Saturday, 13 August 2022

Let’s Convert the Fiend Folio: Forlarren and Frost Man

Finishing off the letter “F” we have two monsters: the Forlarren and the Frost Men. Of the two, I am more partial to the Frost Men. There is nothing particularly wrong with the Forlarren – it is conceptually a good creature – but few groups, in my experience, would care that the creature was regretful after it killed a party member. Accordingly, I have added some death throes…and ones which might make some PCs seek the creature out.

I struggled with the idea of making The Forlarren a unique creature, and some judges may indeed wish to go this route. The idea that an immortal nymph and a demon might have a few (or even many) twisted offspring might appeal to other judges. In either event, I was not concerned with creating a race of creatures (as was the case with the Fiend Folio), so I went with direct descendents rather than the results of generations of what would have to be incest unless nymph/demon pairings are more common in your world than I imagine them to be.

Now, the Frost Men are really described as though they were otherwise ordinary people with unusual abilities. So, which is it to be? Monster stats as though they were just another humanoid? Or something that a PC could presumably Quest For?

My answer is: Both. And I see no reason that both cannot exist within the same campaign milieu!

 

Forlarren

Forlarren: Init +4; Atk Cudgel-like fist +1 melee (1d4); AC 18; HD 3d6+3; MV 20’; Act 2d20; SP Infravision 60’ heat metal 1/day, ambivalent nature, death throes; SV Fort +2; Ref +4; Will +0; AL C.


The offspring of an enslaved nymph and the demon who enslaved her, these beings wander alone, welcome in neither Elfland nor the Hells where they were born. They detest their own existence, and seek vengeance on all living things. Their horny fists are as hard and strong as cudgels, and they attack the living on sight.

The forlarren also has the ability to heat metal once per day, and uses this ability on the first foe wearing metal armor that it strikes. The armor becomes hot to the touch, causing the wearer 3d6 damage (for heavy armor) or 2d6 damage (for medium armor) each round for 1d5 rounds, reducing by 1d6 each round thereafter until the damage ends. A character can remove armor, but this takes 1 Action Die per point of AC provided (or half this time by damaging the armor so that it must be repaired before it can be used again). A Mighty Deed used to remove armor instead of attacking automatically succeeds, and reduces the time to remove armor by 1 round per point of the Deed Die (so that even a 1 or 2 aids in removing armor to some degree).

As soon as it has killed one character the ambivalent nature of the forlarren is revealed. It shows great remorse and offers any survivors its services and powers. After 2d5 encounters or 1d6 days (equal chance of each), the influence of it nymph blood wanes, and the dominant evil part of the forlarren resumes control, and it leaves the party it is aiding. From that time on, the forlarren will again attack on sight, including the party it earlier befriended if it encounters that party again.

When a forlarren is slain, there is an equal chance that it collapses into a mound of sweet earth (which is extremely fertile and may be used as a special component to grant a +4 bonus to an earth-based spell) or that it spontaneously combusts until burnt to a fine ash (which can be used to gain a +4 bonus to demon summoning).

 

 

Frost Man (1)

Frost Man: Init +0; Atk By weapon +1 melee or ranged (by weapon) or ice blast; AC 15; HD 4d6; MV 30’; Act 1d20; SP Ice blast (3/day, 35’ long cone with 10’ base, 3d6 damage, Fort DC 10 for half), immunity to cold; SV Fort +4; Ref +2; Will +2; AL L.

Sometimes called “ice demons” by northern tribes who fear their ice blasts, frost men appear like humans, although each normally covers one eye with an eyepatch, and they radiate cold which can be felt as far as 30’ away. Although the radiated cold causes no damage, thrice per day they can project an ice blast of freezing mist from their covered eye, 35’ long with a 10’ base. Any caught in this cone takes 3d6 damage (Fort DC 10 for half).

Little is known of the frost men. To date, these creatures have only been encountered singly and the location of their lair, its type and their pattern of living are unknown. It is thought that there are villages of frost men, with females and children, buried in deep caves in cold mountains, but none have yet ventured to establish the veracity of these rumors.

 Frost Man (2)

Amongst the peoples of the far north, there are some shamans still who know of the ritual which can transform an ordinary human into a frost man. This sacrament, which takes a week to perform, was among the secrets of the Hyperboreans handed down from the Old Time. Few are those chosen to receive this honor, and fewer still are those who can bestow it. Adventurers questing for such powers would have to demonstrate a commitment to the northern village where such a shaman might be found, and then survive the transformation itself.

When a human becomes a frost man (and “frost man” is a generic term, for gender is no bar to this power), one of their eyes is removed and replaced with an unmelting chunk from a living glacier. This procedure causes the recipient 3d7 damage, and the recipient must succeed in a DC 15 Fort save or die. All damage taken from the ritual must be allowed to heal naturally, or the glittering new eye melts and no powers are gained.

Those who become frost men radiate cold, which is discernable from 30’ away. This cold is not great enough to cause damage, but marks a frost man for what they are. Frost men become less comfortable around heat, preferring the cold – although they take no extra damage from heat and fire, the judge may penalize frost men who ignore this preference by reducing their rolls on the dice chain.

Frost men gain two powers:

(1) They are immune to cold damage.

(2) Three times per day they can project an ice blast of freezing mist (frost) from their glacial eye, 35’ long with a 10’ base. Any caught in this cone takes 3d6 damage (Fort DC 10 for half).

When creating an NPC frost man, roll 1d20 to determine class: (1-12) warrior, (13-17) thief, (18-19) cleric, or (20) wizard. It may be that warriors and thieves are simply more likely to survive the transformation.

