Showing posts with label Monsters. Show all posts
Showing posts with label Monsters. Show all posts

Monday, August 15, 2016

Malicious Monstrosities - Delusion Wasps

    It has been a while Since I have had the chance to create some new horrors for my sandbox world. I have done quite a few undead in my previous posts and the northern reaches of my world where the snow does blow has some truly terrifying stuff to find, so now it is time make the wild wilderness of the forests and plains just a little less friendly. 




Delusion Wasps

HD: 1
AC: 2(17)
ATK: 1 sting (1 + poison), 1 bite (1d4)
Move: 1 (fly 20)
Save: 17
CL/XP: 3/60
Special: Hallucinogenic Poison

    Delusion wasps look much like their mundane counterpart except for their jade coloring on their upper body and metallic rainbow coloring on their thorax. Their poisoned sting (save to resist) induces horrific delusions in the victim causing them to see and hear things that are not there(treat as being under the confusion spell) for 2d4 rounds. Multiple stings are cumulative. Assassins have been known to capture and raise hives of these to soften up a target or in the use of interrogation and brainwashing.

Thursday, December 17, 2015

Arctic Undead: Glacial Shard Skeletons






Created to be a more effective shock trooper, the glacial shard skeleton is created during a blizzard, the terrible winds and freezing snow forming long, hard, and incredibly sharp spines and shards across its entire skeletal form.  They roam the frozen wastelands in groups on a eternal duty to guard against the living until summoned by their master to wage terrible war.



Glacial Shard Skeletons: +1 HD, +2 AC, 2 claw attacks for 1d6+2 damage each. Those using unarmed and natural attacks take 1d4 damage from the razor sharp ice shards covering its body. On death it explodes in a volley of bone fragments and razor sharp shards of ice for 1d10 damage (save for half) in a 10ft radius.

Tuesday, December 15, 2015

Arctic Undead: Rimetouched Zombies





    In the frozen wastelands of northern Aeril, Horgroth the ice baron has been toiling away searching for an artifact of devastating power that brought upon the never ending winter. Horgroth has developed over the years variations of the animation spells to infuse a corpse with negative energy and the harsh unforgiving nature of the arctic cold.

    The rimetouched zombie is one such creation Horgroth has created and perfected a new hulking horror to stalk the cold barren wasteland. A rimetouched moves at a persistant march not extremely slow but also not quick, as if it knows it will eventually reach its intended prey. When they begin to close in for melee they will unleash its breath weapon, a terrible cone of rime infused frost that clings to the flesh doing 1d4 damage and requiring a save or be slowed as pre the spell for 1d4 turns(10-40 minutes). They can use this breath weapon 3 times a day. Once they reach their target a rimetouched will batter its target with its heavy ice covered fists.


Rimetouched Zombie:
Same as a regular zombie short of the following changes below.

+1 HD
Fists do 1d8 +1d4 cold or breath weapon (a cone of frost that does 1d4 damage and save or be slowed as per the spell for 1d4 turns)

Wednesday, December 9, 2015

Arctic Undead: Frost Ghoul

Today I am preparing for the holidays by expanding the northern arctic section of my campaign. The frozen north is a terrifying place and the undead found there are a bit different then found any where else in the world. So with out further ado I give you the frost ghoul.



Frost Ghoul; Unlike their more common brethren, Frost Ghouls do not deliver a paralysing touch but deliver a icy cold frost bite(save or limb becomes frostbitten). A frost bitten body part becomes essentially paralysed turning black, purple, and numb. If untreated the body part becomes gangrenous and falls off in 1d4+3 days or in the case of a torso wound, death from infection. A cure disease spell will remove frostbite/gangrene. Elves are not immune to this frostbite.

Bite location(D8)

1: Left Arm
2: Right Arm
3: Left Hand
4: Right Hand
5: Left Leg
6: Right Leg
7: Torso
8: Face

Wednesday, September 23, 2015

The Vicious Swarm

This week I bring to you the green aligned viscous swarm. Believing completely in the ideology of might makes right and the strong rule only as long as they can remain the top predator. Constantly these phyrexians fight for dominance in their own version of the circle of life.

Blight Mamba

Hit Dice: 1HD+3 (7)
AC: 8 (11)
Attacks: bite (1d6)
Save: 17
Special: infect, regeneration (3hp/round)
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

Former large snakes corrupted and converted into even more deadly form, they roam swamps and tree tops surprising their victims from ambush.

