Showing posts with label Monster Monday. Show all posts
Showing posts with label Monster Monday. Show all posts

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.

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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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, May 26, 2025

Monster Monday: Warduke for Shadowdark



WARDUKE for Shadowdark

Download PDF here.

“A true fighter,” Warduke feels, “makes himself rich and powerful by the strength of his sword arm. He takes what he can—if you would keep your possessions, kill those who seek to take them.” He calls his sword “Nightwind.”

AC 15 (chainmail + shield), HP 38, ATK 3 +3 flametongue sword +6 (1d8+1d4+3), MV near, S +3, D +0, C +2, I -1, W +0, Ch +0, 
AL C, LV 8

Darksight. Has infravision.

Fearless. Immune to morale checks.

Grit. Has ADV on STR checks.

Implacable. Has ADV on CON checks.

Monday, April 28, 2025

Monster Monday: Jade Giants for Shadowdark



JADE GIANTS for Shadowdark

You can download a PDF here.

According to Abu Engg, Marquis of Byth and First Librarian of Thu Q’en, the jade giants arrived from beyond the stars about four months after the mantisfolk landed aboard the Envoy. Zek’tune, the Sorcerer of the Pinnacle, made first contact with them and gifted them the Iron Forest. For well over a century they kept to themselves and were mostly forgotten until the sky started following along the edges of their homeland. Fire and smoke rose like a devouring monster and within a month the Iron Forest and the Pinnacle were no more and in their place huge, silk yurts dotted the region and every man, woman, and child within the jade giant's ranks began to prepare for war.

AC 14 (chain), HP 29, ATK 2 longswords +4 (2d6), MV double near, S +4, D +1, C +2, I +1, 
W +0, Ch +0, AL C, LV 6

Fury. If they take damage they have ADV on their next attack roll with melee weapons.

Spell Resistance. Hostile spells targeting them are DC 15 to cast.

























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, April 7, 2025

Monster Monday: Death Knight for Shadowdark


Art by James Shields 


Death Knight for Shadowdark
You download the PDF here.

Ardrik Arn, the King in Shadow, slaughtered the Knights of the Silver Star as they defended Empress Marvana of Urik outside of Red Moon Keep. The moment the last of them fell Arn’s sorcery spirited away their remains while ordering his army to retreat. Unbeknownst to all the King had unearthed the Kakodex, a supremely evil tome translated by Ogdu of Vol-Tak a thousand years ago. The King in Shadow used one of its spells to resurrect all fourteen Knights into his Heeku’Drom—his Death Knights.

AC 18, HP 44, ATK 3 long sword +6 (1d10), MV near, S +4, D +2, C +3, I +1, W +2, Ch 0+1, AL C, LV 9 

Deathbringer. Critical hits deal triple damage.

Death’s Mantle. 1/day, immune to a spell.

Invisibility. 1/day, invisible for 3 rounds.

Fearless. Immune to morale checks.

Greater Undead. Has advantage on charisma checks to be turned.

Pillar Of Salt. 1/day, near target of LV 5 or less becomes statue of salt for 3 rounds.

Smite (WIS spell). DC 12. Far target takes 1d6 damage.

Shadowstep. 1/day, teleport double near.


Monday, March 3, 2025

Monster Monday: Manacondas for Shadowdark


The subjects of the Nagarajah of Sssirabad are guarded and weary because many cultures view them with fear and suspicion. Twenty years ago the City-State of Thoda attempted to annex much of Sssirabad’s eastern border along the Rapi River before failing spectacularly. After their defeat Thoda began an intense propaganda campaign with the Nagarajah’s neighbors and trade partners. Recently, the Nagarajah has opened diplomatic talks with Thoda for some much needed economic relief. 

    Manacondas are lithe and graceful with scales of white, red, brown, yellow, or green in myriad patterns.


You can download a PDF copy here.


 

Monday, December 4, 2023

Monster Monday: Ork City's Chupacabra for Shadowdark

Welcome to Ork City!

In the middle of Ork City's Hatt Island is the Park, a wild and dangerous forest filled with all manner of nightmarish predators. One of the most frequent dangers is a creature about the size of a large dog that drinks the blood of its victims. It is quiet as death as it stalks its prey, listening to their heart race, smelling the fear radiating from them, and relishing the warm, coppery taste of the blood that sustains it. Few who come across a Chupabra live to relay the tale.








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)

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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Wednesday, April 28, 2021

Monstrous Monday: Kauldron Hatemonger for Cepheus Sorcery & Barbaric!



The Kauldron is a secret society that operates within the Colony of Avignon in the Summerlands whose members claims they are changelings, elves that have replaced human children, while still infants. The group was founded 35 years ago by Milhaus Qent the heir to the Qent lumber company whose parents died while he was only seven. Milhaus believed that his true parents were Fienna Willobend and Virgyl Shattermoon and he claimed they visited him in his dreams. He claims that they guided him in forming the first Kauldron cell in Decatur and taught him sorcery. Three years ago a special task force created by Comptor Antoin Montain raided Qent's compound near Davreau and claims to have killed him and the leaders of the movement, however, Kauldron moots can still be found throughout the Colony.