Friday, 12 August 2022

Let’s Convert the Fiend Folio: Flail Snail, Flind, and Flumph

Two of the monsters in this post, the Flail Snail and the Flumph, are often touted as examples of silly monsters appearing in Dungeons & Dragons. In the case of the Flumph, I have described a potential encounter as fiction, created an illustration, and even immortalized the poor creature in a parody of the H.M.S. Pinafore. A lot of people have considered the Flumph useless, but I hope it is clear that I do not.

The Flail Snail is, simply put, one of the most iconic monsters in the Fiend Folio, something that is unlikely to harm you if you just leave it alone. But its shell is valuable. And, in the end, it sets off a pitiable wailing until you put it out of its misery, probably attracting more danger in the process. All in all, the Flail Snail is almost a metaphor for the average dungeon raid. If you are looking for an adventure where a Flail Snail would fit right in, may I recommend the mollusk-filled Danger in the Deep! I wrote it, but don’t let that put you off.

Now, I love me some gnolls, but I have never had much use for Flinds. Better gnolls with nunchaku? That gnolls all treat as celebrities? I know that martial arts were big as the 70s turned into the 80s, thanks to Bruce Lee, David Carradine, and Chuck Norris. I picture gnolls as lean, hungry, and maniacal, and Flinds really don’t fit that picture for me. However, Brendan LaSalle spoke of them with enthusiasm, calling them tiger-headed men with nunchucks (or something to that effect). People aren’t allowed to let Weird Uncle Brendan down, so I did my best to simplify the mechanics for the poor harried judge, while keeping everything Brendan said he liked. I hope that I did him proud!

 

Flail Snail

Flail Snail: Init +0; Atk Tentacle +1 melee (1d8); AC 18; HD 4d8 to 6d8; MV 10’; Act 1d20 per Hit Die; SP Tentacles, protected body, immune to fire and poison, magic-affecting shell, wailing, light sensitivity; SV Fort +8; Ref -4; Will -2; AL N.

A flail-snail is a silicon-based mollusk with a colorful 8-foot-diameter shell. It has club-like tentacles which it keeps in constant motion; each Hit Die of the creature represents a single tentacle with its own hit points and Action Die. If a tentacle reaches 0 hit points, it is “dead”, ceases to attack, and its associated Action Die is lost. The snail’s actual body is hidden in its shell, has an AC of 28, and is slain instantly if it is damaged.

The highly-colored shell affords the flail snail partial protection against magic. When a spell is cast that target of directly affects the flail snail, roll 1d10, modified by the caster’s Luck: (1 or less) the spell is reflected back onto the caster, (2-5) the spell suffers a misfire (determine by spell as though a “1” had been rolled, but a misfire is the only consequence, and the spell is not lost), (6-7) the spell does not function at all, but this does not cause it to be lost, or (8 or higher) the spell functions as normal.

If all a flail snail’s tentacles are killed, the creature withdraws its head and the rest of its body into its shell, dying 1d10 rounds later. While dying, it utters loud and pitiful wailing cries which have a 1 in 3 chance per round of attracting a nearby or wandering monster (as determined by the judge).

Flail snails are hypersensitive to bright illumination, and hence is always encountered at night or underground. It is possible to drive a flail snail off with torches and lanterns if it is not otherwise molested.

The shell weighs 250 pounds and retains its magical properties for 1d6 months after the snail’s death. It may be used to power spells selected by the judge (color spray and dispel magic, for instance) during this period without damaging the shell. Some means to preserve a flail snail shell longer may exists, and could be the subject of a quest. A fresh flail snail shell can be sold for as much as 500 gp if a buyer with both the money and inclination can be found.

 

 

Flind

Flind: Init +1; Atk Club +2 melee (1d4+1) or flind bars +3 melee (1d4+1); AC 15; HD 2d6+4; MV 20’; Act 1d20; SP Flind bars (bonus attack plus disarm); SV Fort +2; Ref +2; Will +2; AL C.

Flind Leader: Init +2; Atk Flind bars +5 melee (1d4+2); AC 16; HD 3d6+6; MV 20’; Act 1d20; SP Flind bars (bonus attack plus disarm); SV Fort +3; Ref +3; Will +4; AL C.

Flinds are related to the hyena-like gnolls (as opposed to the gnoles, unless the judge rules otherwise); see page 416 of the core rulebook for details. Where gnolls tend to be lean and hungry-looking, flinds are taller, stockier, and stronger – some appear to be more tiger-like than hyena-like, both in build and coloration. Large group of gnolls are sometimes led by one or more flinds.

About 25% of flinds are proficient with, and carry, chain-linked iron bars which they call flind-bars. When using flind-bars, a flind gains an automatic free attack if it hits a victim; if it hits the same target twice in a round, that target must succeed in a DC 15 Reflex save or be disarmed, with the target’s weapon being knocked 1d12+5’ away in a random direction.

(A human warrior might attempt to gain this same proficiency with a quest, although it would probably entail being accepted by, and living with, flinds for several months. A character must have at least a Strength and Agility of 13 or better to master these techniques.)

One in every 15 flinds is a leader, who always uses flind bars.

 

 

Flumph

Flumph: Init +0; Atk Spines +0 melee (1d8 plus acid) or liquid spray +2 ranged (special); AC 20; HD 2d10; MV fly 20’; Act 1d20; SP Infravision 100’, enhanced senses, acid (1d4, Fort DC 10 or additional 1d4 each round for 1d5 rounds), repulsive liquid spray, vulnerable underside; SV Fort +4; Ref +2; Will +5; AL L.

