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Old 08-01-2018, 08:28 PM   #51
Shostak
 
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Default Re: New Monsters

Two creatures that are found in circles. Steve Jackson Games may use this in return for credit for my contribution.

Witchstone
ST 20-30 (For spells only. For physical damage, treat them as stone of similar size.)
DX 10-12
IQ 18 or more
MA 0
Attacks: Spells
Stone bodies stop 10 hits from normal attacks

These rare and inscrutable beings are usually found in large circles several hexes across. Over the course of just a few hours, they grow from small pebbles to huge monoliths—typically 20-25 feet high, though sometimes as tall as 50 feet. They may sit for decades where they appear, or for just a few hours, eroding to powder in mere minutes. Witchstone are widely thought to be unable to communicate, but in truth can do so with a form of telepathy, though those they communicate with often mistake the Witchstones’ thoughts for their own. As their name suggests, Witchstones are highly magical, and can cast mighty spells, and any thrown spells they cast within their own circle suffer no range penalty. A Witchstone’s typical spells might include the Gates spells, Avert, Calling, Confusion, Control Animal, Control Person, Geas, Magic Rainstorm, and the Sleep spells, or, more rarely, Aid, Curse, Glamour, the Illusion spells, Lightning, Restoration, Shapeshift, and Zombie.

Some popular legend warns that Witchstones may turn hapless travelers resting near them into ravens, rabbits, or wolves. Other reports say that they have brought the recently deceased back to life. Still other tales darkly tell of undead hordes rising out of the ground surrounded by Witchstone rings. Some cultures of Cidri view Witchstones as harbingers of doom, while others see their appearance as good omens. Any spell or substance that affects rock will harm them--employ them at your own risk! What morals Witchstones observe and what motivates them to appear or to do the things they do are simply beyond our ken.

Death Cap
ST 6
DX 10
IQ 3
MA 8
Attacks: Attached tentacles 1d-2

Death Caps are the dreadful motive bodies of another of Cidri’s mycelial menaces. To casual observers, Death Caps appear to be ordinary mushrooms growing in a ring—usually in forest or damp meadow—Naturalists can identify them with a 3d v IQ roll. In the presence of prey, Death Caps grow in ten seconds (two turns) to deathly pale, six-foot tall monstrosities (one in each hex on the circumference of the ring) supported by nine tentacles, which they use to crawl about and to attack. To recognize prey, the Death Cap colony rolls 1d v IQ per every 2 hexes distance from the prey to the edge of the ring. Death Caps treat all adjacent hexes as front hexes. If they move at all in a round, they may make up to three attacks with their tentacles, and up to six attacks if they don't move. Death Caps will attempt HTH whenever possible. A tentacle which hits will try to attach itself to its victim’s flesh, rapidly sending mycelial strands into the body—this requires a 3d v DX saving roll. Anyone with an attached Death Cap tentacle suffers -1DX per tentacle. Each turn that a tentacle is attached, it deals 1d-2 digestive enzyme damage that bypasses armor and spells like Stone Flesh. Removing an attached tentacle deals 1 point of damage to the victim. Each attached tentacle reduces

Anyone who survives having attached Death Cap tentacles must roll 3d v ST for each attachment, with failure resulting in a fungal infection that, if untreated by standard treatment for serious infection, will deal 1 point of unhealing (while the infection lasts) damage per week. Failure to burn the corpse of a Death Cap infection victim which rests on soil or wood will allow the fungus to establish a new colony centered on the site of the corpse’s decomposition. A Death Cap which has fed will crawl away from its ring and release spores to expand the colony.
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Old 08-03-2018, 08:36 AM   #52
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Default Re: New Monsters

Quote:
Originally Posted by Shostak View Post
Two creatures that are found in circles. Steve Jackson Games may use this in return for credit for my contribution.
You're contributing consistently great creatures!
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Old 08-03-2018, 01:17 PM   #53
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Default Re: New Monsters

Permission is given to Steve Jackson Games to use this in exchange for acknowledging my contribution.

