Be there, or be a flattened cube!
Link to Episode!Link to Episode!
Please Note: Edited for time change!
Second edit to add episode link.
Be there, or be a flattened cube!
Link to Episode!Link to Episode!
Please Note: Edited for time change!
Second edit to add episode link.
Based on this post from Reddit (artist unknown).
From this Facebook post:
Ship’s
Doctor:
Init +0; Atk tentacle +4 melee (1d3) or bone saw +2 melee (1d4+2) or bite +1
melee (1d6) or syringe +0 melee (injection); AC 10; HD 4d6; hp 16; MV 20’ or
swim 30’; Act 3d20; SP injection, regenerate 1d6/round, limited wings, variable
crits, brain vulnerability; SV Fort +3, Ref +3, Will +4; AL C.
Was it magic
or science that changed our old sawbones? Or was it some unholy mixture of the
two? Whatever caused the ship’s doctor to transform, the crew can at least
agree that it was no change for the better….
Injection: If the ship’s doctor hits a foe with his syringe, he automatically injects some fluid into the target, with variable results. Roll 1d7:
(1) Sedative: Victim drops to bottom of initiative count, and must succeed in a DC 15 Fort save or fall unconscious for 1d3 minutes.
(2) Poison: Victim takes 1d6 damage, and must succeed in a DC 12 Fort save or take an additional 2d6 damage.
(3) Mutagen: Victim must succeed in a DC 15 Will save or undergo corruption. Roll 1d10, modified by Luck: (3 or less) greater corruption, (4-8) major corruption, or (9+) minor corruption.
(4) Petrifying Agent: Victim takes 1d3 Agility damage and must succeed on a DC 10 Fort save or be turned to stone.
(5) Hallucinogen: Victim takes 1d3 Personality damage and must succeed in a DC 15 Will save or their next 1d5 actions affect random targets. (The victim can no longer tell who is who with any certainty). Attacks against the ship’s doctor’s brain which affect other targets instead do normal damage.
(6) Medicine: Target is healed 1d6 damage.
(7) Performance Enhancer: Target gains a permanent +1 bonus to one
random statistic (other than Luck). The statistic cannot be raised higher than 20,
with any additional bonuses being lost. Abilities grant a +3 bonus at 19, and
+4 at 20. Wizards and elves gain a bonus spell if their Intelligence is
increased to 20 (+3 bonus spells total).
Should
the ship’s doctor be destroyed, the syringe still works for 1d5 doses before
running dry.
Regenerate
1d6/round: The ship’s doctor regenerates 1d6 hp per round, even after being
reduced to 0 hp, and as damage is healed, lost body parts regrow. The ship’s
doctor can spend one (or more) action dice to regenerate an additional 1d6
damage per action die.
Limited
wings:
This abomination cannot fly, but its wings are useful enough to prevent any falling
damage, allowing the ship’s doctor to leap from crow’s nest or spar to attack.
Variable
crits:
When using bone saw or syringe, the ship’s doctor crits using 1d10 on Table
III. When attacking with his bite or tentacles, he uses 1d10 on Table M.
Brain
vulnerability: A successful mighty deed (or attack with a -1d shift for PCs
without a deed die) can target the ship’ doctor’s brain in a jar. These attacks
cause no damage, but if a single attack with a blunt weapon caused 12+ points
of damage, the jar shatters. This instantly kills the ship’s doctor, and halts
the creature’s regenerative abilities.
I have completed through Volume L on my Patreon, and expect to have finished the alphabet before the year is out. I have compiled statistics for over 300 (mostly common) animals. Many are not necessarily combat encounters, but are included for completeness, because they might be in the possession of 0-level characters, and/or because they might be the subject of animal summoning spells.
Some first appeared in this blog or in other sources, but having them compiled this way is useful.
A lot of venomous creatures are included, with more to come. I have taken into account how a thief might acquire various venoms for their own use, when appropriate, and have included extra hazards when they make sense.