These creatures are 2-foot-diameter pure white discs, looking something like a flying sand dollar with manipulative tentacles and spikes descending from their underbellies. Their eyes are on two long stalks, allowing them to see in all directions. Their infravision and enhanced senses make flumphs hard to surprise (+6 on opposed checks, or -6 penalty to non-opposed checks). They fly by sucking air in through their upper surface and expelling it through their underside, limiting them to rising no more than 10 feet above ground level.

Flumphs have two means of attacking. They can attempt to rise above targets and skewer them with their spines. This injects acid into targets on a successful hit, and is the primary means by which flumphs catch and digest food. A flumph can extend feeding tubes to slurp up creatures slain by its acid.

Flumphs can also squirt a foul-smelling liquid up to 60 feet away. If this hits a target, the target must succeed in a DC 15 Will save or spend the next 2d6 rounds retching, losing all actions and allowing the flumph ample opportunity to escape or attack. Worse, humans and humanoids (including dwarves, elves, and halflings, and also including the target themselves) coming within 30’ of the affected target must succeed in a DC 10 Fort save or be at a -1d penalty to the dice chain to all rolls as long as they are within 30’ of the target. The foul odor attracts non-humanoid predators and monsters (double normal chances) and lasts for 2d8 hours.

Note that only one save is allowed or required to avoid these effects. An unaffected character need not make a new save every time they approach the target; nor can an affected character gain a new save by retreating and the approaching the target again.

The foul odor caused by this repulsive liquid can be ameliorated by bathing in tomato juice, strong alcohol, or by other means at the judge’s discretion. A creature that cannot smell is not affected by this substance, though those around it may be.

The underside of a flumph is especially vulnerable, and a character who readies an attack until it descends (attacking that character, or an adjacent one) need only hit AC 12 to damage a flumph. Warriors and dwarves using Mighty Deeds can target the underbelly – this is against the flumph’s normal AC, but does double damage if the Deed is successful. Finally, a Mighty Deed of 4+ can flip a flumph upside down, rendering it helpless.

Flumphs can speak, and understand, the Lawful alignment tongue, although its vocabulary is severely limited.

Note: Flumphs have an internal organ which, if dried and powdered, creates a toxin that dissipates completely in alcohol, rendering it odorless, colorless, and tasteless. Anyone consuming a dose takes 3d6 damage after 1d10 x 10 minutes pass, and must succeed in a DC 15 Fort save or die. Multiple doses stack, increasing the damage by 1d6 per additional dose and increasing the Fort save DC by +2. 1d6+2 doses can be harvested from a flumph with a successful Handle Poison check. Only on a failure of 5 or more does a character accidently poison themselves; otherwise 1d6 potential doses are ruined.

Thursday, 11 August 2022

Let’s Convert the Fiend Folio: Firedrake, Firenewt, Fire Snake, and Firetoad

Chilly down with the fire gang

Think small with the fire gang (It's the only way)

Bad hep with the fire gang (a smile a day keeps the doctor away)

When your thing gets wild

Chilly down

When we get started on “F”, the first thing we discover is four “fire something” monsters. If that doesn’t make you think of the Fireys/Fire Gang from Jim Henson’s The Labyrinth, it should. In fact, a number of creatures, individuals, areas, and items from that movie would offer fertile ground were someone to translate them into Dungeon Crawl Classics statistics. In fact, David Bowie as Jareth the Goblin King would make an awesome patron.

Firenewts are linked closely to Giant Striders, but I haven’t started on the “G”s yet, so you will have to either wait or convert them on your own. There isn’t any “One True Conversion” at any rate; you can take these as examples of how I do it and nothing more. 

Using different takes on different creatures is, after all, part of Making Monsters Mysterious!

Here is a niggling thing that bothers me, though: In the Fiend Folio, these monsters appear in the same order that they do in this blog post. However, because of the break in “Fire Snake”, it should actually appear first following the normal rules of alphabetical order.

 

 

Firedrake

Firedrake: Init +0; Atk Bite +2 melee (2d5) or breath weapon; AC 15; HD 4d8; MV 20’ or fly 90’; Act 1d20; SP Breath weapon (a cone of fire 60' long by 10' base, 2d8 damage, Reflex DC 12 for half), flaming blood, immunity to fire; SV Fort +5; Ref +3; Will +2; AL N.

Found only in rocky areas, these 4-foot-long dragonets are prone to aggression. If approached even peacefully, they are 50% likely to attack. In addition to their bites, they can breathe a cone of fire three times each day. Their breath weapon takes the form of a 60’ long cone with a 10’ base, which does 2d8 damage (Reflex DC 12 for half).

Worse, firedrake blood is combustible in air, so that any melee attack drawing blood requires the attacker to make a DC 10 Reflex save or be burned for 1d6 damage. If a “6” is rolled for damage, the attacker must succeed in another DC 10 Reflex save or catch fire.

Firedrake blood can be stored in a container under water, and in this state it is inert. Collecting 1d8+2 doses of blood is tricky, requiring a Handle Poison check with a -1d shift on the dice chain; failure causes a fireball causing 3d6 damage to all within 10’ (Reflex DC 15 for half), and uses up 1d6 of the potential doses that could otherwise be collected. Likewise, carrying this blood is dangerous, for if exposed to air due to (for example) a vial breaking with a fall, each dose causes 1d6 damage and requires a DC 10 Reflex save to avoid catching fire.

Apart from being useful (though treacherous) missile weapons, each dose of firedrake blood can be used to coat a single weapon, which immediately is covered in flame. Such weapons burn for 1d4+2 rounds, causing an additional 1d6 damage per round, and force targets to make a DC 10 Reflex save or catch fire. At the end of this period, wooden weapons (or those with wooden shafts) are destroyed. Even metal weapons are destroyed if the wielder fails a Luck check.

