Today is another mist creature. It . . . sucks away magic (58), siphoning it into another object, and can only be damage by a particular item linked to the creature.
Heswil's Haze
# Enc.: 1 (unique)
Alignment: Neutral
Movement: 120' (40')
AC: 6
HD: 4 (20 hp, see below)
Attacks: Magic drain
Damage: See below
Save: F10
Morale: 12
Hoard Class: None
XP: 135
Years ago, an eccentric wizard named Heswil the Hirsute stumbled across the idea of building a machine that he dubbed the Abditive Collector, a machine the purpose of which has been lost to the ages. Needing a power source to run the thing, he created a mist with the function of siphoning off magical energy from the surroundings and shunting it into the machine. The Abditive Collector has long since turn to rust, its creator mouldering dirt in the ground, but the collecting mist lives on, haunting the empty halls of Heswil's remote tower.
Heswil's haze appears as a shifting cloud of greenish vapor about ten feet in diameter. All spells and spell-effects within its radius are sucked up, immediately ended, and siphoned off into space, since the Abditive Collector is no more. This siphoned off magical energy appears as bright purple flashes of light emitting from deep within the haze, the bursts of which as somewhat lethal. Any living creature within the haze takes 1d4 points of damage per level of the spell absorbed, saving against Breath Attacks for half damage. Those within 10' of the haze gain a +4 bonus to their Saves.
The haze can absorb one ambient spell per round, and gravitates towards the highest level spell effect within 60'. Any spells cast *at* it are immediately absorbed, regardless if it has already absorbed a single spell level, and cause the same amount of magical backlash. The haze is virtually immune to all attacks, except for the effects of another one of Heswil's invention: his Marvelous Margaric Mace, a pearlescent rod some two feet in length and an inch and a half wide. The Margaric Mace can emit a beam of energy once per round that causes a single incorporeal being within 60' to become corporeal and vulnerable to physical attacks. The effects last 2d6 rounds and can be used once per day. It is found in Heswil's workshop, which has remained locked and inaccessible to the Haze.
Tuesday, May 8, 2018
New Populated Hex is up
New hex is up, featuring a malignant forest haunted by an undead treant, a trio of spectres and an ages-old battlefield. Also includes two playable goblin classes.
Monday, May 7, 2018
Day Twenty-one -- Chomronor, the dark mantises
Next up is a Horror. It hails from dark subterranean reaches, is intelligent and can act as a mastermind with potential spell-like abilities. It has the basic form of a mantis or stick beetle, the attributes of a fungus, a slime coated membranous skin . . . and has eyestalks.
Chomronor
# Enc.: 1d4 (4d6)
Alignment: Chaotic
Movement: 90' (30')
AC: 4
HD: 10+4*
Attacks: Claw/Claw or spell
Damage: 1d8/1d8 plus mucous
Save: F10
Morale: 9
Hoard Class: XIX
XP: 1700
Deep within the bowels of the earth, below the dark elves and dwarves and other deep dwellers live the Chomronor, a race of strange alien beings with inscrutable goals. They resemble stick beetles some ten feet in length, but are actually more closely related to fungi, and have a skin coated with a slimy brown mucous-like substance.
They are powerful spellcasters, casting spells as 10th level illusionists but without the need for spellbooks: they know 1d4 more spells per level than they can cast. In combat they strike twice per round with their stick-like front claws, inflicting 1d8 points of damage per blow. Those hit by a claw are coated with the same gelatinous substance that coats their body, and must make a Save v. Poison to avoid being covered with it. If the Save is failed the target is paralyzed for 1d4+1 turns. When a target is paralyed the chromronor may spend 1 turn implanting a fungal seed in the creature's brain, which then allows the chromronor to control their victim from a distance of up to 10 miles, and to perceive the world through their victim's senses. The implanted target does not die from this -- and may not even realize they are a carrier of the seed. A single chomronor may have no more than four seeds implanted at any one time.
In lieu of claw attacks the chromronor can also cast spells as a 10th level illusionist. They can communicate telepathically with all living creatures with 120', although the touch of a chromronor's mind has the potentially unfortunate side effect of potentially driving the target mad for a brief time; they must Save v. Spells or be affected as per the spell Confusion. If the result of the Saving Throw is a natural 1 they are driven insane permanently.
These strange creatures have excellend vision in the dark, seeing with infravision up to 180' feet in the dark. They suffer a -4 penalty to all Saves against fire.