Adamant
ST 24
DX 13
IQ 5
MA 24
Attacks: Antlers 2d+1 (plus charge attack bonus as per pole weapons) (front only), Kick 2d (rear only), trample (HTH only) 2+2
Hide: warm season hide stops 1 point of damage, cold season hide stops 2.

The elusive, solitary Adamant is a large member of the deer family, standing 9 feet at the shoulder and weighing up to 2,000 lbs, with impressive antlers similar to those of a moose, but with much longer points that also feature sharp edges. The coat of a live Adamant can change its hue and patterning so as to camouflage the animal to its boreal forest/swamp environment (-4 to all ranged attacks against it!), but that ability ends with the noble animal’s death. Even Naturalists or those with Alertness must roll with 4d to spot them, everyone else uses 5d. Having an elusive scent, Adamants are difficult for hounds to track. The Adamant will usually run from PC races, but bulls can be unpredictable and belligerent. In combat, Adamants can attack once per turn with either antlers or hooves, or with both at -4 to hit. Because of the many points of its antlers, they are quite capable of disarming those holding weapons. To do this, it rolls an antler attack as normal. If it succeeds, the attack does no damage, but the defender must roll 4d v ST or have their weapon tossed 1-3 hexes in a random direction.

The Adamant is named for the high concentration of the characteristic crimson metal which is present in their antlers and prized by metalsmiths for its high strength-to-weight ratio and corrosion resistance. For this reason, their racks fetch a high price from metalsmiths. An average set of antlers yields about 2 oz. of useful adamant.
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Old 08-03-2018, 01:42 PM   #54
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Thanks for the kind words, Zot! And thanks to everyone who has contributed the great creatures to this thread. Here's another, submitted for your approval. (Does anybody in the younger generations recognize that reference anymore?)

Permission is given to Steve Jackson Games to use this in exchange for acknowledging my contribution.

Flying Mana Leech
ST 1
DX 8
IQ 1
MA 8 (flying)

The Flying Mana Leech undulates through the air, seeking wizards and magical creatures to feed upon. This nuisance parasite does no physical damage, but rather sucks magical energy. For spell-casting purposes only, a host of a Flying Mana Leech has an effective ST of -1/leech. The small creature is difficult to notice, making no noise and appearing much like a small, elongate soap bubble. Those with Alertness or Naturalist must roll 4d roll v IQ to spot them, others roll 5d. Flying Mana Leeches secrete a mild anesthetic, so one might never notice several are attached to them until trying to cast a spell and finding no energy! They will crawl under clothes to remain as inconspicuous as possible when feeding. They are easily killed with flame or powdered iron (but it can’t be rusty!), but cutting them is almost impossible. Simply pulling them off is possible, but, because they are so slippery and their anesthetic numbs the fingers slightly, it requires 5d v DX to remove one by hand. These little creatures are sometimes kept in stock by wizards’ guilds and those with legal authority to neutralize outlaw spell-casters, but require frequent feeding or they will die. Most wizards will have a very negative reaction to anyone keeping Flying Mana Leeches without authorization. They are, thankfully, quite rare.
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Old 08-07-2018, 01:45 PM   #55
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Permission is given to Steve Jackson Games to use this in exchange for acknowledging my contribution.

Priest
This fearsome creature lurks, waiting for its prey, by all appearances kneeling with hands together in contemplative prayer. To picture Priest, imagine the abominable combination of a cephalopod, a hominid, and a dragonfly nymph whose labium features structures reminiscent of arms and hands instead of pincers. With these “praying hands,” the Priest lashes out to snatch victims and draw them to its awful jaws. This attack has a 3-hex range for small Priests, and a 4-hex range for large ones. If a Priest hits on its attack, it inflicts minor damage (see below) and the defender immediately rolls 4d v DX to avoid being grappled. To break the grapple, roll 4d v ST against a small Priest, 5d against a large one. Grappled victims are drawn to the Priest’s mouth at 2 hexes per turn if the Priest’s ST is higher, 1 hex per othewise. A Priest can only feed on one figure at a time, and will not drop grappled prey except as a last-ditch effort to preserve its life. A feeding Priest will try to fly away from a melee, at -2 MA for encumbrance, to eat in safety. Like an octopus, the Priest can expertly camouflage itself by altering its skin texture and color; add 2d to rolls to notice a camouflaged specimen. Twice per hour, Priests can, instead of attacking, belch forth a dark cloud that engulfs their hex/es and adjacent hexes—treat this as per the Shadow spell—to aid in escape. On their next turn, they may attempt to flee. A Priest will probably flee from anything able to break its grapple.