 

Firenewt

Firenewt: Init +1; Atk By weapon +0 melee or ranged (by weapon); AC 15; HD 2d6+2; MV 20’; Act 1d20; SP Fire breath, immunity to fire, cold vulnerability (x2 damage); SV Fort +4; Ref +0; Will +1; AL C.

Elite Firenewt: Init +3; Atk Battleaxe +1 melee (1d10); AC 17; HD 3d6+3; MV 20’; Act 1d20; SP Fire breath, immunity to fire, cold vulnerability (x2 damage); SV Fort +5; Ref +0; Will +2; AL C.

Firenewt Priest: Init +0; Atk Mace +0 melee (1d6) or harmful spell; AC 15; HD 3d6+3; MV 20’; Act 1d20; SP Fire breath, harmful spell, immunity to fire, cold vulnerability (x2 damage); SV Fort +4; Ref +1; Will +3; AL C.

Overlord Firenewt: Init +5; Atk Battleaxe +3 melee; AC 15; HD 4d6+4; MV 20’; Act 1d20; SP Fire breath, immunity to fire, cold vulnerability (x2 damage); SV Fort +5; Ref +2; Will +4; AL C.



These reptilian humanoids live in sun-baked rocky hills, volcanic regions, and similar locales which are hot, dry and sometimes sulphurous, whether above or below ground. They are normally arrayed in chainmail, and carry normal weapons (roll 1d20: 1-9 indicates polearm and short sword, 10-14 indicates short sword, 15-18 indicates polearm and hand axe, and 19-20 indicates battleaxe). Firenewt polearms are typically halberds.

Firenewts can breathe fire on a foe immediately in front of them and within a 5' range for 1d6 points of damage (Reflex DC 10 for half). This ability does not cost an Action Die, but there is only a 1 in 7 chance each round of a firenewt being able to make this extra attack.

Firenewts are cruel marauders. They are usually encountered in hunting parties which delight in torturing and roasting victims alive before feasting on them. For every ten normal firenewts encountered there will be one elite firenewt carrying a battleaxe. For ever 30, there is a firenewt priest armed with a black iron mace. Roughly 1 in 3 firenewts in a raiding party is mounted on a giant strider. 90% of elite firenewts and all firenewt priests will likewise be mounted.

Firenewt priests can cast harmful spells three times each day, to a range of 60’. When a firenewt priest casts a harmful spell, roll 1d5 to determine the result: (1) a line of fire streaks from the priest’s pointed finger, 2d8 damage, Reflex DC 10 for half; (2) internal combustion causes the target to take 1d6 damage per round for 1d3 rounds unless a DC 10 Fort save succeeds, (3) Reflex DC 10 or the target catches fire, causing 1d6 damage per round until extinguished; (4) the target becomes parched and sere, taking 1d5 damage (no save, but half damage rounded up can be healed by consuming a gallon of water), or (5) the target becomes dazed with heat and light, unable to take any action apart from moving at half speed for 1d4 rounds, unless a DC 10 Will save is successful.

In a firenewt lair there will be an additional females and young, usually equal to about 75% and 150% of the male population in numbers. As well, there is a secret, closely-guarded hatching ground containing eggs equal to twice the male population The hatching ground is always under the firenewt priests' control and carefully trained monsters (often 1d3 firedrakes; see above).

While the females and young are noncombatants, each lair is ruled by an overlord firenewt and his close retinue of four elite firenewts with maximum hit points.

These creatures are sometimes known as salamen.

 


 

Fire Snake

Fire Snake: Init +5; Atk Bite +0 melee (1 plus venom); AC 14; HD 2d3; MV 15’; Act 1d20; SP Venom (1d6, Fort DC 10 or also paralyzed 2d4 turns), camouflage +6, immunity to fire; SV Fort +0; Ref +7; Will +0; AL N.

These strange beings are only found in fires, and some sages speculate that they are the larval form of salamanders. Not every fire contains a fire snake, but any fire may do so. Some large permanent fires will contain 1d6 fire snakes, while smaller fires (such as fire pits or bowls of flaming oil) contain only one. Since their coloration matches the flickering flames they dwell in so well, they often gain surprise.

Their bite contains venom which feels like searing flames within the bloodstream, and which can paralyze victims failing a DC 10 Fort save for 2d8 turns.

Fire snakes are not particularly intelligent – not more so than ordinary snakes – but they do tend to show up more often in fires containing gems that can withstand the heat. At least one wizard has speculated that these gems were placed for the very purpose of summoning fire snakes to act as guardians. It may also be that fire snakes are more likely to appear in places where the boundary between the Elemental Plane of Fire and the Lands We Know is exceptionally thin.

In such a location, a party may unwittingly (and perhaps harmlessly) spontaneously summon fire snakes within their torches and lanterns. Unless someone is sharp-eyed, or they have reason to attack, the carriers may never know. 

Or perhaps, when the group at last confronts some fiery elemental being, they will be attacked by surprise from within their own light sources!

 

 

Firetoad

Firetoad: Init +0; Atk Bite +1 melee (1d6) or fireball +3 ranged (special); AC 10; HD 4d8+4; MV 20’; Act 1d20; SP Fireballs, immunity to fire, water sensitivity, extra attack on retreat; SV Fort +2; Ref +2; Will +0 ; AL C.

A large red toad about 4 feet high and covered with warty purple excrescences, the firetoad can beathe fireballs at will (30’ range, 5’ blast radius, damage equal to firetoad’s current hit points, Reflexes DC 12 for half).

