

DEEP ONE: AC: 14, HD: 2d8 (10 hp) AT: Spear +2 (1d8), STR: +5, DEX: -2, MND: +0, S: Swims, Attacks that miss by 2 or less start a grapple thanks to sticky slime coating, 1 in six chance to act randomly as if under the effects of a Seeping of Kadath on the Mind spell, -1 to attacks in bright light.

DINOSAUR, ARMORED: AC: 23, HD: 7d8 (35 hp) AT: trample +7 (2d6+7), club tail +7 (1d10+7) STR: +10, DEX: +3, MND: -4.

DINOSAUR, CARNOSAUR: AC: 17, HD: 10d8 (50 hp) AT: trample +10 (2d6+10), bite +10 (1d10+10) STR: +10, DEX: +0, MND: -4 S: swallows whole on bite attack roll 4 higher than needed to hit, swallowed creatures take 1d6 automatic damage every turn.  Swallowed characters, if they can deal 20 points of damage with a light weapon before dying, can escape.

DINOSAUR, HORNED: AC: 19, HD: 8d8 (40 hp) AT: trample +8 (2d6+8), gore +8 (1d10+8) STR: +10, DEX: -2, MND: -4 S: because of its great size, if galloping towards target, it cannot easily stop itself and can do trample and gore in the same attack.

DINOSAUR, PTERODACTYL: AC: 14 HD: 4d6 (16 hp) AT: bite +5 (1d6) STR: +3, DEX: -1, MND: -4, S: flies
NOTE: These same stats can stand in for other large flying creatures such as giant eagles

DINOSAUR, RAPTOR: AC: 15 HD: 4d8 (20 hp) AT: bite +4 (2d6), 2 claws +4 (2d8), STR: +5, DEX: +3, MND: -4

DRAGON: AC: 20 HD: 18d12 (130 hp) AT: Bite +18 (2d10+4), 2 claws +18 (d10+3) STR: +12 DEX: +6 MND: +6 S: flies, fiery breath 10d10 fire damage although target can reduce this by half with DEX + Athletics check DC 18.

DRYAD: AC: 17 HD: 5d8 (25 hp) AT: 2 slams +6 (1d8+3) STR: +6 DEXL -2 MND: +0 S: takes double damage from fire attacks, can wail with the wild rage of the forest; all characters who hear this wail must make a Level + MND check DC 14 or be subject to the effects of The Seeping of Kadath on the Mind for 3 rounds.

DWARF: AC: 14 HD: 1d6+2 (6 hp) AT: weapon +2 (1d6+2) STR: +2, DEX: +0, MND: +0

EAGLE: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d4), 2 claws +2 (1d4) STR: -3, DEX: +2, MND: -3, S: flies, +8 bonus on any attempt to spot while flying.
       NOTE: these same stats can be used to represent other relatively larger flying animals such as a large owl or even a pseudodragon

ELEMENTAL, AIR: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +5, DEX: +3, MND: -1, S: can cause a whirlwind that makes movement impossible and carries away lighter objects, extra damage against foes in the air (1d6)

ELEMENTAL, EARTH: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +12, DEX: -3, MND: -2, S: can cause stone to disintegrate into sand at a rapid rate (2 rounds to create a hole large enough to pass through), extra damage against foes standing on the ground (1d6).

ELEMENTAL, FIRE: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +5, DEX: +10, MND: +0, S: all characters hit by fire elemental must make a DEX+Athl check (DC 15) or be set on fire, which deals an additional 1d6 damage each round.  Flammable materials can be set alight by the elemental at will on contact.

ELEMENTAL, WATER: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +7, DEX: +3, MND: -2, S: overturn boats, extra damage against swimming foes (1d6).

ELEPHANT: AC: 17, HD: 8d8 (40 hp) AT: trample +8 (2d6+8), tusk +8 (1d10+8) STR: +10, DEX: +0, MND: -3.

ELF: AC: 11 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +0, MND: +2

ETTEN: AC: 19 HD: 9d8 (45 hp) AT: club +13 (2d8+8) or thrown rock (range 100 ft.) +8 (2d6+8) STR: +8 DEX: +2 MND: -1

FELL GHAST: AC: 20 HD: 18d12 (130 hp) AT: Bite +18 (2d10+4), 2 claws +18 (d10+3) STR: +12 DEX: +3 MND: -1 S: flies, undead immunities, cast at will Blasphemous Piping of Azathoth DC 19, when the fell ghast reaches 0 hit points or less, it turns into 1d4 bat swarms as per the monster entry.