Kauldron Hatemonger
Endurance: 8 
Lifeblood: 16 
Move: 10m/round
Armor: 2 
Attack (Damage): Club (melee 2D crushing)

Skills: Combat 1, Physical 1, Social 1
Spells: 30% chance of Sorcery 1; Choking Grip 1/day, Invisibility 1/day

Monday, April 19, 2021

Monstrous Monday: C.H.U.D. for Cepheus Quantum & Cepheus Atom

   



C.H.U.D. for Cepheus Quantum & Cepheus Atom
Monsters lurk beneath the streets: beings that were once human, but have been mutated by radioactive, chemical toxic waste into hideous, flesh-eating creatures that prey on the homeless who live in the underground. 

8/15, Move 10m/round, Armor 2, Teeth and Claws(melee 1D and 2D, respectively; claws are slashing and teeth are piercing damage). Combat-1, Physical-1, Survival-1. 

Monday, April 12, 2021

Monstrous Monday: Eternia's Beast Men for Barbaric!

  


Beast Men for Barbaric!
Mercenary warriors from the Vine Jungle on 
Eternia's Light Hemisphere. 12/15, Move 15m/round, Armor 3, Electron Whip (2D, slashing), Combat-1, Physical-2, Stealth -1, Survival-1. 


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Tuesday, April 6, 2021

Monstrous Monday: Wendigo for Astonishing Swordsmen & Sorcerers of Hyperborea.



No. Encountered: 1
Alignment: Chaotic Evil
Size: L
Movement: 90
Dexterity: 18
Armour Class: 4
Hit Dice: 5
Attack Rate: 3/1(claw/claw/gore)
Damage: 1d6+1/1d6+1/2d8
Saving Throw: 10
Morale: 11
Experience Points: 250
Treasure Class: X

A wendigo is made when a person commits cannibalism and the land itself, Hyperborea, curses their very existence. They may Hide (10:12), Move Silently (7:12), and Imitate a Voice (10:12). Upon seeing the wendigo for the first time a person must make a Sorcerery Save or experience a fear effect (as the spell).


Tuesday, March 23, 2021

Rifts: Dead Boys for Cepheus Atom


Dead Boy for Cepheus Atom
The foot soldiers of the Coalition State, they have been fed lies upon lies about the world outside their walls and they loyally enforce those twisted laws of human supremacy. 9/18, Move 10m, Armor 5, Assault Rifle (range 50/200 3D damage, Auto). Combat-1, Physical-1, Survival-1. 

Monday, March 15, 2021

Monstrous Monday: Beaked People/Parrot Men for Barbaric!


From Season 1 of the Herculoids
From Season 1 of the Herculoids for Barbaric!


Beaked Person (Parrot Man): Winged conquerors from the stars. 6/16, Move 10m/round (flight), Armor 0, Beak (1d damage, piercing), Combat 2, Lore 1, Physical 1, Social 1.







Tuesday, November 17, 2020

Death Stars & Krayt Dragons: Ice Spiders of of Maldo Kreis for Dungeon Crawl Classics




The spiders ranged in size from very small to starship-sized, and unlike most spiders, their head was in the center of their body, hanging downward and ending in a circular mouth comprised of outer, grasping teeth and inner rows of smaller teeth, presumably to grind up their prey. They could produce and shoot webbing from their mouths and they had green blood. The species laid soft-shelled eggs in which their young would hatch. While larger members of the species were likely immune to blaster fire due to their tough, leathery skin, their young could be killed with most common weapons or even by hand. The larger, mature ice spider had eight legs, while the smaller, younger creatures had only six legs.
Init +0; Atk bite +0 melee (1d3)AC 8; HD 1d2;
MV 10’; Act 1d16; SV Fort -2, Ref +0, Will -2; AL N.

Medium Ice Spider for Dungeon Crawl Classics
Init +2; Atk bite +2 melee (1d4)AC 12; HD 1d8; 
MV 30’; Act 1d20; SV Fort +0, Ref +1, Will -2; AL N.

Large Ice Spider for Dungeon Crawl Classics
Init +3; Atk bite +5 melee (1d6)AC 14; HD 3d8; 
MV 30’; Act 1d20; SP wallcrawler; SV Fort +1, Ref +3, Will -1;
AL N.

Giant Ice Spider for Dungeon Crawl Classics
Init +4; Atk bite +7 melee (2d6)AC 15; HD 6d8; 
MV 35’; Act 1d20; SP shoot web (victim must make a DC 14 Ref save or be caught), wallcrawler SV Fort +3, Ref +5, Will +0; AL N.

Init +6; Atk bite +9 melee (4d6)AC 19; HD 11d8; 
MV 50’; Act 1d20; SP shoot web (victim must make a DC 14 Ref save or be caught), wallcrawler SV Fort +5, Ref +2, Will +0; AL N.




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...