Wednesday, December 21, 2016

Fantasy Hack Part V: Monsters and Other Foes

Monsters are any creatures that serve as opponents to the PCs (although some situations may cast them as allies on occasion.)  Monsters have very limited information provided in terms of game data. The following rules are also necessary to understand how to read the monster entries and use them effectively.  First, all creatures have a bonus to all skills equal to their number of Hit Dice (HD), which is effectively equivalent to their level in most respects.  Stat bonuses are also included for skill checks; but don’t get carried away and try to use the stat bonuses to affect the attack and damage scores.  The attack and damage scores are already set where they need to be without doing that.  Secondly, if you need a tougher version of a monster, for whatever reason, you can add more hit dice.  Each additional HD adds one to their skill and combat bonuses.  Thirdly, you can create your own monsters as needed as well.  Assign HD (d8 for most things, d12 for dragons or undead).  Attack bonus and skill level is equal to the number of hit dice.  Monsters may have several forms of attack, but unless specifically called out, can only use one per round (the exception being if the attack is listed as something like “2 claws”—in which case they can make two claw attacks as one attack.)  Create an AC that is sensible giving the size and toughness (or quickness) of the creature.  Add stat bonuses to suit.

To read the entries, AC is Armor Class, HD is Hit Dice, AT is attacks, and STR is Strength, DEX is Dexterity, and MND is Mind.  S is the creature's special abilities.  Undead creatures are immune to mind-affecting spells.  All monsters that have the ability to cast spells do so without needing to make a Sanity check, and they never suffer the risk of MND damage.  The effective caster level for spell DCs is equal to the monster’s HD.

Monsters do not have categories.  While it should be obvious from the entries that some monsters are, for example, animals and others are humans or humanoids, there is no mechanical distinction between them.  This occasionally leads to conclusions that are unusual.  For example, if there is no mechanical distinction, can an Outdoorsman’s animal companion be any monster, assuming it’s in the correct HD range?  Can his animal companion be an imp, or a dwarf, or a human bandit?  Ask your GM.  Many will say no; your animal companion must be an animal.  Others may say, “give me an interesting reason for it, and I’ll let you have anything you want that works within the bounds of the rules.”  Personally, I’m a fan of the latter approach, but I can hardly complain about the alternative.

ANGEL: AC: 25 HD: 20d8 (100 hp) AT: 2 weapon + 20 (2d8), STR: +10, DEX: +12, MND: +12, S: Immune to all spells less than 5th level, Cast spells up to 5th level, teleport at will, special powers as granted by patron deity.

Angels are supernatural, beautiful creatures, like painfully beautiful humans with alabaster skin, silver or golden hair, chrome-colored eyes, and feathered wings.  They are powerful creatures, but are usually benevolent, or at least tolerant and indifferent to humanity.  When in combat, they use their magical abilities as well as hard-silver swords.

APE: AC 14, HD 4d8 (20 hp) AT: 2 paw slams +4 (2d6) STR: +7, DEX: +5, MND: -3, S: Acrobatics affinity

Represents large creatures like gorillas, and other potentially more anthropoid apes as well.  Although possessed of large, powerful teeth, they mostly fight with their powerful paws.

BABOON: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +1, DEX: +3, MND: -4, S: Acrobatics affinity

Gathering in large, communal groups, baboons are mostly herbivorous, but can be territorial and fiercely protective of their group, swarming and biting intruders or others who irritate the group.

BEAR: AC: 15 HD: 6d8 (30 hp) AT: bite +6 (2d6), claws +6 (2d8), STR: +7, DEX: +0, MND: -4

Large predators that have mostly developed a slow-moving, herbivorous diet, bears are extremely dangerous when surprised, or with their young, or hungry.  They are also fiercely territorial and sometimes see the intrusion of humanity into their territory as a challenge that must be met with force.

BOAR, WILD: AC: 12 HD: 3d8 (15 hp) AT: gore +3 (3d4) STR: +5, DEX +0, MND: -4, S: attacks for 2 rounds after death.

Wild boars and feral boars are common, and are often hunted for their meat, although they are dangerous prey; mean and armed with wicked tusks.

BYAKHEE: AC: 15, HD: 4d8 (20 hp) AT: Talons +4 (1d8) or Bite +4 (1d4), STR: +1, DEX: +2, MND: +3, S: Flies, can carry medium-sized creatures, telepathic.

Alien flying horrors that are "not altogether crows, nor moles, nor buzzards, nor ants, nor vampire bats, nor decomposed human beings."  They are sometimes summoned by evil sorcerers.

CAMEL: AC: 12 HD: 3d6 (12 hp) AT: bite +3 (1d6) STR: +5, DEX: -2, MND: -4, S: +5 to any Survival skill roll

Known from deserts, savannas and other open territory, these large herbivores are both native grazers and are often domesticated as beasts of burden.

CAT: AC: 12 HD: 1d6 (4 hp) AT: bite +1 (1d4) STR: -3, DEX: +4, MND: -3, S: +5 to Subterfuge
    NOTE: these same stats can be used to represent other small climbing animals such as a monkey or raccoon.

These small animals make great pets, familiars, or animal companions.  They are wild through much of the territory of your typical FANTASY HACK world, and may also run feral through the city streets.

CENTAUR: AC 12 HD 4d8 (20 hp) AT: kick +4 (2d6) weapon +4 (damage as per weapon used) STR: +4 DEX: +2 MND: -1, S: +10 to chase checks

Human upper bodies attached to the lower body of a horse, these creatures known to us from mythology can exist in FANTASY HACK.  They are notorious drunks and lechers, and communities that live near them often consider them pests at best, and outright enemies at worst.

