Stuffed Crocodile

Mazes, Martians, Mead

Tag Archives: monster

[Labyrinth Lord] Zombie Whale

Whale Zombie

Whale Zombie

Zombie Whale

No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 60’ (30’)
Armor Class: 4
Hit Dice: 15 +3
Attacks: 1 (swallow or zombie powder)
Damage: 1d4+2 or special
Save: TH4
Morale: 7
Hoard Class: None

More often than not accidental spawns of dark magic these undead are found in the realms under the waves, but on occasion veer into beach areas. They mostly swim, but the can fly if movement on land is needed. (thought you escaped? Ha!)

Living beings killed by them have a 50% chance of raising as zombies within a week, if no appropriate countermeasures are taken. If successfully attacked by their zombie powder attack (a breath weapon dealing 2d8 damage) characters are infected with a zombie virus and will transform into a zombie within a week.

Okay, this one is silly. They show up on one beach in Final Fantasy IX and are wonderful to boost levels with some extra XP. But they still are flying zombie whales. I think I am going to use them for some seaside encounter with a very weird aquatic necromancer.

Advertisements

[Labyrinth Lord] Chupacabra

Chupacapra
No. Enc.: 1d6 (3d6+4)
Alignment: Neutral
Movement: 40’ (20’)
Armor Class: 8
Hit Dice: 5 +1
Attacks: 1 (claw 1d4+2, grapple)
Damage: 1d4+2 or special
Save: MU5
Morale: 7
Hoard Class: None
Small, elusive creatures that feed on the blood of mammals (hence goatsucker). Normally they life in small communities in warm woods and grasslands. They sneak into civilized areas at night (they are stealthy and have excellent low-light vision) and drain entire herds of farm animals in days; some have acquired a taste for humanoid blood as well. They generally are seen as half-intelligent: they are not tool users, but they show crafty tactics while hunting and hiding.
They prefer to attack enemies from behind, drain as much blood as possible, then try to flee to digest their meal.
They normally attack by grappling enemies from behind (additional +2 for grappling attacks), then sucking the blood out of their victims. Every round they are attached they can drain 1d4, up to 12 CON points

Converted from an old Dragon article for 3.5 (Dragon #343). I think they might be a bit hardcore.

[Labyrinth Lord] Hopping Half-Vampire Freaks

Oh, today is one of these fantastic days.

Around 13:45 I say to myself: “Hey, it’s sunny and warm right now, let’s put all my trousers into the laundry! They will be dry until I have to work tomorrow.”

At 14:15 my colleague calls and says” “Hey, where are you? You have afternoon shift today.”

And I say: “Oh, f—.”

My schedule this month is kind of crazy.

So I am sitting at work right now, thinking about what to do with my time. I found a pair of jogging trousers in my wardrobe which of course are totally against the company dress code, so shhhhh… There is nothing to do, no mails, no tasks, hopefully no calls.
Because if there is a call it means something has gone belly up. And I really can do without that.

So, what to do with the time?

Hopping Half-Vampire Freaks
No. Enc.: 1d2 (1d6)
Alignment: Chaotic
Movement: 60’ (20’)
Armor Class: 7
Hit Dice: 2
Attacks: 1 (touch, see below)
Damage: 1d8, drain life energy
Save: F4
Morale: 10
Hoard Class: VII

In certain regions of the multiverse the local vampires are not the noble and glamourous monsters they have come to be known as in the rest of the world. They instead are freakish creatures that lure unsuspecting victims into the darkness of the wood to suck out their blood. The interesting part about these beings in this case is that they literally are half-humanoid in their appeareance. The right or the left half to be exact. Legend says that these beings are created by mad shamans or others of similar disposition by using the corpses of murderers executed by being sawed in half. It seems that the bodies of people executed that way are easy to possess for the demons and spirits that animate the bodies of the soulless.

The resulting undead are… notoriously hard to control thanks to a very limited intelligence (they both have only half a brain after all…) and very thirsty for human blood. They nevertheless have similar problems as other vampires, while the stake to the heart might not work against them that well, the powers of clerics affect them like mummies, and sunlight burns them like fire.