1-hex Priest
ST 12
DX 13
IQ 2
MA 10 (14 flying)
Attack: Grappling labium 1 damage, Jaws 1d+2
Rubbery skin stops 1 damage

3-hex Priest

ST 30
DX 13
IQ 2
MA 14 (18 flying)
Attack: Grappling labium 2 damage, Jaws 2d+2
Rubbery skin stops 2 damage
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Old 08-10-2018, 12:20 PM   #56
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Default Re: New Monsters

For those interested in variants on existing intelligent races and monsters, we've started a thread on speciation. Thanks to JLV for suggesting posting about it here.
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Old 08-10-2018, 08:59 PM   #57
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Steelweb
These creatures (are they creatures, or are they machines? Experts can’t agree.) are reminiscent of jumping spiders. The Wolf Steelweb is about 25-30 lbs and hunts in small packs, whereas the Lone Steelweb is solitary and a bit larger—about 40 lbs. Jungles and forests are their main habitats, though some subspecies are adapted to cave life. Since they can walk on walls and ceilings with ease, Steelwebs usually stalk prey and jump on them from above or behind from 4-6 hexes away to engage in HTH. This requires a standard to-hit roll. If successful, they have engaged in HTH; if they fail, they land in an adjacent hex. A Steelweb’s venom not directly deadly, but it is still dangerous; anyone taking any damage from a bite must roll 3d v DX, with a successful roll resulting in the following effects that wear off after 1d hours: -2 DX and -1 MA/round for 1d rounds, and a failing roll doubles the DX penalty and all durations. Effects from venomous bites are cumulative. When MA reaches zero, the victim cannot move except to vocalize. After successfully biting, Steelwebs will often disengage and wait for their venom to take effect, engaging in HTH to bite again only if necessary to subdue their prey. Steelwebs eat their paralyzed prey while it is alive, which they do by inflicting 1 point (they’ll find the openings in armor) of biting damage with their small mouths per 5 minutes—death by Steelweb is slow and excruciating. Because of their many eyes, Steelwebs treat their side hexes as front and their rear hex as side. All but the hottest fire is ineffective against Steelwebs, they are resistant to acid.

Although Steelwebs are similar to spiders, they aren’t, and they do not spin webs. Their name comes from the metalloid “silk” they wrap their egg cases in and which makes strong, lightweight fiber. Undergarments made of steelweb stop 1 point of damage from cutting or impaling weapons (but none from crushing weapons like fists, clubs, or maces) and do not burn easily. Because egg cases are so large and thoroughly wrapped, it only takes 6-8 of them to make a shirt for a typical adult human. To obtain steelweb fiber, the egg case must be boiled in lye prior to hatching.

Wolf Steelweb
ST 6
DX 12
IQ 3
MA 14
Attack: (HTH only) Bite 1d + venom (see above)
Metalloid shell stops 2 damage

Lone Steelweb
ST 9
DX 13
IQ 2
MA 14
Attack: (HTH only) Bite 1d+1 + venom (see above)
Metalloid shell stops 3 damage
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Old 08-18-2018, 11:08 AM   #58
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Default Re: New Monsters

I've posted some Titan Slimes in the subforum and wanted to share that thread link here as well. Hope you find these additions interesting!
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Old 08-20-2018, 08:41 PM   #59
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These are more an additional intelligent race rather than "monsters", but this is as good a place to stick them as anywhere. Their collective lifestyle and specialized forms lets them fill a niche similar to that of the Hymenopterans. Permission is granted to Steve Jackson Games to use this in return for acknowledgement of my contribution.

