Showing posts with label Bestiary. Show all posts
Showing posts with label Bestiary. Show all posts

Wednesday, June 3, 2026

Pocket Dark Sun: Dune Reaper & Gaj



Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like limbs."

Combat 1, Physical 2, Stealth 1, 2 Protection, 1 Wound. Heavy attack. No. Appearing 1d4+2.




Gaj: "This large reptile resembling a beetle is a psionic horror that is covered in a scaly, rust-orange shell with six legs that end in sharp claws."

Combat 2, Knowledge 1, Physical 2, 3 Protection, 2 Wounds. No. Appearing 1. 
If the Gaj succeeds with a Full Success in melee combat the target is held in its mandibles which grants the monster Advantage on further physical attacks against its prey. It may make telepathic attacks against living creatures using Knowledge.

Monday, August 4, 2025

Monster Monday: Bounty Hunters for Barrows & Borderlands and Swords & Wizardry

        

BOUNTY HUNTER. AC 2 (17) | HD 3 | #E 1 | MV 60’ | THAC0 15 | #A 1 (1d10) | SV 12 | ML 8 | AL Neutral | XP 47 | T (I) Description: Bounty hunters seek prey throughout the Polyverse, some are pure business while others are sadists who have found a way to earn a living while serving their darkest desires. Their guild is both powerful and vigilant, and will not tolerate one of their own being injured or looking foolish.

Monday, July 21, 2025

Monster Monday: Primal's Man Bats for Barrows & Borderlands

        

MAN BATS. AC 5 (14) | HD 3+2 | #E 1-8 | MV 90’ (fly) | 
THAC0 15 | #A 1 (1d6+1) | SV 12 | ML 9 | AL Chaotic | XP 35 |
T (III) Description: Man Bats are a race of large dinosaur-sized chiropterans and serve as the minions/pawns of a mega spiders, with whom they share a symbiotic relationship.

Tuesday, July 15, 2025

Barrows & Borderlands: Skulltakers

       

SKULLTAKER. AC 3 (16 | HD 6 | #E 1 | MV 60’ | THAC0 13 |  
#A 2 (1d12) | SV 9 | ML 10 | AL Chaotic | XP 950 | T (IV) Description:
 
I 'Skari, colloquially known as Skulltakers, hail from Tau Ceti and have a reputation as fierce killers and dogged bounty hunters. They insist on keeping the skulls of their victims on their backs, which helps attract a quality mate in their once-every-decade mating rituals. Once the ritual is over, they shed their skulls and begin their hunt anew until their next mating season.

Monday, July 14, 2025

Monster Monday: Conan's Night God for Swords & Wizardry

      



Night-God for Swords and Wizardry

Hit Dice: 5
Armor Class: 5 [14]
Attacks: L1 bite (1d8+1)
Saving Throw: 5 (fly 60)
Morale: 11
Special: Carry airborne
Move: 9/18 (flying)
Alignment: Chaos
Number Encountered: One
% in Lair: 40 
Challenge Level/XP: 5/240

The Night-God was a time-forgotten entity, worshiped in ShadizarZamora. It was served by a cult of red-clothed acolytes, led by the priestess Hajii, who kidnapped a young girl each month and took her to a minaret as an offering to keep the peace with the Night-God (despite never having seen it).

If the Night-God is flying and hits with its bite, it gains enough hold to carry the foe into the air to drop.


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Friday, July 11, 2025

Barrows & Borderlands: Kzin Race & NPCs




 KZIN for Barrows and Borderlands

+1 STR, +1 WIS

Infravision 60'.

Bite for 1d4 damage.

2:6 Climb Sheer Surfaces.


KZIN. AC 8 | HD 1 | #E 3-18 | MV 40’ | THAC0 19 |  
#A 1 (1d4 or by weapon) | SV15 | ML 10 | AL Varies | XP 10 | T (I) Description:
 
Kzinti were bipedal digitigrade felines with orange fur, yellow eyes, pronounced fangs, ears resembling bat wings, four-fingered hands, and long tails. Males stood over two meters tall, with broad hunching shoulders and comparatively slender waists and limbs. Their internal anatomy included ribs with vertical bracing and multiple hearts. They breathed atmosphere similar to that of Humans. As carnivores, they were acutely averse to the consumption of plants. Their physical attributes made them powerful combatants.

Monday, July 7, 2025

Monster Monday: Wookies for Barrows and Boderlands

Over the weekend, I learned of Barrows and Borderlands when the author described it as "seeing Solomon Kane fighting a Sorcerer with a raygun while riding a velociraptor. It is also compatible with most OSR games and Original Modules". I went to the game's site and bought the box set because how could I not?