New spell:

Two for the price of one
Level Shaman 3, Cleric 4
Range Touch
Duration: Ritual

The spellcaster creates a vortex into the netherrealms inviting a host of demonic spirits to inhabit the half-bodies of a murderer sawed in half. Both body parts will animate and follow the will of the spellcaster to a certain degree (the resulting creatures notoriously being dumb as bread).

[Labyrinth Lord] Wolpertinger


Wolpertinger
No. Enc.: 1d4 (2d4)
Alignment: Neutral
Movement: 90’ (30’)
Fly: 120’ (40′)
Armor Class: 7
Hit Dice: 2
Attacks: 2 (bite, horn)
Damage: 1d4/1d4
Save: F3
Morale: 10
Hoard Class: None

Wolpertingers(VOL-pa-dink-A) live mostly in mountainous regions, and there on the meadows and forests covering those areas. They are not a danger in themself, being omnivorous, but mostly hunting smaller animals, but they can attack ferociously when provoked or put in danger. They are quick, agile, and have tusks that can kill people (as well as a firm bite, normally used to crack nuts), as well as wings that can be used for skillfull flights.

The Wolpertinger as such is a rare creature, and might maybe not be quite natural. Indeed the various elements of it’s body speak of the workmanship of one or more rather mad wizards trying out a few new things. By now these creatures breed true though, and often they are an integral part of their environment. As integral as a horned, flying rabbit with sabreteeth can be anyway.

[Labyrinth Lord] Pirate Penguins

English: A reconstruction of New Zealand Giant...

Image via Wikipedia

Pirate Penguins

No. Enc: 1d6 (3d10)
Alignment: Neutral
Intelligence: Low
Movement: 60’ (20’)
Swim: 120’ (40’)
Armor Class: 6
Hit Dice: 1
Attacks: 1 (beak)
Damage: 1d6
Save:: F1
Morale: 8
Hoard Class: None

Sometimes, when the old sailors start talking, when they are amongst themselves and no outsider can listen in, they will tell stories about the dread pirate penguins that roam the sea. Nobody really knows where they come from, but few of those who have seen them have survived. The problem with those penguin pirates is not only that they sail the seas to hunt for the riches of merchant ships and coastal settlements, it’s not that they can swim rather comfortably to you ship without you even noticing, it’s the prestige. Tell people that you have been raided by penguins and see what it will bring you. So those stories are only shared among the most trusted old sailors, most of which have been raided by them at least once.

Of course another reason is that very often these dread pirates actually are not going for the things normal humans would see as valuable. So instead of gold and jewelery some people have noticed they rather had to hand over all the food on the ship. Which makes the whole “getting-killed-by-penguin-pirates” even more shameful that otherwise. There have been stories about sailors dumping passengers and valuables into the sea, just so they would not have to admit to what happened to them.

[Labyrinth Lord] Shroomlings

Shroomlings

No. Enc.: 2d4 (6d10)
Alignment: Neutral
Movement: 60’ (20’)
Armor Class: 6
Hit Dice: 1 – 1
Attacks: 1 (weapon)
Damage: 1d6 or weapon
Save: 0 level human
Morale: 10
Hoard Class: III (XX)

These diminitutive humanoids are either seen as a pest or a boon by those living close to them.  On one hand unchecked these beings can manage to take over whole complexes with their own kind and their fungus farms, on the other hand some rather unscrupulous inhabitants of dungeon areas close by have found that not only is the average shroomling rather nourishing, they also can be rather tasty when fried in butter.

The shroomlings are a unisex race completely different from any of the normal beings encountered. They stand about 3 foot tall, and resemble walking and talking (well… mumbling) mushrooms. They barely, if ever, wear clothing and will only carry the most basic equipment with themselves. Their basic motivation is the feeding of the shroom mother, or if the mother has died or was lost (an all too common occurence) they will try to find a new place to colonize. Wandering groups of shroomlings are either trying to gather food or searching for a new place. Very few of them aspire to more than a life in the community of shrooms, and of those most are clerics of their shroom mother. Their intelligence is rather limited and what they have is often monomaniac to begin with.