Arbor Sapiens This intelligent plant forms colonies of different forms (castes) of itself, centered on a Tree, which gives rise to all of the future members of each caste in the colony: Guardians, Cultivators, and Emissaries. Caste members and Tree are all just specialized organs of the genetically identical collective. Arbor Sapiens colonies will cultivate land, dig irrigation networks, and even engage in different types of mining. Sometimes they establish cities that are home to multiple Tree types or mixtures of Arbor Sapiens and other sapient races. Some Tree types can interbreed through their Emissaries, others are too distantly related for sexual reproduction. When an Embassador is fertilized, it may leave a colony to establish a new one elsewhere with a single Tree seed, taking with it several members of other castes. When colonies need extra fertilizer, they sometimes will raid villages of animal races for bodies. Although Arbor Sapiens are no more flammable than people or live trees and will even sometimes use fire themselves, they generally will react very negatively to others using fire in their presence. Arbor Sapiens generally can make their own food if given water, sunlight, and sufficiently fertile soil. Some, especially Emissaries, may speak languages of other intelligent races.

Having an utterly different type of consciousness than animals, Arbor Sapiens do not perceive illusions and images and they are unaffected by spells like Confusion, Detect Enemies, Control Person, and Telepathy. Some members of the colony have a blinding sap or depressant venom attack, which, unless otherwise specified, can be treated as a thrown attack with a 4-hex max range. The sap requires the victim to roll 3d v DX or suffer -4 DX for 1d+1 turns (successive attacks only prolong effect). On a successful hit with a venom cloud, the victim must roll 4d v ST or suffer -1d IQ AND -2 DX for 1d minutes. Successive venom attacks are cumulative. Victims at 0 IQ fall unconscious.

Emissaries are small, flowery winged creatures who act as messengers and who are responsible for sexual reproduction of the species. Build an Emissary with ST 8, DX 11, IQ 10 plus 3 points. MA 10/16 flying. Attack: Venom cloud (see above)

Guardians are the soldiers of the colony, and can come in a variety of forms, from winged to terrestrial. They can also be directed by Cultivators in specific maintenance tasks. Common Guardian types are:
Swarmers—sticky sets of leaves that span 6-10 inches and which fly like butterflies, cleaving to enemies to smother them. A dozen can occupy a single hex. For each dozen swarmers that have cleaved to a 1-hex victim, that being must roll 1d v DX or be blinded AND 1d v ST or be unable to breathe; fleeing a Swarm is often the most prudent option. Victims with free hands can spend a turn removing (and thus killing) 1d of them with a successful 3d roll v DX. Fire is very effective against Swarmers.
ST 1
DX 13
IQ 5
MA 1/16 flying
Attack: blinding and smothering (see above)

Raptors—fast, agile, and deadly flying plants up to three feet long with sharp-edged twig appendages and wing-like leaves. Some also have the ability to spray either a sticky, blinding sap OR a depressant venom cloud (not both). Large specimens:
ST 5
DX 14
IQ 8
MA 2/18 flying
Attacks: knife-appendages 1d-1, Sap or venom (see above)

Boles—ten+ foot tall columnar creatures with a vertical crack for a maw. Boles only have front hexes.
1-hex Bole:
ST 24
DX 9
IQ 7
MA 8
Attacks: Club limb 3d-1, Bite (HTH only) 3d+1
Woody body stops 5 points of damage

3-hex Bole:
ST 60
DX 9
IQ 7
MA 8
Attacks: Club limb 3d-1, Bite (HTH only) 3d+1
Woody body stops 5 points of damage

Brambles—Mobile clusters of wickedly thorny canes. If it attacks successfully, the victim must roll 3d v DX to avoid becoming entangled in HTH. Some Brambles have a depressant venom—if they inflict any damage with their thorns, see venom description above. Brambles only have front hexes.
ST 6
DX 10
IQ 7
MA 8
Attacks: Thorn lash 1d+1, can make 2 attacks per round in HTH at no DX penalty.
Woody body stops 2 points of damage, PLUS impaling weapons like stilettos, arrows and spears are useless against them; crushing weapons like clubs and maces do -2 damage.