Right now I have the following statblocks:
Aardvark
Aardwolf
Adder
African Elephant
Agouti
Alligator
Alligator Gar
Allosaur
Alpaca
Ammonite Swarm (5’ radius swarm of six-inch-long ammonites)
Ammonite swarm (10’ Radius swarm of foot-long ammonites)
Ammonite (Small)
Ammonite (Medium)
Ammonite (Large)
Ammonite (Huge)
Anaconda
Anaconda (Giant)
Anteater
Antelope
Ape (Small)
Ape (Large)
Arctic Fox
Arctic Fox (Silverfrost)
Arctic Hare
Arctic Wolf
Archaeopteryx
Archaeopteryx Swarm
Armadillo
Armadillo (Giant)
Asiatic Elephant
Asp
Aurochs (Bull)
Aurochs (Cow)
Axolotl
Axolotl (Giant)
Aye-aye
Babirusa
Baboon
Bactrian Camel
Badger
Dire Badger
Giant Badger
Bald Eagle
Baleen Whale
Banana Spider
Giant Banana Spider
Banded Krait
Bandicoot
Barracuda
Giant Barracuda
Bed Bugs
Bedbug Swarm
Bee Swarm
Bengal Tiger
Bighorn Sheep
Bison
Black Bear
Black Mamba
Black Rhinoceros
Black Widow Spider
Blister Beetle
Blister Beetle Swarm
Bloodhound
Blowfly
Blue Whale
Blue-Ringed Octopus
Giant Blue-Ringed Octopus
Boa Constrictor
Bobcat
Bongo
Bonobo
Boomslang
Border Collie
Bornean Orangutan
Carnivorous Orangutan
Borneo Elephant
Bottlenose Dolphin
Box Jellyfish
Brown Bear
Buffalo
Bull Shark
Bulldog
Bullmastiff
Bush Viper
Bushmaster
Buzzard
Caiman
Camel Spider Swarm
Large Camel Spider
Giant Camel Spider
Capybara
Boreal Caribou
Woodland Caribou
Barrens Caribou
Cat
Cave Bear
Giant Cave Bear
Cave Lion
Chamois
Cheetah
Chicken
Giant Chicken
Chihuahua
Chimpanzee
Chinchilla
Chipmunk
Cinnamon Bear
Clouded Leopard
Coati
Cobra
Cockatoo
Coconut Crab Swarm
Colossal Squid
Comb Jellyfish Swarm
Condor
Cone Snail
Giant Cone Snail
Conger Eel
Giant Conger Eel
Copperhead
Coral Snake
Cormorant
Cottonmouth
Cougar
Cow
Coyote
Crane
Crocodile
Giant Crocodile
Legendary Crocodile
Death Adder
Deer
Desert Tortoise
Giant Desert Tortoise
Legendary Desert Tortoise
Desert Wolf
Dhole
Dik-Dik
Dingo
Dire Wolf
Dodo
Giant Dodo
Dog
Dolphin
Donkey
Mammoth Donkey
Miniature Donkey
Duck
Dugong
Carnivorous Dugong
Dwarf Crocodile
Echidna
Egret
Eland
Electric Catfish
Giant Electric Catfish
Electric Eel
Elephant Bird
Elephant Seal Bull
Elephant Seal Cow
Elk
Emperor Penguin
Albino Emperor Penguin
Emu
Falcon
Fallow deer
Fennec
Fennec (Goldenfire)
Fer-de-lance
Ferret
Giant Ferret
Fin Whale
Fisher
Flamingo
Giant Flamingo
Fleas
Flea Swarm
Giant Flea
Flounder
Flying Lemur
Flying Snake
Flying Squirrel
Flying Squirrel Swarm
Fossa
Fox
Fruit Bat
Giant Fruit Bat
Fur Seal
Gaboon Viper
Galapagos Tortoise
Gar
Gazelle
Gharial
Giant Clam
Giant Panda
Gibbon
Gila Monster
Giant Gila Monster
Giraffe
Gnats
Gnat Swarm
Goat
GOAT Goat
Goblin Shark
Goblin Shark (Large)
Golden Eagle
Giant Golden Eagle
Golden Lion Tamarin
Goose
Gorilla
Goshawk
Great Horned Owl
Greater Horned Owl
Greatest Horned Owl
Great White Shark
Great White Shark (Large)
Green Mamba
Grey Seal Bull
Grey Seal Cow
Greyhound
Griffon Vulture
Grizzly Bear
Grouper
Giant Grouper
Hammerhead Shark (Small)
Hammerhead Shark (Medium)
Hammerhead Shark (Large)
Harbor Porpoise
Harbor Seal
Hare
Harp Seal
Harpy Eagle
Hawk
Hedgehog
Giant Hedgehog
Heron
Hippopotamus
Giant Hippopotamus
Honey Badger
Hornet Swarm
Horse
Light Warhorse
Heavy Warhorse
Draft Horse
Humpback Whale
Hyena
Hyenadon
Ibex
Ibis
Giant Ibis
Ibis Swarm
Iguana
Giant Iguana
Impala
Indian Rhinoceros
Irish Elk Buck
Irish Elk Doe
Jack Jumper Ant Swarm
Jackal
Chaos Jackal
Jaguar
Jellyfish Swarm
Kangaroo
Goliath Kangaroo
Carnivorous Kangaroo
Kermode Bear
Kestrel
Killer Whale
King Cobra
King Crab
King Penguin
Kinkajou
Kite
Kiwi
Koala
Drop Bear
Kodiak Bear
Komodo Dragon
Krait
Kudu
Lamprey Swarm
Giant Lamprey
Leatherback Sea Turtle
Leech Swarm
Giant Leech
Colossal Leech
Lemon Shark
Lemur
Giant Lemur
Great Lemur
Leopard Seal
Leopard Shark
Leopard
Liger
Lion
Lioness
Lion’s Mane Jellyfish
Lizard Swarm
Llama
Loris
Lynx
Giant Lynx
So, I’m wanting to do a box of fish sticks mimic for my RED TIDE campaign and I’m wondering what Daniel J. Bishop would have up his sleeve here? I’m thinking there will be sizes: freezer box, case of freezer boxes (pictured), a pallet of cases and a shipping container of pallets.