Chromronors are master alchemists, making potions and salves from the esoteric ingredients found deep underground. They are the enemies of illithids, aboleths and drow, although they try not to oppose their foes directly, but rather through the slaves implanted with their fungal seeds.
Chomronor
# Enc.: 1d4 (4d6)
Alignment: Chaotic
Movement: 90' (30')
AC: 4
HD: 10+4*
Attacks: Claw/Claw or spell
Damage: 1d8/1d8 plus mucous
Save: F10
Morale: 9
Hoard Class: XIX
XP: 1700
Deep within the bowels of the earth, below the dark elves and dwarves and other deep dwellers live the Chomronor, a race of strange alien beings with inscrutable goals. They resemble stick beetles some ten feet in length, but are actually more closely related to fungi, and have a skin coated with a slimy brown mucous-like substance.
They are powerful spellcasters, casting spells as 10th level illusionists but without the need for spellbooks: they know 1d4 more spells per level than they can cast. In combat they strike twice per round with their stick-like front claws, inflicting 1d8 points of damage per blow. Those hit by a claw are coated with the same gelatinous substance that coats their body, and must make a Save v. Poison to avoid being covered with it. If the Save is failed the target is paralyzed for 1d4+1 turns. When a target is paralyed the chromronor may spend 1 turn implanting a fungal seed in the creature's brain, which then allows the chromronor to control their victim from a distance of up to 10 miles, and to perceive the world through their victim's senses. The implanted target does not die from this -- and may not even realize they are a carrier of the seed. A single chomronor may have no more than four seeds implanted at any one time.
In lieu of claw attacks the chromronor can also cast spells as a 10th level illusionist. They can communicate telepathically with all living creatures with 120', although the touch of a chromronor's mind has the potentially unfortunate side effect of potentially driving the target mad for a brief time; they must Save v. Spells or be affected as per the spell Confusion. If the result of the Saving Throw is a natural 1 they are driven insane permanently.
These strange creatures have excellend vision in the dark, seeing with infravision up to 180' feet in the dark. They suffer a -4 penalty to all Saves against fire.
Chromronors are master alchemists, making potions and salves from the esoteric ingredients found deep underground. They are the enemies of illithids, aboleths and drow, although they try not to oppose their foes directly, but rather through the slaves implanted with their fungal seeds.
Friday, May 4, 2018
Day Twenty -- Rock Rat
A roll of 97 gives us a verminous monster. It's a slightly venomous (90) rodent, larger than a cat (83). It is fast moving and more difficult to hit than would be expected. It's got some kind of elemental association that assists with movement.
Rock Rat
# Enc.: 1d20 (1d10)
Alignment: Neutral
Movement: 120' (40')
AC: 5
HD: 1
Attacks: 1 bite
Damage: 1d2 + poison
Save: F1
Morale: 8
Hoard Class: None
XP: 10
Rock rats are large rodents with limited ties to the elemental plane of Earth. They are surprisingly fast, and able to pass through solid stone at a rate of 10' round and loose dirt at a rate of 60'. Rock rats hunt in packs, emerging from the ground, walls and ceiling around their quarry, surprising their targets on a roll of 1-4 in 6. Their bite is slightly venomous, and a living creature bitten by them must Save v. Poison or become nauseous, suffering a -2 penalty to hit and damage for 1d4 turns.
When within stone or earth a rock rat can sense living prey within 30'. These are good low-level monsters to add to a wandering monster table in a low to medium level dungeon.
Thursday, May 3, 2018
Day Nineteen -- Colossal Python
Day Nineteen is a Beast. Good, I like these. It resembles . . . a snake, constrictor. It's an ambush predator, otherwise pretty standard. Let's take a look at the snakes in the LL Basic handbook. The nearest constrictor is a giant python, 20' long. One of my issues with the giant snakes in many versions of OSR games is that they're not really giant. The giant python is 20' long, the giant rattler is 10'. Both are big, but not outside of the realm of Earth-type creatures. Let's call this new creature the Colossal Python.
Python, Colossal
# Enc.: 1d2 (1d2)
Alignment: Neutral
Movement: 90' (30')
AC: 4
HD: 10
Attacks: 1 (bite, plus possible constrict)
Damage: 1d8/3d6
Save: F10
Morale: 8
Hoard Class: VI x 2
XP: 1000
An enormous constrictor snake, thirty or forty feet long and as thick as a cask of ale, colossal pythons are found in deep jungles and forgotten swamps, where they hunt and devour creatures as large as horses.