Shroom Mothers

Shroom Mothers are those shroomlings that have decided to found a new fungus colony, or expand those of an older one. As the shroomlings are a fungus based unisex lifeform the way to create a shroom mother is for one shroomling to give up it’s humanoid form at a convenient place and sprout. This process takes about 1d6 days. After this, if there is enough food to nourish the new fungus (in some cases other members of the race will provide nourishment) the mother can now produce 1 new shroomling after a week, and then further 1d3 shroomlings once a month.

Sidenote: I looked for pictures of “mushroom people” on Google Image Search for some illustration I could use. By the gods! Do you know how many results I got? Actually I dif not count them. But I will go with “buckets of them”. What attracts people to that concept? The phallic imagery?

[Labyrinth Lord] Rogue Thesaurus

Check out the Thesaurus' sibling, Dictionary.

Rogue Thesaurus

No. Enc.: 1d4 (3d6)
Alignment: Neutral
Movement:
Armor Class: 5
Hit Dice: 4
Attacks: 7
Damage: 1d4 (biting, thumping, natching, chomping, slicing, chawing, zipping)
Save: F4
Morale: 10
Hoard Class: None

These magically animated books mostly appear in magical libraries with certain issues concerning the containment of magical energies. The magical energies that give a spepcial edge to magic books sometimes also infuse rather good thesauri. After all, some

words used in magical spells can also be found in well researched reference works. And the problem with them is that all this information they contain actually give the thesauruses… IDEAS.
Anyway, any researcher meeting one of these in the depths of a library needs lots of chutzpe, kudos, prowess…

Rescued from the Scrappy Heap

Uruk-Hai

Uruk-Hai (Photo credit: Dunechaser)

I did not realize until I read Zak’s post pointing it out: Hobgoblins are Uruk-Hai.

This changes everything!

Well, not everything, but certainly my stance towards the monster. Previously I  was thinking that the name was derived from Tolkien (which it was), but that the creature itself never actually appeared in Tolkien’s writing. As far as I remember the only mention was a brief half-sentence in the Hobbit. But no… obviously the professor changed the name of the race after he realized that traditionally hobgoblins were a benevolent, smallish variation of goblins. Which D&D hobgoblins are not. So, in The Lord of the Rings they start to appear as Uruk-Hai.

I can live with that.

So, my campaigns from now on will refer to hobgoblins as Uruk-Hai. Just as halflings should be hobbits (or maybe kenders if everything goes sour), treants are just an evil variant of ents, spectres are Nazgul… did I forget something?

[Labyrinth Lord] Vinir

Great Moon Hoax lithograph of "ruby amphi...

aaaaah! they conspire with the goddamn unicorns!

Vinir
No. Enc.: 2d4 (1d6x5)
Alignment: Neutral
Movement: 120’ (40’)
Armor Class: 6
Hit Dice: 2
Attacks: 1 (weapon)
Damage: 1d6 or weapon
Save: F2
Morale: 9
Hoard Class: XIX
High in the volcanoes and jungle covered mountain ridges of the south the Vinir live. They are a batwinged people of roughly human stature, but incredibly recluse and at odds with the whole rest of the world. Created in the far distant past by some sorceror whose name was forgotten after some time the trauma of their creation out of different parts their creator had lying around is still haunting them. They see their creator not as a god, as do other people that were created by mages and sorcerors, but as the ultimate evil. Although how this evil is called, and how it shows itself, is different from tribe to tribe. As does, often enough, the appearance of the Vinir themselves, some being far more batlike than others. Over time some of the tribes have developed high culture and became more and more humanlike, while others embraced the feral side in themselves and became a horror of the nightly jungle. Nevertheless all of them share the same mindset: us against a world. This does not mean that all members of this race would be against trade or contact with other people (although some tribes are), they just always know that no matter what they do to win the others friendship, at one point or another the Evil in the world can and will corrupt them and they will have to be vanquished.
They, on the other side, do not make it easy for other people to like them. they see laws and taboos of other people as mere guidelines, and often enough they see nothing wrong in the consumption of slain enemies. After all, meat is meat.
A group of 6 or more Vinir will have one Shaman of at least 3rd level among them who acts as a leader.