CHIMERA: AC 19, HD: 9d10 (54 hp) AT: 2 bite +10 (2d6+4), gore +10 (1d8+4), 2 claws +8 (1d6+2) STR: +4 DEX: +0 MND: -2, S: flies, fiery breath 6d10 fire damage (DEX+Athl to dodge half of the damage DC 14)

A monstrous creation of the old gods, the chimera has a lion-like body; two heads (one with goat-like horns) and a tail with a snake-like mouth on its end.  It flies and breathes fire.  It is one of the most fearsome leftovers from the Gigantomachy of pre-historic times.

COCKATRICE: AC: 14, HD: 5d10 (30 hp) AT: +7 (1d4 + special attack) STR: +0 DEX: +0 MND: -2, S: flies, petrification bite (target turns to stone on failed DC 19 MND + level check.)

This dangerous beast looks like a cross between a leathery-winged snake and a rooster.  Its most dangerous trait is that its bite will turn its target to stone.

CROCODILE: AC: 16 HD: 6d6 (24 hp) AT: bite +12 (3d6) STR: +6, DEX: +2, MND: -4, S: drags underwater on roll 4 higher than needed to hit, underwater creatures take 1d6 automatic damage every turn as the crocodile rolls.  A STR or DEX + Athletics check DC 15 will allow the character to escape, although he will still then be in the water.

An aquatic ambush predator that is large enough to feed on any PC and its mount.  When it attacks, it lunges suddenly from the water where it waited unseen, drags its prey into the water, and rolls violently to tear pieces of flesh from the still struggling creature as it drowns.

CTHULHU: AC: 35 HD 40d8 (200 hp) AT: 2 slams +40 (4d8+20), STR +25, DEX:+10 MND: +15, S: Immune to all spells less than 5th level, Cast all spells (including rituals) instantly, all characters who come face to face with Cthulhu make a MND + Level check (DC: 30).  If they fail they are impacted for 1d4 hours with an effect identical to The Seeping of Kadath on the Mind spell.  If they fail it by more than 15, they die instantly.

One of the worst of the old gods, defeated and imprisoned in the Gigantomachy in prehistoric times.  Cthulhu still waits, comatose and dreaming, in the depths of the ocean in his fossil city R'lyeh.  In addition to his formidable physical attacks, Cthulhu can bend reality around him (can cast any spell instantly) and causes his foes to go insane with fear at the sight of him.  Many would die outright at merely catching a glimpse of Cthulhu.

CURSED: AC: 12 HD: 1d6+2 (6 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: +0 S: May have (50%) a first level spell of the GM’s choosing.

Pale, human-like beings who are exiles from a strange, shadowy mirror dimension.

CYCLOPS: AC: 15, HD: 8d8 (40 hp) AT: 2 claws +8 (1d6+6) or thrown rock (range 100 ft.) +8 (2d6+8) STR: +8 DEX: +2 MND: +0, S: when both claw attacks hit in the same round, the cyclops can rend his opponent, causing an additional 2d6 points of damage.

Powerful, savage, one-eyed giants with clawed hands.  Their favorite tactic is to sit back at a distance and throw boulder-sized rocks at their enemies to soften them, before charging in and rending with their paws.

DARK YOUNG OF SHUB-NIGGURATH: AC: 12, HD: 8d8 (45 hp) AT: 4 tentacles +8 (2d4) or trample +8 (4d8) STR: +10, DEX: -2, MND -3, S: On successful tentacle attack automatic 1d4 damage every round thereafter until either victim or Dark Young is dead. Victim can escape this tentacle grab with a STR or DEX + Athletics check, DC 16.

Shub-Niggurath, the Black Goat of the Woods with a Thousand Young, is a hideous, monstrous old god, either dead or imprisoned since the Gigantomachy.  Its monstrous brood still linger; four-limbed creatures with leech-like mouths and backs covered with hoary tentacles, which are its preferred method of attack.  Like all lingering monsters from before the Gigantomachy that remade the world, it hates all human-kind and related creatures with a passion that drives it to attack on sight.

DAEMON, BAAL-ROG: AC: 19 HD: 10d8 (60 hp) AT: sword or flaming whip +10 (2d6+10 + 2d6 fire damage) STR: +10, DEX: +5, MND: +10, S: flies, flaming (3d6 damage to all who hit it in melee or whom the baal-rog touches), 75% chance that spells cast at the Baal-Rog have no effect, all attacks with non-silver weapons do -20 damage. Can create a pall of darkness that effectively shields him from view, making all attempts to hit him have a 50% chance of missing outright.

Daemons like the baal-rog are spirits that predate creation, like the angels, but which have become utterly corrupt and evil.  The baal-rogs are some of the most featsome; massive, shadowy creatures cloaked in smoke, shadow and flame.  Baal-rogs attack with flaming swords or whips, and any that attack them are likely to be burned themselves.

DAEMON, NOSOI: AC: 18 HD: 6d8 (40 hp) AT: 2 claws +7 (2d6+8) bite +7 (1d12) tongue +3 (see below) STR: +7 DEX: +0 MND: +2, S: acid vomit range 20 ft, 6d6 acid damage unless target makes DC 15 DEX + Athletics check to dodge for half damage, can make a tongue attack where the tongue launches out and sticks to opponents.  On a successful opposed STR check, the nosoi pulls the target to his mouth and gets an automatically successful bite attack.

A daemon associated with plague and disease, the nosoi is a pustule-covered, diseased, elephantine biped with a gigantic, toothy maw on the end of their heads, and sometimes a second one on their belly.  Nosoi have no visible eyes, but can sense their targets as effectively as if they could see.  They attack with powerful claws and bits, and can vomit their stomach acid at their enemies.  They also have a long, bifurcated (sometimes trifurcated) tongue which can launch out of their mouth to grab opponents and draw them closer for a bite, like a massive toad.