If the bite attack is successful the python makes a second attack roll. If this second roll is successful the target is automatically constricted, and begins taking 3d6 points of damage per round automatically. Once they've constricted a target they will usually focus on killing their target with contractions of its mighty coils, but if attacked while constricting they can bite at additional targets. A constricted target can attempt to break free; in lieu of attacking during subsequent rounds they may make a Strength check using 5d6. If they roll their Strength or under they are able to slip out of the snake's coils.
Lair Encounter
Two colossal pythons lair underneath an enormous slab of rock deep in a remote jungle. At day they can be found atop the rock, sunning themselves in the sun. Their lair contains no treasure. The pair of enormous snakes feed upon the numerous monkeys that make their home nearby, and the occasional Man foolish enough to venture within their territory.
Pythons (36, 45 hp)
Python, Colossal
# Enc.: 1d2 (1d2)
Alignment: Neutral
Movement: 90' (30')
AC: 4
HD: 10
Attacks: 1 (bite, plus possible constrict)
Damage: 1d8/3d6
Save: F10
Morale: 8
Hoard Class: VI x 2
XP: 1000
An enormous constrictor snake, thirty or forty feet long and as thick as a cask of ale, colossal pythons are found in deep jungles and forgotten swamps, where they hunt and devour creatures as large as horses.
If the bite attack is successful the python makes a second attack roll. If this second roll is successful the target is automatically constricted, and begins taking 3d6 points of damage per round automatically. Once they've constricted a target they will usually focus on killing their target with contractions of its mighty coils, but if attacked while constricting they can bite at additional targets. A constricted target can attempt to break free; in lieu of attacking during subsequent rounds they may make a Strength check using 5d6. If they roll their Strength or under they are able to slip out of the snake's coils.
Lair Encounter
Two colossal pythons lair underneath an enormous slab of rock deep in a remote jungle. At day they can be found atop the rock, sunning themselves in the sun. Their lair contains no treasure. The pair of enormous snakes feed upon the numerous monkeys that make their home nearby, and the occasional Man foolish enough to venture within their territory.
Pythons (36, 45 hp)
Wednesday, May 2, 2018
Day Eighteen -- Atonal
Day Eighteen brings us our first Planar monster. The category is a Visitation. It's associated with pure intellect, specifically music. Its appearance is caused by "a grievous renunciation or violation of authority or tradition in an nearby, related location."
Atonal
# Enc.: 1d6 (1d6)
Alignment: Neutral
Movement (flight):120' (40')
AC: 3
HD: 5
Attacks: 1 (discordant blast)
Damage: 1d4
Save: F5
Morale: 12
Hoard Class: None
XP: 350
Atonals appear as shimmering clouds of energy, drifting and shifting in amorphous patterns that are somehow repulsive to the eyes of mortals. They are rarely seen on the material plane, and only when summoned. Ancient rituals, the secrets of which are preserved in long lost scrolls or graven in stone in blasphemous temples, are used to summon them into the material world; it takes hours of playing harsh, discordant music -- by dozens or even hundreds of drunken, orgiastic congregants -- to summon them.
Atonals are unintelligent and are summoned largely because they are thought to be a gateway of communication to Azathoth, the mad piper at the center of the universe. Sacrifices are made to the atonals; living beings within fifteen feet of their shimmering forms are gradually torn assunder by the waves of jarring sonic energy they are composed of. Any creature within 15' of an atonal take an automatic 1d4 points of damage and must make a Save v. Spells or be affected as per the spell Confusion. Atonals can only be damaged by spells or magical items.
Atonal
# Enc.: 1d6 (1d6)
Alignment: Neutral
Movement (flight):120' (40')
AC: 3
HD: 5
Attacks: 1 (discordant blast)
Damage: 1d4
Save: F5
Morale: 12
Hoard Class: None
XP: 350
Atonals appear as shimmering clouds of energy, drifting and shifting in amorphous patterns that are somehow repulsive to the eyes of mortals. They are rarely seen on the material plane, and only when summoned. Ancient rituals, the secrets of which are preserved in long lost scrolls or graven in stone in blasphemous temples, are used to summon them into the material world; it takes hours of playing harsh, discordant music -- by dozens or even hundreds of drunken, orgiastic congregants -- to summon them.
Atonals are unintelligent and are summoned largely because they are thought to be a gateway of communication to Azathoth, the mad piper at the center of the universe. Sacrifices are made to the atonals; living beings within fifteen feet of their shimmering forms are gradually torn assunder by the waves of jarring sonic energy they are composed of. Any creature within 15' of an atonal take an automatic 1d4 points of damage and must make a Save v. Spells or be affected as per the spell Confusion. Atonals can only be damaged by spells or magical items.