The idea for these folks goes way back. I created them for a DSA campaign in then-new alternative campaign setting Myranor. The design of Myranor was that of a high-level fantasy kitchen sink Byzantium (with steampunk submarines and no elves), and I was wondering what else might fit in there. Then I remembered an ancient illustration that I have not been able to track down yet, with batpeople in it. Can anything go wrong with bats? BtW, the DSA stats were for them as a playable race. Myranor let you play pretty much everything you came across.

[Labyrinth Lord] Vampiroids

Ernst Stöhr, Vampir, 1899

Okay, this one is not intended to give you Dracula, this one is more that kind of folk legend vampire that is so common over the whole of Europe. I imagine them more to be some half-living bloodcrazed monster than some fancy aristocrat. Normal vampires don’t lend themselves to a “Goddamn Bloodsuckers” Hack and Slay play that easily. These are more mooks than masters. They might be found in the employ of a real vampire though. Mostly, I guess, PCs might come across the in graveyards and old ruins in the wilderness, or having run over the next village they wanted to rest in.

Vampiroids
No. Enc.: 1d4 (1d6)
Alignment: Chaotic
Movement: 180’ (60’)
Armor Class: 6
Hit Dice: 4
Attacks: 1 (touch, see below)
Damage: 1d8, drain life energy
Save: F7
Morale: 10
Hoard Class: VII

Sometimes, the legend goes, when the ones slain in battle are not buried, and when their open wounds are not washed, then evil spirits can enter the dead body and resurrect it as an undead beast, craving the blood of the living. The general public often conflates stories of them with those of other, more powerful creatures, but for unsuspecting towns and villages these creatures are even more of a threat. Especially because of a special trait they have: everybody slain by them has a 10% chance of raising as one of them the next night if no special precautions are taken. Their brains do not work quite as well as when they were alive anymore, and they generally show a wolfish quality in their intelligence, often even forming packs for their hunt.

Their general appearance is ragged and dirty, often only the tattered clothes they were killed, or buried in, sometimes nothing at all.Their appearance will grow worse with time. Their fangs, which are only slightly larger than before, grow bigger over time, their skin becomes more leathery, and they slowly loose their hair over time, until they barely resemble the humanoid they originally were. They do generally take only sparse interest in their looks.

They will generally try to find dry places away from the sun, often tombs and old ruins, in which they can sleep undisturbed during the day. If this is not possible they will bury themselves in the ground to avoid the sun.

During the night they are better off than most of their prey. They have infravision, a better sense of smell, and they can run faster than the average human. They are stronger and more agile than before.

What they lack is anything but basic intelligence, which decreases over time as well. The time they were dead normally was enough to kill most of their braincells, so they have a more primal urge to kill and drink blood, to the detriment of their own survival instinct. They also an aversion to garlic of all things and will take 1d6 damage for every round they stay in direct sunlight. They count as undead and can be warded off like them.

On the other hand they are easier to be killed than most and will stay dead once their heart or head is removed. (although there are different folk-rechniques to make sure the beast stays dead).

Magic:

Create Vampiroids
Magic User 5
Duration: Permanent
Range: 0

This spell turns the bodies recently dead humanoids into Vampiroids. This spell does not give power over them, so the caster should have a way of controlling them once they are animated. They remain animated until they are destroyed.

The caster may animate a number of hit die worth of Vampiroids equal to the caster’s level. A lawful character that casts this spell may draw disfavor from his god.

Adventure Seed:

The Dourwood is haunted, everybody slain there will raise as a Vampiroid within the next 3 nights if not buried properly. The locals know this and have long adhered to a set of rules that takes care of this (burying the dead under piles of stone, washing the wounds of the dead, removing the heart of the deceased). But now something is upsetting this practice: a foreign army has occupied the country, and has forbidden these practices as heathen. Which would be only mildly stupid, if they did not also kill a large contingent of local soldiers and left them “for the vultures” in the woods. Most locals have carefully locked their doors the last few nights. The PCs are in the middle of this, when suddenly some patrols disappear.