FURY: AC: 13 HD: 6d8 (30 hp) Attack: Sword +6 (1d6+poison) or Lasso +6, STR: +1, DEX: +1, MND: +2, S: Flies, Knockout poison on sword causes characters to fall immediately unconscious if they fail a STR + level check (DC 13), 30% spells cast at the Fury fail, Furies can see invisible characters or objects at will, can cast up to 2nd level spells.

GARGOYLE: AC: 14 HD: 4d6 (16 hp) AT: claws or bite +4 (1d6), horns +4 (1d6) STR: +6, DEX: -2, MND: -1, S: fly, ignores the first 2 points of damage from all attacks.

GHOST: AC: 16 HD: 4d6 (16 hp) AT: touch +4 (1d6) STR: -4, DEX: +2, MND: +1 S: undead immunities, only hit by magic or silver weapons, arrows do a max 1 HP damage.  Ghosts also have one of the following special attacks.  More powerful versions can be created by giving them two or more:

  • drains 1d3 DEX on touch, creatures reduced to 0 DEX are immobile and helpless for coup de grace attack that kills them automatically
  • as an action, may cast the spell Withering of the Haunter 
  • forces a Sanity check on all characters that can see the ghost
  • under a permanent effect identical to the Blasphemous Piping of Azathoth spell
  • can cast spells up to 3rd level

GHOUL: AC: 13 HD: 2d6 (8 hp) AT: claws or bite +2 (1d6) STR: +2, DEX: +0, MND: -1, S: touch paralyzes for 1d4 rounds, humans wounded by ghouls are cursed if they fail a MND + level check (DC 12) and will slowly turn into ghouls themselves.  This process involves taking 1 point of MND damage every day (which does not heal overnight) until they reach -5, at which point the conversion is complete.  GM may provide antidote/remedy to counter this curse.

GOBLIN: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: -2

GOLEM, FLESH: AC: 16 HD: 4d12 (28 hp) AT: slam +8 (2d6+4) STR: +8, DEX: -2 MND: -3 S: Immune to most forms of magical attack.  Regular weapons do only half damage.  Fire (magical or mundane) does 2x damage.

GRIFFON: AC: 17 HD: 8d8 (40 hp) AT: bite +8 (1d12) STR: +7, DEX: +0, MND: -3 S: flies

GUG: AC: 15, HD: 10d8 (50 hp) AT: 4 claws +10 (2d6) or bite +10 (1d8), STR: +10, DEX: -2, MND: +0.

HALFLING: AC: 11 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: +0

HAWK: AC: 12 HD: 1d6 (8 hp) AT: bite +1 (1d4), 1 claws +2 (1d4) STR: -3, DEX: +3, MND: -4, S: flies, +8 bonus on any attempt to spot while flying.
       NOTE: these same stats can be used to represent other small flying animals such as a raven or owl

HELL HOUND: AC: 15 HD: 5d6 (20 hp) AT: bite +5 (1d6) STR: +3, DEX: -1, MND: -3, S: breathe fire (1d10 HP damage—DEX + Athletics check DC 14 will halve damage.)

HORSE, RIDING: AC: 12 HD: 2d6 (8 hp) AT: bite or kick +2 (1d6) STR: +5, DEX: +2, MND: -3, S: when ridden, grants a +10 to chase checks

HORSE, WAR: AC: 12 HD: 3d6 (12 hp) AT: bite +3 (1d6) or kick +3 (2d6), STR: +5, DEX: +2, MND: -3 S: when ridden, grants a +10 to chase checks

HOUND OF TINDALOS: AC: 15, HD: 4d8 (20 hp) AT: Tongue +4 (special), STR: +4, DEX: +2, MND: +3, S: Teleport through time and space to any sharp angle, tongue attack causes curse that does 1d4 damage to all stats.