DAEMON, SERVITOR: AC: 17 HD: 3d6 (12 hp) AT: claws +3 (1d6) STR: +3, DEX: +0, MND: +0, S: regenerate 1 HP/minute unless attacked with silver weapons.

This represents a wide variety of less-powerful daemons.

DAEMON, SUCCUBUS: AC: 10 HD: 6d6 (24 hp) AT: claws +6 (1d6) or kiss (2d4 STR damage per round) STR: -2, DEX: +2, MND: +5, S: all attacks with non-silver weapons do -5 damage, 70% that spells cast at the succubus have no effect, casts spells as a up to 2nd level. Can cast Greater Invocation of Shaggai at will.

Succubi are beautiful daemons who are less likely to physically attack their targets, but rather prefer to use their ability to fascinate and mentally entrap targets, draining their strength with their vampiric kisses.  Although they do have clawed hands, they usually wear gloves to disguise their true nature.

DAEMON, TYPHON: AC: 20, HD: 8d8 (40 hp) AT: 2 claws +8 (1d6+6) bite +3 (1d8+3) STR: +8 DEX: +2 MND: +0, S: when both claw attacks hit in the same round, Typhon can rend his opponent, causing an additional 2d6 points of damage. Typhon is completely immune to any direct magical attack.

Like a red-skinned, fanged and spiky gorilla with much larger than normal fangs, and three baleful eyes, the rare typhon daemons are a force of destruction and fury.  They attack with abandon and barbaric savagery and fight to the death, feasting on the remains of their victims.

DEEP ONE: AC: 14, HD: 2d8 (10 hp) AT: Spear +2 (1d8), STR: +5, DEX: -2, MND: +0, S: Swims, Attacks that miss by 2 or less start a grapple thanks to sticky slime coating, 1 in six chance to act randomly as if under the effects of a Seeping of Kadath on the Mind spell, -1 to attacks in bright light.

Strange, fish-like humanoids that grow from the perverted off-spring of depraved humans who make deals with them.  They live in vast underwater cities and worship Cthulhu.  Other than those whom they entrap in their cult and use as breeding stock, they hate humans and envy them their easier access to land.

DINOSAUR, ARMORED: AC: 23, HD: 7d8 (35 hp) AT: trample +7 (2d6+7), club tail +7 (1d10+7) STR: +10, DEX: +3, MND: -4.

Like low-slung, elephant sized herbivores covered in bony armor and wielding a powerful tail club, these slow-moving and dim-witted creatures are almost more likely to be dangerous by accident than on purpose.  Ankylosaurus is the iconic real-world example.

DINOSAUR, CARNOSAUR: AC: 17, HD: 10d8 (50 hp) AT: trample +10 (2d6+10), bite +10 (1d10+10) STR: +10, DEX: +0, MND: -4 S: swallows whole on bite attack roll 4 higher than needed to hit, swallowed creatures take 1d6 automatic damage every turn.  Swallowed characters, if they can deal 20 points of damage with a light weapon before dying, can escape.

Any large, meat-eating dinosaur, such as T. rex or Allosaurus can be represented by these stats.

DINOSAUR, HORNED: AC: 19, HD: 8d8 (40 hp) AT: trample +8 (2d6+8), gore +8 (1d10+8) STR: +10, DEX: -2, MND: -4 S: because of its great size, if galloping towards target, it cannot easily stop itself and can do trample and gore in the same attack.

Elephant-sized horned dinosaurs often live in herds and are aggressive and dangerous.  Triceratops is the most iconic real-world example, but any large, herbivorous, dangerous animal can be represented by these stats.

DINOSAUR, PTERODACTYL: AC: 14 HD: 4d6 (16 hp) AT: bite +5 (1d6) STR: +3, DEX: -1, MND: -4, S: flies
NOTE: These same stats can stand in for other large flying creatures such as giant eagles

Large, flying predators can all be represented by these stats.

DINOSAUR, RAPTOR: AC: 15 HD: 4d8 (20 hp) AT: bite +4 (2d6), 2 claws +4 (2d8), STR: +5, DEX: +3, MND: -4

Smaller, cursorial hunting dinosaurs, that often group into packs for more efficient (and dangerous) hunting strategies.

DRAGON: AC: 20 HD: 18d12 (130 hp) AT: Bite +18 (2d10+4), 2 claws +18 (d10+3) STR: +12 DEX: +6 MND: +6 S: flies, fiery breath 10d10 fire damage although target can reduce this by half with DEX + Athletics check DC 18.

Large, powerful flying reptiles with fiery breath and fearsome claws and teeth, dragons are another leftover remnant from the Gigantomachy.  Most were slain in that prehistoric conflict, but those that remain are devious, powerful and bitter, and hate the new heirs to the earth—humans and their humanoid kin.

DRYAD: AC: 17 HD: 5d8 (25 hp) AT: 2 slams +6 (1d8+3) STR: +6 DEXL -2 MND: +0 S: takes double damage from fire attacks, can wail with the wild rage of the forest; all characters who hear this wail must make a Level + MND check DC 14 or be subject to the effects of The Seeping of Kadath on the Mind for 3 rounds.

Beautiful tree-spirits that fascinate and fear humanity.  To defend their forest homes, dryads clothe themselves in the actual forms of thick, woody trees and fight with savage fury.  Their unearthly call confuses and terrifies their foes, allowing them to attack at will.

DWARF: AC: 14 HD: 1d6+2 (6 hp) AT: weapon +2 (1d6+2) STR: +2, DEX: +0, MND: +0

A standard member of this race; see character creation for more detail.