These will be starting life in Captain Morgan’s fish processing plant and then be shipped through out the land for their chain restaurants. I’m having a blast making this stuff and I hope others are digging the process.
Have a suggestion? Let her rip in comments!
So, here we go!
Box of Fish Sticks-Sized Mimic: Init (always last); Atk pseudopod +2 melee (1 plus sticky); AC 12; HD 1d6; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 15 to break free); SV Fort +4, Ref -2, Will -6; AL N.
These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced – even the patterns of colors enough to appear as a box of Captain Morgan’s frozen fish sticks. A suspicious character may see through the disguise with a DC 16 Intelligence check. The mimic otherwise gains surprise automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 15 Strength check, granting the mimic a +2 bonus to future attacks. Weapons which strike the mimic also become stuck, taking a -2d shift to damage, unless pulled free or the mimic is slain. A weapon stuck to a mimic stuck to a PC is useless until either the PC or weapon is freed.
Case of Freezer Boxes-Sized Mimic: Init (always last); Atk pseudopod +4 melee (1d4 plus sticky) or bite +2 melee (1d8); AC 10; HD 2d8; MV 5’; Act 1d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 19 to break free); SV Fort +6, Ref -4, Will -4; AL N.
These creatures are made of primordial slime, which has a rudimentary intelligence able to reshape itself into an object that appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced – even the patterns of colors enough to appear as a case of Captain Morgan’s fish freezer boxes. A suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 19 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.
Pallet of Cases-Sized Mimic: Init (always last); Atk pseudopod +6 melee (1d6 plus sticky) or bite +4 melee (1d10); AC 10; HD 4d8; MV 5’; Act 3d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 21 to break free); SV Fort +8, Ref -6, Will -2; AL N.
These creatures are made of primordial slime, which has enough intelligence to be able to reshape itself into an object or group of objects which appears to fit within the area it inhabits. Shape, texture, and colors are all reproduced – even the patterns of colors enough to appear as a case of Captain Morgan’s fish freezer boxes. A suspicious character may see through the disguise with a DC 20 Intelligence check. The mimic otherwise gains surprise automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 21 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free.
Shipping Container-Sized Mimic: Init -4; Atk pseudopod +10 melee (1d8 plus sticky) or bite +6 melee (1d12); AC 10; HD 8d8; MV 5’; Act 5d20; SP camouflage, half damage from slicing and piercing weapons, sticky (Strength DC 24 to break free); SV Fort +10, Ref -8, Will +0; AL N.
These mimics are intelligent enough to speak, and can reshape themselves into reasonably complex objects or groups of continuous objects. Shape, texture, and colors are reproduced well enough that even a suspicious character may see through the disguise with a DC 22 Intelligence check. The mimic otherwise gains surprise automatically.
Creatures that touch the mimic or are hit by a pseudopod are stuck to the creature, and cannot break free without a DC 24 Strength check. Stuck creatures have a -2 penalty to attack rolls, spell checks, and skill checks until they pull free. Weapons which strike the mimic also become stuck, and therefore useless, unless pulled free. Unlike lesser mimics, mimics of this size can choose to release creatures or objects, or suppress their natural stickiness to lure creatures into a false sense of security – possibly getting creatures to enter the “shipping container” before the doors slam closed and the creatures attack!
Because these mimics possess a low intelligence, there is a chance of parlaying with them.
I’ve done a few statblocks away from this blog, including some on the Goodman Games website. I am not reproducing those here, because that was paid content, but I did try to include some gameable material in each of the “Real Life Adventures” posts I wrote. You can find them here: Scotland and Orkney, Gilmorton Cove, Algonquin Park, and Halburton Canopy Walk and Wolf Centre. The first and last of these have statblocks which may be of interest to you.
I’ve also done statblocks as part of other posts, for the sheer fun of it. I am reproducing them below in case the original posts go to 404 Error heaven.
If you go back and read some of the Howard stories from when Conan was younger, such as Rogues in the House or The Tower of the Elephant, you can actually see a progression from a less-powerful and canny warrior to the Conan who can survive crucifixion and recover enough to take on a demon a month later.