HUMAN, BANDIT/SOLDIER: AC: 12 HD: 1d10 (6 hp) AT: weapon +1 (1d6) STR: +2, DEX: +0, MND: +0

HUMAN, COMMON MAN: AC: 11 HD: 1d6 (4 hp) AT: weapon +0 (1d6), STR: +0, DEX: +0, MND: +0

HUMAN, SERGEANT-AT-ARMS: AC: 14 HD: 3d6 (12 hp) AT: weapon +3 (1d6), STR: +2, DEX: +2, MND: +2

HYDRA: AC: 15 HD: 6d8 (39 hp) AT: 5 bites +4 (1d10+3) STR: +6 DEX: +0 MND: -3 S: the hydra recovers 10 points of damage every round, unless the damage was dealt with fire or acid

IFRIT: AC: 16 HD: 10d6 (40 hp) AT: slam +10 (2d6) STR: +8, DEX: +3, MND: +4, S: flies, can turn invisible, immune to any but silver weapons, and can cast any fire-related spell.

IMP: AC: 18, HD: 2d8 (10 hp) (AT: Tail sting +2 (1d4), STR: -2, DEX: +3, MND: +2, S: flies, poison causes paralysis (1d4 rounds) and loss of 1 HP per minute, can assume the form of a specific kind of vermin, can ask 3 questions of demon lords per week and receive correct answer

INVISIBLE STALKER: AC: 16 HD: 8d6 (32 hp) AT: 1 bite +8 (1d6) STR: +1, DEX: +2, MND: -2, S: flies, invisible

JABBERWOCK: AC: 12 HD: 7d8 (35 hp) AT: 2 claws +8 (1d8+4) bite +8 (2d6+5) STR: +8 DEX: -2 MND: -2 S: flies, can make a tongue attack where the tongue launches out and sticks to opponents.  On a successful opposed STR check, the jabberwock pulls the target to his mouth and gets an automatically successful bite attack.  Also, any character that sees a jabberwock must succeed on a Level + MND check, DC15 or be subject to an effect identical to The Seeping of Kadath on the Mind for 4 rounds.

JANN: AC: 12 HD: 1d6 (4 hp) AT: weapon +2 (1d6) STR: +1, DEX: +1, MND: +0 S: For one strike per combat, the Jann can make a Fire Strike which does an additional 1d6 fire damage to his opponent.

KEMLING: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +1, MND: +0 S: Kemlings can see in the dark as if they had the biological equivalent of night-vision goggles.

KRAKEN: AC:30 HD: 30d8 (150 hp) AT: 4 slams +30 (3d8+10) STR: +18 DEX: +2 MND: +0 S: fully amphibious, immune to 1st-3rd level spells, kraken can vomit a flood of sea water that flows from his mouth like a flood.  Creatures in it's path must make a STR + Athletics check to avoid being washed away, but still take 2d6 damage from the force of the water. Targets that fail the check are washed away and knocked down.  If they smash into a solid surface (such as a wall) they take an additional 4d6 damage as the water pounds them into the hard surface

LICH: AC: 20 HD: 12d6 (48 hp) AT: touch +HD (1d6) STR: +4, DEX: +0, MND: +5, S: undead immunities, touch causes paralysis (no save), cause fear in creatures under 4th level/HD, can cast spells up to 5th level

LION: AC: 13 HD: 4d8 (20 hp) AT: bite +4 (2d6), 2 claws +4 (2d8), STR: +7, DEX: +4, MND: -3

LIZARDMAN, BRUTE: AC: 17, HD 3d8 (16 hp) AT: Club +5 (1d8+4) or javelin +3 (1d6+4). STR: +4, DEX: +0, MND: -2 S: amphibious

LIZARDMAN, SCOUT: AC: 13, HD 2d8 (10 hp) AT: Club +2 (1d8+2) or javelin +3 (1d6+1). STR: +0, DEX: +3, MND: +0 S: are amphibious

MANTICORE: AC: 17, HD: 6d10 (36 hp) AT: 2 claws +8 (2d4+5) bite +6 (1d8+2), spiked tail +8 (1d8+2) STR: +5, DEX: +2, MND: -1, S: flies, spikes from tail can be thrown up to 100 ft.

MEDUSA: AC: 15, HD 3d8 (16 hp) AT: bow +3 (1d6) or dagger +3 1d6+1) STR: +1, DEX: +1, MND: +0 S: Turn to Stone on failed DC 14 MND + level check) if you look Medusa in the eye

MINOTAUR: AC: 15, HD: 8d8 (40 hp) AT: 4 claws +10 (2d6+4) or gore +10 (1d8+4), STR: +10, DEX: -2, MND: -2.

MUMMY: AC: 16 HD: 6d6 (24 hp) AT: touch +6 (1d6) STR: +7, DEX: -2, MND: +2, S: undead immunities, takes only half damage from non-silver weapons, immune to most spells except fire based ones.