EAGLE: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d4), 2 claws +2 (1d4) STR: -3, DEX: +2, MND: -3, S: flies, +8 bonus on any attempt to spot while flying.
       NOTE: these same stats can be used to represent other relatively larger flying animals such as a large owl or even a pseudodragon

Stats appropriate for any flying creature of about eagle sized, including pseudodragons; animal-like reptiles built like dragons but without their intelligence or fiery breath.  May serve as familiars or animal companions.

ELEMENTAL, AIR: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +5, DEX: +3, MND: -1, S: can cause a whirlwind that makes movement impossible and carries away lighter objects, extra damage against foes in the air (1d6)

Spirits of the air that attack like a hurricane.  There is a solid creature underneath their swirling of wind and debris, however.

ELEMENTAL, EARTH: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +12, DEX: -3, MND: -2, S: can cause stone to disintegrate into sand at a rapid rate (2 rounds to create a hole large enough to pass through), extra damage against foes standing on the ground (1d6).

Powerful spirits of the earth, that mostly live deep underground, or near volcanic vents.

ELEMENTAL, FIRE: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +5, DEX: +10, MND: +0, S: all characters hit by fire elemental must make a DEX+Athl check (DC 15) or be set on fire, which deals an additional 1d6 damage each round.  Flammable materials can be set alight by the elemental at will on contact.

Spirits of fire that also often live near volcanic vents, or other places where heat is (or has been) intense.

ELEMENTAL, WATER: AC: 19 HD: 12d6 (48 hp) AT: slam +12 (2d6) STR: +7, DEX: +3, MND: -2, S: overturn boats, extra damage against swimming foes (1d6).

Spirits of water that live in oceans, rivers, lakes, or even in the air "swimming" in vast clouds and thunderheads.

ELEPHANT: AC: 17, HD: 8d8 (40 hp) AT: trample +8 (2d6+8), tusk +8 (1d10+8) STR: +10, DEX: +0, MND: -3.

Large, usually wild animals that can be dangerous to the unprepared.  Some cultures do domesticate them, however, and use them as beasts of burden.

ELF: AC: 11 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +0, MND: +2

A humanoid race; see character creation for more detail.

ETTEN: AC: 19 HD: 9d8 (45 hp) AT: club +13 (2d8+8) or thrown rock (range 100 ft.) +8 (2d6+8) STR: +8 DEX: +2 MND: -1

Large humanoids, usually between 8-12 feet tall (although truly extraordinary ones at over 15 ft have been spotted) that have a usually hostile relationship with the smaller people.  Leftovers from the days of the Gigantomachy, few still live in the normal world, but those that do are terrifying scourges on their neighbors.  Like cyclopses, they often prefer to attack first by throwing rocks, and then wading in with their massive clubs to pummel their foes to death.

FELL GHAST: AC: 20 HD: 18d12 (130 hp) AT: Bite +18 (2d10+4), 2 claws +18 (d10+3) Fell breath (DEX + Athletics check DC 25 to avoid) 1d4 STR damage STR: +12 DEX: +3 MND: -1 S: flies, undead immunities, cast at will Blasphemous Piping of Azathoth DC 19, when the fell ghast reaches 0 hit points or less, it turns into 1d4 bat swarms as per the monster entry.

Large, dragon-sized and dragon-like undead monsters that are forces of pure necromancy, these animated collections of bones, dried, mummified skin, and stiff, dead flesh are terrifying creatures that only the most powerful of evil sorcerers can hope to deal with as an equal.

FURY: AC: 13 HD: 6d8 (30 hp) Attack: Scourge +6 (1d6+poison) or Lasso +6, STR: +1, DEX: +1, MND: +2, S: Flies, Knockout poison on scourge causes characters to fall immediately unconscious if they fail a STR + level check (DC 13), 30% spells cast at the Fury fail, Furies can see invisible characters or objects at will, can cast up to 2nd level spells.

Flying, screeching, vaguely bat and woman-like creatures with fanged, dog-like heads, black skin and glowing red eyes, and snake-like hair in some descriptions; in others, they are merely bat-winged, wiry old women.  In all accounts, they are infamous for their horrible screeching, and the terrible scourges with which they whip their victims.

GARGOYLE: AC: 14 HD: 4d6 (16 hp) AT: claws or bite +4 (1d6), horns +4 (1d6) STR: +6, DEX: -2, MND: -1, S: fly, ignores the first 2 points of damage from all attacks.

Animated and strange winged, stone statues.

GHOST: AC: 16 HD: 4d6 (16 hp) AT: touch +4 (1d6) STR: -4, DEX: +2, MND: +1 S: undead immunities, only hit by magic or silver weapons, arrows do a max 1 HP damage.  Ghosts also have one of the following special attacks.  More powerful versions can be created by giving them two or more:
  • drains 1d3 DEX on touch, creatures reduced to -5 DEX are immobile and helpless for coup de grace attack that kills them automatically
  • as an action, may cast the spell Withering of the Haunter 
  • forces a Sanity check on all characters that can see the ghost
  • under a permanent effect identical to the Blasphemous Piping of Azathoth spell
  • can cast spells up to 3rd level
The spirit of the departed, which for reasons which are unknown, lingers on earth to bring misery and fear to those who remain.  Many, even when defeated, will return after many weeks, months or even years, if their remains are not properly attended to—they usually need to be exhumed, doused in salt, and burned.

GHOUL: AC: 13 HD: 2d6 (8 hp) AT: claws or bite +2 (1d6) STR: +2, DEX: +0, MND: -1, S: touch paralyzes for 1d4 rounds, humans wounded by ghouls are cursed if they fail a MND + level check (DC 12) and will slowly turn into ghouls themselves.  This process involves taking 1 point of MND damage every day (which does not heal overnight) until they reach -5, at which point the conversion is complete.  GM may provide antidote/remedy to counter this curse.