It's based on the Little Brown Books and is compatible with Swords and Wizardry, and it's a blast. There is a free PDF supplement featuring the Paladin, Geiger, and Chronomancer classes as well as the Comeliness Ability Score, and new Races and Psychic disciplines. BnB uses a roll to cast system for casting spells and a different roll to manifest system for psychic powers.

I decided to work up Wookies for it as both a playable race and as NPCs.

WOOKIE for Barrows and Borderlands
+2 STR, +1 CON, -1 CHA

2:6 Climb Sheer Surfaces.

Deal two-handed damage when wielding a melee weapon with one hand.

1/day go berserk for 1d6 rounds and deal +2 to melee damage and gain 2 damage reduction.


WOOKIES. AC 7 | HD 2 | #E 2–12 | MV 40’ | THAC0 19 |
#A 3 (1d8 or by weapon) | SV14 | ML 10 | AL Neutral or Chaotic | XP 20 | T (IV) Description:
They are a species of tall, hairy humanoids from another world. They are quite strong and have been known to rip people's arms out of their sockets when provoked.

They have extendable claws, which they use for climbing; using them for anything else violates the Wookiee honor code. Despite their fearsome appearance and volatile temperament, they are regarded as intelligent, sophisticated, loyal, and trusting.

When angered, Wookiees are known to descend into a berserker rage for 1d6 rounds and deal +2 damage with melee weapons and gain 2 damage reduction. They can do this 1/day.


Monday, June 9, 2025

Monster Monday: The Hush for Shadowdark





The Hush for Shadowdark
PDF download here.

Septimus Odrik, the Necromancer Lord of Haverhill and the author of the Infernemans, a treatise on undeath containing rituals for the creation of different types of undead. The ritual requires at least five children with innate magical ability to be sacrificed to Orcus over a period of several days.

AC 13, HP 19, ATK 2 death touch +3 (1d6 + life drain), MV near, 
S -1, D +3, C +1, I +0, W +1, Ch +0, AL C, LV 4

Undead. Immune to morale checks

Incorporeal. In place of attacks become corporeal or incorporeal.

Life Drain. 1d4 CON damage. Death if reduced to 0 CON.

Silence of the Grave. Sound is muted within near of the Hush. Creatures inside the area are defened, and any sounds they create cannot be heard.




Tuesday, June 3, 2025

Monster Monday: Cylon Centurion for Shadowdark


Cylon Centurions for Shadowdark
PDF download here.

“The Cylons are the creation of a long-extinct reptilian humanoid race, also called Cylons, and view humans as a nuisance and an obstacle to the expansion of the Cylon Empire. The armies of metallic, armored Cylon Centurions are ruled by a unique, yet replaceable, Cylon known as the Imperious Leader.”

AC 15, HP 12, ATK 1 rifle (near) +3 (1d6+2) or 1 fist +3 (1d6), 
MV near, S +3, D +3, C +3, I +0, W +3, Ch +0, AL C, LV 2

Blaster. The rifle’s damage die explodes if a 6 is rolled and there is no cap.

Impervious. Cold immune.

Monday, April 14, 2025

Monster Monday: Void Shaman for Shadowdark




VOID SHAMAN for Shadowdark

You can download a PDF here

Chod’Xoth, the Unending Night, the End of All, the Nightmare Primeval, recruits their servants from those suffering from lifelong night terrors, slowly but surely alienating them from any loved ones they may have and shattering their sanity night after night after night. A Void Shaman is a pitiful creature, their mind and body warped and their corruption total and complete. The only thing left to them is loyalty to the monster that hollowed them out.

AC 14, HP 22, ATK 1 spell +4 or 1 whip +1 (1d4), MV near, S +0, D +0, C +0, I +1, W +4, Ch +2, AL C, LV 5

Blind/Deafen (WIS Spell). DC 12. Near creature has DIS on appropriate sense for 5 rounds.

Command (WIS Spell). DC 13. Issues a verbal command to a Far creature they must obey for 3 rounds. If it harms the creature, they may make a DC 12 charisma check to end the spell.

Ghostwalk. 1/day, turns incorporeal for 3 rounds.

Holy Weapon (WIS Spell). DC 11. Target weapon becomes magic gains +1 to attack and damage rolls for 5 rounds.

Smite (WIS Spell). DC 12. Near creature takes 1d6 damage.

Spiderwalk. Crawls on walls and shear surfaces.