Thorns—human-sized bipedal stalks with a long, spear-like appendage and two limbs ending in prehensile tendrils that may hold shields or other weapons, or be used as clubs. They can make up to 3 attacks at -4DX each.
ST 11
DX 13
IQ 8
MA 8
Attacks: Spear 1+2, club 1d, Blinding sap (HTH only) see above.
Woody body stops 4 points of damage

Vines—serpentine woody vines which bind and constrict. Some can spray blinding sap OR venom.
ST 20
DX 13
IQ 8
MA 12
Attacks: Constricting 2d damage (HTH only)
Woody body stops 2 points of damage, hard to hit—attacks against them are at -3DX and treat its side hexes as front.
Cultivators are the general workforce. They have branch-like appendages tipped with short prehensile tendrils. Build a human-sized cultivator with ST 20, DX8, and IQ 8, plus 6 points, MA 10, 1+1 damage with knife-like arm, Woody body stops 4 points damage. Cultivators only have front hexes. Cultivators have the Arbor Sapiens equivalent of Physicker or Master Physicker.
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Old 08-22-2018, 03:43 PM   #60
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Default Re: New Monsters

Deteriorata

The GameMaster decides when a player character will risk coming down with this disease.

Here is a disease that can be picked up by certain types of Cidri mold (usually identified with the mold’s color). One can get this disease when you encounter mold. Mold can be found outdoors in damp, shady places and decomposing rot. Indoors in areas of high humidity and warmth.

One does not normally get this disease by doing an activity on the tactical board. It is given by the GameMaster when he feels the need. It is an accumulation of mold encounters over a period of time. This disease advances quickly. Roll vs Attribute each week.

This disease affects the body (and mind) in various ways.

  • MaroonMold affects Dex.
  • AmberMold affects ST.
  • UmberMold affects IQ.
  • ViridianMold affects MA.

Once infected, there is an incubation period where they victim feels a bit nauseas or euphoric over several days.
Then over the next week, the skin gets patches of the mold’s color.

Maroon mold gives reddish rash under the arm pits and groin and joints.
Amber mold gives iodine splotches near muscle areas.
Umber mold gives liver spots blotches under scalp and temples.
Viridian mold cast greenish tinge between toes, and heel become scaly.

Then a week after the visual symptoms appear, they go away never to appear again (unless you critFailure.) That is when the physical symptoms start coming.

Roll at beginning of Each Week.
Roll 3d6 on appropriate Attribute*.
If the character succeeds, nothing changes.
If character fails, he gets a -1 to his next disease roll.
If character CritFail, he loses 1 point of that Attribute. Also, the visual symptoms flare up for a week when you CritFail.
If character CritSucceeds, he regains a point if he were ill, or are permanently cured if he was at full Attribute.

* This loss is not permanent. You can heal back to your normal attribute. However, you are adjusting down your attribute after each loss, so a 12DX Hero that succumbs twice is now adj10 DX. That is his new diseased DX. If you add leather armor to that, its adj8 DX.


You have to seek out a cure to get rid of this disease: Hospital, Wizard Hall, Miracle Worker, wish, whatever… If you are under the care of a physician, +1 bonus to rolls. If under care of Master Physician = +2. Care can be as little as a visit once per week & you don’t have to be bedridden for this. The cure check is once per month.


One could become enfeebled in a number of months.
Note: If weekly rolls are too powerful, go with semi-weekly or even monthly.


Certain activities or things might force another Test. Things like

Critical 18s on any Dex rolls. (this affects MarroonMold.)

Putting 6+ St into a spell or getting drunk more than twice per week. (this affects Umber Mold.)

These molds are valuable as they are used in certain drugs and components for spells.
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