NEPHILIM: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +1, MND: +1 S: +1 to any Knowledge or Communication checks.

NIGHTGAUNT: AC: 15, HD: 4d8 (20 hp) AT: Squeeze +4 (Special), STR: +1, DEX: +1, MND: +1, S: Flies, tail caress while being squeezed renders most creatures helpless to react, can cast Leaden Limbs of the Gnophkeh spell

ORC: AC: 12 HD: 1d6 (4 hp) AT: weapon +3 (1d6+2) STR: +4, DEX: +0, MND: -2

PHOENIX: AC: 19 HD: 12d6 (48 hp) AT: bite +12 (2d6) STR: +5, DEX: +5, MND: +0, S: all characters hit by the phoenix must make a DEX + Athletics check (DC 15) or be set on fire, which deals an additional 1d6 damage each round.  Flammable materials can be set alight at will on contact

PLAGUE HORROR: AC: 15, HD 10d8 (50 hp) AT: Tentacle +10 (2d6+6) maw hand +10 (2d6+6) STR: +10, DEX: -2, MND: -2, S: A hit with tentacle may grapple its foe on a check vs. DC 20 (STR or DEX + Athletics). A grappled opponent automatically takes 1d8+3 damage each round and cannot do anything until he escapes.  A hit with the maw hand will infect the target with a disease unless it succeeds on a STR + level check DC 20.  The disease causes almost instantaneous flesh rotting, which causes 1d4 point of STR damage the round after the attack, and an additional 1d4 STR damage when the combat is over, assuming the character survived, and will continue to do so once a week until the character dies or the disease is somehow cured.

RAT, GIANT: AC: 12 HD: 1d6 (4 hp) AT: bite +1 (1d3) STR: -3, DEX: +3, MND: -4, S: 25% chance of disease from bite—must succeed on DC 12 STR + level check or take 1d4 DEX damage in 1 day, and 1d4 STR damage in 2 days.

RATMAN: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: +0, S: 25% chance of disease from successful attack—must succeed on DC 12 STR + level check or take 1d4 DEX damage in 1 day, and 1d4 STR damage in 2 days.

RAT BRUTE: AC 15, HD 4d8 (20 hp) AT: 2 claws +4 (2d6) bite +7 (1d8+3) STR: +7, DEX: +5, MND: -3, S: 25% chance of disease from bite or claw attack—must succeed on DC 12 STR+level check or take 1d4 DEX damage in 1 day, and 1d4 STR damage in 2 days.

RHINOCEROS: AC: 18 HD: 6d8 (30 hp) AT: trample +7 (2d6+6) gore +7 (1d10+6) STR: +8, DEX: +0, MND: -4
NOTE: this can also represent other large, charging herbivores like bison or aurochs

SABERTOOTH: AC: 14 HD: 5d8 (15 hp) AT: bite +5 (2d10), claws +5 (2d8), STR: +8, DEX: +3, MND: -3

SCYLLA: AC: 19 HD: 11d8 (55 hp) AT: 4 maws +11 (2d6+5) bite +12 (2d10+5 and paralytic poison) STR: +8 DEX: +1 MND: -3 S: fully amphibious, successful bite attack administers paralytic poison (STR + Athletics check DC 17) that makes opponents completely unable to move for 2d6+3 rounds

SEA SERPENT: AC: 17 HD: 15d6 (75 hp)AT: bite +15 (4d6) STR: +12, DEX: +2, MND: -4, S: swallows whole on roll 4 higher than needed to hit, swallowed creatures take 1d6 automatic damage every turn.  Swallowed characters, if they can deal 30 points of damage with a light weapon before dying, can escape.

SHOGGOTH: AC: 5, HD: 12d8 (60 hp) AT: slam +12 (1d8), STR: +12, DEX: +2, MND: -1, S: Immune to critical hits and poison, regenerate 3 HP/round, only takes half damage from fire, cold, electricity, and bludgeoning attacks, amphibious

SKELETON: AC: 12 HD: 1d6 (4 hp) AT: weapon or strike +1 (1d6) STR: -1, DEX: -1, MND: -4, S: undead immunities, only takes half damage from arrows or bullets.

SNAKE, CONSTRICTOR: AC: 14 HD: 2d6 (8 hp) AT: constriction (1d3) STR: +1, DEX: +1, MND: -4, S: On successful attack, automatic 1d3 damage thereafter until dead or the snake changes its target. Can be escaped with an opposed STR check.