Firetoads shun water and inhabit dry regions above and below ground. Throwing liquid – even ordinary water – at it will cause it to retreat, though in doing so it will concentrate two fireball attacks, in the single melee round of its retreat, on the person performing this act.

Let’s Convert the Fiend Folio: Eye Killer and Eye of Fear and Flame

Finishing up the “E”s, we have the Eye Killer and the Eye of Fear and Flame.

A long, long time ago, I set up a really large dungeon which included a nest of Eye Killers. The PCs never found it, which was probably for the best. Eye Killers are a truly nasty creation, and are one of the best reasons to hire linkboys to carry your torch for you deep underground.

The Eye of Fear and Flame is probably one of the classics from the Fiend Folio, but I can’t remember ever using one. It could certainly serve to prove that there are foul creatures underground. In its original form, it was casting a 12-dice fireball every three rounds, which is something few Advanced Dungeons & Dragons parties could long sustain. Not only is that automatic damage each time it happens, but in AD&D it also meant that your items had to save. Scrolls and spellbooks? Gone. Weapons? Well, weapons like slings, bows, crossbows, halberds, and clubs were also probably gone. Swords and armor were potentially gone as well. My version is toned down a bit, but should still be a fun encounter.

 

 

Eye Killer

Eye Killer: Init +3; Atk Coils +3 melee (1d6 plus crush) or death stare +4 ranged (3d6 plus Fort DC 10 or die, 50’ range, ignores armor); AC 15; HD 3d6; MV 20’; Act 1d20; SP Infravision 120’, crush, death stare, light sensitivity; SV Fort +2; Ref +3; Will +0; AL C.

This creature has a bat-like torso atop a large serpentine body. Although it has stunted wings, and uses these to help it lift its bat-like upper portion, it cannot fly. Its eyes are large and lidless. At birth, eye killers are limbless and almost spherical; adventurers may encounter helpless young in various stages of development before they encounter adults.

Eye killers dwell in dark places underground, for they dislike daylight and hate the brightness of torches and lanterns. They attack using their snakelike coils, and on a successful attack begin to crush their target, until either the target escapes with a DC 15 Strength check, or the attacker is slain or driven off. A victim being crushed automatically takes 1d6 damage per round.

Once per day, an eye killer can gather illumination from lanterns, torches, or whatever light source is being used, amplify it, and project the light with its eyes into a narrow ray of intense radiance. Within 50’, any being hit by this ray takes 3d6 damage and must succeed in a DC 10 Fort save or die. This attack is usually used against the light bearer, in an attempt to extinguish the light source. This attack ignores all armor, although Agility bonuses and magic may still help.

Eye killers are sensitive to light, and if a lit torch or lantern comes within 10’ of the creature, it must make a morale check (Will save vs. DC 10) or flee.

 

 

Eye of Fear and Flame

Eye of Fear and Flame: Init +2; Atk Eye of fear (fear) or eye of flame +5 ranged (special); AC 18; HD 8d12; MV 30’; Act 1d20; SP Un-dead, infravision 60’, detect law 120’, eye of fear, eye of flame, ethereal escape; SV Fort +6; Ref +2; Will +10 ; AL C.

A hooded form stalking the underworld, the eye of fear and flame seeks out Lawful beings (which it can detect within a range of 120’). When first encountered, the eye keeps its face invisible, as though there were an opaque black screen hiding it, and it speaks to Lawful creatures only, in their alignment tongue initially and then, if that fails, in the common speech. It commands individual to perform diverse evil deeds – almost always immediate deeds, so that the creature can determine whether or not it is obeyed.

If the eye is attacked, or it s commands are not obeyed, it casts back the hood to reveal a bare skull with a black jewel in one eye socket and a crimson jewel in the other. These gems are the eyes of fear and flame for which the creature is named.

Each round, the eye may use the black jewel to create a powerful aura of dread. Those within 60’ of the creature must succeed in a DC 12 Will save to be unaffected, and the effects are based on how many saves a character fails. These effects do not stack, but whatever effect a character experiences lasts until the eye of fear and flame is no longer in sight.

Saves Failed

Effect

0

No effect

1

-2 penalty to all attack rolls and saving throws.

2

-1d shift on the dice chain to all rolls.

3

Character must succeed on a DC 5 Will save each round or flee in a random direction for 1d6 rounds.

4

Character must succeed on a DC 10 Will save each round or flee in a random direction for 2d6 rounds.

5

Character must succeed on a DC 15 Will save each round or die of fright.

 Once every three rounds, the eye of fear and flame may forego using the black gem to use the crimson gem to unleash a line of flame which does damage equal to the eye’s current hit points if it hits a target (Reflex DC 10 for half).

A Mighty Deed with a 5+ result can remove a single gem. A result of 7+ can remove both. The eyes have no magical powers once removed (or if the eye of fear and flame is slain), but are worth 1d20 x 50 gp each. Used as special components for mind-affecting spells (the black gem) or fire-based magics (the red gem), they can grant a bonus equal to +1 per 50 gp value, but using a gem in this way destroys it utterly.

The eye of fear and flame also has the power to escape into the ethereal plane should combat go against it. This uses the creature’s Action Die. The judge rolls 1d3 for each round it tries to escape in this way; when the total of all attempts is 3 or greater, the creature fades into the ether and is gone.

Those philosophers and sages who have heard rumors of these creatures are divided as to their provenance. Some believe that the eyes of fear and flame were created by the Courts of Chaos for the destruction of lawful folk, while others deem them a creation of Lawful gods for the testing of mortals. Whatever the truth, few of these creatures are said to exist.

