Saturday 7 March 2015

Some More Entries for your DCC Monster Manual

What's with all the monsters lately?

My loss is your gain. Typing is difficult with my current injury, so while my cast is on (March 19th hopefully sees the end of that!) I am saving my serious typing for adventure writing, and making use of some earlier, unpublished work.

Hope you enjoy them!



Kaokaroo

A halfling-sized abomination that appears like nothing so much as a demented wallaby with fur that swirls in a chaotic pattern of nauseating colours, the kaokaroos attack in packs of 1d8.  They attack randomly, leaping among their foes with no desire other than to destroy natural creatures or be destroyed themselves. 

Although they are seldom seen doing anything else but attacking, a kaokaroo is an intelligent creature, which has a trifurcated prehensile tongue that can extend up to three feet from the creature’s mouth to manipulate tools and objects.  Kaokaroos may be summoned from the plane of Chaos which is their home, but only powerful magic can control them, for their hatred of creatures from the material planes is all-consuming. 

Kaokaroo:  Init +5; Atk bite +0 melee (1d4); AC 14; HD 1d6; MV 30’ or hop 15’; Act 1d20; SV Fort –2, Ref +4, Will +8; AL C.


Adderwolf

The adderwolf is a three- to four-foot long serpentine creature with a wolf-like head and fur.  Its body is covered in oozing pustules where fur and skin have been rubber raw.  They have an excellent sense of smell and hearing.  Adderwolves attack elves by preference, then halflings, then dwarves, then humans.  There is something about the flesh of demi-humans that they seem to relish.  A typical encounter is with 1d8+4 adderwolves.

Adderwolf:  Init +2; Atk bite +0 melee (1d4); AC 15; HD 1d6; MV 30’; Act 1d20; SV Fort +2, Ref +2, Will +2; AL N.


Toad of Pamur

This creature appears to be a toad that, if upright, would stand to a height of 4 feet.  Although it is toadlike in general, there is something eerily human about it hands and its eyes.  Indeed, it can walk upright if it chooses, or move in the hopping waddle of a true toad.  Its hands are fully able to manipulate objects, and it can speak as can a human.

Toad of Pamur:  Init +2; Atk bite +2 melee (1d3); AC 9; HD 2d6; MV 30’ or hop 5’; Act 1d20; SV Fort +2, Ref +4, Will +2; AL C.


Siren Bush

This shrub is able to hear, and can thus detect creatures within a range of about 200 feet.  It can mimic sounds and cries of distress, but these sounds are actually telepathic, and, because the plant is not intelligent, there is a 25% chance that anything heard will include (or be) nonsensical. 

These telepathic calls are intended to entice creatures to within a 30-foot range, where its pheromones can cause drowsiness and sleep.  A creature within this radius must make a DC 10 Fort save or fall asleep.  Creatures that fail this save cannot be awakened so long as they remain within the 30-foot radius, and it takes 1d6 minutes for them to wake them thereafter.  Even a creature that succeeds in its saving throw is groggy, and all actions are decreased by one die down the dice chain (including attack rolls and initiative) for 1d6 minutes.  Awakened creatures are groggy for 2d6 minutes after waking up.

A siren bush has no actual attacks, and relies upon affected creatures dying of exposure and starvation for its fertilizer.  It can uproot itself and move slowly on four short, thick root stems, but this form of locomotion is too slow to be seen by normal observation.  At the most, a siren bush can move about 5 feet over the course of a week.

A siren bush can be destroyed by 25 points of damage delivered with a chopping weapon against AC 10.

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