Formerly humans, who fell prey to daemonic, cannibal rituals, and were transformed via blackest necromancy into feral, subhuman monsters that endure endless hunger for human(oid) flesh.  Their most fearsome ability is their tendency to spread their curse to those who survive their attacks.

GOBLIN: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: -2

Small, leathery humanoid with bat-like ears and sharp teeth.  Usually seen as a pest at best by civilized people, as a scourge to be annihilated at worst.

GOLEM, FLESH: AC: 16 HD: 4d12 (28 hp) AT: slam +8 (2d6+4) STR: +8, DEX: -2 MND: -3 S: Immune to most forms of magical attack.  Regular weapons do only half damage.  Fire (magical or mundane) does 2x damage.

The stitched together remains of human(oids) given an evil unlife by foul magic.  Flesh golems are notoriously tough and difficult to kill, although luckily they are very rare, and the research into the creation of one is usually punishable by death in most civilized lands.

GRIFFON: AC: 17 HD: 8d8 (40 hp) AT: bite +8 (1d12) STR: +7, DEX: +0, MND: -3 S: flies

Large creatures with the bodies of lions, but the head and forelimbs of eagles, as well as wings.  Their razor sharp beaks are dangerous, but the brave and exceptional individual can occasionally tame one as a steed.

GUG: AC: 15, HD: 10d8 (50 hp) AT: 4 claws +10 (2d6) or bite +10 (1d8), STR: +10, DEX: -2, MND: +0.

Massive monsters that live underground, with arms that split at the elbow, giving each four hands, and a massive, fanged maw that splits the head vertically.

HALFLING: AC: 11 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: +0

Small, provincial, rustic people little more than half the height of a normal human.  See character creation rules.

HAWK: AC: 12 HD: 1d6 (8 hp) AT: bite +1 (1d4), 1 claws +2 (1d4) STR: -3, DEX: +3, MND: -4, S: flies, +8 bonus on any attempt to spot while flying.
       NOTE: these same stats can be used to represent other small flying animals such as a raven or owl

Stats appropriate for any small flying animal, as used for familiars, pets, animal companions, or merely wildlife.

HELL HOUND: AC: 15 HD: 5d6 (20 hp) AT: bite +5 (1d6) STR: +3, DEX: -1, MND: -3, S: breathe fire (1d10 HP damage—DEX + Athletics check DC 14 will halve damage.)

Supernatural, black, daemonic dogs, hellhounds, when they are seen on earth, are tremendously dangerous.  Their ability to breath fire makes them even worse.

HORSE, RIDING: AC: 12 HD: 2d6 (8 hp) AT: bite or kick +2 (1d6) STR: +5, DEX: +2, MND: -3, S: when ridden, grants a +10 to chase checks

Not trained to fight, riding horses can still be dangerous when spooked.  Most often, however, they are simple beasts of burden; useful for riders or farmers.

HORSE, WAR: AC: 12 HD: 3d6 (12 hp) AT: bite +3 (1d6) or kick +3 (2d6), STR: +5, DEX: +2, MND: -3 S: when ridden, grants a +10 to chase checks

Larger and more fearless than riding horses, warhorses are capable of bringing their masters into battle and fighting alongside them.

HOUND OF TINDALOS: AC: 15, HD: 4d8 (20 hp) AT: Tongue +4 (special), STR: +4, DEX: +2, MND: +3, S: Teleport through time and space to any sharp angle, tongue attack causes curse that does 1d4 damage to all stats.

Hounds of Tindalos are named after the first sorcerer known to have fallen victim to them.  Strange, extradimensional predators, they are not really "hounds" as they are not really very doglike.  They are very lean, four-legged predators, emaciated and skeletal, with alien heads, strange eyes that can vary tremendously, jagged, sharp teeth, and a long tongue-like organ that trips bluish, glowing ichor.

HUMAN, BANDIT/SOLDIER: AC: 12 HD: 1d10 (6 hp) AT: weapon +1 (1d6) STR: +2, DEX: +0, MND: +0

The stats for a regular fighting man.

HUMAN, COMMON MAN: AC: 11 HD: 1d6 (4 hp) AT: weapon +0 (1d6), STR: +0, DEX: +0, MND: +0

The stats for a regular civilian.

HUMAN, SERGEANT-AT-ARMS: AC: 14 HD: 3d6 (12 hp) AT: weapon +3 (1d6), STR: +2, DEX: +2, MND: +2

The stats for a more powerful fighting man, or captain.

HYDRA: AC: 15 HD: 6d8 (39 hp) AT: 5 bites +4 (1d10+3) STR: +6 DEX: +0 MND: -3 S: the hydra recovers 10 points of damage every round, unless the damage was dealt with fire or acid

A tremendously dangerous, multi-headed serpent-like creature that is almost impossible to kill without burning.

IFRIT: AC: 16 HD: 10d6 (40 hp) AT: slam +10 (2d6) STR: +8, DEX: +3, MND: +4, S: flies, can turn invisible, immune to any but silver weapons, and can cast any fire-related spell.

Genies of fire, that live in the fabled City of Brass.  The Jann claim to have some descent from the ifrit mingled with their otherwise human ancestry.

IMP: AC: 18, HD: 2d8 (10 hp) (AT: Tail sting +2 (1d4), STR: -2, DEX: +3, MND: +2, S: flies, poison causes paralysis (1d4 rounds) and loss of 1 HP per minute, can assume the form of a specific kind of vermin, can ask 3 questions of demon lords per week and receive correct answer

A small daemon who serves often as a messenger or courier to the daemon lords.  Many escape their servitude and cause misery to mortals, and many even serve as familiars to evil sorcerers.