Tuesday, 9 August 2022

Let’s Convert the Fiend Folio: Elf (Drow), Enveloper, and Ettercap

Do we need a unique Drow Elf in Dungeon Crawl Classics? Well, you have my answer below. I think that Dungeon Crawl Classics captures the flavor of the Drow well enough, with only a few modifications. Tentacle rods do not come up in the Fiend Folio, and so are not converted below.

The Ettercap is a classic monster, which has been converted from one edition of Dungeons & Dragons to the next. While very simple, it evokes a strong sense of simply belonging in the game. I have used plenty of Drow, and plenty of Ettercaps, in my day.

The Enveloper, though, is the real star of today’s show. The base creature offers the bare bones of a monster that literally has any abilities, Hit Dice, and hit points that the judge desires. When you encounter this thing, you don’t know what it will do. You don’t even know what it can do. Imagine going through caves where you encounter envelopers again and again. At first, they are base creatures, but the deeper you go, the more powerful and intelligent they become. Finally, you encounter the Eldest of the colony – but it is Lawful, reasonably friendly, and more than reasonably powerful. The encounter need not lead to combat…and if it does, the Eldest might gain some new abilities before the PCs are wise enough to flee.

 

 

Elf (Drow)


Ages past, when the elvenfolk first came to the Lands We Know, they were torn with discord between those factions which served the King and Queen of Elfland, and those who said that new lands required new patrons. In particular, there were those who were lured into selfishness and cruelty by demonic patrons, the chief among these being the Spider-Goddess Lolth.

Some say these malicious elves simply withdrew from the lands under the skies, seeking safety in the lightless caverns and endless warrens of twisted passages of the underworld. Others say they no longer desired to walk upon the green lands under the sun and stars, being drawn instead to the gloomy fairyland beneath the earth where communion with their infernal patrons was clearer.

Whatever the truth, these elves – now calling themselves the drow – neither forgave nor forgot their surface kin. Even now, above all else, they bear enmity for all beings connected with Elfland, however tangentially. Though they are seldom seen by mortals, the drow still persist, occasionally entering lower dungeon levels and consorting with other creatures in order to work out their schemes and inflict revenge upon those who inhabit the world above.

Drow are treated like normal elves in the core rulebook, with the following exceptions:    

  • Drow infravision extends to 120’.
  • Drow experience light vulnerability, taking a -1d shift on the dice chains to all rolls when within sunlight (or its equivalent).
  • Female drow may learn to cast cleric spells as a normal elf casts wizard spells. When using a cleric spell, on a natural “1”, roll 1d8 modified by Luck: (1-2) Loss, failure, and patron taint, (3-4) Loss, failure, and greater corruption, (5-6) Loss, failure, and major corruption, (7) Loss, failure and minor corruption, or (8) Loss, failure, and generic miscast. Female drow can also cast wizard spells, and automatically gain patron bond, as do normal elves.
  • At 1st level, drow learn a complex language of hand signals which can be used to communicate silently within line of sight.

Special Note Regarding Drow Treasure

Cloaks, armor, and weapons made by the drow have special properties, although they do not radiate magic. The items are made in the strange homeland of the drow: vast underground cities of carven stone and minerals, places of weird and fantastic beauty inundated with unknown radiations which impart the special properties to their items. When these are exposed to direct sunlight, irreversible decay starts and the items will become totally useless in 2d6 days. If protected from sunlight, they will retain their special properties for 1d20+30 days before becoming normal items; and if exposed to the radiations of the drow homeland for a period of 1 week out of every 4 weeks, the items could remain potent indefinitely.

Weapons: Drow weapons have a non-magical bonus to attack rolls and damage of +1d on the dice chain. More powerful drow may have weapons with a +2d shift or even (for the most powerful drow) a +3d shift on the dice chain.

Armor: Drow wear a fine black mesh armor of exquisite workmanship, similar to chainmail made of an alloy of mithral and adamantite. This armor grants an additional bonus to AC, even though non-magical. It lowers check penalties by 1 per +1 value of the armor, and lowers the Fumble Die by -1d on the dice chain per +1 value of the armor. Even the lowliest fighters have in effect +1 chainmail, with higher level drow having +2, +3, +4 or even +5 chainmail.

Sleep Poison: Drow may coat darts or crossbow bolts with a poison which renders the victim unconscious for 3d6 turns (Fort save DC 15 negates). Drow sleep poison decays instantly in sunlight, and loses effectiveness after 60 days in any event after being exposed toair, although unopened packets of the poison will remain potent for up to one year.

Black Cloaks and Boots: Each offer a +3 bonus to stealth-based checks, and these bonuses stack. The material does not cut easily, and any alteration to the cloak has a 75% chance of unraveling the material and making it useless.

Hand Crossbows

Drow manufacture single-handed crossbows that fire darts for 1d4 damage with a range of 10/30/60.

 


Enveloper

Enveloper: Init +0; Atk Buffet +2 melee (1d6+1); AC 16; HD 3d6; MV 30’; Act 2d20; SP Envelop and devour, steal abilities, grow; SV Fort +4; Ref +1; Will +2; AL Varies.

These strange beings are masses of malleable flesh, which, at rest, form rough cylinders 8 feet tall and 1 foot in diameter. They can form up to five appendages at will by reshaping flesh in the appropriate areas, and when in view of humanoids they adopt approximate human form (the appendages being head, arms and legs).

Although envelopers are no more intelligent than animals in their natural state, and are considered to be neutral in alignment, if an enveloper kills a victim, it can fall upon it, enveloping and totally consuming the body in 1d3 rounds, and being unable to take any other actions during this period. Envelopment leaves equipment behind, but makes recovering the body impossible.