In The Frost Giant's Daughter, we see Conan after all of his nearby companions have died in battle - clearly just after the 0-level funnel and having a first solo adventure at level 1. In DCC terms, this adventure might actually have been part of the 0-level funnel (PCs level as soon as they reach the needed XP), and consists of Conan failing his saves against the Frost Giant's Daughter's “allure” ability, making some Fort saves to avoid being too tired by the time he meets the frost giants, and fighting the same. His last Vanahiem combatant might have occurred at level 1 or at level 0; what occurs in the story is possible in both cases in the DCC rules. If Conan has an 18 Stamina, he has a maximum of 7 hp at level 0 and 22 hp at level 1 (minimums of 4 and 10).
If we assume Conan is a level 1 warrior with an 18 Strength, using a weapon that does 1d8 damage, we know that he can do 8 + 3 + 3 (Deed Die), or 14 points of damage on a non-critical hit, or an average damage of 10 on a hit. Conan was born on a battlefield, so his Luck affects his damage rolls; he might be able to do as much as 17 points on a hit, if he was so lucky as to gain 3 "18"s in his initial rolls, but I am going to say he only gains +1.
As a result, we can stat these creatures out easily enough:
Atali's Brothers: Init -2; Atk axe +5 melee (1d10+4); AC 13; HD 2d10; hp 10 each; MV 30’; Act 1d24; SP crit on 20-24 as giant; SV Fort +5, Ref +0, Will +6; AL C.
(And that, thank Crom, is a complete statblock in this system.)
Cyclopean Deep One Pugilist: Init +2 Atk fist +4 melee (1d3+3 subdual); AC 16; HD 5d8+10; hp 35; MV 20’ or swim 40’; Act 2d20; SP See future; SV Fort +5, Ref +4, Will +4; AL C.
The Cyclopean Deep One pugilist has but a single eye, yet that eye can see into multiple potential futures simultaneously, allowing the pugilist to choose the best possible future. His hit points, attack modifier, and saves all reflect this. If somehow blinded, these each suffer a -2 penalty, in addition to normal penalties for blindness. In the event of a successful Mighty Deed, the Deep One pugilist should be granted a saving throw (DC equal to attack roll with all modifiers) to avoid being blinded (representing its ability to avoid unpleasant futures, unless all futures are unpleasant).
The Cyclopean Deep One pugilist beats captured land-dwelling slaves to a bloody pulp in the arenas of the Deep Ones to stave off boredom on the long nights of winter.
Grebnenorc: Init +0; Atk claw +4 melee (1d6) or bite +2 melee (1d3 plus venom); AC 14; HD 6d6; MV 20’; Act 4d20; SP venom (1d3 Stamina damage plus Fort DC 16 or additional 1d3 Agility damage), slowing aura (100’ radius, -4 to initiative and -10’ to move speeds), cannot be surprised, immune to mind-affecting, amphibious; SV Fort +7; Ref +3; Will +0; AL C.
The dreaded grebnenorc is a creation of those forces beyond the ken of mortal minds which lie dreaming in dead cities below the deepest oceans. They are formed by merging lost (but not dead) sailors, eels, crabs, and other unsavory things of the depths into fused beings of horror. Although the dead, dreaming minds which create them are beyond the petty concerns of Law and Chaos, once they are created they naturally gravitate toward the service of those chaotic deep-sea beings which oppose the conquest of the surface oceans by land species. In short, these beings hate us.
Grebnenorc (singular and plural) are completely amphibious, and are able to survive away from the ocean for extended times. They radiate a slowing aura, which affects the movement and initiative rolls of all creatures within 100’ except themselves – the judge can determine that slowed flying or swimming is not fast enough to be successful, within context. Their bites are venomous, regardless of which mouths are used, but the venom cannot successfully be harvested from the creatures. They are immune to mind-affecting magic and abilities and cannot normally be surprised due to the plethora of eyes studding their vile forms. Grebnenorc are always facing other creatures, even when surrounded, due to their amalgamated structure.
These creatures not only guard the palaces of sinister submarine entities, but they are sent to infiltrate docks and ports, or are sent to destroy the shrines of human-friendly oceanic deities. Luckily, grebnenorc are not built for swimming – they can only walk along the sea floor – so ships are in no danger from them when not at port. A grebnenorc can potentially (and laboriously) climb an anchor chain, but it has no particular skill at doing so. Indeed, its body proves a hindrance to such activities rather than an asset.
(Illustration by Noble Hardesty, used with permission. You can check out more of the artist's work here!)
Have now been posted. Hope to see you there!
Update: Changes in health and finances will prevent me from travelling. My apologies. I will really miss what has been the highlight of my year.
Happy Birthday to Andy Markham, who ran The Fence's Fortuitous Folly to usher out the old year and bring in the new! Andy made a player handout for the chase mini-game in the adventure, and was kind enough to share it with me. Moreover, he was kind enough to allow me to share it with you.
Without further ado, here is a Birthday Mathom from Andy!