INVISIBLE STALKER: AC: 16 HD: 8d6 (32 hp) AT: 1 bite +8 (1d6) STR: +1, DEX: +2, MND: -2, S: flies, invisible

An assassin spirit summoned by evil warlocks to kill their rivals.

JABBERWOCK: AC: 12 HD: 7d8 (35 hp) AT: 2 claws +8 (1d8+4) bite +8 (2d6+5) STR: +8 DEX: -2 MND: -2 S: flies, can make a tongue attack where the tongue launches out and sticks to opponents.  On a successful opposed STR check, the jabberwock pulls the target to his mouth and gets an automatically successful bite attack.  Also, any character that sees a jabberwock must succeed on a Level + MND check, DC15 or be subject to an effect identical to The Seeping of Kadath on the Mind for 4 rounds.

A bizarre creature, supposedly created from a spectacularly botched spell by some ancient wizard, that is a disturbing hybrid of multiple large monstrous creatures.  Seeing one often makes victims literally lose their mind in terror, as does listening to their gibbering, meeping calls.

JANN: AC: 12 HD: 1d6 (4 hp) AT: weapon +2 (1d6) STR: +1, DEX: +1, MND: +0 S: For one strike per combat, the Jann can make a Fire Strike which does an additional 1d6 fire damage to his opponent.

A red-skinned human who claims distant ifrit ancestry many generations ago.

KEMLING: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +1, MND: +0 S: Kemlings can see in the dark as if they had the biological equivalent of night-vision goggles.

A black-skinned human who claims distant daemonic ancestry many generations ago.

KETOS: AC:30 HD: 30d8 (150 hp) AT: 4 slams +30 (3d8+10) STR: +18 DEX: +2 MND: +0 S: fully amphibious, immune to 1st-3rd level spells, kraken can vomit a flood of sea water that flows from his mouth like a flood.  Creatures in it's path must make a STR + Athletics check to avoid being washed away, but still take 2d6 damage from the force of the water. Targets that fail the check are washed away and knocked down.  If they smash into a solid surface (such as a wall) they take an additional 4d6 damage as the water pounds them into the hard surface

A terrible aquatic monster that has occasionally been appeased by sacrifice, but otherwise is known to be responsible for several ancient kingdoms and city-states, including Argos, Joppa and Aethioppia.

LICH: AC: 20 HD: 12d6 (48 hp) AT: touch +HD (1d6) STR: +4, DEX: +0, MND: +5, S: undead immunities, touch causes paralysis (no save), cause fear in creatures under 4th level/HD, can cast spells up to 5th level

One of several end-states for evil, necromantic sorcerers, who prolong their life with their magic.  These skeletal, undead wizards usually create horcruxes, which allow them to return even from death if defeated, unless the horcrux is itself destroyed.

LION: AC: 13 HD: 4d8 (20 hp) AT: bite +4 (2d6), 2 claws +4 (2d8), STR: +7, DEX: +4, MND: -3

These same stats can be used to represent other large, dangerous predators (like tigers, for instance) but lions are particularly dangerous because of their social hunting strategy.

LIZARDMAN, BRUTE: AC: 17, HD 3d8 (16 hp) AT: Club +5 (1d8+4) or javelin +3 (1d6+4). STR: +4, DEX: +0, MND: -2 S: amphibious

Large, powerfully build, anthropoid lizards who live in swamps semi-aquatically.

LIZARDMAN, SCOUT: AC: 13, HD 2d8 (10 hp) AT: Club +2 (1d8+2) or javelin +3 (1d6+1). STR: +0, DEX: +3, MND: +0 S: are amphibious

A smaller (but more intelligent) morph of the lizardman race.

MANTICORE: AC: 17, HD: 6d10 (36 hp) AT: 2 claws +8 (2d4+5) bite +6 (1d8+2), spiked tail +8 (1d8+2) STR: +5, DEX: +2, MND: -1, S: flies, spikes from tail can be thrown up to 100 ft.

Another leftover horror from before the Gigantomachy, the manticore is a strange hybrid between man-shape and lion-shape, with a large scorpion-like tail.

MEDUSA: AC: 15, HD 3d8 (16 hp) AT: bow +3 (1d6) or dagger +3 1d6+1) STR: +1, DEX: +1, MND: +0 S: Turn to Stone on failed DC 14 MND + level check) if you look Medusa in the eye

Another lingering horror from prehistoric times, Medusa is a strange hybrid between woman and snake, and her malignant gaze will turn any who see it to stone.

MINOTAUR: AC: 15, HD: 8d8 (40 hp) AT: 4 claws +10 (2d6+4) or gore +10 (1d8+4), STR: +10, DEX: -2, MND: -2.

Cursed monsters that are hybrids between men and giant, shaggy bulls, minotaurs have developed a taste for human flesh.

MUMMY: AC: 16 HD: 6d6 (24 hp) AT: touch +6 (1d6) STR: +7, DEX: -2, MND: +2, S: undead immunities, takes only half damage from non-silver weapons, immune to most spells except fire based ones.

Cursed by evil sorcerers, in ancient times, some victims were doomed to become mummies, powerful undead creatures bound to their place of origin.

NEPHILIM: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +1, MND: +1 S: +1 to any Knowledge or Communication checks.

Beautiful humans with a touch of angelic ancestry, giving them pure white hair, chrome colored eyes, and extraordinarily beautiful features.  Nephilim are usually the descendants of fallen angels, however, so their beauty sometimes masks a darkness of soul that not even the kemlings can match.