BlightWidow

Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: bite (1d6 + poison)
Save: 13
Special: infect, webs, poison
Move: 12
Alignment: Chaos
Challenge Level/XP: 7/600

Blight Widows are completed spiders their chitin now a dark oily black. They prefer dark forested areas creating sticky black webs that resist any form of burning. A blightwidow can spray a stream of this webbing over a 10ft area and those in the area must make a dex check to dodge out of the way or be stuck by the webbing. Once stuck one can make a open doors check as if their strength was 2 points lower. They deliver a lethal poison bite.

Phyrexian Hydra

Hit Dice: 7HD (28)
AC: 5 (14)
Attacks: 5 bites (one for each head) 1d6+3
Save: 9
Special: infect, Damage Reduction(5)/magic
Move: 6
Alignment: Chaos
Challenge Level/XP: 10/1,400

Their bodies comprise of a slick oily hide that is extremely resilient to damage. Non-magic weapons have nearly no effect doing 5 less damage an attack. The hydra's 5 necks end in viscous maws which are always lashing out seeking targets to feed upon.

Plaguemaw Beast

Hit Dice: 3HD (12)
AC: 5 (14)
Attacks: bite 1d6+1
Save: 14
Special: spew infection
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

With the body resembling that of a woolly mammoth with the head like a skinned wombat the plaguemaw thunder in behind the shock troops sweeping up those who did not die from their initial wounds. They breath a 30ft cone of spores that if the target already has infected wounds take an additional 1d6 infected wounds as the spores spread additional necrosis on a failed saving throw.

Quilled Slagwurm

Hit Dice: 8HD (32)
AC: 5 (14)
Attacks: long quills 1d8+3
Save: 8
Special: swallow whole
Move: 12
Alignment: Chaos
Challenge Level/XP: 9/1,100

Having no teeth the slagwurm looks to quickly snap its maw over its meal and devour it whole. To weaken its prey it thrashes about looking to impale with its long quills that cover its body. On a natural 20 or if it succeeds in its attack roll by 5 over the targets AC,  it captures its prey and swallows them whole. While swallowed they take an automatic 1d10+3 damage a round. They may attack with a dagger or other small weapon against an AC9 (10)

Putrefax

Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: bite (1d6+2) or trample
Save: 14
Special: infect, haste, trample
Move: 18
Alignment: Chaos
Challenge Level/XP: 7/600

Made to quickly scour forested areas of unwanted life, they quickly crash through brush and tangle hunting and devouring everything it sees and can catch. Hard to see as they resemble the foliage in which they hunt, they are anything but subtle and can be heard long before being seen.

Rot Wolf
Hit Dice: 2HD (8)
AC: 7 (12)
Attacks: bite (1d6)
Save: 16
Special: infect
Move: 15
Alignment: Chaos
Challenge Level/XP: 3/60

Rot wolves are not terribly dangerous on their own, however like normal wolves they tend to hunt in large packs of about 4 to 10 (2d4+2) ganging up on a single target and tearing them to shreds.

Maul Splicer

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Trample aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

The maul splicer is almost always found with atleast 2 body guard golems at all times. Their aura allows their pets to trample all over the weaker creatures before them.

Phyrexian Swarmlord

Hit Dice: 4HD (16)
AC: 4 (15)
Attacks: 4 Bladed Claws (1d6+1) or sting (1d8+1 +poison)
Save: 13
Special: infect, spawn insect horrors (20ft), poison
Move: 6
Alignment: Chaos
Challenge Level/XP: 8/800

Appearing like a serpentine insect the swarmlord is a terrifying sight to behold. In combat they thrash their opponents with a flurry of savage strikes with their claws or go for a lethal sting with their large stinger coming from their back. The most unnerving and unique ability however is every 5 rounds all opponents who have infected wounds must make a save or suffer from a spontaneously spawned insect horror burrow its way out of their flesh for every 5 points of infection damage they have dealing an additional 1d6 infected damage on its way out.

