Friday, May 28, 2021

Hyperborea: Cyborg

    



Cyborg for Astonishing Swordsmen & Sorcerers of Hyperborea

No. Encountered: 1
Alignment: Lawful Evil
Size: M
Movement: 35
Dexterity: 18
Armour Class: 2
Hit Dice: 7+20
Attack Rate: 3/1 (weapon)
Damage: (per weapon + 3)
Saving Throw: 11 (Avoidance 9)
Morale: 10
Experience Points: 820
Treasure Class: I, M, R, 

"This planet has seen more than one...advanced...civilization fall. They must not be too advanced, eh? See what I did there? I know the deathless leviathan or the fungi from the sky should scare me the most, but it's the things we humans have learned to do to ourselves...and each other...that chills me bones. Are you no longer human when most of ya been replaced with metal and chips or when you are the one doing the replacing?"
-- Ohmer Targrave, the Sage of Veelo




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Hyperborea: Shoggoth

   



Shoggoth for Astonishing Swordsmen & Sorcerers of Hyperborea

No. Encountered: 1
Alignment: Chaotic Evil
Size: L
Movement: 40
Dexterity: 18
Armour Class: -1
Hit Dice: 10+4
Attack Rate: 1/1 - 6/1 (1d6 bites)
Damage: 1d10+3 (per bite)
Saving Throw: 12 (Transformation 10)
Morale: 12
Experience Points: 2350
Treasure Class: Q

"It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter."
— H. P. Lovecraft, At the Mountains of Madness

Special (shoggoth)

* At the sight of a shoggoth, any creature with fewer than 2 HD must make a sorcery save, failure indicating it flees in panic (d6, 1–3) or is paralyzed with fear (d6, 4–6). The save is modified by willpower adjustment, if applicable.

* Surprise for a shoggoth requires a d12 to be rolled and 1 indicating it is surprised.

* If a natural 20 is rolled when the shoggoth bites a creature it is beheaded. Obviously, most decapitated victims are killed outright; some creatures, however, will prove unaffected by
such a blow (e.g., automata, elementals, gibbering mouthers, grey oozes).


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Thursday, May 27, 2021

Hyperborea: Soulsword



Sword +2, +4 vs. Dæmons, Soulsword: Only magicians and clerics, and their subclasses, can unlock the mystical properties of this blade, for all others it functions as a normal bastard sword. If the wielder is gifted in sorcerous arts then they may instantly summon the Soulsword and +1 Full Plate. The color of both depend on the wielder's alignment, silver for Law, gold for Neutrality, or black for Chaos. In the presence of dæmons (120-foot range), the sword glows azure. Additionally, the wielder may cast the teleport spell 1/day. The weapon provides a base +2 attack and damage bonus; this bonus is +4 versus dæmons.

Wednesday, May 26, 2021

Brides of Kthulhu: The Maiden for Astonishing Swordsmen & Sorcerers of Hyperborea

  


The Maiden for Astonishing Swordsmen & Sorcerers of Hyperborea

No. Encountered: 1
Alignment: Chaotic Evil
Size: M
Movement: 35
Dexterity: 14
Armour Class: (per armor)
Hit Dice: 4 (see below)
Attack Rate: 1/1 (weapon or spell)
Damage: (per weapon)
Saving Throw: 15 (Sorcery 13)
Morale: 9
Experience Points: 270
Treasure Class: S

Kthulhu woos young women with innate sorcerous gifts by entering their nightmares where he whispers demoniac secrets to them and claims that their magic is his gift to them. The dark knowledge he imparts may take months or even years and upon completion, his evil whisperings seek to make her his intended in a ceremony where she must sacrifice the person or thing she loves most to him and accept his mark, a third nipple.

There are those that find the strength to overcome Kthulhu's vile assaults and dark grooming but they are forced to pay yet another toll as he murders the sorcerous talent that drew him to them in the first place which may result in death (15% chance) or madness (60% chance).

A Maiden of Kthulhu often helps recruit others to his cults, acts as spies, and even works to help him enlist other young women by alienating them from those closest and making sure they find his dark idols. Maidens are also capable warriors in his name due to his eldritch lessons on folklore, sorcery, manipulation, and martial training.

Maidens have a Charisma of 17.

They are 2nd level Witches and 2nd level Bards.

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Tuesday, May 25, 2021

Monstous Monday: Linnormor for Astonishing Swordsmen & Sorcerers of Hyperbore

  


Linnormor for Astonishing Swordsmen & Sorcerers of Hyperborea

No. Encountered: 1
Alignment: Neutral Evil
Size: M
Movement: 40 (fly 60)
Dexterity: 17
Armour Class: 3 (DR 1)
Hit Dice: 8+2
Attack Rate: 3/1 (bite/bite/bite)
Damage: 1d8+1/1d8+1/1d8+1
Saving Throw: 13 (Avoidance 11)
Morale: 9
Experience Points: 1800
Treasure Class: A

A linnormor have wings, a serpent's body, dragon's head, scaled skin and two clawed forelimbs. If a wing is injured they slither like a snake and use their arms for traction.

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Monday, May 24, 2021

Hyperborea: Icemen

  





Icemen for Astonishing Swordsmen & Sorcerers of Hyperborea

No. Encountered: 1d6 (4d6)
Alignment: Chaotic Evil
Size: M
Movement: 30
Dexterity: 11
Armour Class: 3 (DR 2)
Hit Dice: 1
Attack Rate: 1/1 (fist)
Damage: (per weapon)
Saving Throw: 16 (Transformation 14)
Morale: 9
Experience Points: 105
Treasure Class: O

"Hyperborea is a cold and unforgiving realm with long nights, blasting winds, and a cold that can seep into one's soul as easily as their bones. Occasionally, Boreas hears the cries of the dying and offers them an alternative to a dark and lonely death. Those that accept his pact find their very skin hardening into transparent ice that no longer feels the wind and cold as they follow his clarion call to join him in the North Wind itself where they wait for him to unleash them as a storm upon the land."

An iceman can cast the Fear spell 1/day.


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Sunday, May 23, 2021

Hyperborea: Winged Ape

 



Winged Ape for Astonishing Swordsmen & Sorcerers of Hyperborea

No. Encountered: 1
Alignment: Chaotic Evil
Size: L
Movement: 40 (fly 60)
Dexterity: 14
Armour Class: 6
Hit Dice: 5
Attack Rate: 3 / 2 (fist)
Damage: 1d10
Saving Throw: 14 (Avoidance 11)
Morale: 10
Experience Points: 600
Treasure Class: H

"Are they the progeny of black sorcery or did some primeval intelligence breed them into being to guard their demoniac shrines?"

When a winged ape rolls a natural 20 on their attack roll they are able to grapple a creature and attempt to break its back. The target must make a saving throw vs Death or take 20 + 2d10 points of damage and the winged ape howls victoriously causing any creatures that can see and hear it to make a saving throw vs Sorcery or gain a -2 to all attacks for the next minute, note that the winged ape's turn immediately ends after this even if they have attacks left. Additionally, the penalty from multiple howls does not stack.


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