NIGHTGAUNT: AC: 15, HD: 4d8 (20 hp) AT: Squeeze +4 (Special), STR: +1, DEX: +1, MND: +1, S: Flies, tail caress while being squeezed renders most creatures helpless to react, can cast Leaden Limbs of the Gnophkeh spell

Human-sized, rubbery and lean, faceless black flying creatures, nightgaunts are greatly feared, but curiously not always hostile.

ORC: AC: 12 HD: 1d6 (4 hp) AT: weapon +3 (1d6+2) STR: +4, DEX: +0, MND: -2

Powerfully built humanoid creature with greenish-gray skin.  See character creation rules.

PHOENIX: AC: 19 HD: 12d6 (48 hp) AT: bite +12 (2d6) STR: +5, DEX: +5, MND: +0, S: all characters hit by the phoenix must make a DEX + Athletics check (DC 15) or be set on fire, which deals an additional 1d6 damage each round.  Flammable materials can be set alight at will on contact

Massive bird of flame that will burn most things that it comes into contact with.

PLAGUE HORROR: AC: 15, HD 10d8 (50 hp) AT: Tentacle +10 (2d6+6) maw hand +10 (2d6+6) STR: +10, DEX: -2, MND: -2, S: A hit with tentacle may grapple its foe on a check vs. DC 20 (STR or DEX + Athletics). A grappled opponent automatically takes 1d8+3 damage each round and cannot do anything until he escapes.  A hit with the maw hand will infect the target with a disease unless it succeeds on a STR + level check DC 20.  The disease causes almost instantaneous flesh rotting, which causes 1d4 point of STR damage the round after the attack, and an additional 1d4 STR damage when the combat is over, assuming the character survived, and will continue to do so once a week until the character dies or the disease is somehow cured.

An elephant-sized mutated former plague victim that betrays little of its former humanity.  Spines cover its back, and one arm ends in a toothed maw, the other has become a powerful tentacle.

RAT, GIANT: AC: 12 HD: 1d6 (4 hp) AT: bite +1 (1d3) STR: -3, DEX: +3, MND: -4, S: 25% chance of disease from bite—must succeed on DC 12 STR + level check or take 1d4 DEX damage in 1 day, and 1d4 STR damage in 2 days.

An aggressive, territorial rat the size of a large dog.

RATMAN: AC: 12 HD: 1d6 (4 hp) AT: weapon +1 (1d6) STR: +0, DEX: +2, MND: +0, S: 25% chance of disease from successful attack—must succeed on DC 12 STR + level check or take 1d4 DEX damage in 1 day, and 1d4 STR damage in 2 days.

Disease and filth carrying humanoid rat-people.

RAT BRUTE: AC 15, HD 4d8 (20 hp) AT: 2 claws +4 (2d6) bite +7 (1d8+3) STR: +7, DEX: +5, MND: -3, S: 25% chance of disease from bite or claw attack—must succeed on DC 12 STR+level check or take 1d4 DEX damage in 1 day, and 1d4 STR damage in 2 days.

A massive, muscular, ogre-sized breed of ratmen.

RHINOCEROS: AC: 18 HD: 6d8 (30 hp) AT: trample +7 (2d6+6) gore +7 (1d10+6) STR: +8, DEX: +0, MND: -4
NOTE: this can also represent other large, charging herbivores like bison or aurochs

Large, aggressive, horned herbivores.

SABERTOOTH: AC: 14 HD: 5d8 (15 hp) AT: bite +5 (2d10), claws +5 (2d8), STR: +8, DEX: +3, MND: -3

A massively muscled cat.

SCYLLA: AC: 19 HD: 11d8 (55 hp) AT: 4 maws +11 (2d6+5) bite +12 (2d10+5 and paralytic poison) STR: +8 DEX: +1 MND: -3 S: fully amphibious, successful bite attack administers paralytic poison (STR + Athletics check DC 17) that makes opponents completely unable to move for 2d6+3 rounds

An aqautic monster from prehistoric times with many heads, each equipped with a sucking, lamprey-like mouth.  It can crawl onto land with four powerful clawed feet, and its bite delivers a dangerous paralytic poison that leaves its victims helpless.

SEA SERPENT: AC: 17 HD: 15d6 (75 hp)AT: bite +15 (4d6) STR: +12, DEX: +2, MND: -4, S: swallows whole on roll 4 higher than needed to hit, swallowed creatures take 1d6 automatic damage every turn.  Swallowed characters, if they can deal 30 points of damage with a light weapon before dying, can escape.

Gigantic, aquatic snake.

SHOGGOTH: AC: 5, HD: 12d8 (60 hp) AT: slam +12 (1d8), STR: +12, DEX: +2, MND: -1, S: Immune to critical hits and poison, regenerate 3 HP/round, only takes half damage from fire, cold, electricity, and bludgeoning attacks, amphibious

Massive and powerful amoeba-like creatures cursed with a bitterness and anger at the creatures of the current age (or even the age before the Gigantomachy, for that matter; shoggoths are one of the few remnants from the age before even that.)

SKELETON: AC: 12 HD: 1d6 (4 hp) AT: weapon or strike +1 (1d6) STR: -1, DEX: -1, MND: -4, S: undead immunities, only takes half damage from arrows or bullets.

A magically animated skeleton, which can serve necromancers as servitors or even warriors—although they are relatively poor at the latter.

SNAKE, CONSTRICTOR: AC: 14 HD: 2d6 (8 hp) AT: constriction (1d3) STR: +1, DEX: +1, MND: -4, S: On successful attack, automatic 1d3 damage thereafter until dead or the snake changes its target. Can be escaped with an opposed STR check.