Insect Horror
Hit Dice: 1/2HD (2)
AC: 9 (10)
Attacks: bite (1d4)
Save: 18
Special: infect
Move: 15
Alignment: Chaos
Challenge Level/XP: 1/15

Vital Splicer

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Regeneration aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

This splicer is one with their golems feeding them a continued life force urging them ever forward to victory.
All golems in 30 ft gain regeneration 2/round.


Vorinclex, Voice of Hunger

Hit Dice: 6HD (4)
AC: 0 (19)
Attacks: 2 Bladed pincers (1d8+3)
Save: 11
Special: trample, magic resistance 75%, magic disruption(50ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 11/1,700

A titan of muscle, sinew, and nearly un-penetrable hide Verinclex is the epitome of survival of the fittest. Magic only has a 75% chance to work on him and magic cast within 50ft of him has only 50% chance to be cast successfully. Of huge size he tramples those of medium or smaller size for 2d6 damage if they fail their save.

Monday, August 31, 2015

The Steel Thanes

Today I bring to you the latest in my series of phyrexian conversion, the black aligned steel thanes

================================
The Steel Thanes
================================

Blackcleave Goblins

Hit Dice: 1HD (4)
AC: 8 (11)
Attacks: bite (1d4)
Save: 17
Special: infect,haste
Move: 18
Alignment: Chaos
Challenge Level/XP: 3/60

When encountered in small packs these small former goblins while fast and ferocious are nothing like when they come together as a horde surprising with speed and precision devouring anything that gets in their way.

Blister Grub

Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: spikes (1d4)
Save: 16
Special: on death all non-phyrexians in 10ft must save or take 1d8 acid damage
Move: 6
Alignment: Chaos
Challenge Level/XP: 2/30

As a living biological bomb, blister grubs scurry to the nearest cluster of threats, ignoring heavily armoured fighters and drive one of their spikes covering their bodies into a more squishy target. On death they explode in a horrific display of gore, caustic gases, and acid.

Carnafex Demon

Hit Dice: 4HD (16)
AC: 4 (15)
Attacks: 2 claws (1d6+2)
Save: 13
Special: Flying, Steal Strength
Move: 18
Alignment: Chaos
Challenge Level/XP: 6/400

Created in the image of oil soaked demons, the carnafex swoop from above the battlefield and attempt to grab a target from below. If they hit with both claw attacks the target must make a strength check to prevent being grabbed. If they fail the demon will on its next turn and each subsequent turn it will fly up as high as it can and drain 1 strength from the target(if they fail a saving throw) and add it to a pool. The demon can spend 2 points to gain +1 to hit, damage, and improve its armor class by 1 for 10 minutes or spend 4 points to heal 1d6 hp.

the drained strength returns at a rate of 1 per hour.

Contagious Zombie
Undead
Hit Dice: 2HD (8)
AC: 9 (10)
Attacks: bite (1d6)
Save: 16
Special: infect
Move: 9
Alignment: Chaos
Challenge Level/XP: 3/60

The reanimated corpses of the fallen can take all shapes but they share the same trait once exposed to the glistening oil, an infectious bite and a determined will to convert the enemy into a new weapon for phyrexia. Those who die from their infected wounds reanimate in 1d4 hours as a contagious zombie as the glistening oil spreads through out the body, unless a neutralize poison spell is cast or the body is sufficiently destroyed.

Corrupted Harvester

Hit Dice: 3HD (12)
AC: 7 (13)
Attacks: bite (1d6+2)
Save: 14
Special: Swallow Whole, Activated Regeneration (3hp/round)
Move: 6
Alignment: Chaos
Challenge Level/XP: 4/120

Large wurmlike creatures, they slither across the ground looking for any other creature to devour. If it rolls a 20 on its bite the target must make a saving throw to prevent being thrown into its gullet where grinding machine parts smash and destroy anything that enters it for 2d6 damage a round and activates the harvesters regeneration for 10 minutes. It will not hesitate to consume another phyrexian, specially if its been weakened to activate this ability.

Dross Hopper

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: bite (1d4)
Save: 17
Special: hop
Move: 9
Alignment: Chaos
Challenge Level/XP: 1/15

With bluish,grey like skin the dross hopper is a 4 legged tick like monster that leaps at its foes with a strong hop, allowing it to move twice its speed in a single turn with a +2 to its hit roll. If it hits a player they must make a dex check to prevent being knocked prone and being pinned with the hopper on top of them. A open doors check is required to remove the hopper and a move action taken to stand back up.