Wraithsight. Hidden and invisible creatures can be seen.




Monday, March 31, 2025

Monster Monday: Exoscout for Shadowdark



Autoscout for Shadowdark

When Zaul built his fane to Vor, the Hunger That Stalks, in the Wraithwood, he didn’t realize that the site was chosen due to the strange objects that fall from the sky once every millennium. The objects are exoscounts sent by the Confederation to ascertain if a world is worth annexing. They are designed to transmit data for approximately six months before they lose power and self-destruct but Vor has been reprogramming it, upgrading its power supply, and adding weapons to its load out. Outworlders would only mean more food.

AC 16, HP 16, ATK 2 claws +3 (1d8) or arm-mounted crossbow +3 (1d6), MV near (climb, swimb), S +4, D +3, C +3, I +3, W +4, Ch 0, AL C, LV 3

Deadly. Critical hit on a natural 18-20.

Impervious. Cold immune.

Keen Senses. Can’t be surprised.

Self-Destruct. Explodes after 1d6 turns at 0 HP. 
Near creatures DC 12 DEX or 3d6 damage.












Saturday, March 29, 2025

Duchy of Saint Albus: Wraith Widows for Shadowdark

 

Wraith Widows for Shadowdark

Hundreds of years ago, Zaul, an evil druid dedicated to Vor the Hunger That Stalks, transformed a coven of hags, the seven Moonbow sisters, into giant, spectral spiders. He then raised a sprawling fane for the wraith widows to guard in the heart of the Wraithwoods. Those haunted woods loom large on the southwestern border of the Duchy of Saint Albus.


AC 14, HP 19, ATK 1 bite +4 (1d4 + poison) MV near (climb), 
S +2, D +2, C +1, I +2, W +2, Ch -2, AL C, LV 4

Incorporeal. In place of attacks, become corporeal or incorporeal.

Poison. DC 12 CON or paralyzed for 1d4+1 hours. 


Wednesday, March 19, 2025

Thundercats: Jackalmen for Shadowdark

 


JACKALMEN for Shadowdark

Mutant scavengers from the planet Plun-Darr.

AC 14, HP 6, ATK 1 club +0 (1d4) or 1 crossbow (far) +1 (1d6), MV near, S +0, D +1, C +2, I +0, 
W +2, Ch -2, AL C

Carrion Tracker. Can track dead flesh unerringly within a mile.

Cowardly. When fleeing they have DIS on their morale check.

You can download a PDF here.

Monday, May 8, 2023

Monster Monday: Man-Serpent for Dragonbane




Man-Serpent for Dragonbane

Ferocity: 2 Size: Large

Movement: 12 Armor: 3

HP: 25

Typical Gear:


Monster Attacks

D6 Attack

1 Crown of Vipers!  

It darts at its victim and the

tiny serpents atop its brow 

sink their fangs into their foe. 

The attack inflicts 4d4 piecing damage and if any damage 

gets through the victim’s 

armor they gain the 

Sickly condition.


2 Tail Lash!

The monster’s tail lashes 

        out toward a victim to smash 

them. The attack targets a 

creature within 10m 

        and inflicts 2d8 bludgeoning 

damage and if the victim fails 

a Strength check they are 

Toppled.


3 Constrict!

Its coils wrap tight around its 

victim and squeezes. The 

attack inflicts 2d10 

bludgeoning damage and the 

target is Grappled if they fail a 

Strength check with a Bane.


4 Mesmerize!

Its yellow eyes beckon you to 

look at it’s forked tongue’s 

rhythmic pattern. The victim 

must make a Willpower check 

and if they fail they are Dazed 

until the beginning of the 

man-serpent’s next turn.


5 Bite!

The man-serpent bites at it’s 

prey. The victim takes 2d6

piercing damage.


6 Smash!

It uses its size and bulk to 

attack it’s prey. The victim 

takes 2d8 bludgeoning 

damage and rerolls any 1 or 2 

        but must use the next roll 

even if it is another 1 or 2.


Tuesday, May 2, 2023

Back In the OSR: Ziggurnaut for Old School Essentials


Ziggurnaut for Old School Essentials


Huge engines of conquest used as the advanced guard to invade for the Mage-Priests of Non Ek. Ancient and powerful ritual magic transfers a decorated soldier's consciousness into a ziggurnaut and it is considered a great honor to be chosen for this role. The families of those chosen are given land and title for their loved one’s dedication.