1d3 rounds after a victim is devoured, the enveloper can use any of its victim’s abilities – spellcasting, Mighty Deeds, Luck Dice (using the victim’s final Luck score), etc. An enveloper uses the same modifiers and caster level as the absorbed victim when casting spells. The enveloper also gains the knowledge and intelligence of its absorbed victims, can speak with their voice, and gains something of their outlook, shifting Alignment by one step towards the most recent victim. An enveloper can attack normally while waiting for new abilities to become available.

For each Hit Die or level of an enveloped victim, the enveloper gains 1d4 hit points. These hit points, and abilities gained, are permanent except as follows: An enveloper only gains a higher Deed Die or Luck Die if it obtains these from a victim; in this case, the lower dice are lost. If an enveloper attempts to cast a spell, but fails in the attempt, the ability to cast that spell (including divine intervention, clerical laying on of hands, or turning the unholy) is lost until regained from a new victim.

The enveloper gains Hit Dice as it ages, and there is no theoretical limit to the number of Hit Dice, hit points, or abilities that an old enveloper may possess.

Note: The original text said envelopers have a 3-foot circumference, which would make these monsters just under 1 foot in diameter. The illustration suggests that a 3-foot diameter might have been what was intended. I went with the text, but feel free to adjust as desired!

 

 

Ettercap

Ettercap: Init +2; Atk Claw +3 melee (1d4) or bite +0 melee (1d4 plus poison) or by weapon (by weapon); AC 14; HD 5d6; MV 30’; Act 2d20; SP Poison (2d6 damage, DC 10 Fort save for half), snares; SV Fort +3; Ref +5; Will +0 ; AL C.

These humanoids have very long arms, protruding potbellies, short legs and hairy skin. They are cruel, cunning and treacherous. An ettercap has silk glands like those of a spider, which secrete a thin, very tough, silvery cord which the creature uses to make assorted weapons and devices – lariats, nets garottes, tripwires, and so forth. Ettercaps have their own unique style and preferences for weapons and traps, but all prefer to trap and/or ambush prey.

Ettercaps get along with, and speak the language, of spiders.

 

Sunday, 7 August 2022

Let’s Convert the Fiend Folio: Elemental Princes of Evil

There are a few monsters in the Fiend Folio which are intrusions on the pure United Kingdom flavor, as they were written by TSR in the United States and had to be included. We have already had a conversion of Lolth from Queen of the Demonweb Pits. Now we are looking at the Princes of Elemental Evil from The Temple of Elemental Evil. Goodman Games did an expansion and conversion of this adventure for 5th Edition Dungeons & Dragons. For those of us who would like to use this material with Dungeon Crawl Classics, hopefully this conversion will help.

It should be noted that this conversion is based on the Fiend Folio only; I did not consult the original adventure or any material that was created to expand or convert it. As a result, there might be some absolutely stellar ideas that I missed.

Readers are also encouraged to look at Ithha, Prince of Elemental Wind, on page 356 of the core rulebook. The invoke patron tables in Playing the Game, published by Purple Duck Games, may also provide some inspiration.

 

 

The Elemental Princes of Evil

These powerful beings are principally active upon the Elemental Planes, but have followers in the Lands We Know as well. They are powerful enough to be treated as minor gods, providing spell to those clerics, acolytes, and other priests who worship them.

These five individuals represent the evil (for mortals) aspects of air, cold, earth, fire and water. They may work together, but are often at odds through the actions of their followers or due to their disparate natures. Each of the following statistics represents an avatar of the Elemental Prince which manifests upon the material plane. In their native haunts, the elemental princes are far more powerful.

All Elemental Princes can communicate with telepathy within a 240’ range.

Elves and wizards may choose to bond with an Elemental Prince of Evil via the patron bond spell. The ceremony to do so must take place adjacent to an appropriate elemental node, or where there is a large (and potentially dangerous) exposure to the appropriate element. At the end of each day casting, all involved must succeed in a Fort save (DC 10 + 2 per day after the first) or take damage. This starts at 1d3, but increases by +1d up the dice chain for each failed save. This does not affect the spell casting; any loss of concentration is made up for by the potential patron’s delight in the pain and damage caused. It is, however, beyond the scope of this post to provide patron details for these creatures.

 


Cryonax (Prince of Evil Cold)

Cryonax (Avatar): Init -4; Atk Suckered arm +10 melee (3d8 plus paralysis) or spell; AC 26; HD 12d12+36; MV 20’; Act 2d20; SP Cold aura, paralysis, half damage from non-magical weapons, shatter weapons, 75% magic resistance, spellcasting, healed by cold, fire vulnerability; SV Fort +14; Ref +6; Will +24; AL C.

            Spells (+15 to spell check): Chill touch, control ice, dispel magic, monster summoning, planar step, and shatter.

Cryonax’s avatar appears as a 15-foot tall yeti with tentacles rather than arms. He radiates cold, causing 1d6 damage to any creature within 60’, and 2d6 damage to creatures within 30’. If the avatar hits with a tentacle, the target must succeed in a DC 15 Fort save or be frozen in place, paralyzed for 3d4 rounds. In addition to taking half damage from non-magical weapons, Cryonax is so cold that there is a chance (equal to damage dealt) that a mundane weapon will shatter, negating the damage and destroying the weapon. In addition, there is a 75% chance that Cryonax simply ignores all effects of any spell cast (although secondary effects can still affect the avatar; for instance, if a spell causes a cliff to collapse on the avatar, Cryonax’s magic resistance does not protect the avatar from this).