Fume Spitter

Hit Dice: 1HD (4)
AC: 10 (9)
Attacks: random sharp appendage (1d4)
Save: 17
Special: on death all in a 10ft radius save or take 1d4 infected wounds
Move: 6
Alignment: Chaos
Challenge Level/XP: 2/30

Fume spitters are created from scraps of other creatures, metal, exhaust pipes and other refuse. They fumble and skitter their way torwards the nearest target with no regard at all for itself. Once it locks in on a target it will attack with what ever claw, spike, tail, etc it has to inflict pain on its target. On death it becomes a bomb blast of shrapnel and glistening oil inflicting 1d4 infected wounds on anything around it in a 10ft radius that fails its saving throw.

Geth, Lord of the Vault
undead, golem
Hit Dice: 5HD +5 (25)
AC: 4 (15)
Attacks: 2 heavy claws (1d8+2)
Save: 12
Special: intimidate, 5th level magic user, undead, animate dead at will
Move: 9
Alignment: Chaos
Challenge Level/XP: 9/1,100

Evil long before his completion into a phyrexian Geth was a necromancer lord who ruled through fear and lies. His undead head when found by the phyrexians was given a second chance to rule again by giving him a completed golem body which is controlled by his reanimated zombie head. Still a fairly powerful spell caster he now has the ability to reanimate corpses within his sight into zombies as per the animate dead spell. Just being in his presence can cause the weaker willed beings to doubt themselves and their resolve to do conflict with him. While quite powerful on his own he is almost always accompanied by his loyal dead minions, assassins, or horrific minions.

Hand of the Preators
Undead
Hit Dice: 2HD (8)
AC: 7 (12)
Attacks: claw or beak (1d6)
Save: 16
Special: Combat aura 1(other creatures with infect 30ft), infect, undead
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120

Minor leaders of swat teams of the glorious plague, these undead vulture headed creatures are tasked with creating disruption and chaos among their foes ranks. Instilling a fervour even in the more mindless of their kind to destroy the unbelievers of the great work.

Ichor Rats

Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite (1d6)
Save: 17
Special: infect, caustic gas
Move: 9
Alignment: Chaos
Challenge Level/XP: 2/30

These rats have the glistening oil dripping from their eyes and a noxious green gas exuding from their bodies. The first time any one comes within 5ft of a ichor rat they must make a saving throw or take 1d4 infected damage from the gas as it eats at their soft tissues.

Plague Stinger

Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: bite or sting (1d6)
Save: 17
Special: infect, flying
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

Mouths with stingers, these sickly yellow/greenish insect horrors are roam the desolate swamps and fetid fetid swamps on their coppery wings. On the lower rung of the hierarchy they are constantly hunted by much larger predators.

Skitheryx, The Blight Dragon
dragon, undead
Hit Dice: 4HD +10 (36)
AC: 5 (14)
Attacks: bite (1d8+1) and 2 claws (1d6+1) or necrotic breath attack (4d6 acid damage save for half)
Save: 13
Special: infect, flying, haste, regenerate(3 hp/round)
Move: 24
Alignment: Chaos
Challenge Level/XP: 10/1,400

Once a powerful red dragon, he was slain by a horde of phyrexians sweeping into its mountain home. Completed and reborn as Skitheryx, the Blight Dragon. Hoses and pipes pump necrogren gas and glistening oil through its emancipated, skeletal frame. Skitheryx loves to wade into his enemies crushing those who oppose him and pouring his caustic breath fumes over those not close enough to be dealt with directly. This necrotic breath is a highly corrosive acid that extends in a cone 30ft long by 50ft wide.

Tuesday, August 25, 2015

The Progress Engine

The next episode of my new collection of conversions, the blue aligned Progress Engine.

Darkslick Drake

Hit Dice: 4HD (16)
AC: 8 (11)
Attacks: bite (1d8) or tail barbed tail wrap (1d6/round)
Save: 13
Special: flying,tail wrap
Move: 12
Alignment: Chaos
Challenge Level/XP: 5/240

Known for their viscous bite and razor wire like tails. If struck by its tail make a dex check. On a failure it has wrapped its barbs and will continue to do 1d6 crushing/slashing damage a round until a successful saving throw is made on the players turn.

