Category Archives: Monsters

The Ethereal Kraken

Yeah, I know once again I’m rant about Jardobah. Well the most recent episode inspired me to make the Ethereal Kraken. This is a really nasty beastie that can screw up a party in more ways the one.
The Ethereal Kraken is an ambush predator. It’s vulnerable bits sit safely in the next dungeon room or even the room above or below the one that the characters are exploring. It can reach its tentacles through the walls, floor, or ceiling to grab at its food. Here’s the stats.

Ethereal Kraken
Hit Dice: Main Body: 7/Each Tentacle 2
Armor Class: Main Body: 4[14]/Each Tentacle: 7[12]
Attacks: Main Body: Crunchy Beak (2d6)/10x Tentacle: (1d6)
Saving Throw: Main Body: 9/Tentacles: 16
Special: See Through Walls, Half Damage From Non-Magical Weapons, Construct (Automatic Damage after successful attack with a tentacle. Saving Throw to escape), Pull Through the Wall (When the Ethereal Kraken has a poor character in its tentacles, the beast may attempt to the character through the wall. The character attempts a Saving Throw. If it fails then the character passes through the wall and is now in the primary lair of the monster. If it is successful then the character doesn’t pass through the wall but the tentacle does. Smashing into the wall causes 1d8 damage but frees the character from the tentacle), Regenerate Tentacles (It can regenerate in a tentacle in 3d6 Turns).
Move: 6
Alignment: Neutral
Challenge Level/XP: 11/1,700 (4/120)

As you can see, encountering an Ethereal Kraken is basically fighting two monsters. Chopping off tentacles doesn’t kill the monster but will make it mad or cause it leave a group alone. The only way to actually kill it, is taking out the “main body”. As a GM, you can see how deadly this thing can be. It can separate a party in the middle of an already dangerous dungeon so it may be worth a few XP than I indicated above.

The Air Hound

Because sometimes the party just ticks off a high level wizard and the GM wants something to chase after them. It’s going to be tough for a bunch of murder hobos to hide from something that can see invisible and is immune to illusions.

A hounds appear as large black hunting dogs with red glowing eyes and bat-like wings. A few powerful wizards have tamed these beasts to act as guards or send out packs of them to hunt down their enemies.
Armor Class: 6[13]
Hit Dice: 5
Attacks: Bite (1d6)
Saving Throw: 11
Move: 12 (Fly 24)
Special: See Invisible, Immune to illusions, Track by scent
Challenge Level/XP: 6/400

Roll Dice. Kill Monsters. Take Their Stuff. And have FUN!

The Keeper of Souls

While some undead consume the souls of the fallen, the Keeper of Souls collects and tortures them. The Keeper of Souls appears as a dark robed figure with with ebony bones and fiendish glowing eyes. They are dangerous and deadly enemies and vanquishing one can be just the beginning of the fight.

Hit Dice: 7
Armor Class: 3[16]
Attacks: 2x Claws (1d8) on a successful hit the target must make a Saving Throw or be drained of 1d4 points of Constitution.
Saving Throw: 9
Special: Undead Traits; Any character killed by a Keeper of Souls cannot be raised by any means; Requires magic weapon to hit; Release The Souls! (See below).
Move: 12
Alignment: Chaos
Challenge Level/XP: 10/1,400

Release The Souls: When a Keeper of Souls is “killed”, its hold on its collection of souls is broken and a hoard of mad undead are released. Roll 1d6 and consult below to see what arises:

1- 4d6 Skeletons
2- 1d6 Shadow
3- 1d4 Wraiths
4 1 Specter
5- Roll 1d4 twice on this chart.
6- Roll 1d4 thrice on this chart.

Good adventurers. You’re going to need it.

The Blink Tiger

Because I just got a new tiger miniature and wanted something special to do with it. And bonus stats for two systems.

Description: Blink Tigers appear as large normal tigers except some sages insist that they are really black with orange stripes.

Swords & Wizardry Stats:
AC: 7[12]; HD: 3; Attacks: 3-2x Claws 1d6 Each, Bite (1d8); Save: 14; Special: Teleport 30 feet, Blink (when struck with a melee or ranged attack the Blink Tiger can attempt a Saving Throw and avoid the damage); Move: 12; HDE/XP: 5/240.

Dungeon Crawl Classics Stats:
Init: +2; Attacks: Claw 2x +3, (d16 Action Die), 1d5 Damage + Bite 1x +3, (d20 Action Die), 1d8 Damage; AC: 12; HD: 3d8; MV: 30; Action Die: d20+d16+d16; Special: Teleport 30 feet; Blink: The Blink Tiger attempts a Reflex Save DC equal to the attack roll. If successful, the tiger avoids the damage; Saves: Fort: +3, Will: +0, Ref: +4

Ok so normally I would do separate stats blocks but hey, they are different enough to justify and make this little beastie fit better with its target game system.

Have fun with it.

Into the Tower of the Mad Mage

Well, time to catch up on our weary band of travelers in DCC campaign. When we last left our heroes, they had just rescued a young girl with the Gift of Second Sight and were teleported to an unknown location (The Tower of the Mad Mage). Now this idea is sort of backwards adventure. Usually, the characters would break into a place like this but in this case they are breaking out. Each level/room of this dungeon is the same a 50 in diameter circle. Most of it was pretty common type monsters with nothing really super special about them so I won’t bore you with that. So here’s only the good parts.

This place warps magic.
Every time a character casts an arcane spell while inside the tower, roll a d8.
1. Make a Will Save with a DC of the Spell Check. On a fail (of the Save), the spell goes off normally but also roll as if the spell misfired.
2. Make a Fort Save with a DC of the Spell Check. On a fail (of the Save), the spell goes off normally but also roll on the Minor Corruption Table.
3. The character must take 1d3 Spell Burn in order to cast the spell.
4. Add a random (no Luck modification) Mercurial Magic Effect for this casting.
5 to 8. Nothing special. Just cast as normal.

Giant Lamprey Slugs These things gave the party a run for their money.
Init: +0; Atk: +1; Damage: 1d3+Attach; Action Die: d20; AC: 11; HP: 5; Move: 25; Saves; Fort +4, Reflex: -1; Will: +0; Special: Attach: When a Giant Lamprey Slug successfully attacks a target it attaches itself to the target and does 1 HP damage each round after that as it drains the blood from its victim. Yeah sort of stirge like but three-foot long slugs with nasty mouths.
While this may not seem like it would have been a memorable encounter, there is a character with a magic sword that has a chance of turning something he kills into a zombie. This happened multiple times with the slugs. Chop the head off. It stays attached but still sucks blood and the character turned into a blood fountain.

After all the other encounters, Stone Golems, the Wizard’s Ghost, and a trapped apprentice followed by a little looting. The party heads back to town and some down time. Sometimes you have to think of playing DCC is like being in a horror movie. Don’t ever go into the woods by yourself. Even if it’s just to hunt rabbits. ‘Cause like the rabbits could kill you. Yeah, a quick random off-the-top-of-my-head encounter just because.
The characters turn over the girl and spend some time in town. There was Patron Bonding and Carousing with lead to PC’s getting robbed, burning down an inn, getting jailed, and quickly leaving town and heading to their next quest at Demon Crown Hill….

Alchemical Scorpion

Oh, how long has it been since wrote about Swords & Wizardry? Way too long. I guess thank Old School Gamer Radio for getting me back into the swing of it. So here you go a fun new little monster for you.
The Alchemical Scorpion
HD: 1 HP
AC:8(11)
Attacks: 1 HP Damage+Potion Effect
Special: Can reload it with a potion.
Wizards are a bit lazy and strange will come up with any thing they find interesting. Getting tired of running up and pouring a healing potion down the the throat of the fighter or cleric, a wily wizard created Alchemical Scorpions as a safer and easier means to deliver potions. Just throw at your downed companion and hope it stings them.
Alchemical scorpions do not (normally) have poison instead they are magically altered deliver a dosage of a specific potion then die. This potion or even poison (one more toxic than a normal scorpion) is determined when the creature is created. It is nearly impossible to determine what potion the scorpion has so many wizard inscribe runes on the creatures’ exoskeletons.
If found in a wizard’s lab/lair, they will most likely contain normal potions. Determine how you will. If the creatures escape into the wild, them the GM should let their imagination go just as wild using odd and bizarre effects.

The Lair of Lennok The Wanderer Part II

This last week the party of adventurers finished up The Lair of Lennok. Here’s what went down.
The Alchemy Lab: No monsters here but the PC’s got to play around with some potions. For loot, there was 500 GP worth of alchemical materials (See Make Potion in your DCC rule book) plus a spell book containing Make Potion. Additionally, there was a”portable” alchemy lab. By portable, I mean a large trunk that required two character to carry. Additionally, there were some curve ball potions that they messed with. Here are the fun ones:
The Little Blue Potion: Yep basically Viagra.
One Shot: One shot and you’re drunk.
Up All Night: The character stays awake and alert all night but gains no benefit from “rest”.
Sort of Invisibility: Drink it and you’re invisible but you’re also blind at the same time.
Stunt Flying: Like a potion a Flying but the drinker flies in a random direction each round.
Invisible Potion: What is says. The potion is invisible. That’s it.
Meteor Shit: Ever see Creep Show? Yep. Make DC: 14 Fort Save on a fail make DC:12 Fort Save each day or lose a point of Stamina and Agility.
Corruption: Make a Stamina Check: On a 20+ gain Minor Corruption. 11 to 19: Major Corruption. 10 or less: Greater Corruption.
Chaos Blender: Make a Fort Save until successful. The DC’s in order: 16/14/12/10/8/6. For each failure re-roll a random ability score and take the new number.
I also threw in some common things just to see what the PC’s would do. They included water, oil, vinegar, soy sauce, soap, and pee.

The Summoning Chamber: A large room with a summoning circle in the middle, a book stand with a large magical tome, and a woman chained to the opposite wall.
The Tome: Contains Demon Summoning spell.
The Circle: Contains the Chitinous Toad Demon with a Snake Tongue. The toad demon is invisible and any character breaking the circle causes it to appear and attack.
The Toad Demon: Init +0; ATK: +6; Damage: Snake Tongue (Reach 10′) 1d3+make DC: 10 Fort Save or be paralyzed for 1d4 rounds. Bite: 1d6; AC: 12; HP: 36; Saves: +3 for all; Move: 35; Special: Invisible, Snake Tongue, Swallow Whole on a crit, Demon Traits.
The Woman: She’s really a succubus. She’ll maintain her disguise and play a victim to get the PC’s sympathies. She’ll maintain this disguise until the PC’s don’t fall for it or she comes face to face with Lennok. Then her rage and hatred of the mortal wizard who bound her causes her disguise to drop. She cannot attack Lennok directly as a side effect of her summoning/binding but she can help or encourage the characters in other ways.
Lizza the Succubus: Init: +3, Atk: +5 Damage: by weapon or Claws -: 1d6+1; AC: 14, HP: 28, Saves: All at +4; Move 30/40 (flying); Special: Disguise Self, Charm, Demon Traits.

The Inner Sanctum:
Lennok’s Chamber: Richly furnished apartment. No monsters here but loot. Some spell scrolls (which were randomly generated thanks to the Purple Sorcerer site), miscellaneous swag worth 750 GP, and some really good food and wine.
Lennok’s Wizardly Chamber: And here’s the Boss Fight. We have the girl who was the subject of the quest tied to an operating table. I just generated a 0-Level character which I at the end of the fight I handed the questing player. “Here you go. You found the girl. You just need to keep her alive.”
Lennok: Once again thanks to Purple Sorcerer. Just generated a 6th Level Magic-User.
The Demon Golem Guardian: A Stitched together flesh golem with many demon parts. Init: +0; ATK: +7; Damage: 2d5; AC: 13; HP: 48; Saves: Fort: +6′ Ref: +0, Will: +2;Move: 30; Special: Demon Traits, Golem Traits.
Loot from the fight: Lennok’s spell book.
Also in the room is a magical portal. Press various crystals round its edge and portal opens to somewhere. As soon as Lennok dies, Lizza the Succubus goes to the portal, activates, and goes through. If the PC’s don’t pause to think, “What would be the first place a freed demon would go?” and follow her through the portal. Then congrats. The party just walked into Hell. Nope, my players didn’t fall for that one. The portal now becomes pretty much a plot device. Let the PC’s play with and make some sort decision to go thru and leads to the next adventure/dungeon. Remember, they have a 0-Level kid they have to keep alive.
As a final rant about this adventure, the final fight was more dramatic and exciting both for me and the players than I thought it would be. Between Choking Cloud and Ray of Enfeeblement, Lennok managed to take out everyone in the party except for the Elf and the Thief. The Thief used the Choking Cloud as cover, downed a potion of Invisibility and moved into position for a Sneak Attack. The Elf charged Lennok and used the nasty power of the magic sword they had found previously. As a refresher, the wielder may turn a normal hit into a critical hit but it costs one point of Personality and 1d3 HP (both permanent losses). This simulates the sword consuming the soul and life force of the wielder. The one-two punch of those two characters took out the Wizard quickly. There were many cheers around the table.

Next up. I need to write up some notes for their next adventure.