Large snake that attacks by coiling its body around a victim and suffocating it.

SNAKE, VIPER: AC: 14 HD: 1d6 (4 hp) AT: bite +1 (1hp + poison) STR: -2, DEX: +2, MND: -4, S: Poison bite (DC 14 1d6 STR damage, in one minute another 1d6 STR damage.)

Smaller serpent that attacks by injecting poison into the body of its victim via its fangs.

SWARM, BATS: AC: 12, HD: 4d8 (20 hp) AT: 4 bites (1d8), STR: -4, DEX: +4, MND: -4, S: Attacks made against the swarm are made at -2 and have a 50% chance of hitting random adjacent creature, flies

A multitude of small, biting bats.  They are hard to fight, because they are small and travel in a loosely aggregated mass.

SWARM, INSECTS: AC: 13, HD: 3d8 (15 hp) AT: 3 bite (1d3) (double against no armor), STR: -4, DEX: +4, MND: -4, S: Unaffected by weapons, may or may not fly, may or may not have poison causing paralysis

A multitude of small, biting flies or other biting insect.  They are hard to fight, because they are small and travel in a loosely aggregated mass.

SWARM, RATS: AC: 12, HD: 4d8 (20 hp) AT: 1 bite +HD (1d8), STR: -4, DEX: +4, MND: -4, S: Attacks made against the swarm are made at -2, bite has 5% chance of causing disease (see RAT, GIANT)

A multitude of aggressive and possible rabid rats.  They are hard to fight, because they are small and travel in a loosely aggregated mass.

THURSE: AC: 17, HD 3d8 (16 hp) AT: Club +5 (1d8+2) or javelin +3 (1d6+2). STR: +2, DEX: +0, MND: -2
NOTE: These same stats can apply to any bestial humanoid such as a Sasquatch, Ogre or Gnophkeh.

Large, powerful, hairy vaguely humanoid creature, known for feral savagery and often a hunger for human(oid) fles.

TREEMAN: AC: 19 HD: 10d8 (50 hp) AT: 2 slams +12 (2d6+9) STR: +10 DEX: -2 MND: +0 S: takes double damage from fire attacks, can trample an opponent which prompts a DEX + Athletics check DC 20 or take 3d8 damage

Powerful yet slow humanoid tree given sentience by some elder power.

VAMPIRE: AC: 17 HD: 9d6 (36 hp) AT: bite +9 (1d6) STR: +4, DEX: +6, MND: +5, S: undead immunities, only takes half damage from non-silver weapons, regenerate 3 hp per round, on a successful hit (MND + level to resist, DC 19) does 1d4 STR damage, gaseous form at will, shape change into bat, can hypnotize (MND + level check, DC 19), avoids garlic and mirrors, immobilized and apparently dead if a stake is driven through its heart, drowns underwater in one round, creatures reduced to -5 STR die and will rise 24 hours later as a vampire under the control of their creator.

Another possible end state for the evil and powerful who wish to prolong their life unnaturally (like the lich.)  Vampires retain their human appearance, but the cost is the undeniable thirst for human blood and sacrifice.

WEREWOLF: AC 16 HD: 4d8 (20 hp) AT: claw +3 (2d8) bite +3 (1d10) STR: +3, DEX +3, MND -2, S: Can transform into either a HUMAN, BANDIT/SOLDIER or a WOLF once per combat (or from them if it starts in either of those forms.)  Transforming instantly heals all damage taken so far.  A successful bite or claw attack while in werewolf form will cause the victim to suffer a 25% chance (each attack) of contracting the curse of lycanthropy.  An individual so cursed becomes a werewolf, and can change into a wolf or werewolf of the same HD as his regular character when desired.  However, in combat, a werewolf has a 20% each round of falling prey to an effect identical to the Seeping of Kadath on the Mind spell.  And needless to say, if the local countryfolk hear about it, they’ll come after the party with torches and pitchforks.

Humans cursed to transform into wolf-like monsters  Legend holds that the moon causes the change to happen, but this is not actually true; stressful conditions (like being injured in combat, for instance) is usually the trigger.

WIGHT: AC: 14 HD: 3d6 (12 hp) AT: claw +3 (1d6) STR: +4, DEX: +1, MND: +1, S: undead immunities, takes only half damage from non-magical or non-silver weapons, does 1d3 STR damage per hit (MND + level check to avoid, DC 14), creatures reduced to -5 STR will rise 24 hours later as a wight.

The reanimated corpses of powerful warriors or other champions, wights are powerful and deadly undead creatures.

WOLF: AC: 12 HD: 2d6 (8 hp) AT: bite +2 (1d6) STR: +2, DEX: +1, MND: -3
          NOTE: These same stats can apply to any medium sized cursorial hunting animal such as a dog or hyena.

A typical cursorial hunting animal.

WOSE: AC: 12 HD: 1d6 (4 hp) AT: weapon +3 (1d6+2) STR: +4, DEX: +0, MND: +0 S: +4 on any Survival type roll needed.

Savage, hairy humanoids who are often accused (and not unfairly) of hunting and eating people.

WYVERN: AC: 15 HD: 7d8 (35 hp) AT: bite +6 (1d6+4) or sting +3 (1d6+2 plus poison) STR: +6, DEX: +1, MND: -4, S: flies, successful stinger attacks deliver poison.  Target must succeed on STR+Level check DC 14 or take 1d4 STR damage.  One minute later, a second check must be passed or character takes 1d4 DEX damage.
NOTE: Can also represent other large stinging or biting poisonous creatures, such as giant insects, etc. May make bite instead of sting poisonous as desired, and remove flight for things like giant spiders, etc.

Large, poisonous flying reptiles.

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