Chained Throatseeker

Hit Dice: 5HD (20)
AC: 5 (14)
Attacks: bite (1d10+2)
Save: 12
Special: infect
Move: 12
Alignment: Chaos
Challenge Level/XP: 6/400

Large and brutal these bluish/grey beasts hunt the already infected with their maw of savage teeth. Once it gets ahold of its prey it does not let up ignoring all other targets until it has torn them to pieces.



Chancellor of the Spires

Hit Dice: 7HD (28)
AC: 7 (12)
Attacks: Bite (1d8+2)
Save: 9
Special: flying, psychic intrusion
Move: 12
Alignment: Chaos
Challenge Level/XP: 9/1,100

Capable of speaking telepathically the Chancellor of the spires is able to force itself into its targets mind. It can make an attempt once a turn forcing its target to make a save, each time they successfully save they get an commutative +1 save vs additional attempts. On a failure the chancellor may implant a false memory, remove a memory, or in the case of a magic user steal a currently prepared spell. A stolen spell may be cast by the chancellor as if they was the original caster.

Impaler Shrike

Hit Dice: 1HD (4)
AC: 5 (14)
Attacks: Imapale (2d6+1, 1d6 afterwards)
Save: 17
Special: Flight, Impale
Move: 12/18 flight
Alignment: Chaos
Challenge Level/XP: 3/60

These terrible birds of prey dive bomb their targets striking with their metallic needle like beak. Once they impale into their target they remain attached draining blood from their victim for 1d6 damage per round. They can be removed by a successful strength check with a -2 penalty to the strength score.


Thrumming Bird

Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: 1d4 + special
Save: 17
Special: if the target has infected wounds they must make a save when hit or receive 1d4 additional infected wounds
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

Mostly found in swarms these terrifying birds target seek those who are already infected opening additional pathways for infection to spread and proliferate with their needle sharp beaks.


Consecrated Sphinx


Hit Dice: 6HD (24)
AC: 4 (15)
Attacks: 2 claws (1d4+1) bite (1d6+1)
Save: 13
Special: flying, insanity roar
Move: 18
Alignment: Chaos
Challenge Level/XP: 8/800

Favoured by Jin gitaxias as spies and as devastating troops of war, the consecrated sphinx plays with its foes swooping down and taunting them taking swipes and bites along the way. When it is done playing with its meal it unleashes its roar of insanity causing all who hear to make a save or be treated as if they are affected by a confusion spell with a 1 hour duration.


Serum Raker

Hit Dice: 2HD (8)
AC: 6 (13)
Attacks: bite (1d6+1)
Save: 16
Special: Flight, Memory Spores
Move: 12
Alignment: Chaos
Challenge Level/XP: 4/120

Deadly drakes who feast on blinkmoths greasing their engines and provides the fuel for their memory spores.On death the Serum raker releases these memory affecting spores, those in a 5ft radius must make a save or forget the last hour.

Blighted Agent

Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: blighted knife (1d4 cutting/infected damage)
Save: 17
Special: infect, invisibility
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/120

The pride of the progress machines spies, the blighted agents can create a field of invisibility that shrouds themselves and any gear they carry invisible. They typically will carry a specialized combat knife enchanted with the ability to confer phyrexian infected wounds. Attacking does not remove the field of invisibility.


Jin Gitaxias, Core Auger

Hit Dice: 4HD+20 (36)
AC: 5 (14)
Attacks: 2 claws (1d6+2)
Save:
Special: flash, memory wipe
Move: 9
Alignment: Chaos
Challenge Level/XP: 4/

The praetor of the progress engine, Jin Gitaxias is not the most powerful of the praetors physically but few can match him mentally. He is connected to practically everything through various spies and agents. No one knows what his ultimate goals truly are but many believe he is working to usurp the throne and become the new father of machines. Those who stand against him must make a save or have their memory completely wiped out leaving them a thrall with no idea who they are or what they are doing there.

Wing Splicer

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Flight aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

Typically in the accompany of a 1d4 golem servants the wing splicer is creates a flight aura that allows all golems within 30 ft to gain flight at a speed of 12. It is not uncommon for them to use these golems are mounts flying to wherever they might be needed.