Cryonax casts spells as a wizard, but suffers no ill effects from rolling a “1” (except losing the spell). When Cryonax summons monsters, they are always cold-based. For example, bumbles, ice piercers, Kovacsian wizard snowmen, laser snowmen, raven wolves, giant walruses, and yeti may all be appropriate.

He is healed by spells causing cold rather than harmed, but takes double damage from fire- or heat-based spells and effects which get past his magic resistance.

It is said by some sages that Cryonax lives in a huge castle of ice, quartz and glass, possibly situated at the juncture of the Planes of Air and Water and drawing power from the Negative Material Plane. Other sages scoff at this planar cosmology, placing Cryonax’s castle in the coldest of the Hells. Still others pace the Elemental Prince’s abode in other planes, or even distant places in the Lands We Know. Who is to say which is true?

 


Imix (Prince of Evil Fire)

Imix (Avatar): Init +5; Atk flaming strike +10 melee (5d8) or spell; AC 24; HD 12d12+36; MV 50’; Act 1d20; SP Flaming aura, half damage from non-magical weapons, shatter weapons, 85% magic resistance, spellcasting, healed by fire, cold and water vulnerability; SV Fort +8; Ref +14; Will +24; AL C.

            Spells (+15 to spell check): Control fire, dispel magic, fireball, flaming hands, monster summoning, planar step, and scorching ray.


The avatar of Imix appear to be an 18’ tall pillar of fire. So hot is the Elemental Prince that those within 60’ take 1d10 damage each round, and those within 10’ take 1d20 damage. Non-magical weapons cause only half damage to the avatar, and the avatar has an 85% chance to simply ignore any spell cast against him (as with Cryonax).

Imix uses spells s a wizard, but has no further effect with a natural “1” than losing the spell. When Imix summons monsters, they are always fire-themed, such as flaming heads and salamanders. While fire attacks heal Imix, water and cold attacks do double damage, to a minimum of 2d6. Even 25% immersion in water is sufficient to destroy Imix’s avatar.

Lmix is said to live in the depths of a monstrous active volcano on the Elemental Plane of Fire. There is great enmity between lmix and Olhydra.

 

Ogrémoch (Prince of Evil Earth)

Ogrémoch (Avatar): Init +0; Atk Bludgeon +10 melee (1d20+20) or spell; AC 27; HD 22d12+88; MV 20’; Act 2d20; SP Half damage from non-magical weapons and magical weapons of less than +2 value, 85% magic resistance, spellcasting, immune to fire, half damage (cold and electricity); SV Fort +24; Ref +0; Will +24; AL C.

            Spells (+10 to spell check): Cause earthquake, dispel magic, monster summoning, planar step, transmute earth, and turn to stone.


Ogrémoch’s avatar appears to be a rough, apparently unfinished, bipedal form, 70 feet tall. He is said to live in a great flat-topped mountain on the Elemental Plane of Earth.

Ogrémoch’s magic resistance works as does that for the other Elemental Princes. Ogrémoch casts spells as do the other Elemental Princes. When he summons monsters, they are stone- or earth-based, such as xorn and ropers.

 

Olhydra (Princess of Evil Water)

Olhydra (Avatar): Init +2; Atk Wave +10 melee (2d12 plus drowning) or spell; AC 25; HD 12d12+36; MV 30’; Act 1d20; SP Drowning, half damage from non-magical weapons, half damage from slashing and piercing weapons, 75% magic resistance, spellcasting, ram ships, only slowed by cold, extinguish flames, fire vulnerability; SV Fort +10; Ref +12; Will +24; AL C.

            Spells (+15 to spell check): Dispel magic, monster summoning, and planar step.

The avatar of Olhydra appears as an amorphous watery blob 20 feet in diameter. She only appears near water. She is said to live in a great undersea castle on the Elemental Plane of Water. There is great enmity between her and Imix.

When Olhydra hits a victim with her wave attack, the target must make a DC 15 Fort save or take 2d6 points of temporary Stamina damage due to drowning. This damage heals completely with 10 minutes of rest and breathable air, but if the victim’s Stamina drops to 0, they die of drowning (recovering the body may still apply).

Olhydra’s spellcasting and magic resistance work the same as with the other Elemental Princes. When she summons monsters, she summons creatures related to the oceans or water, such as sahuagin, giant ammonites, and crab swarms. She takes only half damage from non-magical weapons, and half damage from piercing or bladed weapons – these stack, so that Olhydra’s avatar takes only ¼ damage from a non-magical sword.

Olhydra can also ram ships with the force of two heavy galleys, almost certainly destroying them utterly. Cold slows her to half speed and prevents her from attacking or casting spells for 1 round per spell level, but does not otherwise harm her. She takes twice normal damage from fire- and heat-based attacks, but any normal fire within 10' of Olhydra is automatically extinguished.

 


Yan-C-Bin (Prince of Evil Air)

Yan-C-Bin (Avatar): Init +7; Atk Wind buffet +8 melee (2d10) or spell; AC 26; HD 8d12+24; MV fly 60’; Act 2d20; SP Invisible, immune to non-magical weapons and missiles, 90% magic resistance, spellcasting; SV Fort +6; Ref +18; Will +24; AL C.

            Spells (+15 to spell check): Choking cloud, dispel magic, gust of wind, invisible companion, monster summoning, planar step, and weather control.


Perhaps the most dangerous of the Elemental Princes, Yan-C-Bin is naturally formless and invisible, being roughly 10 feet in diameter. He is said to live in a great airy palace on the Elemental Plane of Air.

Yan-C-Bin’s magic resistance and spellcaster work as do those of the other Elemental Princes. When Yan-C-Bin summons monsters, they are those related to the air or flyers.