Tuesday, May 1, 2018
Day Seventeen -- Umber Dragon
Another Draconic result. This one has a body resembling rock or stone, with the unusual ability of illusion. It's breath weapon . . . huh. Dessicates, with a second result of 69, meaning I need to roll again to determine shape of the breath, but that the effects linger, potentially causing lasting results.
Umber Dragon
# Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 120' (40')
AC: 0
HD: 8
Attacks: 3 (2 claws and 1 bite) or 1 (breath weapon)
Damage: 1d6/1d6/3d8
Save: F7
Morale: 9
Hoard Class: XV
XP: 2,060
With brown, leathery skin that more closely resembles rocks or dirt more than scales, umber dragons are hill and mountain dwellers, preferring to lair in barren lands where they can blend into the surroundings, surprising on a roll of 1-4 in 6. They are cunning predators, lying in perfect stillness for hours before pouncing on their prey. Umber dragons are incapable of flight, but move with sinuous speed on land.
Thrice per day umber dragons can breath a cone of dessicating air, 60' long and 20' wide, that inflicts 4d8 points of damage to all those caught within it; a Save v. Breath weapon halves this damage. Those hit by the cone must also make a Save v. Paralysis or be slowed, as per the spell, for 1d4 rounds.
They roll as green dragons to determine the probability of speech and being asleep when encountered. If an umber dragon possesses the ability to cast spells they do such as an illusionist.
Lair Encounter
A solitary umber dragon has established a lair near a frequently traveled trade route in the badlands separating two kingdoms, and has demanded a toll of all who would pass through its territory. The dragon's name is Ridonrion, and it has accumulated a large amount of treasure in a short amount of time, although most of its loot is bulky mercantile goods.
Sooner rather than later the call will go out in both kingdoms for heroes brave and bold enough to slay the dragon -- or at least convince it to relocate -- so that free trade may once again take place.
Ridonrion. 44 hp, has the following treasure in its lair: 60,000 copper, 20,000 ep, 20 gems of various value, totalling 19,500 gold, two scrolls, one warding against elementals, the other other containing 4 random magic-user spells, a sword +2, a wand of of fear with 12 charges, a sword +1/+2 v. spellcasters, a shield +1 and a potion of longevity. In addition, there's 30,000 gold worth of trade goods within its burrow, weighing 10,000 pounds in total and requiring several days of hard labor to bring to the surface.
Umber Dragon
# Enc.: 1d4 (1d4)
Alignment: Neutral
Movement: 120' (40')
AC: 0
HD: 8
Attacks: 3 (2 claws and 1 bite) or 1 (breath weapon)
Damage: 1d6/1d6/3d8
Save: F7
Morale: 9
Hoard Class: XV
XP: 2,060
With brown, leathery skin that more closely resembles rocks or dirt more than scales, umber dragons are hill and mountain dwellers, preferring to lair in barren lands where they can blend into the surroundings, surprising on a roll of 1-4 in 6. They are cunning predators, lying in perfect stillness for hours before pouncing on their prey. Umber dragons are incapable of flight, but move with sinuous speed on land.
Thrice per day umber dragons can breath a cone of dessicating air, 60' long and 20' wide, that inflicts 4d8 points of damage to all those caught within it; a Save v. Breath weapon halves this damage. Those hit by the cone must also make a Save v. Paralysis or be slowed, as per the spell, for 1d4 rounds.
They roll as green dragons to determine the probability of speech and being asleep when encountered. If an umber dragon possesses the ability to cast spells they do such as an illusionist.
Lair Encounter
A solitary umber dragon has established a lair near a frequently traveled trade route in the badlands separating two kingdoms, and has demanded a toll of all who would pass through its territory. The dragon's name is Ridonrion, and it has accumulated a large amount of treasure in a short amount of time, although most of its loot is bulky mercantile goods.
Sooner rather than later the call will go out in both kingdoms for heroes brave and bold enough to slay the dragon -- or at least convince it to relocate -- so that free trade may once again take place.
Ridonrion. 44 hp, has the following treasure in its lair: 60,000 copper, 20,000 ep, 20 gems of various value, totalling 19,500 gold, two scrolls, one warding against elementals, the other other containing 4 random magic-user spells, a sword +2, a wand of of fear with 12 charges, a sword +1/+2 v. spellcasters, a shield +1 and a potion of longevity. In addition, there's 30,000 gold worth of trade goods within its burrow, weighing 10,000 pounds in total and requiring several days of hard labor to bring to the surface.
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