Phyrexian Metamorph
Hit Dice: varies
AC: varies
Attacks: varies
Save: Varies
Special: Copy
Move: 12
Alignment: Chaos
Challenge Level/XP: Varies

The phyrexian metamorph is an upgrade on an old infiltrator design. In its natural state it looks like a pool of silver quick silver metal. Once it has seen a target it will emulate its very design being capable of taking all its physical qualities. It will not be able to emulate mental or biological powers thus if it was to copy a dragon it could not gain the ability to breathe fire but it could gain its strength. These are the ultimate spies being able to integrate fully into its enemy society gathering information, assassinating threats, and replacing them. Once it has taken a new form it cannot change for 24 hours. Its stats will reflect the most recent form it has taken, the GM will need to modify challenge level and xp based on the abilities it has at that time.


Thursday, August 13, 2015

The Machine Orthodoxy

Slowly the phyrexians are coming. First in my new series/bestiary is the white aligned all uniting church, The Machine Orthodoxy.



Blade Splicer
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: First strike aura(golems only, 30 ft)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

Corrupted humans who give all golems within 30ft the first strike ability.
They prefer to stay out of combat themselves directing various golems to fight instead, but when required
they will fight with their razor bladed claws.

Chancellor of the Annex
Hit Dice: 6HD (24)
Angel
AC: 5 (14)
Attacks: 2 Claws (1d4+2)
Save: 11
Special: Spell Dampening Field (10% spell chance failure)
Move: 12/18(flying)
Alignment: Chaos
Challenge Level/XP: 7/600

Fallen angels who are used to disrupt enemy spell casters. Having no face short of 2 blood red eyes they prefer to tear into non-believers with their wicked claws.


Elesh Norn, Grand Cenobite
Hit Dice: 7HD +30 (58)
AC: 3 (16)
Attacks: 2 Claws (1d8+3)
Save: 10
Special: Combat Aura 2 (Allies gain +2 hit/damage and -2(+2) AC) within 30 ft, Weakness Aura (all foes in 30ft must make a save or be at -2 hit/damage and +2(-2) AC for the rest of combat)
Move: 12
Alignment: Chaos
Challenge Level/XP: 11/1,700

The thane of the great machine orthodoxy. Considered the highest priest and a direct link to the father of machines. She does not enter directly into combat unless all other thralls and servants have been slain. Just being in her very presence can cause weakness to her enemies while giving strength to those who fight for phyrexia.


Gore Vassal
Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: bite (1d6)
Save: 17
Special: on death those in a 5ft area must make a save or take a -1 to hit and damage for 1d6 rounds.
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

strange 4 legged creatures with bone white metal for skin, their backs carry a pulsating heart like organ. Other phyrexians can take this heart, killing the vassal and consume it to gain regeneration(3hp/round) for 1 hour.

Lost Leonin
Hit Dice: 1HD (4)
AC: 7 (12)
Attacks: 2 Bladed Claws (1d4) or bite (1d6)
Save: 17
Special: Infect
Move: 12
Alignment: Chaos
Challenge Level/XP: 3/60

Former warriors of great prides of lion men, they now serve phyrexia as terrifying foot soldiers and shock troops. While capable of wielding weapons, most prefer to wade into combat with their claws and bite, aiming to do as much damage as possible in a single strike putting as much strain on enemy healers before going back to finish off weakened prey.

Loxodon Convert
Hit Dice: 2HD (8)
AC: 5 (14)
Attacks: Razor Gore (1d6+1) or glaive (1d8+2)
Save: 17
Special:
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

Bigger and more brutish then the leonins, the converted loxodons are massive elephant like warriors who revel in destroying their targets with rightous fury. Extremely Strong they wield typically large wicked looking glaives or attempt to gore their foes on their razor covered tusks.

Master Splicer

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d6)
Save: 17
Special: Combat aura 1(30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30

Like all splicers, these one former humans now lead small regiments of golems into battle, while looking to avoid direct combat themselves. Their aura provides strength and durability to their creations.

Porcelain Legionnaire

Hite Dice: 1HD (4)
AC: 6 (13)
Attacks: longsword (1d8+1)
Save: 17
Special: First Strike
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30

Created from captured warriors of various races, their muscles and sinew are imbued with a lightweight yet sturdy armor that has a look of porcelain. Extremely agile and quick on the draw their wicked long swords strike with single minded determination.

Sensor Splicer

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: Bladed Claws (1d4)
Save: 17
Special: Vigilant aura (30 ft, golems only)
Move: 8
Alignment: Chaos
Challenge Level/XP: 2/30

Regarded for their aura of vigilance, making even the smallest of their golems capable of ignoring most blows by any common resistance, and the larger machines of wars even more monstrous in their defence.

Shattered Angel

Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Bladed Claws (1d4+1), Draining Scream (1d10 + healing)
Save: 15
Special: Flying, Draining Scream
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240

These former angels have a horrifying scream they can use once every 1d4 turns. Those in 20ft must make a save for half damage, the angel healing itself for 1 Hitpoint for every 2 points of damage inflicted with this ability.


Shriek Raptor

Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: Talons (1d4)
Save: 15
Special: Flying, infect
Move: 12/18 flying
Alignment: Chaos
Challenge Level/XP: 5/240

Terrifying monstrous birds, their wings like razors and their beaks a cruel orifice for devouring the weak. They flock together to hunt those who are judged unworthy of living.

Tuesday, July 28, 2015

Phyrexians are coming

    It has been a while since I have made an update here so it is time I do. The current campaign is moving along well, my players are currently devising a plan to invade the slavers stronghold in A1. This has been a good time for all with lots of planning and securing of materials as well as trying to bluff there way in, this is probably the most think their way through a situation they have done yet. I am very proud as they are all still greenhorns in the world of D&D.

    So while they are making plans for the future I have as well. As an avid collector of magic cards for ages I find they can be quite inspiring for ideas from their artwork and all around in game uses as well as their history within the game itself. Amongst one of my more crazy ideas include creating a race of artifact infused monsters from another plane of existence that are slowly creeping into the world via portals corrupting and destroying everything they come across....much like the Phyrexians from the MTG world. So not wanting to reinvent the wheel too much short of maybe changing some names here and there and maybe a few descriptions, I came up with a very quick and dirty way to convert MTG critters into the OSR.




Quick and Dirty Conversion of MTG cards to OSR

Color - strictly flavor and rough idea what kind of locals you may find the creatures in

Power - Power gives a rough idea of a bonus to damage

1-2   = +0
3-4   = +1
5-6   = +2
7-8   = +3
9-10  = +4
etc

Toughness - each point of toughness equals a hit die, so a 2 Toughness creature would have 2HD

Attacks: this is pretty self explanatory, look at the picture and use common sense or find a similar creature and model around it.


AC: same idea, a look at the card gives an idea of what kind of gear they have including armor and weapons.




Below are the most basic of creature abilities that can be found in magic barring things like defender or protection. The associated concepts with each are just my rough quick once over on them and I highly encourage those who like this idea to expand on this work below. There are a ridiculous amount of abilities in magic and over time I will expand on these with future posts either with my ideas or ideas from all of you.

Since I play S&W I associate the abilities in regards to CL/XP based on how close they are to the make your own monsters chart at the end of the bestiary. Most would give a +1 to the CL.

Basic Keyword Abilities:

Deathtouch = Poison attack of some sort save vs death
First strike = +1 on initiative rolls, wins on ties
Double strike = same as first strike plus 1 extra attack
Flash = surprises on 4 out of 6
Flying = self explanatory
Haste = same as spell,2 times the attacks
Hexproof = magic resistance 50%
Regeneration =  Heals 3/HP per round
Indestructible = same as regeneration + requires additional resource to permanently kill, Example: Vampire or Troll.
Intimidate = at start of combat all foes make save or suffer -2 attack and damage vs the creature
Lifelink = regains hp back up to max equal to damage dealt
Reach = has some form of long distance attack
Shroud = magic resistance 100%
Trample = can choose to make a special move/attack that tramples opponents smaller then itself that fail to   save for 1d6/size category
Vigilance = +2 to creatures AC due to history/training in vigilant defence
+1/+1 = Combat Aura 1 (Allies gain +1 hit/damage and -1(+1) AC) within 30ft

*Update*

Infect - Damage done by a creature with infect cannot be healed by natural healing, only healing of a magical nature can heal infected damage.

Examples:


Phyrexian Hulk - Golem

Hit Dice: 4HD (16)
AC: 7 (12)
Attacks: Fist (1d8+2)
Save: 13
Special: None
Move: 8
Alignment: Chaos
Challenge Level/XP: 4/120

Serra Angel

Hit Dice: 4HD (16)
AC: 1 (18)
Attacks: Longsword (1d8+2)
Save: 13
Special: Flying
Move: 8/18(flying)
Alignment: Law
Challenge Level/XP: 6/400

Raging Goblin

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: 2x weapon
Save: 17
Special: permanent haste
Move: 16
Alignment: Chaos
Challenge Level/XP: 2/30


Drudge Skeletons

Hit Dice: 1HD (4)
AC: 9 (10)
Attacks: weapon or fist strike (1d4)
Save: 17
Special: Undead, Regeneration(3hp/round)
Move: 12
Alignment: Chaos
Challenge Level/XP: 2/30



War Mammoth

Hit Dice: 3HD (12)
AC: 7 (12)
Attacks: gore (1d6+1) or trample
Save: 14
Special: trample
Move: 8
Alignment: neutral
Challenge Level/XP: 4/120



Vodalian Knight

Hit Dice: 2HD (8)
AC: 3 (16)
Attacks: Trident (1d8+1)
Save: 16
Special: flight, first strike
Move: 8/12(flight/Swim)
Alignment: neutral
Challenge Level/XP: 4/120

Friday, April 17, 2015

S&W Appreciation Day 2015

    Happy Swords and Wizardry day my friends. I have been enjoying and introducing the joy of this system for the last 6+ months and I have to say it has become my defacto game system.

    Part of what I love about S&W is it easily allows me as a collector and user of modules past and present is the ease I can port just about any adventure or idea with very little prep but provide big changes to my game world. NPC's, monsters, spells, it doesn't matter because it all bolts on quite easily.

    What helps make S&W so great and versatile is the simplicity of the rules and the building block nature that we all as players and GM's can build from and expand upon. I look forward to looking through everyone's contributions today and provide for you all today a new potion and 2 new monsters sure to both amuse and challenge your players.


Juggernaught Potion

    Distilled from ionized mithril and the eyes from a basalisk when properly prepared with various other ingrediants creates of a potion that turns the ibiber into a being of hulking destruction. The users body size doubles and takes on a greyish tint while the eyes burn with a red glow. The strength of the user increases by +5, is able to make use of their strength for additional attack and damage as per a fighter, and gains a -10[+10] to AC. This comes at a price as the user is no longer in control of their actions and will attack at random looking to cause the most destruction possible either on inanimate objects or friends/foes nearby. The transformation lasts for 1d6 x 10 minutes. Once it has worn off the user will fall into a near coma like state barely breathing for 2d20 hours.


Dracoon:
HD 4d8+8(16 HP)
AC 3 [16]
Save: 13 
Attacks: Bite (1d8 + disease) and 2 claws (1d6) or Breath of fire (1d10 save for half)
Reach 4ft/2.5ft
Move 6/24
Alignment: Chaotic Neutral
Region: Warm/Mountains
CR/XP: 8/800

Special:

immune to fire, vulnerable to cold
Dark vision 120ft

    Dracoons are scavengers and hoarders. Often found in dens in mountainous regions not far from civilization they favor little baubles like gems or small magic items. They speak draconic but rarely have a reason to do so preferring to keep to their dens. When forced into a fight or when protecting their den a dracoon will attempt to catch the most dangerous looking foe on fire with its breath or set the area itself on fire then close in to bite. If captured young they make excellent partners to young mages so long as they are kept happy with a regular gifts of food, gems, or gold coins.


Scorpion Soldier
HD 2d8+4(12 HP)
AC 5[14]
Save: 16
Attacks: 2 claws (1d4+1) or sting (1d4 + lethal poison)
Move: 6
Reach: 6ft/2ft
Alignment: Neutral
Region: Anywhere
CR/XP: 5/240

These soldiers were the magical mutation made by a mad wizard to defend his tower. Created as barely intelligent shock troopers, usually from captured peasants and farmers. They prefer to attack from ambush trying to catch their prey and inject them with poison. If they hit with both claw attacks they latch on and can proceed to sting on the following rounds automatically. Cowardly by nature they will flee at the first sign the fight turns against them.



Many thanks to Ryan Thompson for hosting this years S&W appreciation day and don't forget to check out the Drink Spin Run live podcast tonight 9pm EST.