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Showing posts with the label monster

Mindflayers and Reproductive Horror

 They see you as subsentient. The only value they see in you is your reproductive ability. It doesn't matter that it will destroy you. All that matters to them is you have their children. Ceremorphosis is sitting there knowing you will die giving birth to your rapist's child. Just some ponderings from thinking about Alien and Expedition to the Barrier Peaks, I have been thinking about mindflayers a lot recently anyways. I feel like there are a lot of ways to take them but people very rarely take them anywhere beyond the default ways because IP laws stifle.  

Dogbrothers for wolves upon the coast, the grand fantasy campaign by Luke Gearing

  I’ve been thinking about the Caverns of Thracia recently, and I played in a session of wolves upon the coast. HD 4 AC as Chain Damage as Weapon The hounds of war rarely go hungry. A fragment of the meals begin to slowly bubble in their psyche, soon walking on four legs no longer fits. They become war.

Saint Inklethurt's and Brondy Underground Railroad

  Troika! Tuesday is here again. Here’s a small little monster. Hidden within the goblin labyrinth of Troika City are many abandoned underground projects. The first underground railroad in the city was that of the Saint Inklethurt’s and Brondy, a line that would connect the port of Brondy to the farther inland Shrine of Saint Inklethurt. Using extensive labor from the damned the tunnels were constructed, track was laid, and it was opened to the public. With the power of demon binding custom steam trains with minimal smoke were ran through the somewhat ventilated tunnel.  It ran without issue for 5 months before a small seal was broken and the hellfire engine unleashed its true power, acrid hellsmoke filled the tunnel and killed the hundreds of passengers inside. The company that created the rail line and bound the demons quickly went bankrupt and the tunnels were abandoned. All subsequent underground railroads in Troika have been powered by plasmic energy instead. When wand...

Nithhugyr

 Back when man ate the planet the nithhugry was made. On command they would hollow out entire mountainsides, now only a few are left, roaming the places few dare to tread. They appear in swarms of 3d100, combined into a singular worm. Each segment is 15’ long and 10’ wide Nithhugyr: HD 2+12 per Segment, Atk 1 Bite (1d12+6) per 5 Segments, AC as Chain + Shield, MV 60' or 40' Burrow, ML 11. Swallow: If a bite attack beats succeeds by 10 or more, the target must save vs Wands or be swallowed whole. If swallowed whole the victim travels down the body at a rate of 1 segment per round, suffering 1d6 damage per segment. If not swallowed whole the victim is hanging on for dear life in the mouth and must make Strength check each round to hold on. Succeeding by 2+ allows for escape, failing by 2+ means swallowing. Break Apart: If a segment is destroyed the swarm becomes two independent worms., Heat Vent: Has a 1-in-12 chance each round to release jets of searing hot air, scalding ...

DCC Month of Horror: Day 1 Chains of Hell

  Wide-eyed peasants tell tales of horrible chain encrusted creatures, their flesh bleeding as the metal digs deeper and deeper into them.. Chain devils, they chant. They are not entirely wrong. However the bound is not the denizen of hell, the bound in their victim. The chains themselves are what puppet these corpses. Their purpose is inscrutable but their means are simple, kill and puppet a moral victim, kill as many other mortals as they can and drag them back into the pits of hell. When not puppeting a corpse the chains of hell take on the form of a great serpent. Chains of Hell, Serpent Form (Type II Demon): Init +3; Atk Bladed Bite +10 Melee (1d12+5) or Tearing Tail +6 Melee (1d8+Bleed), Grapple +5 Melee (Bleed); Crit Dn / d6; AC 18 (Metal Nature); HD 5d14; MV 40’; Act 1d30 + 1d16; SP Demonc Traits, Demonic Combatants, Bleed, Variable Nature, Puppeting; SV Fort +6, Ref +6, Will +2; AL C. Demonic Traits: As a Type II Demon a chain of hell can speak, read mind...

Upon the Northern Isthmus: The Afterlife and Undeath

The Afterlife In death there is the gravhela. After death the dead begin their trek to the bottom of the world. Deep underground in the cold and dark beyond the Death Goddesses’ lake sits the realm of gravhela. The winds are cold and biting, there is no light. The only solace is ale provided down there erases all memories of what you were before you died, so your soul can finally rest. Virtuous or Vile when you die gravhela waits. One cannot let the certainty of death hold you back, you will be born, you will do what The Weird demands, and you will die. Shirking this fate is cowardice. The Undead Ghosts and Revenants Those that have not fulfilled their obligations in the realm of the living are bound to return in one form or another. Death cannot and will not stop their Weirdbound duty. To counter the will of these rare heroes of Weird is vile, those that do may never taste the sweet ale in gravhela.  Monuments and runestones dot the landscape, telling ...

A DCC conversion of the Bestiary in Glory Hole Dwarven Mine

I recomend for the undead monsters you add an aditional random trait to add to the DCC flavor. I have added my own but chose to not include them here. Bestiary Badger Initiative: +2 Attacks: Bite +6 Melee (1d4+1) HD: 2d8 AC: 13 Movement: 20’ Action: 1d20 Saves: Fort +3, Ref +3, Will -2 Crit: M / 1d12 Bigfoot Initiative: +3 Attacks: Fist +7 Melee (3d4) HD: 10d6 AC: 13 Movement: 40’ Actions: 1d24 + 1d20 Saves: Fort +10, Ref +6, Will +4 Crit: M / 1d16 Black Widow Spider Initative: +1 Attacks: Bite +0 Melee (poison) AC: 15 when attacked with a normal weapon, 10 if wide object. HD: 1/2d3 Movement: 15’ Action: 1d20 Special: Poison DC 14 Fort Save, 1 strength damage on success, 1d4 on fail (permanent) Saves: Fort -6, Ref +2, Will -6 Cave Bear 15 foot tall bear Initiative: +2 Attacks: Bite +8 Melee (4d6), Claw +8 Melee (3d4) HD: 8d10 AC: 15 Movement: 30’ Action: 1d20 + 1d20 Special: If two claw attacks hit the bear may hug and grapple the victim, dealing an additional 2d6. Lasts until 6 points...