SNAKE, VIPER: AC: 14 HD: 1d6 (4 hp) AT: bite +1 (1hp + poison) STR: -2, DEX: +2, MND: -4, S: Poison bite (DC 14 1d6 STR damage, in one minute another 1d6 STR damage.)

SWARM, BATS: AC: 12, HD: 4d8 (20 hp) AT: 4 bites (1d8), STR: -4, DEX: +4, MND: -4, S: Attacks made against the swarm are made at -2 and have a 50% chance of hitting random adjacent creature, flies

SWARM, INSECTS: AC: 13, HD: 3d8 (15 hp) AT: 3 bite (1d3) (double against no armor), STR: -4, DEX: +4, MND: -4, S: Unaffected by weapons, may or may not fly, may or may not have poison causing paralysis

SWARM, RATS: AC: 12, HD: 4d8 (20 hp) AT: 1 bite +HD (1d8), STR: -4, DEX: +4, MND: -4, S: Attacks made against the swarm are made at -2, bite has 5% chance of causing disease (see RAT, GIANT)

THURSE: AC: 17, HD 3d8 (16 hp) AT: Club +5 (1d8+2) or javelin +3 (1d6+2). STR: +2, DEX: +0, MND: -2
NOTE: These same stats can apply to any bestial humanoid such as a Sasquatch, Ogre or Gnophkeh.

TREEMAN: AC: 19 HD: 10d8 (50 hp) AT: 2 slams +12 (2d6+9) STR: +10 DEX: -2 MND: +0 S: takes double damage from fire attacks, can trample an opponent which prompts a DEX + Athletics check DC 20 or take 3d8 damage

VAMPIRE: AC: 17 HD: 9d6 (36 hp) AT: bite +9 (1d6) STR: +4, DEX: +6, MND: +5, S: undead immunities, only takes half damage from non-silver weapons, regenerate 3 hp per round, on a successful hit (MND + level to resist, DC 19) does 1d4 STR damage, gaseous form at will, shape change into bat, can hypnotize (MND + level check, DC 19), avoids garlic and mirrors, immobilized and apparently dead if a stake is driven through its heart, drowns underwater in one round, creatures reduced to -5 STR die and will rise 24 hours later as a vampire under the control of their creator.

WEREWOLF: AC 16 HD: 4d8 (20 hp) AT: claw +3 (2d8) bite +3 (1d10) STR: +3, DEX +3, MND -2, S: Can transform into either a HUMAN, BANDIT/SOLDIER or a WOLF once per combat (or from them if it starts in either of those forms.)  Transforming instantly heals all damage taken so far.  A successful bite or claw attack while in werewolf form will cause the victim to suffer a 25% chance (each attack) of contracting the curse of lycanthropy.  An individual so cursed becomes a werewolf, and can change into a wolf or werewolf of the same HD as his regular character when desired.  However, in combat, a werewolf has a 20% each round of falling prey to an effect identical to the Seeping of Kadath on the Mind spell.  And needless to say, if the local countryfolk hear about it, they’ll come after the party with torches and pitchforks.

WIGHT: AC: 14 HD: 3d6 (12 hp) AT: claw +3 (1d6) STR: +4, DEX: +1, MND: +1, S: undead immunities, takes only half damage from non-magical or non-silver weapons, does 1d3 STR damage per hit (MND + level check to avoid, DC 14), creatures reduced to -5 STR will rise 24 hours later as a wight.

WOLF: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +2, DEX: +1, MND: -3
          NOTE: These same stats can apply to any medium sized cursorial hunting animal such as a dog or hyena.

WOSE: AC: 12 HD: 1d6 (4 hp) AT: weapon +3 (1d6+2) STR: +4, DEX: +0, MND: +0 S: +4 on any Survival type roll needed.

WYVERN: AC: 15 HD: 7d8 (35 hp) AT: bite +6 (1d6+4) or sting +3 (1d6+2 plus poison) STR: +6, DEX: +1, MND: -4, S: flies, successful stinger attacks deliver poison.  Target must succeed on STR+Level check DC 14 or take 1d4 STR damage.  One minute later, a second check must be passed or character takes 1d4 DEX damage.
NOTE: Can also represent other large stinging or biting poisonous creatures, such as giant insects, etc. May make bite instead of sting poisonous as desired, and remove flight for things like giant spiders, etc.

No comments: