Category Archives: Monsters

It’s a crazy week. So here’s a crazy monster.

Hey a long weekend but not for me. That still means a crazy week of catch up and work at the day job. So yeah. It’s a crazy week so here’s that crazy monster.
Carrion Slime
Carrion Slime are pink amorphous blobs that reek of rotting flesh and bile. They are not intelligent and view everything as food. Some believe that Carrion Slime were created by a mad sorcerer as means of waste disposal. The slime ate the sorcerer then escaped into the world.
Hit Dice: 3
Attacks: 2 Pseudopod (1d4)
Saving Throw: 14
Special: Acidic Slime, Immune To Sleep And Charm, Regenerate
Acidic Slime: On a failed Saving Throw, a character struck by a Carrion slime takes an additional 1d6 damage.
Regenerate: A Carrion Slime regenerates 1 HP/Round until dead.
Challenge Level/XP: 5/240

The Mentaur

Yeah, I got a little tongue tied during an episode of the podcast and said Mentaur rather than Mentor. I made the joke that I should do it as a monster and listeners agreed.  So here it is the Mentaur.

The Mentaur
Hit Dice: 6
Armor Class: 6 [13]
Attacks: Head Butt (1d8)/Trample (2d6)
Special: Knows More Than You; Anything You Can Do, I Can Do Better
Move: 12
Alignment: Neutral
Challenge/XP: 7/600

Mentaurs are powerful, wise, and ancient creatures with the head of a bull, the upper torso and arms of a human, and the body of a horse. For some treasure or a service, they are train and/or advise character’s in any field. The more detailed or advanced the training, the greater the cost for the training, However if crossed, they can be deadly opponents with very long memories.
Knows More Than You: No matter what knowledge or skill a character has, the Mentaur is better.
Anything You Can Do, I Can Do Better: If a character uses any special class ability or casts a spell, the Mentaur will now know how to use that ability or cast that spell (once during the encounter). At the beginning of an encounter, the Mentaur will know 1d3 each random cleric and magic-user spells of 1st to 4th level( 1d4 determined randomly like I said).

There you go. Keep rolling those dice.

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….