AC 9 [10], HD 12+3 (57hp) Att 4 x cannonball (2d8),THAC0 10 [+9], MV 360' (120’),SV D6 W7 P8 B8 S10, ML 10, AL Lawful, XP 1,900, NA 1 (1), TT G


Crush: The ziggurat will attempt to crush any foes within melee range. The targets must succeed on a Breath Attack Saving throw or take 3d10 damage.


Cannons (4): Up to 120’.


Transferred Consciousness: All ziggurnauts are experienced veteran officers who have been decorated for their actions before earning the rank.


Monday, May 1, 2023

Monster Monday: Simian Imperials for Dragonbane

Dragonbane is the kind of RPG I've been looking forward to for a long time. It's based off of Chaosium's RuneQuest/Basic Role Play but uses a d20 like Pendragon. Professions help you pick your skills as a beginning character but after that you improve Skill through play. Also, its spells are closer to DnD than RQ and it has a cool mechanic where you spend Willpower for spells as well as heroic abilities. I really can't recommend it enough.

I've been brainstorming a setting where the enemies are the Simian Empire and I decided to work up some ideas for antagonists.

If you want a PDF you can download it here.




                Gorilla Soldier

Movement: 10 Damage Bonus: Str+d6

Typical Armor: Hide (3) HP: 14

Skills: Acrobatics 12, Awareness 11, Evade 9,

Riding 14

Abilities: Lightning Fast

Typical Weapons: Heavy Crossbow (skill level 12, 

damage 2d8), Scimitar (skill level 11, damage 2d6)



      Orangutan Psyker

Movement: 10 Damage Bonus: Str+d4

Typical Armor: Leather (1)   HP: 10 WP: 12

Skills: Acrobatics 10, Beast Lore 12, Evade 7,

Mentalism, 14, Myths and Legends 13, Riding 12

Spells: Farsight, Power Fist, Scrying, Telepathy

Typical Weapons: Club (skill level 10, damage 1d8)

Hand Crossbow (skill level 11, damage 2d6)



  Chimpanzee Scout

Movement: 12 Damage Bonus: Agl+d4

Typical Armor: Leather (1)   HP: 10 WP: 10

Skills: Acrobatics 13, Evade 10, Riding 12

Abilities: Backstabbing, Catlike

Typical Weapons: Short Sword (skill level 12, 

damage 1d10), Hand Crossbow (skill level 13, 

damage 2d6)

Monday, March 20, 2023

Manitou Monday: The Cordon Bruja for Deadlands & SWADE





The Cordon Bruja or Witch in Lace, haunts the boomtowns of the West, a shadowy guardian of women who have been the prey of black-hearted and abusive men. The legend holds that a new Bride witnessed her husband's murder by three men looking to lie low from the law and fate made them choose their homestead on the day of their wedding. After killing her husband they savagely attacked, tortured, and hung the Bride on their properties lone tree. 

As the breath left the Bride, who still wore the tattered remains of her bridal gown, her terror and rage caught the attention of a sinister manitou known as Vengaza. The manitou promised a slow and agonizing death to the three men who destroyed her life and the Bride's answer was swift and certain. However, Vengaza was stunned by the Bride's will as the manitou had planned a long and brutal run of atrocities using her corpse, but it could not gain control of the new Harrowed. Vegnaza had taken notice of the woman because of her magical talent for witchcraft but it realized too late that it had vastly underestimated the woman' power.

It wasn't Vengaza but the Bride...no...the Witch in Lace, who spent the next 13 days slowly torturing the three men who took everything from her and so many others as they each confessed their crimes while begging for death. 

Vengaza is now trapped by the Witch, who has begun hunting for other such predators, a vigilant and brutal angel of grim retribution, but for some the only ally they have left.


CORDON BRUJA 

Wild Card

Parry 6 Tough Pace 10 (d10) 

Athletics d6 Fighting d10 

(claws d6 + d4) Shooting d6 | 

Spellcasting d10 Intimidation d8,

Notice d8, Stealth d8 Ag d8, Sm d10, 

Sp d10, St d6, Vi d6 | Edges Arcane 

Background (Magic), Improved 

Arcane Resistance, Level Headed | 

Special Abilities Undead, Wall Walker | 

Power Points 20 | Powers Arcane Protection, 

Blind, Bolt, Confusion, Dispel, 

Drain Power Points, Havoc, Fear, Fly, 

Mirror Self, Protection, Shape Change 

Invincible RPG: I want to succeed more often and not break the Stunt rules

I really like the Invincible RPG and therefore the Dice Pool version of the Year Zero Engine . However, only succeeding on 6s and Pushing a...