Monday, April 20, 2015

Moundling (Lesser)

Lesser Moundling
Hit Dice: 2
Armor Class: 6 [13]
Attacks: 2 Pseudopods (1d4+1)
Saving Throw: 16
Special: Clinging Crud
Move: n/a
Alignment: Chaos
Challenge Level/XP: 2/30

Mindless, blind and disgusting, these subterranean nuisances resemble gelatinous gut-piles with a few smoothly-eroded bone fragments poking out of their pseudopods. They sense vibrations and heat, and are rumored to possess a highly developed sense of smell, which is doubtful, given their predilection for infesting places rife with rot and decay.

Anyone coming within 20' of a Moundling must make a Save or find that their boots, sandals or other footwear is coated with a nasty-smelling clinging crud that seeps into them and begins to fester, swell and develop disconcerting bulges over the course of the next hour or so. Those bulges will rupture to release 1d4 larval Moundlings that resemble squiggly little slugs with only 1 hit point apiece. The larvae will quickly wriggle off into the surrounding darkness to find a suitable spot to take root and begin the process all over again.



Friday, April 17, 2015

Gargaim

Gargaim
Hit Dice: 4
Armor Class: 6 [13]
Attacks: 2 Claws (1d2), 1 Bite (1d6), or Weapon(1d6)
Saving Throw: 12
Special: Immune to silver weapons, half damage from magic weapons.
Move:9
Alignment: Chaos
Challenge Level/XP: 3/60

Fetid and grotesque scavengers who lurk in sewers and dumps and constantly mutter and grumble to themselves in a singularly uncouth language, Gargaim are as ungrateful as they are unwelcome within the communities they feed upon. Narrow-minded and easily distracted, they can be temporarily placated in most instances by tossing them a few copper coins or bits of colored glass. Of course once you pass on your way to better things, the Gargaim go out of their way to stir up any other creatures in the immediate vicinity in order to set them after you...




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Skreecher

Skreecher
Hit Dice: 2+
Armor Class: 6 [13]
Attacks: 2 Claws (1d4), or weapon
Saving Throw: 14
Special: Spell-use.
Move:9
Alignment: Chaos
Challenge Level/XP: 3/60

Greedy, cunning and conniving; Skreechers rove the underworld in search of spell-casters to ambush. They delight in torturing captive magic-users into teaching them new spells and they quickly confiscate every tome, scroll, codex, spell-book or grimoire they can beg, borrow or steal.

Skreechers progress as Magic-Users, but require an additional 30% XP per level to advance.




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Yrrzael (Tishga-Drones)

Yrrzael
Hit Dice: 4
Armor Class: 6 [13], 5[14] with shield
Attacks: 4 weapons (1d6, 1d6, 1d4, 1d4), or acid
Saving Throw: 13
Special: Acid, Split attacks between multiple opponents.
Move:14
Alignment: Neutrality
Challenge Level/XP: 5/240

Despoilers of graves and looters of tombs, the Yrrzael are the buzzing war-drones of a maggot-ruled empire that does not claim territory, but rather seizes upon the bodies of the dead. All dead flesh is theirs by decree of the Maggot-Mages and their Veiled Empress. They lay their eggs where they will and feed upon all that die and this has led them into conflict with the ghouls who are as likely as any to fall victim to these insatiable, implacable things...




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Vhyl Katub

Vhyl Katub
Hit Dice: 8
Armor Class: 4 [15]
Attacks: 2 Pincers (2d6+2), 1 Bite (3d6), or acid spray
Saving Throw: 11
Special: Immunities, Acid.
Move:10
Alignment: Neutrality
Challenge Level/XP: 11/1700

The Vhyl Katub are strange, alien beings summoned to guard ancient tombs and reliquaries. Immune to fire, cold and poison these weird worm-things tirelessly slither about their sealed domains along routes that have remained unchanged for millennia. 




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Jirin

Jirin
Hit Dice: 4
Armor Class: 2 [17]
Attacks: 1 Fist (1d4+2) or 1 Weapon (1d6+1)
Saving Throw: 11
Special: Consume Magic, Dispel Magic.
Move:12
Alignment: Neutrality
Challenge Level/XP: 5/240

Powerfully-built hairless humanoids with extremely thick skin that they sometimes fit with spikes or studs, Jirin consume the pages of spell books and scrolls as though such things were the sweetest candy and they drain magic items like drinking wine from a bottle.

They also have a 90% chance to dispel any first level spell cast within 30' of them, an 80% chance to dispel second level spells, 70% chance to dispel third level, 60% chance to dispel fourth level spells, 50% chance to dispel fifth level spells, 40% chance to dispel sixth level spells, 30% chance to dispel seventh level spells, 20% chance to dispel eighth level spells, and a 10% chance to dispel ninth level spells.

Any magic weapon striking a Jirin runs a cumulative 5% chance of losing one of its enchantments or bonuses determined at random.

The Jirin cannot wield a magical weapon unless it is first completely drained of all power. This can be accomplished by simply holding the item in their hands for one hour per magical plus of the weapon and also applies to armor.

Magical potions make them sick and they cannot be healed by magic, nor can they be raised or resurrected, which may explain their intense hatred for Clerics in particular.





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Reptin

Reptin
Hit Dice: 2+1
Armor Class: 3 [16]
Attacks: 1 Bite (1d4+Poison), 1 Javelin (1d4+1), Sword(1d6+1)
Saving Throw: 14
Special: Immune to Sleep, Fear or Charm.
Move:12 (Cannot swim)
Alignment: Neutrality
Challenge Level/XP: 3/60

Some would characterize the Reptin as slow and plodding, but those fools never faced them in battle. Reptin are disciplined soldiers whose ancestors built a vast world-girdling empire long, long ago. But that was before the Great Cataclysm and the treachery of the serpentine nobles. Now they serve as mercenaries to the younger, weaker races.

Reptin wear heavy bronze armor that is riveted in place once they reach maturity and is never removed. They take a very dim view of anyone looting their fallen comrades and have been known to break off in the middle of an attack to go after bands of scavengers that tried to recover some of their armor. The armor of the fallen must be recovered to hand it down to the next cycle of hatchlings, such is the way of their people for uncounted thousands of years.

They preserve the old lore of their ancestors regarding the fine points of bronze-casting and are very likely the greatest experts and artisans who work exclusively in bronze active in the world today. Reptin smiths not only know the secret to making extremely hard bronze, they also manufacture Hepatizon and other more exotic forms of bronze. It is rumored that more than two-thirds of the bronze golems discovered are Reptin creations. They are also quite infamous for their skill in demolishing or dismantling such constructs.

The hidden egg-pits of the Reptin are rumored to be tended by special bronze golems, in order to free the Reptin to wage war.





Swords & Wizardry Appreciation Day 2015 is hosted by Gamers & Grognards.
There is a roll call of all the blogs, other sites and special offers participating in this event at this link.


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